Wormholes: New Game Plus

by Ctri

After you reach the solar system edge - take a space platform with you through the Wormhole space location, and arrive in a brand new, reseeded, clean solar system, leaving your old spaghetti behind.

Tweaks
a month ago
2.0 - 2.1
524
Factorio: Space Age Icon Space Age Mod
Planets

g Roguelike?

6 months ago
(updated 6 months ago)

As in a "roguelike" game it wasn't clear to me. There is any advantage in restarting the game this way? Any bonus to my science?

6 months ago
(updated 6 months ago)

Roguelike has a couple of common interpretations, one is "the game starts over and the only thing that gets better is you" and the other is "game starts over and you get some sort of upgrade that makes future runs easier" - this latter option is technically "roguelite", though the term Roguelike has become more an umbrella term in recent years.

At the moment, the mod is more of the former; but do you have any thoughts on what sort of incremental improvement you'd like?

I could make a trigger technology that increases science productivity by X percent each time you go through the wormhole, and resets all other technologies too? What do you think?
I could also see about maintaining infinite productivity technologies at their current level too.

2 months ago

I like the idea of that trigger technology with the rest resetting (it might feel a bit weird having to research belts etc all over again though).
Throwing out some ideas, that I have no idea of how difficult they would be to implement.
Optionally you might be able to have settings so that players can chose to reset any of the research trees that they want (everything containing agricultural, electromagnetic or even chemical or logistics, or none of course).
Additionally (probably a lot harder), once you go through the worm hole, a screen could pop up where the player could select what science to forget, the more they select, the higher their science productivity bonus could become (+2% for Automation & Logistics each, +4% for Military & Chemical each etc).

a month ago

Hey Oniguro,

I dabbled with this before getting sidetracked, so I'll need to get it updated!
What I got working was "reset all technologies, preserve all infinite bonuses"; and I ran through a playthrough with that; went very well.

It is, as you say, a little weird to start with hyper advanced technology you can't fully use or recreate straight away. I think the next run through I do will take science packs and labs with me in a ship so that process can be super fast.

a month ago

maybe i'm a little late, but this idea is great and adds a repeating playable value. in 1.0 you got the white science when you launched a rocket maybe when reset with your mod you get like 1 than 2 than 4 etc science packs that allows super advanced technology like crafing bonusses, more yield for mining. It has something to be to replay the game often and to get faster to the end. Maybe a Teleporter to other planets to save time.

a month ago

@watcher2312
A lot of discussion here followed similar patterns, and I'm happy to say we got there in the end :)
I put out a new recommended mod called Wormholes: New Game Plus Technologies that should automatically come with this one when you download it.

It resets your technologies (which this one didn't), but crucially you keep most of your bonuses; in particular infinite productivity (including science productivity), damage boosts, engineer health, and robot speed boosts :)

If you're reading this and thinking "oh I just wanted a map reset", you can disable the technologies mod and the core mod will work unchanged :)

The interopability of other mods interacting with this one means that mod authors could (in theory) make their overhaul / planetary addon mods work with this one :)

a month ago

Okay i understand what you mean, but in the first place there should be a bigger reward to reset your whole progress than only a new fresh start with or without researched tech, yk what i mean. Like a 100% productivity bonus on science packs or something highly rewarding when you loose progress from the last 50-100 hours

a month ago

I disagree with making this a hard value for everyone, due to the reset of the infinite researches and with what you can bring with you (the ship you're taking with you can probably also already gather Promethium), bootstrapping a fully new base will go a lot faster.
Getting to 300% productivity in a lot of these will take maybe a few trips through the portals but that would (in my opinion) be the goal of it, to get to those science productivity researches would be the goal of these runs).
If you would get +100% (or x2) science productivity each time you went through it, it would scale up too quickly and you'd probably only focus on getting just enough set up to go through a wormhole again for that big boost instead of for the infinite sciences.

However, perhaps an optional setting to gain x productivity (accumulative or a hard value) each time you go through a wormhole would be beneficial for players that are interested in playing the mod a bit differently, The victory / wormhole screen could then show your current and previous "run" time so you can actually try to beat your shortest run time.

New response