Planet Pelagos


Visit Pelagos, an insular planet of coconuts. Use calciners to refine resources, and cargo ships as the perfect way to connect its scattered shores

Content
a day ago
2.0
13.0K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Combat Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

g 0.47.0

15 days ago

attempt of removing sealant from ship recipes will now cause runtime crash

Why? One should be able to adjust there gameplay to own preferences.

15 days ago

Because removing ships from planet makes it fundametally pointless, and i don't want it to be presented this way.

Without ships planet should not exist.

You still can still modify code localy to your preferences.

15 days ago

Disappointing to see this added. Intentionally causing a crash over a recipe edit is effectively malicious behavior, and is pretty anti-modpack as well. Would like to be able to run this mod alongside other mods that need cargo ships like On Wayward Seas without overhauling progression or implementing a workaround for this "sanity check". Please revert this change and use a warning or setting instead if you need to communicate this to users.

15 days ago
(updated 15 days ago)

Disappointing to see this added. Intentionally causing a crash over a recipe edit is effectively malicious behavior, and is pretty anti-modpack as well. Would like to be able to run this mod alongside other mods that need cargo ships like On Wayward Seas without overhauling progression or implementing a workaround for this "sanity check". Please revert this change and use a warning or setting instead if you need to communicate this to users.

Disappointing that your modpack literally remove changes that are fundamental for planet identity, and make it public.
I have not seen any communication or attempt to adapt code to not break planet design.
Just brutal ripping heart from thing i spend few months of daily work with.

My communicate is clear every time someone raises this topic.
If you don't like idea of this planet being place you unlock cargo ships on.
Don't play it.

People don't care that I spend like almost half of a year over this mod, and are surprised that I just don't want it to be turned into hollow abomination, that is publicly available. Because it's just painful too look at.

Planet is made as mod composite for a reason.
So you can pick parts you like.

Because almost every part of planet can be disassembled into separate mod, and I am doing it currently, piece by piece.
Except for ships.
That is a part that is essential for planet to make sense, and can't be removed.

15 days ago
(updated 15 days ago)

First of all: I love Pelagos! The island setting is cool and nothing like I've played in my 1000 hours before. The cargo ships and long-range drones match the theme, the logistical challenge and diesel engines very good. The production chains are nice and very welcome for a gleba lover.

I have concerns of more of a phylosophical kind. Maybe I'll use your other mods on a new world with fulgoras trenches or depth of Nauvis. I'd expect to create cargo ships before reaching Pelagos. Even if it's locked behind the planet I'd imagine another mod changing the recipe and the technology. But that is not possible if pelagos is gatekeeping the recipe with a hard crash! That's nowhere reasonable. Mods shouldn't lock any technologies in that way.
Take cerys for example. The planet prevents users from dropping cargo pods on the planet until a specific technology is being researched. And than there's another mod removing this restriction so that players may drop cargo pods again. Nothing to worry about, nothing to prevent here on Cerys side. Everybody should play to their own likings.
Have a look at one of your own mods: Remove nauvis-moshine space route. The Moshine dev added this route for a reason but you're removing it - for your own reasons to match the planet more to your preferences. Imagine the Moshine mod crashing because of this missing space route.

I like to invite you to revise the crash-behaviour from your mod and welcome changes from the community. Nobody likes to publish forks of planet mods just to remove some undesired (and unnecessary) behavior.

15 days ago
(updated 15 days ago)

Invite rejected. As stated before, removing ships from it make it pointless and I don't want it to be see it in that state. And I will die on hill for that.
That being said...

Cerys and cargo drop unlock mod has the same author.
But Cerys also recently copyright striked mod that wanted to have heating towers outside of it.

Before making changes to other mods. And changes that are something more than just changing route. I always try to reach authors to ask if they would be fine with these changes, because I understand that they might not want it. As a creator I can decide how thing I made Is presented, and I respect that other might also feel this way. For example this assert techique was borrowed from Rubia.

Mods that "enable cargo ships outside pelagos" just revert my changes. It's never alternative reseach, recipe, or at least asking me "hey I am making x and y, and I would like it work without issues because I also like ships.". It's always brutally reverting changes making planet pointless, and still keeping it for some reason

I am at the same time author of mods that introduces homeworld for cargo ships and mods to adapt other planets for cargo ship enjoyers, and I know that planet gatekeep ships. And this Is kinda issue I created.
for example this mod
https://mods.factorio.com/mod/gleba_after_pelagos
was created for people that want to have ships while playing on wayward seas.
In future I also want to make few compatibility changes like enabling native recipe for wooden platforms there.
It also make it easier if you Start on nauvis. Because now you have to go through one planet instead of 2 to get ships.

Literally few hours ago I published update to my tweaks mod https://mods.factorio.com/mod/talandar_cargo_ships_tweaks
that allows you to use galleon on waterways. this combined with setting "Allow galleon and port before pelagos" should make Depths of Nauvis more enjoyable.

And if everything fails.
Planet was designed and build in a way
- it's modular
- it does not modify vanilla stuff.
So it was intentionally made in a way. You can just remove or add it mid run without issues. (Except for content you unlock on planet but I am working on it).

I am heavly against mindlessly breaking planet design, and publishing it.
But it does not mean I am not aware why people attempt to do so, and I am working on how to make both things work.
So planet can still feel right design wise, and you could have some sort of ships eariler.
Fulgora would require unlocking oil rig, wooden platform, and barreling machine earlier. Which I also consider. But I need to split more things from planet first, and work on it later.

If you want to build something instead of breaking it, make work or compatible, then my discord is linked to literally every single mod I made, or you can use issues i guess.

This thread has been locked.