Terra Palus

by Lukah

Adds a new hybrid planet combining features of Nauvis and Gleba. Brave the dangerous swamp moon of Terra Palus; mine Palusium ore and use UV light to freeze those that would see you destroyed.

Content
a month ago
2.0
3.70K
Environment Mining Fluids

b BUGS

2 months ago
  • Haven't quite worked out how the starmap/remote view interface works yet so it looks like the moon orbits the sun. Just ignore that for now.

  • Pentapod eggs that are left over after deaths of some spider mobs seem to be auto-collected into your inventory as if you're holding F. I wonder if this planet is missing something Gleba does with these automatically, I have no idea why this is happening and haven't played Gleba to see if this is expected behaviour but it seems weird.

  • Swear I saw a bug that replaces your quality night vision goggles with the normal kind - have to look into that.

  • Sprite issues with tech trees. Nuclear power plants will be their placeholder for now.

  • Sometimes if you load a save then delete a light that had frozen enemies, they stay frozen forever. That may or may not be fixed already.

  • Inhibitor lamp UV damage actually stacks - it's not supposed to stack, so I turned this off for now.

  • In Factorio 1.0 when an inserter arm had hovered over an empty sprite and you placed a box down, the box would collect the item on the floor but in Factorio 2.0 (or my crystal items) they get stuck under the box you place.

  • Rocket stacking is not scaled properly for some items (some items are missing a weight parameter), need to fix.

  • In Factoriopedia, Palusium ore only appears once in the preview but the other ores appear richer. Might be a setting somewhere. Tried to fix this with a lua.

  • Probably other things because I'm a noob.

2 months ago
(updated 2 months ago)

So is it intended to not be able to farm on this planet? Wondering as the pressure and no solar would prevent that, despite the gleba plants are on the planet without being able to grow unless I missed something.

2 months ago

Thanks for letting me know about this! Definitely intended that you should be able to farm on Terra Palus. I did some (very brief) testing and found I could place down artificial soil on Terra Palus, and I double checked my first map gen to ensure there was jellynut and yamato plants spawning (though I felt the spawn rates were generally quite low, something for me to look into), but if you find it's not possible to farm at all, please let me know so I can find a way to fix it - I haven't played Gleba yet so it's possible I missed something!

2 months ago

Something in your script takes 60 ms to update every second. Makes the game unplayable.

2 months ago

I noticed this aswell

2 months ago
(updated 2 months ago)

So is it intended to not be able to farm on this planet? Wondering as the pressure and no solar would prevent that, despite the gleba plants are on the planet without being able to grow unless I missed something.

@achman741 - I did some more digging into this (haha farming jokes) as I saw you updated your message. I tested planting fresh plants with the editor and also planting seeds - turns out Gleba plants still grow even though it's permanently midnight, so lets just say they... have adapted to the dark on Terra Palus. :D I will have to find out why that's happening, perhaps it's default behaviour elsewhere in the base game. Could you double check you see the same behaviour? I also double checked the parameters of TreePrototype and it only seems to havea 'growth speed' parameter, I couldn't see any mention of sun/light/pressure restrictions - only pressure restrictions on creating the artificial soil; so I also bumped up the pressure on Terra Palus to 2000 to help with creating artificial soil for your farming needs - this fix is in version 0.1.2. :)

Something in your script takes 60 ms to update every second. Makes the game unplayable.

@HonkTim - Thanks for letting me know! I looked into the control.lua and realised every 30 ticks I was calling two functions that trap the enemies in the inhibitor lamp range, and further testing found that seems to be causing the performance issue. I had it set so low during testing but I never noticed the little performance hiccups / jitters while playing because I wasn't wearing my glasses. Sorry - this should be fixed now as I made some logic changes and performance improves to the control.lua. This fix is in version 0.1.2. :)

2 months ago

:D "wasn't wearing my glasses" I have to try this on my project manager

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