On Wayward Seas

by Kubius

This time, you can bring a hammock. Overhauls Gleba into an archipelagic planet, with expanded planting options for more versatility and a simpler early-game. Boats recommended.

Overhaul
8 days ago
2.0
772
Factorio: Space Age Icon Space Age Mod
Environment Mining
Owner:
Kubius
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
a month ago
Latest Version:
0.5.6 (8 days ago)
Factorio version:
2.0
Downloaded by:
772 users

Also known as: Gleba for people who don't like Gleba.

Cargo Ships is heavily recommended as a companion mod.

Does not alter the vanilla products of Gleba directly, but substantially recontextualizes them through the world layout and new early alternatives. If you're daunted by Gleba imposing spoilage and pentapod threats at the same time, this mod should ease you into the production processes a lot more.

Appears compatible with Any Planet Start's Gleba start after testing, though selecting a favorable seed is highly recommended; gallery screenshots are from the test game. Factorissimo is a great pairing as well, especially on higher water coverage where space is particularly tight, and the Ironclad is majorly beneficial for fighting your way into new regions before you have access to more sophisticated weaponry.

Balance of new plants and adjusted worldgen is still under adjustment; thoughts welcome.

If you have an existing world from 0.3.0 or earlier, or a vanilla world, please see the footnote.

World Generation

The influence of Gleba water coverage on terrain elevation is substantially retooled, with the coverage scalar altering land distribution of the world you receive. This has a heavy bearing on how things will play; default coverage has been tuned substantially since initial release and is now the recommended setting if you're not sure what to pick, but you should try higher or lower settings in map generation view to see how they affect things.

  • All water coverage scales are guaranteed to have a chunk of highlands in your starting area as a base of operations; it'll vary somewhat in size and contiguity, but serves as a reliable construction area to utilize until you have refined concrete production online.

  • At default (100%) water coverage, you'll receive a "balanced" archipelago sizing - it typically has a good amount of wetland you can reach on foot, and is unlikely to have pentapod nests which will put immediate pressure on you. You'll sometimes start on an island; if you want to guarantee safety and are willing to look at your seed, reroll at this coverage until you find a peninsula or island (some sample island seeds: 881455812, 2197262648, 4273849788, 2821703919).

  • Increased water coverage will gradually submerge the non-starting islands, whittling land into shallows and shallows into ocean. This can make it easier to defend against pentapods due to constricting or entirely severing island chain connections. Settings above 150% are not recommended unless you're looking to do a "one-ish island challenge", as they will severely inhibit generation of the lush wetlands. Sample seed for a sizable start island with large stone deposit in this setting: 3092849792, 133% coverage.

  • Lower water coverage will bring Gleba world generation gradually closer to proportions similar to its vanilla form; going below 75% isn't the "intended experience" as it'll essentially eliminate growing space considerations and pentapod chokepoints, but it's still a decent pick if you want to play around with the new crop options. With at least 50% coverage, you'll still have bodies of water large enough for cargo routes; going all the way to 17% will reduce the bodies of water to lakes and reintroduce sizable highlands.

Additionally, stone can now generate underwater along island coastlines, requiring seafloor drills from Dredgeworks for extraction. These stone deposits are not particularly rich compared to those you may find on the highlands or back on Nauvis and can't benefit from the yield bonus of big mining drills, but nevertheless serve as a useful source of the material; you'll likely want to have a way to bring stone harvests into a central hub and keep relatively little infrastructure at the mining site itself.

Another change Dredgeworks provides is the ability to directly place refined concrete as a landfill alternative; it's much more resource-efficient, and setting up production for it should be a high priority in advance of base expansion.

Cultivation

Three Gleban species - cuttlepop, sunnycomb and water cane - have been adjusted to be part of simple production cycles for core resources, which grow in a much wider variety of areas. You will still want to grow yumako and jellynut once you are able to, for the much higher yield and greater product variety they provide (they yield 13 times the fruit per minute, each fruit is roughly double the bacteria, and they cost slightly fewer spores per fruit).

  • Sunnycomb is grown in any soil (non-paved) on Gleba, including landfill, and yields sunnycomb propagules which can be directly replanted or broken down into three spoilage and two copper bacteria. Harvests occur every eight minutes for an average of seven propagules (net yield of six).

