Planet Crucible


Crucible is a high-pressure planet with a crafting chain built around creating metallic hydrogen.

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a day ago
2.0
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Factorio: Space Age Icon Space Age Mod
Planets Transportation Armor Environment Mining Fluids Manufacturing

g Pressure forge visuals

18 days ago

Is it possible to reduce pressure forge size visually? Right now it looks larger than it really is and it regularly messes with my placement, especially for inserters. Even had several accedents with hidrogen plates exploding simply because the inserter was 1 tile farther than it shoul have been.

18 days ago

Yes, this issue is being tracked here

18 days ago

Thank you. Btw, love the planet, one of my two favorite ones along with Moshine. Would be great if you expand on it, making more interesting production chains.

18 days ago
(updated 18 days ago)

Thanks!! There are a few parts of the production chains that I'm actively working on improving:

And let me know if you have any thoughts on which parts of the production chain are most and least interesting.

17 days ago

Yes, i actually do have a couple of thoughts about weapon rewards.

I feel like rockets and ammo are just not worth it unfortunately. Maybe it's just my experience, but i never felt it was necessary to craft even red ammo for space platforms simply because the yellow ammo is produced for much lesser footprint in greater volume and requires no copper, so for my ships that don't have to wander into huge asteroids fields, yellow ammo was almost always a much better choice and i never felt compelled to have more damage than it already provides. And in the huge asteroids space. especially when travelling to shattered planet, gun ammo is kinda irrelevant anyway, so even if i already produce copper, i, again, never felt compelled to use it, since most of the damage is from railguns and explosive rockets and gun turrets are here to just pick up the slack after lasers (vanilla lasers), since energy is quite cheap at this point and not having to drag several fully stacked green belts worth of iron to get that much ammo and then drag several belts worth of ammo around is worth it, especually since lasers have better range, which is great for avoiding friendly fire from your rocket turrets. Ablative gun ammo increases the amount you produce but also increases footprint, especially since you need to generate steam and hydrogen gas and also use pressure forges (which are pretty large) to deal with the unstable plates. The fact that plate stabilization is a lossy recipe and that hydrogen plates stack only to 10 kinda makes me very cautious about using it for longs trips like for shattered planet, i do prefer building ships that are as independent from surface production as it possible.

Rockets i ignored for largely same reason, but additionally is the fact that when you go into far space with huge asteroids, you want explosive rockets, while ablative rockets are basically same as regular ones. If ablative rockets were explosive and especially if they had more damage than regular ones, that would actually make me consider using them, since explosive rocket production was almost always a bottleneck for my speed and used the majority of the resources. Not sure about what to do with gun ammo tbh.

About lasers. Yeah, they are pretty powerful, very much so. Though my main gripe is that i never felt compelled to use anything other than impact lenses because they do most damage to asteroids. I guess if you used mods for enemies that have varied resistances, it would make other ones more useful. I am not sure if nerfing impact lenses would help, because i would just use the next best ones (acid probably). But while they are powerful, it's not like they allow to skip railguns and rocket turrets unless you want to fly snail pace, they mostly allow you to fly faster in the endgame when you have fusion since they eat several times more power than regular lasers, so even with nuclear it would be hard having more than a few of them. They are especially useful in places like Frozetta where you have to park over a planet in space with huge asteroids since you can destroy them with lasers alone and there is no need to drag railgun ammo through your whole ship. I would say that if they had to be maintained i would probably switch back to regular lasers and guns and drag that railgun belt over my while ship, since having a belt running for every laser turret kinda defeats the point of having lasers in the first place. Doesn't mean you shouldn't do it, just sharing my thoughts. Some kind of nerf or overhead wouldn't be a bad idea in general.

I do play mostly in peaceful mode, so i can't really say anything about planetary defences, only about ships.

17 days ago
(updated 17 days ago)

I liked dealing with the whole hydrogen chain where you have to balance resources and machine time against each other, while dealing with dangerous materials. I really like when i have to think of something (relatively) clever with circuits. I also liked very much that stable phase of the plates, because it gave you a bit of a breathing room and allowed you to accumulate resources with time, but to use them you have to juggle knives again. Which is imo a great take on spoilage. Having recipe depends on a liquid provided was an interesting idea, but i am not sure if it was really explored, though it maybe just me because i added the planet after basically finishing the game, so i just imported most of the stuff without having to deal with building from scratch here. I will try it next time and see how it feels without quality lol. I imagine having a lot less module slots would be quite tough.

