Planet Difficulty Tiers


A mod that adds complexity to planets by assigning them a score. This score determines the planet's tier, ranging from T1 to T6.

Utilities
2 hours ago
2.1
0
Factorio: Space Age Icon Space Age Mod
Planets

g Some difficulty discussion

49 minutes ago
(updated 48 minutes ago)

Hi, this is an interesting mod, but I have a few questions: It's not entirely clear what the scores are.

Planet difficulty is intended to describe initial landing, long-term base maintenance, and ongoing hazards, not the size of a technology tree or something like that. All these 3 parameters combine to determine the final difficulty and tier of a planet.

That means the numbers are:
-initial landing / 33 (what does it mean?)
-long-term base maintenance / 33 (does it mean how likely my prod is likely to break down like gleba's spoilage?)
-ongoing hazards / 33 (i suppose it means anything that can destroy part of your base?)

It's not clear if the production complexity is part of it for example

If this is the scoring system, I might have a few updates for you for my own planets:

-Moshine: currently marked as T1 with 0 hazards: I recently added some sun damages to all electronics that you need to cool down, but the damage is not huge, the damage submod is auto installed but optional. The planet also contains an explosive item in the production chain, which you need to transform fast or dispose of, and I know this challenge has given a hard time to a lot of people.

11 minutes ago

The scoring system is divided into three categories:
- Initial landing (0–30 points): How difficult it is to establish your first functional and self-sustaining base. This includes access to resources, power generation, building restrictions, and any obstacles during initial development.
- Long-term base maintenance (0–40 points): How difficult it is to keep your factory running reliably over time. This includes resource depletion, energy requirements, production stability, spoilage, and any mechanics that require continuous management to prevent production from stopping.
- Ongoing hazards (0–30 points): Environmental dangers, hostile creatures, natural disasters, or other mechanics that can damage your equipment, destroy parts of your factory, or endanger the player.

Production complexity is taken into account, but only when it directly affects establishing or maintaining a stable factory. Simply having more recipes, longer production chains, or a larger technology tree doesn't automatically increase a planet's difficulty.

The idea is to measure how difficult it is to establish a base, keep it operational, and survive on the planet over an extended period, rather than how difficult it is to complete its content.

Regarding Moshine, thanks for pointing out those mechanics! I wasnt aware of solar damage. As I mentioned, I havent yet played through all the mods I listed here - yours included. I would be happy to work with you to adjust the final difficulty level, if you feel it is not appropriate.

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