  • Cuttlepop is grown in any Gleban shallows, and yields cuttlepop pods which can be directly replanted or broken down into four spoilage and two iron bacteria. Harvests occur every four minutes for an average of four pods (net yield of three). It's a bit higher in spoilage yield than sunnycomb due to more imposition from its planting conditions.

  • Wood planted in Gleban shallows grows into cultivated water cane, which yields three wood every two minutes and fifteen seconds (net yield of two). Nauvis shallows do not permit this, as they're not bioactive in the same way.

The agricultural tower can perform all of these planting activities; it will not provide special highlighting for valid planting territory (as that functionality is reserved for the high-yield crops yumako and jellynut and distinct highlighting is unfortunately not possible), but the basic crops can go in any shallows or soil as appropriate, so you have a much broader selection for tower locations and they're quite useful for supplying isolated operations.

All of these crops are combustible, with wood being the most effective per area for this purpose, allowing straightforward production of burner power.

Technologies

Resin Processing

Extracting copper bacteria from local flora clues you into a secondary component of sunnycomb that, when processed under appropriate conditions, should make a particularly viable combustible. Volatile resin is produced in a chemical plant from one wood, one sunnycomb propagule, 500 water and 100 steam, producing 250 volatile resin per batch. It's pretty versatile stuff for your explosive needs.

  • The simplest use is direct: Volatile resin fed to flamethrower turrets is particularly effective due to its stickiness, with 20% more damage versus crude oil. It does, however, have to be direct; that same stickiness makes it less than practical to package for portable use.

  • Assemblers that accept fluid inputs can produce grenades from volatile resin, requiring 5 iron plates and 500 volatile resin. This provides a straightforward way to reach military science on Gleba starts (Any Planet Start is adjusted to respect this change).

  • Higher-yield explosives can also be created from volatile resin, but are a bit more complex; they can be produced in a chemical plant or biochamber, and consume one sulfur, two carbon and 200 volatile resin to produce two explosives.

  • With some supplementary research, it's possible to build rockets that directly combust resin for a much simpler production process, simply requiring three iron plates and 150 volatile resin in an assembler that accepts fluid inputs; this makes it possible to set up local manufacture of rockets at chokepoints (particularly with research - more on this later), simplifying the logistics of keeping them supplied with defenses.

Water Level Manipulation

In addition to expanding sunnycomb planting space with landfill and construction space with refined concrete, you can put down new "lakebed mulch" to expand your shallows, created from ten stone, ten wood and five nutrients. It's less expensive than landfill and can benefit from biochamber productivity in the long run, and in addition to its main use for more basic planting space, is useful for connecting a rudimentary footpath.

If your start is a little rougher than you had hoped and you're looking for an additional tool to ease up on pentapod pressure, there's a bonus option you can enable in settings. The excavation brace can be researched after you've unlocked lakebed mulch and concrete; manufactured with refined concrete and iron sticks, it pins Gleba's bouncy "skin" down to lower the water level, turning shallows into deep water. It's effective on both deadskin marsh and plain blue shallows, and gives you a new tool for managing pentapod flow, though you'll need quite a wide moat to deter the largest pentapods.

Fungal Productivity

As you gain a better understanding of the structure of the plants you're cultivating, it becomes clearer what's useful and what's not. Fungal productivity improves the productivity of sunnycomb and cuttlepop processing by up to 50% - while this won't (and shouldn't) make them competitive with yumako and jellynut in raw output, it provides a nice boost (particularly in Gleba starts) and the lower tiers of the technology are inexpensive.

Additionally, volatile resin and resin-based rockets receive a boost from this productivity research; with high tiers, it becomes much more practical to set up local rocket production wherever rockets are needed to keep a chokepoint safe.

World Generation Revisions

On Wayward Seas' world generation has been adjusted previously and may change again, and if an update significantly changes generation procedure, the intent is to maintain support for old generation revisions. If you started a world with an earlier version of the mod, selecting an appropriate revision in startup settings will preserve your world generation. Current list of revisions:

  • Revision 1: Initial release - 0.3.0

  • Revision 2: 0.4.0 - current

It's also possible to turn off Wayward Seas worldgen entirely; this will not give you the intended experience, but allows trying out the new crops in a previously-vanilla save.