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
2 months ago
2.0
343
Factorio: Space Age Icon Space Age Mod
Planets

g optional settings to wipe research?

a month ago

something could be fun to have an optional startup setting that wipes part of your research whenever you go through a wormhole, like wiping your infinite techs or just the wormhole unlock tech, as a way to "test" how fast you can setup and research to your previous level of tech.

a month ago

I like it! There was another thread about someone wanting the "roguelite" approach where each reset gave you more productivity/damage bonuses as a baseline, whilst wiping all other technologies.

What do you think?

A player would keep their space platforms but they wouldn't work anymore: no recipes for most things until research completed

a month ago

quickly chiming in here, with the suggestion to lose infinity researches, but keep the bonuses (basically a cost reset for infinity researches).
In matters of what other research one might want to lose, you could make it dependent on science packs. Maybe someone wants to lose everything post space tech, so while they would have to go down to the planet to research some of the recipes on their space ship, they could just simply build a rocket silo again. Maybe someone wants to lose everything that needs military science, or specifically gleba science.

However, I'd wager that wiping (parts of) your research kinda only holds meaning if there's a reason why you couldn't simply just jump the wormhole again (especially if you managed to implement my idea of cost resetting infinity researches)

14 days ago

So I've been tinkering with a sub-mod that blanket resets technologies; many bonuses are maintained but not all.
The first thing I noticed was that immediately all my assemblers and foundries on my platforms stopped working, and I stopped being able to get new water in space. This means all mid/late game power sources in space completely stop, as we ran out of water & cold fluroketone, and we lose navigation capabilities as well: can't go back through the wormhole until we re-research all the planetary techs and science packs.

Dropping down to the surface to kickstart the game was fun with spidertrons and construction bots, and having cached assemblers & substations from orbit really changed the feel of early game in a way I quite enjoyed.

The damage and productivity bonuses were immediately useful too - but I went through without any Science Lab productivity boosts from Prometheum science, which I regret.

Some things (like bot speed, stack size) that aren't infinite technologies got wiped alongside the techs, but plenty things did stick around enough that this is the way I think I'm going to go when I next have time to sink effort into the project.

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