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
5 days ago
2.0 - 2.1
490
Factorio: Space Age Icon Space Age Mod
Planets

g Roguelike?

5 months ago
(updated 5 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?

5 months ago
(updated 5 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.

a month 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.

2 days 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.

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