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“No Crash Start” – Space Age Mod Idea

Posted: Sun May 24, 2026 3:57 pm
by Bunzli
Hey everyone,

I had an idea for a larger Factorio: Space Age mod focused around a single evolving mothership instead of a traditional permanent planetary base.

Inspired by Warptorio, but mixed with Space Age ship mechanics and interplanetary progression.

The core concept is:

You start the game directly on a relatively small spaceship which acts as your main base and home throughout the entire playthrough.

Research can only be done on the mothership.
Labs — and later even bio labs — can only be built on ships, never on planets.

Your character also respawns on the mothership, making it the true center of progression and survival.

Planets are still extremely important, but mainly for:

large-scale industry mining power generation specialized resources unique technologies biological systems

The mothership itself has very limited space, especially early on.
This limitation would be the main balancing factor of the mod.

The amount of spaceships the player can build would also be limited and only expandable through progression and upgrades.
This would make every ship more valuable instead of turning the game into endless disposable platforms.

You can still build production on the ship, but because of the tight space constraints, players constantly have to decide:

what deserves space onboard what should stay planet-side what is worth importing/exporting

Over time, the ship can be expanded and upgraded however the player wants.
Not through predefined layouts, but through modular player-built expansion.

For example:

research sectors reactor modules cargo sections biospheres defense platforms farming areas docking systems

Every player could end up with a completely different mothership design.

Planet progression would unlock new possibilities for the ship itself.

Examples:

Gleba could unlock biological ship systems like growing fruit trees or organic production onboard Vulcanus could unlock advanced smelting or heat systems Fulgora could unlock high-end energy technology Aquilo could unlock cryogenic systems

I also think modded planets could make this concept even more interesting, because every new planet mod could potentially add:

unique ship upgrades new biospheres exclusive technologies new production chains new environmental systems

So instead of modded planets feeling disconnected, they would directly expand and evolve the mothership itself.

Over time, the ship slowly transforms from:

a cramped survival vessel into a massive self-sustaining space civilization.

The ship could also eventually gain defensive upgrades like:

missile launchers railguns shields point defense

But still remain limited by:

available space energy usage logistics

So even heavily upgraded ships still require planetary infrastructure and supply chains.

The fantasy/theme behind the mod would basically be: “A wandering scientific space colony.”

Not just a spaceship, but a growing home that evolves throughout the game while planets act as industrial outposts supporting it.

I think this could create a very different style of Space Age gameplay focused heavily on:

logistics long-term planning modular expansion resource prioritization interplanetary supply chains and emotional attachment to the main ship itself.

Would love to hear thoughts from modders or players if this sounds technically feasible or interesting.

Re: “No Crash Start” – Space Age Mod Idea

Posted: Sun May 24, 2026 6:28 pm
by Osmo
It sounds pretty close to TFMG. Not the same, but it also starts you on a platform that you need to build some serious production on