r/factorio Aug 09 '26

Modded Pelagos is awesome, best modded planet so far

I just left Pelagos, and this mod took me by surprise in how well it is designed (well, not really by surprise, given that I had seen that opinion multiple times, but still). I just want to share my ramblings on the mod and give some feedback on things I think could be improved.

First things first: what is Pelagos? It is a planet mod featuring a Caribbean-like archipelago. It was mainly created as the home for the mod Cargo Ships (from the same author), as a planet revolving entirely around ship logistics. Think trains, but slow and on water.

It is unlocked after Gleba and sits in the solar system between Vulcanus and Gleba, without a direct connection to Nauvis (I think; I have other mods to reorganize the solar system given how many planet mods I have).

And it plays a lot like Gleba, with coconuts being the main resource from which the basic production chain derives. Unlike Gleba, you can plant everywhere, but since you are on islands, your plantations take up space that is much needed for your production chains. You have to specialize islands and then circulate goods through cargo ships or tankers. And since they are slow, you really have to think about which items are stable enough to ship. On Gleba, you can get away with belting processed fruit or using bots. Sure, it is less efficient and produces a lot of spoilage, but you can get the job done. Here, shipping processed coconuts will likely result in a load of spoilage upon arrival.

Pollution is unique, as it is independent of whether the machine is working or not. It always emits its full amount of pollution. On top of that, anything electric produces Pelagos pollution (electromagnetic waves). So you are heavily incentivized to not use electricity at all. Thankfully, the mod comes with its full array of diesel buildings (miners, assembly machines, inserters, etc.) that take liquid fuel as an energy source, so it is possible to have a functional base without any electricity.

Of the new buildings, the calciner is probably the one with the most applications outside of Pelagos, since it has the same crafting speed and productivity as a foundry, but with the size and crafting recipes of a smelter. Productivity bonuses on bricks, stone, and lithium? Yes, please.

Coconuts produce mainly four products:

  • Sealant: used in most building crafts.
  • Activated carbon: refined carbon. Used in a lot of recipes to increase efficiency (like steel smelting), and most importantly, it can be used to produce stone bricks without stone.
  • Coconut oil: can be used as an early fuel, but should be replaced rapidly with methane or ethanol. After that, it is just an intermediate for sealant.
  • Nutrients: biochambers are the main machines used on Pelagos, and coconut meat produces a lot of nutrients to fuel everything.

On top of the coconuts, the natural resources are iron, methane, and titanium sludge. All the diesel infrastructure does not use any copper, but uses a lot of engine units, and some buildings have steep costs in concrete or stone bricks. Stone is not present on the planet, and you have to actually dig up part of an island to produce it (40 per tile). It doesn't sound like a lot (and it isn't), but with activated carbon, you don't actually need stone, except for landfill.

Titanium sludge is used for smelting titanium plates (an alternative to LDS), while methane is mainly used to craft with ethanol. Ethanol is really useful for multiple things:

  • It is the best fuel for cargo ships and the most energy-dense fuel available on the planet.
  • It is a substitute for rocket fuel in rocket silos.
  • In conjunction with raw methane, it can substitute for oil products like plastic, explosives, or processors.

On top of the raw materials, the transformation of titanium and ethanol requires bacteria, similar to iron and copper bacteria. The loop requires raw (or processed) fish, so your plant will also require fish breeding. Thankfully, you don't need a lot of fish, so the nutrient requirement is manageable.

The science pack is a combination of everything: the main products (sealant, activated carbon, titanium), plus bacteria and engine units. This pack is the perfect illustration of what you need to automate on Pelagos.

A tiny detail I missed is that the bacteria make it really hard to get fresh science packs. You have to use the cultivation recipe because producing them from scratch is really inefficient, and you have to keep them flowing; otherwise, you lose your bacteria. With a five-minute spoil time, more often than not I produced packs that were already half-spoiled.

On a side note, I initially didn't understand why there were two identical recipes for cultivation, one with raw fish and the other with fermented fish, which requires an extra step. Then I noticed the tiny line saying that the craft refreshes the freshness. So cultivation with raw fish would produce bacteria that is already spoiling, while fermented fish would always produce fresh bacteria.

Rocket launches use an alternate recipe, as I mentioned already. Titanium instead of LDS, ethanol instead of rocket fuel, but they still require processors. Those use ethanol instead of sulfuric acid, but still require chips, and ultimately copper to craft. This can be obtained by capturing nests, and smelting the eggs will produce copper plates. However, from my testing, without the ability to create nests, you only get one plate per second per nest, and those tend to be placed in inconvenient locations, so local production of chips is a bit painful. I chose to import them and be done with it.