Those explosion tho... it was pretty frustrating having half of your factory go into stratospere because of slight mistake. But the feeling of getting it right was great after that. Ngl i reloaded quite a lot trying to figure what i did wrong, since you can't tell much after the fact lol.

I do like that planet buildings require you to have more infrastructure to replace their counterparts on other planets (heat and steam namely). They are definitely not hard to produce but that additional logistical challenge is nice. I would maybe nerf them a little by having them require more energy and/or making the energy demand actually increasing proportionally (or disproportionally) with quality to compensate for increased module slots.

I also didn't use changed recipes for aquilo, since i added it after finishing it and didn't want to rebuild everything. If i have additional thoughts on that after next playthough, i will share them.

Rigor modules are a nice idea, i just wish they had more use outside of Crucible.

Thank you again for you mod, hope i wasn't a bother.

16 days ago

Thanks for the thoughtful feedback, it's super helpful!

The gun and rocket ammo are definitely not worth it at the moment. My goal with them (and the thruster fuel/oxidizer recipes) was to make something of an alternate paradigm of space platforms, where you wouldn't need asteroids as resources, but in exchange you'd have to deal with the hazards of spoiling plates exploding. The conditions in space near the planet are also meant to facilitate this. But it doesn't really work out, probably because it still requires an annoying amount of normal resources. I still think it's a concept worth exploring, but maybe I need to commit harder to the idea (i.e. making the recipes exclusively metallic hydrogen or something) to make it interesting enough to be worthwhile.

The impact lasers are definitely the best objectively against asteroids, and maybe the only way to make different lenses on platforms viable is to make different asteroid sizes have different resistances or something. I've definitely cooled on the idea of making the lenses require maintenance, and I think if I need to nerf them I can should increase the power draw.

The metallic hydrogen production chain, and in particular how it uses the spoiling mechanic and how it has a different meta for modules, is probably the strongest part of the mod. I do wish it were easier to figure out where the failure was when something explodes, but I'm pretty stumped about how to actually do that. The current solution is to require crafting denatured hydrogen to unlock the plate recipes, as a less complex and less punishing introduction. I don't want an exploding plate to be anyone's introduction to the mechanic, if possible.

I like the idea of more energy for higher quality crafting machines, and the kiln especially needs a nerf for quality because it can use beacons.

Thanks again, and let me know what you think next playtgrough!

16 days ago

Maybe slilghtly decrease damage form explosion? So at least it would damage but not destroy everything entirely. Would be easier to track judging by epicenter of explosion. Maybe some smoke graphics that persist for a minute or two after explosion at the epicenter would be nice. Imo it is generally ok as it is, even kinda fun.

I think kiln should take about as much energy as foundry at the base, but in heat of course. Maybe even additionally scaling with quality. Right now a common quality kiln eats less than electric furnace and a legendary kiln fully moduled with productivity and 6 beacons eats less than 3 MW of heat, meaning that a single common quality heating tower can support more than 10 of them, which is kinda too easy.

Pressure forge maybe fine, at least i think that if you increase the energy draw of common quality forges, it would make a crucible itself more painful, since i deifnitely had to think about expanding my steam production for them, unlike for kilns. Perhaps only increase energy demand with quality? Kinda of a balance that you get ot enjoy better forges, but you need to expand your power even more.

Oh yeah, i also liked teh fact that forges are not affected by beacons. It made playing with modules a bit of a puzzle that also depended on your current productivity research and balance speed against consumption.

15 days ago

I originally had the explosions create nuclear ground (like from nukes on Nauvis) but it looks terrible with lava so I scrapped it. I'd kinda forgotten about that. Something else like smoke that lingers is a good idea.

When I set the energy usage for kilns I forgot to consider the 250% efficiency of heating towers, which I think is the main reason they use so little actual energy. They should have their energy usage increased by at least 2.5x or 5x. I don't want to make any changes to pressure forges that would make it even harder to get the first metallic hydrogen chain working; but I also think scaling up is a bit too easy compared to getting started. So increasing energy usage with quality could be a good way to make scaling up harder without making early science even more punishing.

11 days ago

Thanks for the update, you are the best.

Happy to inform you that my Aquilo kiln setup for lithium now has gone cold and my Crucible factory doesn't have enough steam nor heat :) Now those buildings really feel more balanced since they require appropriate amount of infrastructure to support.

10 days ago

Nice! Hopefully everyone else is just as excited for their factories to break XD

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