The Nauvitian


Crash landed on a strange new planet, you, the Engineer, are going to have to get really creative if you want to not just survive, but thrive

Overhaul
25 days ago
1.1
231
Logistics Mining Fluids Manufacturing
Owner:
PatosTobi
Source:
N/A
Homepage:
https://discord: ptx86
License:
GNU GPLv3
Created:
a month ago
Latest Version:
0.0.6 (25 days ago)
Factorio version:
1.1
Downloaded by:
231 users

Are you mine prod you're engineer because you're Nah I'd blueprint? Or are you Nah I'd blueprint because you're mine prod you're engineer?

WIP

Crash landed on a strange new planet, you, the Engineer, are going to have to get really creative if you want to not just survive, but thrive.

A mod pack aiming to be a small overhaul, your main goal is to leave this planet, by launching a rocket. (Victory)
Should you choose to stay, perhaps a new discovery from beyond the atmosphere might make living here easier (Bonus factory scaling)

Some balancing and changes to be expected, but as far as mod-list stability, it should not be too terribly different in the future, as its functionally feature complete, just needing playtests and balancing.

Features :-

  • Recycling, its no small secret to say your factory success is make or break based on what you can scavenge and reverse engineer, so you should beeline this A.S.A.P!

  • Kinda More Difficult-Realistic-ish Nuclear, including uranium enrichment and plutonium breeding, because if you want to actually handle dangerous substances, you better be ready for it!

  • Solid Fuel reprocessing, Carbon Capture, and new Petrochemical processes involving, including pollution reduction!

  • Circuit Processing revamp, because space is difficult and technology is bound by Murphy's Law.

  • Barrels galore, you didn't expect to be handling fluids with your hands right?
    Most fluids have been forcibly barreled when it comes to recipes and as a result leaving underground and long-distance piping as a much less 1 size fit all logistics Swiss army knife.

  • Greenhouses, Stone Sorting and Modules and MOAR!

TODO

+ Add oil waste (light oil potentially) to recycling, to bolster early game power generation.

+ Retune tech tree and recipes to allow for earlier barrels and energy production

+ Properly implement circuit and chip overhaul, removing the need for Bobs Circuit Dependency ( currently just a placeholder for expected difficulty and recipe range

Better implement and navigate recycling mods for future changes