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

g Future updates

3 days ago

For context I am still playing on my 1.4.10 fork removing mod dependencies and reverting asteroid productivity and mining productivity changes.
I wanted to as if you planned on making a large update with several changes in near future. This question arises mostly from your past mention of adding a new space location.

I am asking this mostly because I started to consider enabling spawning of larger versions of your asteroids to improve mid to lategame performance and wanted to decide if I should do this in my fork, current verion or wait a bit for your update.

Currently I lean into forking your newest version replicating my past changes and removing void chests and valves.

I've been keeping a close eye on your mods developement and am very happy to see you steady progress on it. Regardless on my personal preferences on gameplay that are crarly slightly different than your idea, if I were asked whether it is worth playing I'd recomend it in a heartbeat.

3 days ago
(updated 3 days ago)

If you can enable larger versions of the asteroids, please do (and share code)! The only reason I don't is I couldn't figure it out.

As for the 2.0 version, I plan on adding the sun [Ignis] (incredible solar, but no resources) as an early flight destination, thus allowing me to revert asteroid and mining productivity.

So basically the reason the mod doesn't already align with your vision (other than fears of ruining peoples' runs), is my limited knowledge of modding.

3 days ago

You and me buddy :D. I also am green at modding. I'll have to look into asteroid spawning to see how it defines spawn rates before enabling them for myself.

On topic of [Ignis] you sure went the opposite way to me. I was going for a somewhat central [Space Station] or a [Hub] to make it a central stop that allows traveling between any planet without needing to pass unwanted places (Gleba).

From my past experience I would say that once you unlock thrusters and a single destination bottleneck changes from resource availability to resource gathering and processing.

Additionally I never had power problems my power generation went like this: solar -> solar+steam(carbon+ice recipe) -> upgrade to rare as a way to waste overflowing resources - >once I started to brownout while traveling to fulgora cave in and make 2x2 reactor with buffers -> 1x2x1 fusion reactor. Thanks to keeping neighbour bonus as my priority I never had fuel issues and did the fusion transition only to remove risk of starving my reactor of water.

I made a simple flight control system that controls platforms movement based on chunk buffers prioritising biggest deficit. It is not a smart system as it flies directly to it's destination and doesn't plot an optimal path (curse you Gleba) capable of filling several shortages at once but it does it's job.

As a sidenote you could chande gleba chunks to give fruits instead of seeds but I don't know if it's not just me who doesn't need to crush gleba once I've set up greenhouses.

My idea was to provide componentes to make a tiny and I mean tiny (1 thurster, 1 collector, 1 crusher, 1 chemplant etc. if you know how, you can make a functional ship out of nothing especialy with circuts) ship as that would deal with the slow earlygame. As long as you have a thruster and a destination you are limited by production not spawnrate.

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