Planet Nulla


A satellite of the Aquilo, once a drone factory for another civilization. Abandoned factories continue to guard the planet's peace.

Content
a month ago
2.1
494
Factorio: Space Age Icon Space Age Mod
Planets Logistics Combat Armor Enemies Environment Mining Fluids Manufacturing

g Brand New Mod Review

a month ago

Just cracked this mod open for the first time and it seems quite solid for an absolutely brand new release, I especially commend some of the visuals and especially the soundtrack. All in all I consider this a rising star that deserves attention but obviously still needs some work like the reuse of fulgora scrap textures and vulcanus decoratives is absolutely understandable but a bit jarring especially being on ashy ice makes the environmental storytelling a little jumbled. I really like the combat theming and I'll always go for some robotic enemies I just worry about the difficult of them since you're getting to this place post aquilo we have just about literally all the military tech in the game and probably several damage upgrades so it's a bit of a shrug combat-wise because while they certainly aren't enough alone and need support flamethrower turrets mostly trivialize the combat here and the oceans are literally made out of heavy oil and ice which with a little electricity is literally light oil or the best fuel for flamethrower turrets not to mention tesla turrets having increased effectiveness like on pentapods. So it's not like bad I really respect some of the enemies here present some interesting potential challenges but you're post aquilo and combat wise there's not much like genuinely new here strategically. There's still a lot of room for creative designs in the factorio combat space, before even considering new weapons and the like I've always loved the idea of a planet that made it actually a reasonable and not totally overkill solution to use railguns as base defense, or nukes in rocket turrets. As for the production chains I really respect it, but it is mostly another take on fulgora scrap recycling but not a bad one and I like the unusual case of automating destroyer capsules. But doing an ammoniacal solution separation kind of recipe on your ocean to get heavy oil and ice does just feel like you took the ice from fulgora's scrap recipe and dumped it in the ocean. But I do find the idea of mining depleted uranium fuel cells to be a legitimately novel and worthwhile exploration especially since it produces purely depleted uranium which again could be cool for using uranium rounds since they're easy to make here but kinda unnecessary. But having only depleted uranium and having to import enriched uranium to kickstart Kovarex, well points out the straight up deus ex machina that Kovarex is, but that's like actually quite cool and I respect it, but the scale needed for producing the nuclear bombs we need, a pretty neat production chain, well could be problematic since the 'ore' patches seem quite small but frequent. I also really like the necessity of lubricant inserters it really changes up a lot of standard designs in a way I like, not the biggest switch up ever but I respect it, and though I appreciate its absence not having almost any mechanics related to the cold despite being a half frozen moon of aquilo is odd even with its atmosphere. The spoiling of the science pack feels rather arbitrary but seeing hundreds of destroyers popping out of my chests when I got overzealous with production without handling interplanetary logistics first was rather hilarious. But mostly I really like it and especially for the first/second version ever it's a solid start. Mostly I'd say consider what experience you're going for, like the qualities on the scrap feels arbitrary and just kinda there to say okay but what if, which sure you can, but does it meaningful affect the mod for the better and how does this fit in with the rest of the planets, if it's the goal then go for it make this a planet built around and for quality, otherwise it's just a nuisance, like not allowing the placement of cryo plants, that's just irksome. But the biggest thing I look askance at in this mod is the rewards for completion which I fully understand probably aren't fleshed out yet but I can only give feedback on what I have. And for that we have combat robot productivity, a little useful for this planet but utterly worthless otherwise. Combinators productivity which is utterly pointless. Factory robot productivity which hey I won't say no to. Follower robot count which we had in the base game and is still pointless. Follower robot lifetime is similarly lackluster. Then kovarex productivity which is actually really useful I respect this. Transport belt capacity is an easy tech to throw on a planet for not much internal reason but is desirable and worthwhile. Then we get to the two actually new techs, I'm not counting lubricant inserters since they serve little point on other planets, personal tesla defense, cool but like just why? We are post aquilo this is so beyond pointless and not like incredibly better than personal laser defense, it's not really solving a problem and could reasonably be lumped with tesla turrets and teesla guns on fulgora. Then personal roboport mk 3, I mean I like it and I'm not saying no but it's not that impactful, a normal personal roboport is a nice amenity especially before you can set up a true bot grid, but mk 2 is a bit of an excessive like sure why not, this is just a bit of a shrug to me like not bad but not terribly impactful on how playing the game feels. A big hole it feels like this moon currently has is the lack of a central unique mechanic/building it feels like fulgora scrap recycling with a little aquilo ammoniacal solution separation with kovarex from nauvis and a science pack that spoils like glebas fairly arbitrarily, so currently it feels like there could be a bit of deeper look into what unique thing do you want this planet to do, you've got lubricant inserters which is a neat start and you can have a medley of other planets, but you also need your own identity. Part of it is lacking it's own building, I always like having something to automate and ship out other than just science and some more unique items and recipes or production chains grounds the mod as a more real fleshed out place rather than a surface you pop down to with endgame equipment grab the science in a couple hours and leave, post aquilo planets are especially susceptible to this, it also kinda doesn't distinguish itself as a moon in any way especially with having cerys as an optional dependency and there's little impact aquilo has on it other than in theming and looks on the star map, so just having some machine to do something unique or do an old thing better I dunno like a better oil recipe using a catalyst or lean into the nuclear and do a compat with Plutonium Energy or Buggis Nuclear bots or something. I hope this didn't come across as too negative I am well aware this literally came out today and I genuinely think you've got a rough cut gem here, some polishing and I think there's potential for a diamond here.

