Space Exploration Integration: Standalone Space Age Buildings


Integrates some of the space age machines into space exploration: stack inserters, foundry, electromagnetic plant, and cryogenic plant. [Disclaimer] You can add it to a game in progress, but it will break recipes using cryonite products in the chemical plant, removes the space age casting recipes and molten metals, and techs/recipes are moved around for all 3 buildings If you want to keep the previous recipes for the buildings enable the legacy recipe mod setting.

Content
3 days ago
2.0
996
Factorio: Space Age Icon Space Age Mod
Logistics Manufacturing
Owner:
xkyouchoux
Source:
https://github.com/xkyouchoux/factorio-mods
Homepage:
N/A
License:
MIT
Created:
24 days ago
Latest Version:
1.3.6 (3 days ago)
Factorio version:
2.0
Downloaded by:
996 users

Integrates some of the space age machines into space exploration: stack inserters, foundry, electromagnetic plant, cryogenic plant, biochamber, and captive biter spawners.

Adds configurable miner resource drain rate for the mining drills.

Stack inserters are unlocked with utility science with belt stack size upgrades at biological 2 and biological 4 science. Adds stacking to big mining drill and core miner.

Cryogenic plant is unlocked at space science and is required for cryonite processing in chemical plant. It is a upgraded chemical plant with 6 module slots and crafting speed of 2.

Recipe moved to cryogenic plant(and Biochemical facility):
- Water ice with cryonite slush
- Methane ice with cryonite slush
- Lubricant with cryonite slush
- Cryonite crystal
- Anion ion exchange beads
- Cryonite slush
- Beryllium hydroxide
- Holmium chloride
- Refined naquitite
- Naquium powder

Foundry is unlocked at material science 3. it is a upgraded casting machine with 4 modules slots and crafting speed of 4 with 20% base productivity. Adds new casting recipes for most metallic intermediates, which are unique to the foundry.

Electromagnetic plant is unlocked at energy science 3. It is a upgraded assembling machine 3 with 5 module slots and crafting speed 2 with 20% base productivity. It can do only do electric related recipes, including solar panels, power storage, electric distribution, and modules.

[Optional - WIP]
Biochamber is unlocked at biological science 3. It has 4 module slots and crafting speed 2 with 20% base productivity and uses nutrients as fuel. It can crack heavy and light oil, and some biological recipes.
Spoilage disabled by default
spoilage support: nutrients -> spoilage and uses spoilage for some recipes.

[Optional - WIP]
Captivity is unlocked with production science and is a requirement for biological science 1. Biter eggs have some uses for biological processes and are a added to biochemical data and the biological science pack 4. Captive biter spawners are unlocked with biological science pack 4 and allow you to farm biter eggs any where on land.
Spoilage disabled by default
spoilage support: biter eggs -> big biter, captive biter spawner -> beheamoth biter, bioflux -> spoilage

[Optional -WIP]
Adds yumako and jellynut fruits and seeds that can be bred with the genetics facility and are used for biological sciences.
Has spoilage enabled by default for othe other mods.
spoilage support: yumako -> spoilage, yumako mash -> spoilage, jellynut -> spoilage, jelly -> spoilage

Spoilage can be enabled per mod that uses the feature.

Turbo belts, if installed, are moved to material science 1 and use iridium plates.

Has support for Krastorio2, adds stacking to superior inserters, adds relevant items to foundry and electromagnetic plant, cryogenic plant has 3 module slots now and positions it in between chemical plant and advanced chemical plant, adds stacking to miner mk3 and quarry miner.