Precision Lignumis (ALPHA)


Overhaul of the Lignumis planet: a third (Pyrolysis) science pack, a real rocket silo without the early-escape shortcut, gold metallurgy through coke, a carbon-fiber composite chain, and creosote/treated-wood integration. rn cooking this mod, so many to change, update.

Content
a month ago
2.1
17
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Circuit network

i Questions

a month ago

Hi, love the idea of this mod, I just have some questions.
Does the rocket silo in this mod replace in any way the original one from Lignumis? (I kind of want both options tbh, idk if you are thinking about adding this as an option in the mod) (assuming that the rocket silo does replace the original one).
Is this mod centered exclusively on logistics + crafting, or are you gonna do anything about enemies (more agresive AI, or something, just asking).
Can biochar be used on furnaces and the like? Is this mod compatible with Krastorio, too? (as in, will the recipe be selectable when trying to make the biochar in a furnace?) (I'm assuming that it's done in a furnace. Krastorio changes the usual furnace-building-type behavior so that you gotta pick which recipe you want to make to begin with).
Sorry for the sudden spam, ty for your work!

a month ago

For modern state of the game, I do not touch the base game of the Lignumis, I'm afraid I can break some things with updating mod. So yeah, for now there 2 wood silos, doing the same thing, but new one can be automated if your get enough on sanity :)
For now there only logistic, but ill love to do some more peacemaker tech, and enemy buff. If I start to understand, I will definitely change how noise pollution works.
About Krastorio - i dont really now, BUT, i mostly used Crushing Industry For easy creation and good compatibility, and brick kilns from Alloy Smelting to a slightly more logical way of pyrolysis. If you really need Coke, you can smelt it from biochar, so i guess its should work.
So if those mods works with Krastorio, its should too. I hope.

a month ago

Oh, so the new silo is for, idk, launching stuff that you got automated to space, then? In a "i got my initial setup on lignumis, let's automate this to quickstart Nauvis or another planet!" way, right? That's exactly what I was looking for, nice!
I'll let you know If I find any kind of incompatilibilities, no biggie! Ty for your hard work!!!

a month ago
(updated a month ago)

Thanks!
One thing - its for now work with only nauvis and im sure its should not work with "Any Planet Start", im kinda hardcoded it like that for now.
And, yeah, the idea is get the Lignumis -> Nauvis (one way) transfer of resources or science pre Space Age era

upd. "Any Planet Start" will be supported in the next update :steamhappy:

a month ago
(updated a month ago)

I more or less completed everything from this mod. Really nice and well implemented!
I got some ideas for possible future updates or technologies:
New way to extend/craft Gold-infused soil (just so you can have some kind of gold generation on nauvis, or to better order your gold agriculture towers in Lignumis) (just so you don't have to leave "orphaned" techs on Lignumis until next time you come back, in case you leave too early).
What about adding some Seed Productivity from the research techs in Lignumis to the seeds in other mods/Gleba? Just so you got something to show.
Would some kind of tech to allow "degradation" of gold into iron be in the scope for this mod? Something like using Pyrolisis Oil to degrade gold plates/gold ores, or maybe the Gold Stromatolites (or it's seeds) just so you can make some very early iron sciences on Lignumis (idk if you'd consider this one tho!).
I've been on Lignumis for 7-8 hours or so, I saw literally 0 wrigglers. Is that the expected behaviour?
Maybe some kind of compatibility with the mod Asphalt? (https://mods.factorio.com/mod/AsphaltRoadsPatched?from=search) (Maybe using Pyrolisis Oil with something else to create Asphalt and using it with the Lignumis car).
Steam labs? Just so you can leave the labs more or less unatended while you leave the planet alone.

(Sorry if these suggestions aren't welcome, my intention isn't to be pushing in any way, I feel the mod very feature complete as it is rn, ty for your work).

a month ago

Thanks for your time and ideas!
about enemies - i thing just 2.1 behavior change them to be more passive, dont think mod do something about that.
I think I want to keep the Lignumis’s original ideas about how to mine gold, and the fact that this planet isn’t intended (until the return with the necessary technologies and resources) for electricity. But I definitely want to add more, albeit somewhat realistic, development chains, develop more the idea of pyrolysis, and add fermentation to it. I have a couple of ideas about expanding the mid‑stage of development, but for now I want to polish things more, expand the gameplay up to the first departure from the planet, and eventually start working on the mod graphics. I total noob at graphic.

a month ago

Ty, I'll be watching with expectancy haha

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