Factorio Prestige

by Xobot

A prestige / meta-progression system for Factorio: Space Age.

Content
2 months ago
2.0
144
Transportation Logistics Enemies Environment

g Productivity and start

2 months ago

I'm hesitant to click on Base Productivity, because I've written a reusable rocket mod. If the recipe gains extra productivity, it would lead to more and more rockets being produced.

So I'd like to ask: if the recipe itself does not support using productivity modules, would increasing this stat enable productivity?

Finally, I enabled the optional planet start and chose Vulcanus as my starting planet, but after resetting, I ended up on Novus…

2 months ago

Productivity working is dependant on the recipe itself against the "allow_productivity", and if it is not supported by productivity modules, then it will not get the prod bonus

I'll take a look at supporting different planet start later today

2 months ago

Added support for any planet start, prestiging will keep you on the same planet. Checked no changes need to tech reset either

2 months ago

Added support for any planet start, prestiging will keep you on the same planet. Checked no changes need to tech reset either

Thank you, it did reset me to Vulcanus now.
Hmm, even though I’m on a new planet, it feels a bit weird without a starting spaceship…
Also, some mods give you things at the start — like wingman drones or ground robots. While the reset works code-wise and the ore richness has indeed increased, it's an acceptable little regret that those starting items are missing.

2 months ago

Added a few additional starting kit's and tweaks, include a 2pt personal roboport package

Also add a toggle-able option to respawn the ship wreckage in on prestige (on by default).

I tried respawning the player in with additional items based on loaded mods, but I didn't find a consistent way to support many mods for this. So I went down the rout of trying to provide such things via the this mod and starter kits instead.

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