Crossing between saves as a muti galaxi ideea
Posted: Mon Jun 29, 2026 1:42 am
The following suggestion is more on the ideea that since 2.1 is more or less the last, there to exist a new base system to allow us to add more and more via mods.
in this exemple is the ability to travel between saves in a way.
when i say in a way i don't mean the one we started, but on the ideea that we reached shattered planet = we are well aware how to play the game = we unlock ability to go to other universes/galaxies etc.
when we leave, well there is an animation of us traveling but actually it's just decoration while the game is loading a different save. So where we played till now was saved and, when we travel back, we are essentially reloading that save.
But the core differences are as such:
we can keep our stuff we take with use.
tehnology stays.
mods don't.
How much of everything differeces based on mods.
Logic, researches, logic, recepies, everything is mixed up depending on mods.
Planets? similar ideea as SE, aka randomised + added due to mods.
The result:
we might enter a universe where we can't get essential resources and thereby trying to leave but can't as such soft locked = why the shattered planet is the "gateway".
Also, at the shattered planet we obtain the tehnology to do the same to other planets.
As in: we empied everything? now we can destory the planet = reduce the save file's size.
AND that might not even be needed if, as i mentioned, the ideea is we are loading different maps.
Issue is sure, we need some kind of "freezing" everything before we are allowed to leave or else it makes no sense we spend 500 hours playing the space Exploration (mod) but when we return to the Space Age (dlc), they been run for 500 hours without us knowing what happened or why <- sure a 500 hours simulation would also be insteresting to be honest.
Plus, if we do a mega blueprint everything, and store the blueprint and the materials in a super safe, we can further explain how everything we left behind is still there.
Another possibility is that we have corssed not just space but also time. Aka parel same time working.
Now i hope i wrote enough elements to make it clear why i am saying that this are not exactly stuff we can add via mods and needs the devs to add.
And the result? People who get softlock know better since they arrived at the shattered planet, meaning that mods and such can add complely randomised planets. There is no balance, there is risk of softlock and this risk also becomes the reasons why we will need to traver to mutiple of them.
Another element: mods
I said space exploration as in exactly that, we cross the universe into a new one? well everything changes. Wrong logic, to beheviour to enemies, even some of the researches.
aka the ideea of loading a save.
but the twist being that it's not start from 0 unless the mod maker did something like we enter and have a crash landing and don't have anything except basic stuff <- before arriving here we ned to remove everything and such. And for us to get back we need to conquere the whole univers <- this essentially means that even the base game can be one of those universes we visite and does not need to be the starting one.
so again, essential ideea is that you can carry on with everything.
Some of the universess don't allow everything to be carried over, if any, but once you "beat" it, you can freely bring anything in both ways.
And due to different save, well mods. Mods that are not compatible with each other don't matter since you are essentially loading a different save.
This also means we can use certain vehicles in one universes, but not in the other. Or that some of them, like the trains, have different forms.
some might have infinite resources, others none <- as i said, the risk of softlock.
Also due to the "shaterring planet" we can "delete" surfaces but we can always search for more, new ones, if the names use an aplhanumric naming system to randomise the names of the surfaces to avoid risk of duplicates.
Regardless of enemies we can jsut set them based on universe. Including stronger or weaker. Because this is why this cross travel ideea comes in. the ability to take with us stuff we need.
infinite research are now even more valuble, like you might go to one universe jsut to maximise on specific research.
idea is there really is no real end for the game, while also allow us to test different mods without affecting existing games.
Heck, as stupid as it might seem, even previous version of factorio since that is the ideea of loading different save.
But as said, this transfering, and such is the issue. Since we can't exactly just simple assing mods, planets, and such. After all, any mod, or non mod, not compatible with different save somehow needs to be "saved" so we get it back once we travel back.
