U.F.O.


Use fulgoran objects or technologies to improve your factory

Content
2 days ago
2.0 - 2.1
110
Factorio: Space Age Icon Space Age Mod
Manufacturing Power

i Compatibility requests

a month ago

May we please have Moshine's Hypercell Substation, Dredgework's Wire Buoy, and Cargo Ship's Floating Electric Pole added to the whitelist? IIRC, the Floating Electric Pole can be placed on the oil ocean with the setting enabled, so it would kind of make sense to be able to add a UFO adapter to it to be able to use it when the Fulgoran lightning attractors are right along the shoreline and can't be reached otherwise, while the wire buoy can be placed on the oil ocean regardless and can serve the same purpose. The third would just be nice to have as a visually clean way to get power to more machines with less substations, since the hypercell substations have substantially more range than even the legendary vanilla substations, having a 33x33 supply area while the legendary vanilla substations has a still sizeable 28x28 supply area.w

a month ago

I've already tested Cargo Ship's Floating Electric Pole and and decided (up to now 😉) not to include it in the whitelist. The reason is - yes you can place it on the oil ocean of fulgora, but if you don't have any attractor in range it will be destroyed with a high probability in the next thunderstorm. Or do you have any attractors that could be placed near by on the oil ocean? Otherwise its primary purpose – to bridge great distances - couldn't be reached.

P.S.: substation2/3 from AdvancedSubstationSpaceAgeUpdate have up to 128x128 supply area (configurable, defaults are 36x36 resp. 72x72)

a month ago

Well - in the meantime I've tried to whitelist your three wishes. Unfortunately each of them makes some (different) problems

  • Cargo Ship's Floating Electric Pole: While testing it, I remembered the real reason for discarding it - in a former version I had to blacklist it, because it causes some unclear problem while loading the mod see here
  • Dredgework's wire buoy: is missing its recipe in the 1st stage of loading the prototype (it's currently defined in 2nd stage), logic of my mod needs all parts (entity, item, recipe) in the 1st stage. I believe that could be changed, but it's unclear how long it would take to do so
  • Moshine's Hypercell Substation (or to be more precise "Hypercell substation" from snouz 😉) shows its adapter recipe even if the base technology hasn't been researched yet - sth that normally shouldn't happen. That needs some deeper investigation in my mod to fix that.

To make a long story short - in all three case it's unfortunately not simply adding them to the whitelist. If you want, I would open an according issue in github, but fix that later, as I am currently working on a different (unpublished) mod.

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