Salvage Quickstart

by therax

If you make it through the aftermath of your spaceship's catastrophic landing unscathed, salvaging the wreckage for advanced technology will make your survival and eventual escape from this misbegotten place much easier. Eases the early game without unbalancing the mid game.

Content
5 years ago
0.17
17
Cheats

i Feature Requests

5 years ago
(updated 5 years ago)

A couple of things. First off, I love this mod. It really plays into the way I play and adds a little core of solid super-productivity around all the other infrastructure. I would, however, like a couple more features.

  • A fabrication unit (super crafting machine)
  • Energy collector (high-efficiency solar panel and self-contained battery)
  • Power core (Small, self contained fusion plant, which requires water, but produces a modest amount of free power)
  • Point defense cannon (energy turret)
  • Primary Cannon (heavy railgun artillery [huge energy cost to fire [internal battery charge] and rounds cost ~200 iron])
  • Long-range radar (high energy cost to operate)
  • Induction coil (like a super substation)
  • Random modules (would be fun to have early access to a handful and choose where to put them)
  • Broken vehicles that require repair (see below)
  • other goodies (high-grade ammo; unique suit/armor/weapons with limited ammo; special grenades; super repair packs [essentially any of the cool gear that would be ubiquitous on an advanced ship, but priceless to a survior])

Also, it would be pretty cool if these things didn't spawn with you, but you had to find them on the map (lower chances for some of the better, bigger tech). You might have to repair them ( https://mods.factorio.com/mod/Science-droids has a great feature where you have to repair recovered droids before they begin to function). Just thought it would be nice to salvage other tech (even if some of it isn't immediately usable; it gives the new survivor something to look forward to plopping down) :)

Another nice feature would be making all of these things researchable super late end game. It isn't a huge need, but one quality of life for me personally would be to have the bots buildable, as this mod ( https://mods.factorio.com/mod/Bot_Servicing ) requires a recipe for the bots to be repaired and your bots break down, becoming useless :(

Anyway, I love this mod. Thanks for taking the time to make it!

4 years ago

I love your ideas, except maybe for the idea of making the items researchable and buildable in the endgame. The concept is fundamentally a quickstart, and I wanted to make sure that nothing in the mod would fundamentally replace anything in a late game base. Part of what makes the starting items feel special is that they are truly irreplaceable "lost technology." There are other mods (e.g. Fusion Bots) that already fill the niche of expanding the endgame to give the player more powerful tools.

But I do love the idea of having more varied early game tools, and the idea of spreading them over a larger area of the map solves the problem of overwhelming the player with lots of cool toys right at the very start, and also gives an incentive in the early game to explore what can be hostile territory. To be honest the biggest blockade to implementation is my total lack of skill with making attractive new graphics. Thematically I'm trying to keep to the idea that the starting items are repurposed tools that an asteroid miner might have had on their ship, so outright combat items like guns are less likely, but something like a laser turret being a repurposed laser spectroscopy ore assaying tool seems right in line.

Maybe something where the player can salvage items that are useless immediately, but with a bit of research (green circuits?) can be modified to perform a useful purpose.

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