Funny enough, if a mod where, we create a blueprint, that somehow also registers research and such, then load a new map, different mods and all, plaste the blueprint that will or not unlock compatible research, and also add our chatacter, will all the items, via platform, then more or less we could achive this since all we'll need is change the starting map and surounding ones.
in this exemple is the ability to travel between saves in a way.
when i say in a way i don't mean the one we started, but on the ideea that we reached shattered planet = we are well aware how to play the game = we unlock ability to go to other universes/galaxies etc.
when we leave, well there is an animation of us traveling but actually it's just decoration while the game is loading a different save. So where we played till now was saved and, when we travel back, we are essentially reloading that save.
But the core differences are as such:
we can keep our stuff we take with use.
tehnology stays.
mods don't.
How much of everything differeces based on mods.
Logic, researches, logic, recepies, everything is mixed up depending on mods.
Planets? similar ideea as SE, aka randomised + added due to mods.
The result:
we might enter a universe where we can't get essential resources and thereby trying to leave but can't as such soft locked = why the shattered planet is the "gateway".
Also, at the shattered planet we obtain the tehnology to do the same to other planets.
As in: we empied everything? now we can destory the planet = reduce the save file's size.
AND that might not even be needed if, as i mentioned, the ideea is we are loading different maps.
Issue is sure, we need some kind of "freezing" everything before we are allowed to leave or else it makes no sense we spend 500 hours playing the space Exploration (mod) but when we return to the Space Age (dlc), they been run for 500 hours without us knowing what happened or why <- sure a 500 hours simulation would also be insteresting to be honest.
Plus, if we do a mega blueprint everything, and store the blueprint and the materials in a super safe, we can further explain how everything we left behind is still there.
Another possibility is that we have corssed not just space but also time. Aka parel same time working.
Now i hope i wrote enough elements to make it clear why i am saying that this are not exactly stuff we can add via mods and needs the devs to add.
And the result? People who get softlock know better since they arrived at the shattered planet, meaning that mods and such can add complely randomised planets. There is no balance, there is risk of softlock and this risk also becomes the reasons why we will need to traver to mutiple of them.
Another element: mods
I said space exploration as in exactly that, we cross the universe into a new one? well everything changes. Wrong logic, to beheviour to enemies, even some of the researches.
aka the ideea of loading a save.
but the twist being that it's not start from 0 unless the mod maker did something like we enter and have a crash landing and don't have anything except basic stuff <- before arriving here we ned to remove everything and such. And for us to get back we need to conquere the whole univers <- this essentially means that even the base game can be one of those universes we visite and does not need to be the starting one.
so again, essential ideea is that you can carry on with everything.
Some of the universess don't allow everything to be carried over, if any, but once you "beat" it, you can freely bring anything in both ways.
And due to different save, well mods. Mods that are not compatible with each other don't matter since you are essentially loading a different save.
This also means we can use certain vehicles in one universes, but not in the other. Or that some of them, like the trains, have different forms.
some might have infinite resources, others none <- as i said, the risk of softlock.
Also due to the "shaterring planet" we can "delete" surfaces but we can always search for more, new ones, if the names use an aplhanumric naming system to randomise the names of the surfaces to avoid risk of duplicates.
Regardless of enemies we can jsut set them based on universe. Including stronger or weaker. Because this is why this cross travel ideea comes in. the ability to take with us stuff we need.
infinite research are now even more valuble, like you might go to one universe jsut to maximise on specific research.
idea is there really is no real end for the game, while also allow us to test different mods without affecting existing games.
Heck, as stupid as it might seem, even previous version of factorio since that is the ideea of loading different save.
But as said, this transfering, and such is the issue. Since we can't exactly just simple assing mods, planets, and such. After all, any mod, or non mod, not compatible with different save somehow needs to be "saved" so we get it back once we travel back.
Funny enough, if a mod where, we create a blueprint, that somehow also registers research and such, then load a new map, different mods and all, plaste the blueprint that will or not unlock compatible research, and also add our chatacter, will all the items, via platform, then more or less we could achive this since all we'll need is change the starting map and surounding ones.