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.

Overhaul
4 hours ago
2.0
84
Environment Mining
Owner:
Kubius
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
2 days ago
Latest Version:
0.2.2 (4 hours ago)
Factorio version:
2.0
Downloaded by:
84 users

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

Cargo Ships is heavily recommended as a companion mod.

Please read the world generation section for best experience.

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 brief testing. Factorissimo is a great pairing as well, especially on higher water coverage where space is particularly tight.

Balance of new plants and adjusted worldgen is still very much in development; thoughts welcome.

World Generation

The influence of Gleba water coverage on terrain elevation is substantially retooled, with the coverage scalar dramatically altering land distribution of the world you receive. This has a heavy bearing on how things will play, so make sure you pick a setting you like.

  • At 100% water coverage, you'll receive a "balanced" archipelago which typically has a good amount of wetland you can reach on foot (your starting area can be a pure island on rare occasion), but you'll likely still need to defend some chokepoints from pentapod attacks. If you want a safe start and are willing to look at your seed in advance, pick this setting and reroll until you have an isolated starting island.

  • At 133% to 150% water coverage, wetland chains will tighten up noticeably, but you'll still have fairly frequent appearance of the "rich" wetlands (pink/yellow). 150% gives a bit more constriction which tends to create natural "moats" and further tighten chokepoints, but you'll lose a little more land as well.

  • At 200% water coverage, wetland chains constrict all the way to true islands. This will make you substantially safer against pentapod attacks as it's possible to eliminate every pentapod from a given island system (and your starting island may not even have a large nest at all!) but you'll be particularly reliant on artificial platform construction (and/or Factorissimo) to have enough space for industrial processes.

  • Lower water coverage will bring Gleba world generation gradually closer to proportions similar to its vanilla form; while this isn't the "intended experience" as it'll essentially eliminate growing space considerations, it's still a good pick if you want to play around with the new crop options. 75% coverage will leave enough water for aquatic shipping routes, while 50% and below will not; going all the way to 17% will get you infrequent lakes and the reappearance of sizable highlands.

Additionally, stone can now generate underwater along island coastlines, requiring seafloor drills from Dredgeworks for extraction. These stone deposits are not very dense compared to those you may find on the highlands or back on Nauvis, but nevertheless serve as a useful source of the material; due to the low density, you'll likely want to have a way to bring stone harvests into a central hub by boat (or condense them to landfill) and keep relatively little infrastructure at the mining site itself.

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.

  • 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.

  • 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. It's a bit higher-yield than sunnycomb overall due to more imposition from its planting conditions.

  • Wood planted in Gleban shallows grows into cultivated water cane, which yields two wood. 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.

In addition to expanding sunnycomb planting space with landfill, 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. For industrial space, refined concrete should be used, as it's far more resource-efficient per tile (particularly stone).