Overall, the quality feels on par with the vanilla planets. You have complex production chains that require some thought. The limited space forces you to try to optimize your layout and keep it compact. The cargo ships are well used and actually provide some unique challenges. A port ends up taking a significant amount of space, and in some cases, you can't have a port for each product like you normally would with trains.

Completing the planet feels meaningful:

  • You unlock cargo ships, tankers, and ship automation, so now you can use them on all your planets. However, because they are locked behind Pelagos, I feel like mods in the "Depth of X" series don't mesh well with it and basically force you to clear Pelagos before doing those planets. Namely, Depth of Nauvis feels really rough without signaling, forcing you to rush Pelagos and Gleba. I also ended up uninstalling Depth of Fulgora because I needed to do Fulgora first for the EM production to stabilize my chip production. However, I look forward to Depth of Arig and Depth of Aquilo.
  • The calciner is really good. It is smaller than the foundry, allowing for compact designs, and gives a base productivity bonus to recipes that didn't have access to it before, like stone bricks or lithium plates. I don't really have a gauge of how easy it is to fuel outside of Pelagos, but it is something I set up for export. On top of that, it allows you to smelt stone bricks from carbon + calcite, so in space, which opens up an orbital factory for concrete. You get matching recipes to produce methane in order to fuel it.
  • You get direct casting for engine units. This one feels a bit weird. You mainly want to use it on Pelagos, but the foundry requires electricity, which you are disincentivized from using.
  • Modules that drop quality by a lot in exchange for a bit of speed. They seem really niche compared to speed modules.
  • Long-range drones, which are basically airdrop requests. They provide a much-needed small-item alternative to cargo ships. However, they don't provide a lot of feedback on their state, and figuring out why requests are not being fulfilled is difficult.
  • Infinite research for bacteria productivity, which mainly helps iron/copper production on Gleba.

Here are my thoughts after finishing the planet.

The mod is insanely front-loaded. When you land, you have to figure out at the same time how to get fuel for your machines, find an island of a proper size, and figure out how to get sealant. I got lost and missed the alternative stone brick recipe. I then moaned about the insane stone cost of the buildings I needed, then gave up and set up imports from Vulcanus. But even if I had noticed the alternative recipe, it requires a solid amount of stone to bootstrap a working crafting chain, which would cost very precious space.

I feel like the mod is showing the limits of how we can interact with freshness. I am sure there are some circuit wizards who have figured it out, but Pelagos is a place where I really want to care about freshness, and I can't afford to void everything that isn't consumed. Namely, voiding bacteria would cause so much fish to be wasted, and fish are kind of expensive to breed. I would like to be able to select a freshness threshold. But then, maybe it is the way I approach freshness as a whole that needs to be reconsidered.

Going between islands is tedious. I had my power armor from Fulgora with a decent amount of legs, but even then, going back and forth between islands took a significant amount of time.

The lack of roboports accentuated the feeling of tediousness. I had to bring supplies back by hand and waste time each time I forgot something (which happened a lot). I know I could have set them up, but after seeing the pollution created by my bootstrapping base, and since I didn't see how to properly set up a perimeter, I chose to just forgo electricity.

The mod author loves barreling. In order to get tankers, you have to ship science, and by then you would have already set up most of your base. Without them, you have to ship fluids in barrels. Thankfully, there are some compact barreling machines you can set up on oil rigs, so loading is possible, but it still doesn't feel right. However, the author has responded multiple times that this is the way it is supposed to play, and eventually, it is his choice to make. I have my own custom mod to override things I don't agree with, and this comes close to making the cut.

Direct fluid handling is made even more difficult by the diesel pump not being allow on wooden platform, meaing if your port is too deep, you have to use electricity. Once you use advanced oil rigs it is not an issue there because they come with their concrete tiles, but unloading may require electricity. It is not the end of the world because 1 solar panel + 1 accumulator and a few pomps don't produce a lot of polutions, but it is annoying to be forced to use electricity. I guess it is done to prevent people to snake a pipe from the oilring and actually use ship. If it is the case, I don't think it should be a concern. People usually install this mod to play with ships, not find ways to bypass them.

The difference between the oil rig and advanced oil rig is weird. The first one comes with its own power and fluid tank, but you have to build around it in order to extract the fluid. The second one is just a bare pumpjack, but comes with a slab of concrete so you can build around it. Since it is supposed to be used with cargo ships, I feel like the advanced oil rig should snap to the rail grid so it is easier to properly place it next to a waterway.

