If SA mod off = everything on Nauvis (please read the WHY before posting mods)

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Green Cat
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If SA mod off = everything on Nauvis (please read the WHY before posting mods)

Post by Green Cat »

Please read the "why" before posting or suggesting mods as my suggestion is after playing such overhaul mods.
TL;DR

With the DLC, if you turn off the "Space age" mod = lose access to a lot, so the ideea is that instead of visiting different planets, the game should generate large distinct regions on Nauvis that replicate planetary environments like Vulcanus, Aquilo, Gleba and Fulgora so we still have access to everything (except space platforms and related, with rockets only used to farm asteroids).
What?

I’m suggesting a region-based system where planetary environments are integrated into a single, continuous Nauvis map. For example, a Vulcanus region would be an entire area filled with Vulcanus terrain until the edge of that the world map. Another region could be Aquilo terrain. These regions would each simulate different planets as their own massive areas within the same world. You just keep moving across the map to enter new biomes.

Holmium should be found as a normal ore, just like any other resource, with thunder happening as a weather effect—something new, since Nauvis by default doesn’t have any weather system. And of course, the more you advance the worse it becomes (similar to Vulcanus initial area being save, so you have a "save" area from thunder where you start, but get worse as you go further from center)
Why?

Because the mods that try to do this already don’t do it well—they end up being messy, randomly mixing different planetary elements in a single area (Nekeheaven (mod planet) is by far the best exemple of this), and they suffer from compatibility issues with other mods.

If this was part of the base game, it would be handled properly and allow for a visually clean and consistent experience. It would eliminate all the weird terrain and biome overlap and create a better, more immersive system for integrating planetary content. Plus, other mods could then rely on this region system instead of trying to hack it in on their own.

As like this, all units, buildings, items, and pretty much anything except for space platforms and things related to them are still available.
And this would make train world playstyles amazing.
mmmPI
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Re: If SA mod off = everything on Nauvis (please read the WHY before posting mods)

Post by mmmPI »

If SA if off, it's as if you don't have SA, then you can't have anything from space age ...

What you are describing i think is necessarily going to be a mod, that changes how SA content is made available to the player in game.
eugenekay
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Re: If SA mod off = everything on Nauvis (please read the WHY before posting mods)

Post by eugenekay »

Yeah, you sort-of have to enable Space Age (mod) if you want to see content from that part of the Expansion, from a mod-requirement perspective. There is no other way to load the graphics, recipes, etc. Since this Idea is already running contrary to the multi-planet Design of Space Age as a whole it is unlikely to become “Official”…. Which really only leaves the Unofficial Mods; several of which already exist. I agree that Naufulglebunusilo looks a bit too silly to be playable…. But:
  • Vulcane are spread around the map
  • Aquilo stuff is towards the north
  • Gleba fluff is towards the south
  • Holmium ore since scrap is somewhat OP
  • No surface conditions for any recipe
EverythingOnNauvis seems to do exactly what you are asking? The resulting maps have a pretty good separation of Nauvis native tiles and other-planets. If there is something Specific about the Map you want to change that cannot be achieved with the Map Generation sliders, you can even modify the map generation code yourself (or articulate what is wrong with it?).

Good Luck!
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Re: If SA mod off = everything on Nauvis (please read the WHY before posting mods)

Post by quineotio »

Green Cat wrote: Wed Apr 30, 2025 4:36 pm With the DLC, if you turn off the "Space age" mod = lose access to a lot, so the ideea is that instead of visiting different planets, the game should generate large distinct regions on Nauvis that replicate planetary environments like Vulcanus, Aquilo, Gleba and Fulgora so we still have access to everything (except space platforms and related, with rockets only used to farm asteroids).
I like this idea, except with a few tweaks. I wouldn't make it "turn space age off", I would make it a setting on map gen with space age on. Having everything on Nauvis would probably be my preferred way to play if it was available.
Green Cat wrote: Wed Apr 30, 2025 4:36 pm I’m suggesting a region-based system where planetary environments are integrated into a single, continuous Nauvis map. For example, a Vulcanus region would be an entire area filled with Vulcanus terrain until the edge of that the world map.
This is the way I'd do it - have Aquilo to the north, Vulcanus south etc.
Green Cat wrote: Wed Apr 30, 2025 4:36 pm Holmium should be found as a normal ore, just like any other resource, with thunder happening as a weather effect—something new
I'd keep the scrap and lightning in the Fulgora area. Fulgora is probably the one area where this idea falls short a bit, because scrap is kinda op and the lightning would be irrelevant on Nauvis, but if this suggestion was a simple change (rather than a rework of the game to fit with this new setting) I'd be fine with scrap and lightning as they are.

The spore pollution from Gleba would also be a problem, because as I understand it the engine can only handle one pollution type per surface, but I think the game would still work fine if spore pollution was treated the same as normal pollution.
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