a month ago

Hi, I appreciate your detailed feedback.
I'll start from the beginning.
1) I haven't really tested enemy difficulty in real-world play, but they have a lot of damage protection, so I expect them to be challenging to destroy. Also, I think flamethrowers are useless against them due to their maneuverability, much like on Gleba.
2) It's quite difficult to come up with something new in production compared to the dozens of already great planets. My planet's calling card in this case is that by mining scrap, you get it of varying quality even without modules in your drill, which, in theory, would force you to build a larger and more sophisticated processing plant. The resource percentages derived from scrap were calculated so that the final output - after processing all the chains -roughly matches the Fulgora ratios, albeit with some adjustments. That said, I wouldn't rule out the possibility that I made a calculation error.
3) I'm glad you liked the uranium idea. To obtain the uranium-235 needed to start Kovarex enrichment, you can also destroy enemy bases, which are the source of loot. I'm not sure how long the deposits will last, as I haven't personally tested production, but I suspect this will be a matter for future balance changes. The same goes for the cost of the research pack and the processing speed of uranium cells in centrifuges.
4) I thought long and hard about whether to use the Aquilo mechanic on this planet, as it could make gameplay unnecessarily difficult. Perhaps I'll add this to the settings later.
5) I banned cryogenics to encourage players to use nuclear power on this planet. I thought that after the Aquilo, it was too easy a way to get free energy on my planet.
6) Perhaps the chain with extracting oil from the ocean is too simple. I need to think about it.
7) I agree, the rewards do seem insignificant, but I must say that making them interesting and unique is a difficult task. Other creators have already snatched up literally everything, heh. I'm still thinking about it. Perhaps I'll implement something that's already partially implemented by others and add compatibility.
8) The decision to forgo new planetary factories was made deliberately, as I don't think it's right that every planet creator wants to add another factory to the list. I think it looks overloaded, so I decided to integrate it with existing ones.
9) Regarding compatibility and integration with other mods, I think that's something I'll be working on in the future.

a month ago

You're welcome!
1. Okay from my testing it just seemed a little easy to kill the bots, they have significant resistance but we have significant upgrades by this point and while flamethrowers won't kill everything even if the units initially dodge they seem to have problems not walking into the lingering fire.

  1. I sympathize with that because there really are so many and you don't want to end up imitating or making weird compatibility issues. Okay so we're sending it with the quality okay sure my only fear there is it tends to be that for starting with base quality resources you tend to end up sorting them at the head, then just end up building 5 copies of the same factory for the different qualities which to my mind isn't that like interesting and provides potential headache if you ever want to do anything with ice or uranium since you'll need to hard upcycle that to whatever quality you need. And without randomization of quality in the mid production steps unless you volunteer for that headache you don't even have the usual complexities that quality necessitates. So that's something to think about, if you want to lean into this you could go and make a building or beacon that is necessary that has some base quality chance the beacon I suggest because that has potential usecases as a reward useful on other planets.

  2. I really do think that is a great idea and especially fits the theming with dead fuel cells and the patches being in a crater is a nice touch, kinda reminds me of Muluna and their mining asteroid chunks it's unique and I like it. And good idea with the base loot, I also always appreciate cargo pods with some useful materials around. For my take they seem a little shallow but for primarily power you don't really need that much.

  3. Fair enough it does seem potentially excessive but an option would be neat.

  4. Ah gotcha not wanting fusion here is fine but cryo plants are used for more than that so like if you wanted to make sulphur or plastic or a lot of mods give them a lot of chem plant recipes it just seems like a more direct lock on crafting fusion cells here or something might be better.

  5. Okay

  6. Yeah it's rough but thinking about it maybe lean into the quality and give a base quality beacon or a compat with advanced centrifuges or nuclear bots or lean into the oil here and do an even more advanced oil processing like cryogenic oil separation that is like three recipes that turn crude oil into heavy light or petroleum for setting up a fluroketone cooling loop. Or you're a scrap planet you could do an upgraded recycler. Point is there's still some room in the design space here.

  7. Okay fair enough but it means you've got to try harder to make the production chains unique since without a new building with different modules or base quality or base productivity or even like with the electromagnetic plants having weird fluid connections, I'm still using the same buildings I've used everywhere else and especially post Aquilo You've really gotta make it worthwhile since many players get through Aquilo and have a little fatigue because at this point they've played a lot of factorio on this save and done a lot of different types of production chains especially if they have other mods installed. So you can absolutely not have your own building but in my experience a planet without a building can feel a little flat and hollow like more recipes of a type we've done before in the same buildings we've used before. So just be careful.

  8. Okay it'd be nice and just a thing that could help this mod along without having to make new assets and such.

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