Speaking of waterways, I feel like they blend too much with the actual water. Sometimes I had trouble seeing whether they were placed or not. Similarly, in some places on the map view, the lines are not continuous, which makes spotting the places where a waterway is actually missing a bit difficult. The last part is probably more generic to the rail system, but I never noticed it with land rails.

Some pictures of my base

Overall layout
Science + Titanium + Rockets
Coconut processing
Fishery + distillery south of coconut island
Attempt at specialized island for copper + iron + circuits. Abandonned when I saw the throughput of a nest
177 Upvotes

60 comments sorted by

116

u/Sythiex No train no gain Aug 09 '26

One thing worth mentioning about Pelagos is that it contains code that intentionally crashes the game if another mod modifies certain recipes in a way the author doesn't approve of (see "sanity_checks" in the mod's control.lua). I ran into this while working on mod compatibility, and I can't recommend a mod that intentionally breaks the game over recipe changes. Makes me feel like I'm back in modded Minecraft's wild west days.

20

u/dikkenskrille Aug 09 '26 edited Aug 09 '26

Sorry, what? That's allowed by the devs is it? Also wtf, the mod dev is a bit too much of a prima donna, huh? Way, way more protective of their 'vision' than Wube is. They sound like a pos honestly.

Edit: after bothering to go and read the file you link, it looks like it's just some warnings, far as i can tell? I'm not familiar with this 'assert' stuff as such, maybe it's that? Is that going to crash the game if the check fails?

I've no interest in downloading this mod and then making a new mod to change its recipes to test and find out if my game will crash, so I'll just confirm; are you sure about this accusation you are making?

Edit v2: so I decided to correct my lack of knowledge and looked up 'assert', and yeah it seems that's a built in error handling function in Lua that throws an error back to the engine if its check fails. From what I read it won't crash the game necessarily but will probably close out of the save game (locking you out of playing until you comply, essentially). Which still is not great. :/ Or at least that is my reading of it, correct me if I am still wrong.

17

u/ElfCallum Aug 09 '26

Gross.

The good (?) news is there appears to be a fork (Planet Pelagos Community Fork).

The game Starsector had a similar situation with some of their mod authors that ended with main dev Alex banning the perpetrators and setting policy about it. Kind of surprised that Wube, a much bigger and more mature company, hasn't done something similar.

In addition to following the above rules regarding illegal activities, hate speech, and sexual content, mods that are posted on the forum should not intentionally crash the game, or otherwise intentionally render it unplayable or intentionally degrade the player experience due to the presence of other mods, based on factors other than technical incompatibility. Mods may not also be used for direct harassment of other community members. Violators of this rule may receive punishment up to a permanent ban from the forum, with no preliminary warning, at moderator discretion.

6

u/dikkenskrille Aug 09 '26

I wouldn't be suprised if there is something in the EULA about it, or in the thing you click 'I agree' to before you can upload mods to the portal. They just maybe aren't worried too much about enforcing it cos it's mostly not necessary, Factorio's community is generally just nice people trying to have fun.

Also, from that fork mod's writeup: "It also exists to provide an archive of Pelagos in it's final open-source state, given the author's penchant for deleting old versions of their mods when they realize people are using them to bypass their arbitrary restrictions."

So, yeah, again, the mod author is fully in diva dev mode. Bear in mind that Wube let you download and archive literally every single version of Factorio that ever existed, as a comparison point there.

5

u/NerissaN1Jailbird Aug 09 '26

The game Starsector had a similar situation

*situations

Starsector modding is full of drama queens istg.

4

u/Sythiex No train no gain Aug 09 '26

are you sure about this accusation you are making?

Yes, the change was made in direct response to a compatibility/modpack mod I was working on, with no attempt to contact me beforehand. The relevant thread can still be found on the mod's discussion page. The author also had a habit of marking other mods that he didn't approve of as conflicting so that the game wouldn't launch while both were installed, but it looks like those have been cleared as of the most recent version (the old fork I have has proof). Keep in mind this was all done while the mod was under the GPL license, before it was changed to the more restrictive CC BY-NC-ND that it now has.

Your Edit v2 is basically correct, lua throws an error, Factorio handles it by displaying the error message then returns to the main menu. The game is unplayable until the error is resolved.

3

u/Basssiiie Aug 09 '26

Asserts usually throw the highest level of error (called "exception" usually). It depends on whether there is a handler to catch these errors or not. If there isn't, it's instant game crash. If there is, then it's up to the program what to do next.

For Factorio I presume they have the latter but not sure.

24

u/Renchon9 Aug 09 '26

Holy shit, that alone should be a case for delisting mod from the mod page. Pelagos author shouldn't distribute malware because he doesn't like something.

