Planet Vesta


A gas giant in the distance. There appears to be a lone chunks of rock spread about in the almost concerningly thick atmosphere. Vesta is the gas world, and all about gases. There are quite a few ways to play the mod: Easy Mode, which features a reduced recipe chain. Less intermediates, less structures. Platform Mode, which removes the rock formations and places you on a lone platform. Realistic Gases Mode, which replaces all the icons and world generation with more realistic colors.

Content
11 days ago
2.0
10.1K
Planets Logistics Environment Fluids Logistic network Manufacturing

i Feedback and Suggestions

a month ago

I have completed the content for Vesta, and wanted to give some feedback and suggestions.

Overall: I love the concept of extracting resources from a gas giant. I also found far more enjoyment than I expected with the chance to play with fluids (gasses) in a bit more depth.

I started with the default configuration, "Normal Mode". I built a quick "proof of concept" chain of buildings for the science pack to be certain I understood the mechanics of the planet and was greatly surprised to find that I had already almost completed the planet, except for importing holmium ore. My impression was that Vesta content was overly simple and very poorly thought out. I was going to abandon the planet, but decided to give "Complex Mode" a try instead.

Complex Mode, in contrast, was a delight and the experience was exactly what I hope for in a new planet. I was challenged to explore moving gasses around in greater depth and putting together the production chain was highly satisfying. I appreciated the consistency between different gasses, algae, and various intermediate / end products. It is a little bit surprising that Normal Mode feels far less refined and consistent, even though it apparently was added later (if I understand correctly). In some ways, the experience reminded me a bit of Space Exploration (in good ways!), but in a more constrained scope. I am a bit confused as to the future of Vesta.

Having experienced both "Normal Mode" and "Complex Mode", I am a bit confused after reading through the mod description again. Which is intended to be the future of the mod? Complex Mode feels like the way the planet should be played, but Normal mode is the default and was created more recently in the overhaul (if I understand patch notes correctly).

A few notes on my experience, and what I would suggest changing to streamline Complex Mode a little bit:

Sand and Cerramic both seem an excessive as they are irrelevant to the planet's mechanics. They could be eliminated with no loss.

The large number of single-use intermediates in Complex Mode doesn't quite fit the typical factorio theme. I think this is a good thing! I like the focus on a long production chain instead of the normal factorio wide production chain. This adds variety that keeps the game interesting. That said, it felt a like Exotic Algae Clumps could perhaps factor into more recipes.

The unique buildings are a lot of fun, are all well designed, and greatly enhanced the experience, even though they seem a bit limited in what they can do.

The Infinite tech "Intermediate Productivity" seems an odd addition. It doesn't fit the theme and it solves a problem that in my experience so far, does not exist.

Notes on Normal Mode: My primary complaints were around obtaining Electrolyte (importing Holmium ore doesn't fit the theme) and Lithium (Far too easy for its use). Also, the rewards were incredibly powerful for almost no effort obtaining them.

Thank you for creating Vesta, it was an enjoyable planet!

a month ago
(updated a month ago)

Thanks much for your feedback. Complex Mode is the designed future for Vesta. Easy Mode is an overhaul of the planet that was designed because of player feedback detailing that there was too much bloat in the mod and it didn't feel like it fit into a Space Age run. I believed this may have been because of multiple structures that were introduced that generally had no real usage outside of Vesta itself and could not be easily integrated into Nauvis or other worlds without significant reworks to those worlds which are all quite complete experiences. So I simplified it down and decided to ship 2.0 like that.

Complex Mode, as of the most recent patch, with the input of various other members from Factorio is now the default experience that the mod ships with, so it's basically like the mod came full circle. What that really tells me is that I should just stick to my original visions and don't try to make everybody happy, because you just can't.

As for your suggestions, Exotic Algae clumps did have more uses, namely in the production of crude oil, but I did lower them because it felt redundant. I'm also just in favor of removing the Exotic Algae as it does feel like it's copying Fulgora with an intermediate that has a low chance of appearing. As for Ceramic and Sand, I can find ways to work them into other recipes so they seem less redundant.

a month ago

Complex Mode, as of the most recent patch, with the input of various other members from Factorio is now the default experience that the mod ships with, so it's basically like the mod came full circle. What that really tells me is that I should just stick to my original visions and don't try to make everybody happy, because you just can't.

Wise words :)

As a random side thought you provoked ... To me, Space Exploration is an excellent lesson here (as a software engineer, but not a game modder): High quality, highly successful, and very polarizing. The part of that which is interesting to me is that the criticism and the praise are often almost identical comments, just viewed as a negative by one side of the argument and a positive by the other.

I look forward to the future of Vesta, it sounds like you have some excellent ideas for refining the planet!

a month ago
(updated a month ago)

One more comment (bug?): I just built a Fusion Thruster, and noticed that while the thruster is configured for quality, I cannot add quality modules to the Supermagnet building. There doesn't seem to be a way to build higher quality fusion thrusters.

(edit): I had wondered about lower thrust on the Fusion Thruster (compared to normal thruster), but didn't realize it is smaller, giving more thruster units in the same space.

I do love the idea of the Fusion Thruster!

a month ago

Water electrolysis needs to give more Oxygen and Hydrogen.
30 Water for 5 Oxygen and 10 Hydrogen.
Water combustion (the reverse recipe) already shows how it should be.
10 Oxygen and 20 Hydrogen for 30 Water

The Recipe should be:
30 Water for 10 Oxygen and 20 Hydrogen.

a month ago

The ske_fusion_thruster_og setting doesn't do much, since most of the nerf comes from the changes to fluid energy values, which are not affected by the setting.
The setting should probably also undo the changes to the energy values, so you actually get the super performant thrusters back...

I personally liked the idea of fusion thrusters being a magnitude better than normal ones, which allowed slower ships using only a small part of their backside for thrust, or really fast ships if maximizing everything without having to use gigantic thruster stacks...

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