This mod completely removes enemies from the game, allowing the player to play the game in a peaceful way.
Twist: Enemy loot (alien artifacts) can still be acquired from a new alternative source.
No enemy bases and no enemy spawning.
Most military technologies have been removed for less clutter in tech tree. Some exceptions:
Shotguns are kept for rock and tree clearing.
Armors are kept for exoskeletons and protection from running trains.
Walls ands gates are kept for aesthetics value
The rocket defence technology is still available if needed.
Alien artifacts can be made from a new source: Alien ore. (Amount can be configured on the Map Generation screen)
Two modes for acquiring Alien artifacts
Mining an alien ore patch will simply yield alien artifacts but at a very low speed.
Advanced mode: (Default)
Mining an alien ore patch will yield alien ore.
Smelting alien ore will result in alien shards. (Requires Alien technology research)
Combining sulfuric acid and alien ore will result in alien goo. (Requires Alien technology research)
Crafting alien shards with alien goo will result in alien artifacts. (Requires Alien technology research)
You can change some parameters in config.lua in the mod folder:
true = Mining alien ore will directly result in alien artifacts. Mining will be much longer than normal and amount will be more limited. No new recipe is added to the game.
false(default) = Alien ore can be used in new recipes to get alien artifacts.
true(default) = Most military tech is removed from the game except for some exceptions that still add value to the peaceful game play.
false = No changes are made to tech trees so all technologies are available like in a normal game.
FishSandwich wrote:Very nice! I was thinking about this recently, because most people will put alien artifacts as craftable from other items, I was wondering what it would be like if it could be gotten from ore patches.
Yes, I wanted the alien artifacts to be craftable by an independent source. I always felt it was weird to craft them from potions or stuff like that... Also, I wanted a recipe that uses the same ore in multiple ways. So you need to both smelt the raw ore and mix the raw ore in a chemical reaction to get the needed ingredients for the final recipe.
Adil wrote:Ah, I see Alberts devpost is still having consequences.
Airat9000 wrote:mod will work already started in the game? if you set.
I have not tested it, but considering how Factorio works, enemy bases already spawned should stay there until you either defeat them or force kill them via a console command. Then, new chunks when generated should not have enemies. Same for the alien ore that the mod adds: Existing chunks will not have any but exploring the map and generating new chunks should spawn some.
Thanks to everyone for downloading the mod. Let me know if any of you have balance issues. I tried to balance it so that it takes about as much commitment to get the artifacts from the new source as from fighting the enemies. But that is only with my own tests so any feedback on your experience with the mod is welcomed!
Am I weird for still wanting there to be aliens around to hassle me, even with this mod?
Maybe another config setting: spawnAlienMode:
'none' = Aliens do not spawn. Your only source for alien artifacts is the alien ore.
'normal' = Aliens spawn as normal. You may now get alien artifacts without harassing them. (Unless they spawn atop the ore.)
'guard' = Aliens spawn atop the ore exclusively, and do not drop alien artifacts when eliminated. The alien ore is still your only source for alien artifacts, but now the aliens will get REALLY mad for raiding their precious minerals. (Suggested you keep your military tech.)
I think this is a rather nice way of wanting to build late game items without the trouble of all the biters. I have been in my runs lately set biters to rather high levels so I could have plenty of artifacts nearby, but that made the early game hit or miss on whether or not I would get overrun from wanting to build big before setting up defenses everywhere. Also the flexibility of being able to tweak the mod to still allow the combat is a nice inclusion. In other news I was enlightened of this mod through Arumba who is using it on his next youtube series. Link below if you want to check it out vachu.
I installed the mod in an already existing world. I managed to delete all the aliens nests, worms and biters/spitters, but the recipes will not show up. I had Alien Tech already researched, in the T menu it shows that the recipes should be there, but they won't show up in the Crafting menu. Can you gimme a hand?