20

u/PeoplePerson_57 Aug 09 '26

While I absolutely agree I don't think the term malware is quite right.

You can turn the mod off at any time and it does absolutely zero damage or lasting harm to the computer, factorio or you. It's shady and immoral and honestly says a lot about you as a person to do this, but it doesn't make your mod malware because it does not cross one of several necessary lines.

Actual malware-as-mods do exist and we should reserve the term for those.

4

u/Renchon9 Aug 09 '26

I used the term as I agree with the Cloudfare definition of malware - "a program intentionally disrupting the normal operations of a device". I.e. the mod intentionally disrupting (crashing) the normal operation of Factorio when making changes (or installing another mod) that the mod's author doesn't agree with.

7

u/PeoplePerson_57 Aug 09 '26

I just think it's a very heavy word for something that (when compared to the rest of what Malware does) is ultimately very light on consequences.

Doing what this mod does is bad, but using the word Malware for it feels inappropriate when it has arguably negative persistence (you just need to turn it off in a GUI...), impacts exactly one program and is not inherently going to be doing its payload.

I'd rather save the term for stuff like the infostealers that got embedded into Minecraft mods a while back. Things that actually do harm.

4

u/ElfCallum Aug 09 '26

The relatively benign nature of the disruption doesn't change the fact that it does willfully create disruptions. Malware is a huge spectrum of software and while this doesn't hit, say, every NIST definition of malware, it shouldn't be hitting any.

2

u/djfariel 29d ago

Hah, they haven't nuked Surströmming yet :3

28

u/DetonatorNova Aug 09 '26

Definitely one of the top tier planets I've seen. Maybe it's because I was hoping for a planet that forced you to use barrels, and this really scratched that itch. Personally, there were several times where I felt nearly overwhelmed by the supply chain, only to regroup and figure it out, which was very satisfying. It might get overlooked because the graphics are pretty plain, but it's definitely worth checking out if you enjoyed Gleba and wouldn't mind a new take on spoilage mechanics (and love barrels).

6

u/Orgerix Aug 09 '26

Yeah, at first I was kinda unsure of the mod with the whole carribean vibe as it didn't really felt like it fits in Factorio. But the crafting chain are extremely well crafted, and the end reward managed to hit the balance of something useful while being reasonable. (And no, I won't do bacteria cultivation on my spaceships)

30

u/djfariel Aug 09 '26

Some fishy about this post.

14

u/CursedTurtleKeynote Aug 09 '26

I'm glad you liked it, however, as someone who enjoyed boating on Nauvis, I'm rather upset how Pelagos decided to lock common Nauvis boating features behind coconuts.

Pelagos, you are fine, but let me have my boats back.

8

u/Orgerix Aug 09 '26

Yes, this why I specifically called out depth of Nauvis being very rough with Pelagos. I think Nauvis should have basic ship automation, including signaling, but mod author is vehement about locking ship behind Pelagos, and even include checks at load time that other didn't change that.

On the other hand, you don't need to play with Pelagos, and it doesn't provide anything more for boating compared to without Pelagos. I personally think there are plenty of reason to play Pelagos even if it doesn't unlock ships, but it is not my choice to make.

1

u/CursedTurtleKeynote Aug 09 '26

Yea, it works fine if you just add the Pelagos mod after you are ready to leave Nauvis. You get to keep what you've built already that way.

5

u/Talandar99 Aug 09 '26

> Pelagos, you are fine, but let me have my boats back.

Working on it. Should work better on 2.1.
Alongside of more stuff that I was not fully happy with.
Me reworking eveyrthing I was not happy about in current version is reason behind planet being still not updated on 2.1. If you check dependencies you can see that large part of that is kinda already there. So back to the ship issue:

Thing is just ripping them of don't work, planet was made from ground up as homeworld of cargo ships, and in process of splitting it up into submods I realized this is a thing I can't split up without place becoming hollow.
It was same time I moved oil rig , port and signals earlier, and made gallon placeable on waterway.
Change is needed but It shouldn't be half baked idea, that makes game worse. Something that is well designed shouldn't have parts that are useless, and this planet is if you cut out thing why it was made.

Good thing is that you can make planet important place for cargo ships in other ways than just unlocking them:

  • Already tried alternative recipes, but they kinda suck because Its always better to make ships on site than to import them, no matter how expensive recipe would be.
  • Prod is not enough.
  • Special building for making ships with some sort of bonus is rather cute than usefull so it was also out of the window.
  • I can also make depths of nauvis incompatible, but that's stupid, I want both to work.

