Razi Protocol


A giant Space Age modpack bridge that connects many planet, science, enemy, and endgame mods into one coherent progression route across multiple star systems. See the mod page or README for the full overview and credits.

Mod packs
2 hours ago
2.0
1.17K
Factorio: Space Age Icon Space Age Mod
Planets

i some minor fixes/suggestions

28 days ago

I noticed that in the research on green plastic (Muluna), there are extra planets that cause a lot of confusion. Also, Moshine and Rubia have identical research on long-handed stack inserters. The Singularity tech card is too early on the tech tree. Immersite asteroids are locked in orbit around Fulgora.

28 days ago
(updated 28 days ago)

Hey thanks for the post, I just pushed a new update that addressed these issues. I'm currently playing through the mod and actually haven't made it far enough to meet these obvious minor flaws, but hopefully this latest update addresses the issues!

I also implemented some other small things like a new crafting tab to hopefully make the Logistics tab not so absolutely slam packed with stuff. Updated the mods description to include these changes.

edit: typo

28 days ago

Thank you for fixing these issues, but please keep a changelog.

28 days ago
(updated 28 days ago)

Sorry, but it looks like you broke Muluna's progression. Green plastic is supposed to be unlocked after visiting several planets, but right now you can create it without even leaving the planet itself. Also, sorry - it looks like I missed this one. In version k2so 1.6.0, the recipe for Matter research data was changed, and it can now only be created on Aquilo

28 days ago

Oh, and one more thing - in Beetlejuice Discovery, the tech branches are not separated and are mixed up. The planet unlock branches and the last one (Tenebris) comes right after Cubium

27 days ago

You're awesome for helping me out! I'm almost to the moon in my run lmfao, so I'll figure out how to make this way better. I'm gonna make a temporary solution update.

Honestly had no idea how to make a changelog, this is my first mod. I'm copying what I've seen from other mods!

21 days ago

Found a few more issues. Cold biters should be in required dependencies, as they are part of dea dia. Also, if possible, I would like to hide the preservation unit, Bio-data restoration, and void processing recipes. I have contacted the developers of rubia comp+ and tellus, but unfortunately the void processing mod is abandoned, so I won't be able to reach them. :(

Thank you so much for developing this modpack and listening to my advice. I've only just finished Vulcanus so far and haven't seen much else yet.

20 days ago

In the tech tree, after unlocking space science, the nexus has broken tech.
https://imgur.com/a/xnacWNh

19 days ago

Hmm I didnt realize Nexuz was abandoned that sucks :(

18 days ago

No, Nexus is updated frequently, but void processing is abandoned.

12 days ago

Oh that sucks :(

I could do an update and remove it I suppose!

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