Quality Seeds


Provides a way to use those quality seeds, allowing Gleba to be a late-game source of quality materials. For each cultivatable plant (included those added by mods) adds a cultivator building, which can grow those plants using a seed and water as the recipe. Additionally, adds late game options to grow plants in space!

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a month ago
2.0
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Factorio: Space Age Icon Space Age Mod
Manufacturing

i Cultivation of every Gleba plants

4 months ago

A post a bit out of subject, but I wondered if you planned to add cultivation for every plants from Gleba.

4 months ago

Howdy! So I have made several mods already which allow the cultivation of some of the plants of Gleba - However I have been careful in my implementation of each as there's very little need to add agricultural content with no reason - so you'll find each mod has its own flavour, and isn't just, make this plant harvestable. I've also had discussions with others and talked about how my implementations need to add something new to the game (not just a plant which gives you plastic, or iron etc) as that was already tried by the Devs during developement and they said that implementation turned out tedious and boring to play (and just too much like the other planets).

There are also plenty of other mods which have already made most of the flora on Gleba harvestable - usually for wood or iron or copper etc.

If you have a specific idea for a specific plant you'd like to see implemented, let me know and I'll consider making it for ya =)

4 months ago
(updated a month ago)
  • Cuttlepop: It could produce wood, spoilage, and spore pods.

  • Funneltrunk: It could produce wood, spoilage, and funneltruck spores.

  • Hairy Clubnut: It would produce wood, spoilage, and nettles from its blue purple hair. It could be used to produce a different variant of bioflux, like the stringfrond.

  • Lickmaw: Unsure what it could be used for. It could potentially produce flesh, which could be used for producing bioflux and nutrient.

  • Sunnycomb: It could produce sulfur, spoilage, and sunnycomb spores.

  • Tefilly: It could produce wood and tefilly seeds.

[deleted message]
4 months ago
(updated 4 months ago)

It keeps recreating a new message at each time I edit it, with no way to delete it. -_-'

4 months ago

Haha there ya go - tidied it for you - and deleted those duplicate comments.

To address you suggestions, this is exactly what I wanted to avoid. There was a friday facts post during the Space-Age release that addressed the idea that Gleba was going to have many plants, and each plant gave you some aspect of the base resources. This is why slipstacks look like they contain lubricant (they are labelled as a lubricant tree source in the code!) and likewise sunnycomb was obvious a sulfur source.

Apparently the devs tried the many trees many resources thing, and said it felt stale and boring. Basically each tree was just like any mine, and you just built the same base you would on Nauvis to do the same stuff. This is why they scaled everything back to 2 plants, and how you mix and balance those two plants leads to all the resources you need. So without rewriting the base game, why add a sunnycomb as an agricultural tower harvestable when you can already get sulfur very easy from the ingame recipe derived from yumako and jellystem?

For this reason, my mods that add things for the other plants set themselves to complement, and never override, the base games implementations. This has a few good outcomes:
People can pick and choose which plants they want to add out of personal interest per mod.
No one mod overrides the base games recipes or makes them redundant.
Each mod add expansiony content - which are mainly designed for Gleba start enthusiasts!

Take the bloompuff mod for example, this is a military focused mod, that makes military science more feasible to scale on Gleba, as well providing some unique ways to defend yourself.
Or the slipstacks which provide an infinite source of stone - a much needed setup for those generating landfill on Gleba starts, as the natural stone on Gleba is simply too little to research military science and build defenses and landfill.
Stingfronds expand the nutrient tech tree with a tricky logistic puzzle of processing your bioflux and rapidly spoiling enzymes from the fronds, as well as give poison damage bullets - a nice way to help out in early game too - and reasonable against demolishers as well!

I think these options are better than just implementing - hey heres another source of wood or spoilage or sulfer, that you ultimately don't even need.

Hopefully that clears up my design philosophy with how I want to construct agricultural mods for all the trees on Gleba.

I have considered but havent implemented due to too much overlap things like - make the copper and iron rocks an agricultural plant too, so you can slowly grow and harvest an amount of iron and copper bacteria. Or make a teflilly a wood source or carbon-fibre or plastic source (that was intended initially by the devs too)

When I next find time after doing a round of bug-fixes and improvements to all my existing mods is I want to use the lickmaw or perhaps the funneltrunk as a symbiotic organism where you can enhance certain aspects of the factory - ground based collisionless fungal electrical network perhaps? Those little worms in the funneltrunk are screaming to be used in some sort of symbiotic process - organic cpus / body armour or some other exciting story device.

4 months ago

Yeah I understand, it can be quickly boring and repetitive if every plants give only spoilage and wood, anyway I hope that my ideas can help you.

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