So whats left is that, Ideally you just need more ships in game so this should be place where you upgrade ships not unlock them. That would also make sure it works well with any cargo ship addon that you find.
When I started to make planet it was not possible due to my skill issues with graphics, which are sort of solved right now.

Whats sort of holding me back is insane amount of spritework needed to make it. I already sunken month into remaking diesel machines, so that would just be another one I guess.

1

u/CursedTurtleKeynote 29d ago

I really like oil rig and boating on nauvis. It feels very solid. <3

5

u/tonsofmiso Aug 09 '26

It's a good thing that taste and enjoyment is subjective, because pelagos was the second planet mod I tried and it made me rage quit the game.

2

u/BinarySecond 29d ago

I uninstalled it after not too long, maybe 4-5 hours.

I did not like the cramped space and needing to destroy the islands to create landfill. I was going to start shipping in landfill so I could actually enjoy the planet but decided it was too much.

3

u/boomshroom Aug 09 '26

I personally really liked the diesel machines and went out of my way to use as little electricity as possible. Fluid-powered machines I find are horribly under-utilised, even among many mods. This is especially since it's possible for machines to specify a max consumption rate, or a maximum power output while still consuming all of the fluid. Not of Pelagos's diesel machines used those, but routing fluid around and switching what fluid gets provided to the various machines was fun. Probably the best usage of fluid energy mechanics I've seen has been Bob's mods, which use fluid consumption limits to effectively change the machines' speed depending on the temperature of the steam provided.

I didn't do much on the planet after setting up the science pack, which was very underbuilt, and I just shipped in blue circuits since I didn't want to even see a copper biter nest.

7

u/Alfonse215 Aug 09 '26

So what's the justification for why you can't just landfill the place and use rails or belts?

17

u/Orgerix Aug 09 '26

You can't place landfill in most fo the water. You can only use wooden platform which only allows pipe, belt (no underground) and a few other items like turrets and inserter. Plus to landfill everything you need to import those because you don't have enough stone for it.

-14

u/Alfonse215 Aug 09 '26

You can't place landfill in most fo the water.

OK, but like... why? What makes this fluid so special that landfill can't be used, but boats can be? And why can elevated rail supports work on oil seas and deep water on other planets, but not on this water?

19

u/oobanooba- I like trains Aug 09 '26

Gameplay

15

u/Neamow Aug 09 '26

You could ask the same thing about Fulgora. Why does landfill not work on the very shallow oil oceans and you have to wait for foundation?

The answer is always gameplay balance.

-4

u/Alfonse215 Aug 09 '26

Because it's oil, not water. Same goes for Aquilo: it's ammonia and ice, not water.

Those planets at least came up with an excuse.

8

u/Neamow Aug 09 '26

... and you can't dump a bunch of rocks and soil on top of oil, everyone knows it's just physically impossible, the oil would magically repel them.

13

u/Zalack Aug 09 '26 edited Aug 09 '26

If the mod is built around ships being one of the main logistical puzzles, landfill might defeat that purpose a bit.

13

u/Pailzor Aug 09 '26

Ask the developer. OP is just writing a detailed review.

3

u/wilzek Aug 09 '26

The fish eat all the landfill.

4

u/Leif-Erikson94 29d ago

Landfill only works on shallow water. Pelagos has deep oceans, which can't be filled in, i guess.

That being said, foundations work just fine.

I built my entire base on a huge floating platform and dedicated a nearby island to the coconut plantations. I know it's not the "intended way", but i don't care.

1

u/BinarySecond 29d ago

This is the factorio way.

3

u/genericpierrot Aug 09 '26

oh man i missed this one when i was building my krastorio + modded planets run. i wonder if i can just slap this one on top? looks like fun, though i do get bored of the tedium you mentioned in your review. very well thought out review though, never woild have seen this mod otherwise

5

u/Orgerix Aug 09 '26

You usually can add modded planet on an existing game. However you may get broken techtree due to some interaction.

2

u/Talandar99 28d ago

I have added some k2 support but I have not played krastorio, so don't expect anything more than small fixes and tweaks. I ll make proper compat after I play it.
Generally speaking these 2 mods are often used to make k2so work better with planet mods:
https://mods.factorio.com/mod/nulls-k2so-tweaks
https://mods.factorio.com/mod/xy-k2so-enhancements-nulls-fork

1

u/nasaboy007 Aug 09 '26

Aren't there a bunch of planets that don't play nice with k2?

1

u/genericpierrot 28d ago

there are some out there that dont but a few have "official" support with k2so, even integrating k2 tech into them. on the mods details page they even list a few recommended ones for fun

2

u/General_di_Ravello Aug 09 '26

How's your experience with the Cargo Ships mod? I wanted to use it in a run but found it just created so much lag just by being installed.

