Spaceblock


Who wants to go planetside? It's dirty and disgusting, doesn't support engineer life, and has an unpleasant smell. Why not instead grow the factory from orbit?

Mod packs
a day ago
2.0
985
Factorio: Space Age Icon Space Age Mod
Planets Environment

i Non-essential dependencies

16 days ago

I'm looking into starting a game with this mod, but I usually tend to do only minimal QoL when possible. Could it be possible to move the not-actually-essential extra mods to be optional dependencies?
Stuff like flow control, pickerdollies, earlier circuit network etc isn't strictly needed to progress and should be left up to the player to decide whether or not they wan't to add them in. Same for the drag rework, laser damage rework or the concrete recipe change.
Rate calculator simply has (better) alternatives (Production Rates Calculator Extreme for example), but there is also no reason to force it in for players that prefer calculating the ratios in their head.
Maybe it's a better idea to make a separate SpaceBlock Modpack mod that would include your preferred additions and keep this mod to only the bare essentials?
And it's not like I'm gonna play with mods that I don't want in my game, I just don't want to edit the dependency file myself after downloading.

16 days ago

I'm glad I'm not the only one disliking excess dependencies:D
I already mentioned this issue in "Void chest crash" topic if you are interested in reading that

16 days ago
(updated 16 days ago)

Earlier circuit network was actually very intended for (fast) progression via semi-automalls.
Picker dollies is present only for QoL, since there's no difference to moving with it and just unbuilding and rebuilding.
The drag rework won't be removed because the vanilla mechanic is just dumb, and being entirely in space makes it more evident.
Let me lase down asteroids is so that the various turrets still have use in space.

Rate calc has been moved to optional. Flow control has been moved to optional, because the part I actually wanted the dependency for is in valve, which is now a dependency.

Referencing MikroPik's list: Disable vanilla spoilage has been integrated so the defaults can be changed (I forgot I'd changed the settings). Processed fruits, nutrients, and eggs are supposed to still spoil. Only bioflux, raw fruits, science, and fish don't.

16 days ago

Earlier circuit network is a great addition and I used it extensively to automate earlygame production
The spoilage restriction aren't that bad since generaly u use everything immidietly so it doesn't have time to spoil and it encourages using gleba recipes.
Picker dollies is questionable since it is qol and qol should be optional
Let me lase down asteroids has it's use but I removed it since it makes lasers op

Regarding newest update I won't be updating since it will destroy my entire ship by allowing eggs to spoil as that is the only item that would have a chance to spoil due to my overproduction of eggs too keep kovarex going 24/7 since they are insanely expensive to make

I'd like to point out that giving a player clear information on what way you intend players to play but allowing for vast customization via settings would be a great benefit. Optional mods and toggles or sliders for devisive features that are baked into the mod will at least help players finetune their experience or even give feedback on what can be improved.

Spoilage is a shaky topic since the begining of Space Age and Disable vanilla spoilage together with tha in game option to extend spoiling time are a great proof of that

16 days ago

Oh all the spoilage is toggle-able, I just integrated it to change the default experience.

16 days ago

Forcing Valves specifically on is okay I guess, but to me it's still questionable when Configurable Valves exist. Laser Turrets are already viable in space, you just need to put in the slightly higher amount of effort to make them work. Pickerdollies are something that I'll absolutely be disabling on my end anyways, I've never had the need to use them with any other mod, let alone here with instant deconstruction. How early is early circuit network exactly? Because combinators aren't that deep in the tech tree by default and you don't even need them to make sushi belts (not like they're needed when inserters can access cargo bays).

16 days ago
(updated 16 days ago)

I use Configurable Valves all the time they are great. I've looked at valves and do agree that they are an earlier and inferior version of Configurable Valves
I also never Pickerdollies instead I like Factory Organizer it's way beter in my opinion
Vanilla Laser Turrets is something I support and teslas would have a use for egg defence anyway
Earlier circuit network is good in my opinion since it encourages early circuit automation

New response