Planetary Seclusion Zones

by Eloeri

A fork of Intercontinental Rocketry by Meteorswarm. For every planet in Space Age, generates sixteen additional subplanets, allowing you to start fresh with any planet at any time.

Content
2 hours ago
2.0
20
Planets Enemies Environment
Owner:
Eloeri
Source:
https://github.com/Eloeri/planetary-s...
Homepage:
N/A
License:
MIT
Created:
a day ago
Latest Version:
1.0.6 (2 hours ago)
Factorio version:
2.0
Downloaded by:
20 users

This is a fork of https://mods.factorio.com/mod/intercontinental-rocketry.

Adds 16 unique new surfaces to each planet, so you can start anew at any time, assuming you have a ship that can get you there! It's strongly recommended to use default settings at game creation, since each planet has a new "preset" associated with it and any changes to the new game map generation will compound these changes.

As the mod is, with default settings, each of the main planets will be a "rail world" preset. You can change this in the planet.lua

Mod also increases the the distances between each planet by 10.
Changes to planets:

For every planet's mid latitude surfaces, solar power is diminished by 25%, and at the poles, solar power is diminished by 50%.

Nauvis -

East and West: Rail world with triple biters, evolution starts at 50%.
Far East and Far West: Rail world with max biters, evolution starts at 75%.
NE, NW, SE, SW: Rail world with no biters
Far NE: Default settings with a disgusting amount of biters, evolution starts at 100%. See pictures for what that looks like.
Far NW: Rail world with a disgusting amount of biters, evolution starts at 100%. See pictures for what that looks like.
If not specified above, the mid latitudes are default settings with half biters.
If not specified above, the poles are default settings, no trees, no biters, and you need to warm things like on Aquilo.

Vulcanus-

East and West: Rail world equivalent with double the vulcanism.
Far East and Far West: Rail world equivalent with max vulcanism.
NE, NW, SE, SW: Rail world equivalent with half vulcanism.
Poles are rich in tungsten, and is basically just a patch of land surrounded by an obscene amount of lava. See pictures for what that looks like. May or may not crash your game!
If not specified above, every other surface is default settings.

Gleba-

East and West: Rail world equivalent. Meaning the patches of both fruit are more abundant, but spread out. Triple Pentapods, evolution starts at 50%.
Far East and Far West: Rail world equivalent with max Pentapods, evolution starts at 75%.
Far NE and Far NW, a disgusting amount of Pentapods, evolution starts at 100%. See pictures for what that looks like.
NE, NW, SE, SW: Rail world equivalent, no Pentapods.
If not specified above, the mid latitudes are default settings with half Pentapods, and the poles are default settings with no Pentapods.

Fulgora-

East, West, Far East, Far West, NE, NW, SE, SW: Rail world equivalent, huge islands, sparse scrap, but really rich deposits.
The mid latitude surfaces have double the lightning, and the poles have four times the lightning.
Everywhere else default settings.

Aquilo-
East, West, Far East, Far West, NE, NW, SE, SW: Rail world equivalent meaning huge islands for oil, lithium and fluorine, but very sparse.
Everywhere else default.

This mod as it stands does not work with any modded planets. And I doubt I'll add any, sorry. You can feel free to fork this mod and add your own planets!

I've tried to make the planets.lua as easy to read as possible, so changing any of the settings to get whatever kind of planets you want should be relatively simple. Hit me up on discord ( @eloeri ) if you want help! I don't think I'm going to help in the comments, sorry.

TODO:

One of the few notable things I do want to eventually incorporate is making the north and south poles of Nauvis snow covered, or figure out how to generate large ice masses, but with Nauvis ores.