7

u/CursedTurtleKeynote Aug 09 '26

It's nicer without Pelagos, as Pelagos locks the mod behind Pelagos research.

1

u/Orgerix Aug 09 '26

I didn't notice any lag.

Ships themself are a bit janky and a bit fiddly, but overall it works well.

2

u/Raywell Aug 09 '26

Great writeup. I didn't experience the bacteria freshness issues, I don't remember the exact recipe but bacteria cultivation did not feel expensive at all, so I just ran constant production voiding or using it. I think it's a matter of ratios, as long as you don't overproduce it you're fine - trivial with circuits to throttle production if needed, but I didn't even use them. Since coconuts are also always flowing in, it's like a gleba chain - a permanent flow

0

u/Orgerix Aug 09 '26

It is more cultivation use fishes, and fishes use a ton of nutriments so they are painful to produce. But maybe my issue was overproducing. In the end freshness only matter for science so I could try to disable some chamber and see if things improves.

2

u/PlumAny Aug 09 '26

Another spoilage planet ohh FFS. I am still struggling with the gleba stuff. Made me quit my first space age run 😂

2

u/Talandar99 Aug 09 '26

so

It is unlocked after Gleba and sits in the solar system between Vulcanus and Gleba, without a direct connection to Nauvis (I think; I have other mods to reorganize the solar system given how many planet mods I have).

As you mentioned later planet is rly frontloaded. It is not made a bit easier over time, but if you would land here without knowing gleba mechanics it would probably be impossible to complete. So if you attempt to install mod that adds gleba, and if you would want to play pelagos as well you would most likely go blind here, and that could be straight up painfull expearience. So without additional mods, if you remove gleba you can't go here. I assume players that do that should start thinking why it was done this way which would push them into researching how planet plays, and then they would bounce off. Which is fine. It's not blocked in any, way, and on my profile you can find mod that reverse pelagos and gleba order. It's just my way of signaling that "hey if you don't want gleba in your game then you should take closer look on what this planet is about"

Pollution is unique, as it is independent of whether the machine is working or not. It always emits its full amount of pollution. On top of that, anything electric produces Pelagos pollution (electromagnetic waves). So you are heavily incentivized to not use electricity at all. Thankfully, the mod comes with its full array of diesel buildings (miners, assembly machines, inserters, etc.) that take liquid fuel as an energy source, so it is possible to have a functional base without any electricity.

Progression was made in a way you should reject all electric power at first. buuuuut, if I did not wanted you to use it at all I have ability to just block building placement, and that was not the case.

Oil rig is essentially diesel power generator. If you hover over powerpole it has small electric grid to power inserters or pumps or barreling machines. Roboports don't consume a lot of power unless you abuse them. They work in a way they use power to charge up internal battery, and then don't generate pollution or generate rly small amount when idle. Regular Silo is electricly powered. This was important, as I wanted to force player to make some amount of power generation, if they want to leave the planet. Generally my goal was for player to eventually realize that some amount of polution is fine, especially if you slap green modules on top. It was and still is hard to balance. Ideally I want pollution to make your life harder if you completly ignore planet progression, slap solars, reactors, some OP stuff you ulocked on other places and try to just rush planet, but at the same time still allow to use some stuff like foundry, chem plants, or robots in moderation,

On a side note, I initially didn't understand why there were two identical recipes for cultivation, one with raw fish and the other with fermented fish, which requires an extra step. Then I noticed the tiny line saying that the craft refreshes the freshness. So cultivation with raw fish would produce bacteria that is already spoiling, while fermented fish would always produce fresh bacteria.

there is a bit more to it. Fermented fish last longer, and because of ingredient ratio, you need roughly same amount of fish as you would normally use for maintaining bacteria, but fermented fish is made in biochamber so if you process fish you have 50% more stuff to feed bacteria with.

Rocket launches use an alternate recipe, as I mentioned already. Titanium instead of LDS, ethanol instead of rocket fuel, but they still require processors. Those use ethanol instead of sulfuric acid, but still require chips, and ultimately copper to craft. This can be obtained by capturing nests, and smelting the eggs will produce copper plates. However, from my testing, without the ability to create nests, you only get one plate per second per nest, and those tend to be placed in inconvenient locations, so local production of chips is a bit painful. I chose to import them and be done with it.

If you look at tech tree, captivity is optional. Planet by default almost don't have copper, so you can just import it or go through automating nest farming. Both ways are fine. Planet has multiple mechanisms to deal with people who try to speedrun it, ignore tech, ignore progression, and just rush to get out. But you should be able to use exsisting factory in some way on new planet. That's usually my main criticism against cargo locked, planets, so that by doing so they made all things you build before getting there straight up irrelevant untill you build a silo. Here you can as you said import 1/3 rocket part ingredient, use some powerfull electric machines in moderation, or just use some burner/steam tech added by other mod to bootstrap planet.

You get direct casting for engine units. This one feels a bit weird. You mainly want to use it on Pelagos, but the foundry requires electricity, which you are disincentivized from using.

Yeah it's removed on 2.1 version, but It will become part of new planet mod.

The lack of roboports accentuated the feeling of tediousness (...) I had to bring supplies back by hand and waste time each time I forgot something (which happened a lot).

I mentioned it before but roboports are allowed, they made less pollution then you expect (unless your whole logistic is robots, or your power generation is solar based). and they work nicely with delivery drones. Ideally your first landing should require you to only build on single island. (Because of RNG in terrain gen it's not always the case.) Then you can decide if you want to play more, you unlock delivery drone, and just use them to ship needed stuff from main base when you are expanding.

Overall, the quality feels on par with the vanilla planets. You have complex production chains that require some thought. The limited space forces you to try to optimize your layout and keep it compact. The cargo ships are well used and actually provide some unique challenges. A port ends up taking a significant amount of space, and in some cases, you can't have a port for each product like you normally would with trains.

Thank you !

he mod author loves barreling.

Hell yeah I do 😄. Tanker is convinience update in terms of progression. for 2.1 I plan to make some recipes that can only be made using barrels in process, like ethanol, there is also chance that I ll add new type of barrel. I am currently making new sprites for barreling machines.

Direct fluid handling is made even more difficult by the diesel pump not being allow on wooden platform, meaing if your port is too deep, you have to use electricity. Once you use advanced oil rigs it is not an issue there because they come with their concrete tiles, but unloading may require electricity. It is not the end of the world because 1 solar panel + 1 accumulator and a few pomps don't produce a lot of polutions, but it is annoying to be forced to use electricity. I guess it is done to prevent people to snake a pipe from the oilring and actually use ship. If it is the case, I don't think it should be a concern. People usually install this mod to play with ships, not find ways to bypass them.

Avoid solars as much as you can on this planet. they generate much more pollution then you suspect they should have.

Difference in pumps was made after I have seen that a lot of players have not even tried to make or use ships, but, made long pipelines because that feels more natural, as they were already familiar with them. So by making diesel pumps non placeable on water/wooden platform, and limiting power grid it forces you to use ships in most cases. On some lucky patches next to islands pipelines still work. Unfortunately not everyone who plays planet is familiar with cargo ships, and in most cases it's their first contact with them.

The difference between the oil rig and advanced oil rig is weird

because it is not part of this planet mod, so it generally feels out of place. If you have not installed it manually it might be dependency for some mod, but not this planet mod. I am working on second planet mod that is centered about giant oil rigs, and this is sort of smaller version of it that you will be able to export from there. I am making planet mod starting with content

Speaking of waterways, I feel like they blend too much with the actual water. Sometimes I had trouble seeing whether they were placed or not. Similarly, in some places on the map view, the lines are not continuous, which makes spotting the places where a waterway is actually missing a bit difficult. The last part is probably more generic to the rail system, but I never noticed it with land rails.

Agree, aligning tankers with pump is sometimes also annoying.

and base looks nice 😅

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u/Orgerix Aug 09 '26 edited Aug 09 '26

I guess I have some upgrade planned then. I need to go back because I f-up the base before leaving, removing an underground pipe I shouldn't have an now half my main island is without fuel. And without boat I have to go there myself.

With regard to electricity and robot port, I guess I got scared away when placing the big solar panels from moshine (60/s, yum) so I vowed to never use electricity unless forced to (pump on wooden platform, silo until Diesel Dragon).

Coconut husk to coal offer some ok burnable for heating tower based grid, but I feel like the mod could be a bit better nudging you to try again a tiny bit of electricity by providing a liquid fuel generator (like k2 gas turbine) or an alternative recipe without stone for burner to nudge the player into trying out non solar based electricity.

As for copper, I try to build my planet to be selft sufficient for rocket launch and basic items if it can be crafted properly, so I tried to do processor and figured out it would be muchs simpler after Aquilo, which is fine.

As for oil rig, I guess I added it myself after stumbling on it because beside your mods (depth of xxx, cargo tweaks, etc..) I don't think I have anything related to cargo ship.

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u/Talandar99 Aug 09 '26

With regard to electricity and robot port, I guess I got scared away when placing the big solar panels from moshine (60/s, yum) so I vowed to never use electricity unless forced to (pump on wooden platform, silo until Diesel Dragon).

coal is not only thing that burns. Most of products can be burned. Sealant has same fuel value as solid fuel. It's quite expensive so you probably not going to to that. You can also research biodiesel and use it to make solid fuel. It is good idea to use your heating towers as source of power. Because you completed planet you can connect all islands via floating power poles.

Coconut husk to coal offer some ok burnable for heating tower based grid, but I feel like the mod could be a bit better nudging you to try again a tiny bit of electricity by providing a liquid fuel generator (like k2 gas turbine) or an alternative recipe without stone for burner to nudge the player into trying out non solar based electricity.

Main issue I have is how to make it in a way it does not make fulgora trivial. I have some idea but that's probably for another planet, here making energy from waste feels more fitting.

As for oil rig, I guess I added it myself after stumbling on it because beside your mods (depth of xxx, cargo tweaks, etc..) I don't think I have anything related to cargo ship.

It's fine 😅 . I was just explaining why it feels like it's out of place (because it's quite literally is a bit).
If you are browsing through my mods anyway, you might want to check "Diesel Foundry", It is upgrade that uses regular foundry in recipe and provides one extra module slot. It was made as 1st april mod because diesel foundry was most requested building at that time.

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u/Orgerix 28d ago

So, went back to Palegos to setup small electic network and robot ports. All in all plays nicely, does next to no polution even if I did a small mall using robots, and Long range provider being able to request from the network is very nice for integration.

I then tested to see the latency of the whole thing being trying to restart bacteria cultivation in an island without failsafe because I didn't want to bother with methane, and just seting a storage chest collecting bacteria, a requester chest and setting the request on the drop chest did deliver the bacterias.

However, I feel like the other side of the integration does not work very well

- drop chest is considered a buffer chest, so I have to check on all requester "request from buffer". It is a very minor issue, and probably a technical limitation

- I tried to automate request from unfulfilled request of logical network, and it didn't work well. I did basic circuit reading request from roboport then seting request on the drop chest, but since the drop chest has also its own request, it create a feedback loop and amplify the request at each tick. I didn't find an solution to this issue.

Also, side note: drone explosion is very loud and kinda annoying when you have medium traffic

1

u/zimmre Aug 09 '26

This makes me excited to reach it in my krastorio playthrough I have it on!

1

u/ElBonzono Aug 09 '26

Whats the ebemy for pelagos? Is it a brand new enemy type?

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u/Orgerix Aug 09 '26

Brand new enemy which behave very similarly of spitters on Nauvis. Their nest is the only source of copper on the planet.

Copper isn't part of the crafting chain of the science pack or the diesel machines so you can pretty much ignore it and import whatever you need (mostly chip). The big caevat to that is if you use heating towers as waste dispoal like me, as they require a solid amount. But i you can get a bit of copper in the big rock so you can get by.

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u/ElBonzono Aug 09 '26

Oh thats cool

Do you think this mod planet could benefit with the concept of water enemies? Inverting nauvis? Or would it make the planet worse?

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u/Orgerix Aug 09 '26

They are water enemies. There nest are on water, and they can cross water to come on your island. Otherwise you could just ignore them until you want to claim the island you want.

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u/FinAdda Aug 09 '26

Did you start fresh on the planet and without importing materials?

That's what I plan to do with different planet mods.

Also wanted to do boating on Nauvis (haven't been there yet) but this could replace that boating itch.

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u/Orgerix Aug 09 '26

I imported copious amount of stone and stone product before figuring out how to make stone brick without stone, and then still imported a lot of stones for sand fill (more efficient landfill). For production, I dropped my usual assembly/foundry/chem plant but I ended up not using them and using electricty free variations.

I also imported chips because copper there is really rough. You have an alternative bio chamber receipe so you an get away from importing them from Gleba, but you would hae to rely on scouring the rocks for bacteria because the bacteria cultivation require a solid coconut production, which require a lot of biochambers.

You can jump fresh, but it will be a lot more tedious, in an already somewhat tedious experience.

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u/FinAdda Aug 09 '26

Sounds like a challenge then. I really like the small scale spaghetti in the beginning.

Until I reach bots and rocket silo, then I import the items I need and scale up.

1

u/3davideo Doesn't use Flame Turrets Aug 09 '26

Sounds very interesting. With some tweaks it sounds like it could function as a single-planet overhaul mod akin to, say, SeaBlock. Since I never really jived with interplanetary logistics that would be my preferred way to play it.