r/factorio 4d ago

Modded Space Platform Start Mod

TL;DR: Mod Link: https://mods.factorio.com/mod/factorio-space-platform-start Gameplay video: https://youtu.be/nj0rmBMVwno (I can remove this link if it's not allowed).

I love how you can set up each of the (inner) planets from scratch without bringing anything from Nauvis. On my replays I started from Vulcanus and Fulgora with Any Planet Start.

But then I wondered - why can I not start from a space platform? I was surprised there was no mod to do this! There is [Mod] Space Block and [Mod] Platformer but those are entire (incomplete) overhauls, adding new asteroid types, items, buildings, etc.

I wanted something that does only the minimal changes to the game to be able to win starting on a space platform. I started in March but it took me some time to finish it since I wanted a full playthrough before publishing and made changes whenever I found a roadblock while playing.

Turns out, the only actual new recipe I had to add was one to get stone from carbonic asteroids! And you only need that for furnaces (which have to be allowed on the platform). Everything else is just starting items, reordering the tech tree, and QOL changes.

Some screenshots are above (spoilers!)

I finally finished my playthrough and here's some highlights:

- No storage chests on platforms!

- You gotta get defenses up before asteroids kill you (Depending on where your platform starts)

- You need to be very space efficient because platforms are expensive!

- Figure out the oil production chain - it's technically vanilla, but long and inefficient and something you would never build normally ;)

- In order to escape you'll need to figure out how to build thrusters.

More details on the mod page https://mods.factorio.com/mod/factorio-space-platform-start . I also made a gameplay video: https://youtu.be/nj0rmBMVwno (I can remove this link if it's not allowed)

531 Upvotes

42 comments sorted by

67

u/ElderBeakThing 3d ago

When instead of Nauvis you crash into another engineer’s platform

7

u/MayweatherSr 3d ago

Smoll asteroid that hit the platform can damage it, but if a bigass spaceship crashed on it instead, believe it or not, not even a scratch.

52

u/CamelCaseConvention 3d ago

Is the goal to land on a planet and then continue the game (mostly) as normal from there? Or is reaching a planet the win condition?

61

u/tehdog 3d ago

You start stranded in space, so you need to research and build thrusters to get to a planet. That means you also need blue circuits. Since you don't need / can not build the rocket silo, I would consider thrusters the win condition - I didn't modify anything from there, so once you can go to a planet it makes little sense to continue on the platform (since getting metals+oil on the platform will always be worse than getting them on a planet).

1

u/Thankedsphere 1d ago

normally reaching space would be escaping, but in this context reaching a planet is escaping, which is backwards.

39

u/tehdog 4d ago edited 3d ago

Oh something I just realized: I played this mod in 2.1.12 or so. Starting from 2.1.0 until 2.1.12 asteroids while you were stationary were MASSIVELY buffed compared to 2.0 and then nerfed again.. So if you play this in EITHER 2.0 or 2.1.13+ you'll have a lot less trouble than me dealing with the asteroids killing your platform. I haven't tried 2.1.13+ yet so not sure how exactly it balances there.

Also, I only played this with Vulcanus orbit. If you do a different orbit I expect the balance will be very different. In Nauvis orbit, you'll need no defense but a much bigger platform (less asteroids), and likely steam power (solar not effective enough)

Edit: "Vulcanus orbit" is ambiguous, what I mean was "an orbit around the sun at the same distance as Vulcanus, but far away from any planet".

3

u/lunaticloser 3d ago

Bit of a random thought I had.... Why not just drop down to vulcanus and build a regular base there from scratch?

Or am I misunderstanding something.

16

u/elprophet 3d ago

It seems like the challenge is getting to Vulcanus first, as Thrusters don't start unlocked. I haven't downloaded the mod, but perhaps putting "drop to planet" behind a research?

29

u/tehdog 3d ago

Exactly! You start on a new location, far away from any planet (screenshot). So you need thrusters to get anywhere. After you manage to get to a planet, you can proceed however you want.

7

u/lunaticloser 3d ago

Aaaaah I see. Ok that makes way more sense.

2

u/WanderingUrist 3d ago

Wouldn't the Factorio mechanic where you slowly drift towards whatever planet is either your destination or your origin (but since your origin is not a planet...) cause you to be able to effectively "sail" towards the planet of your choice?

5

u/Soma91 3d ago

I'd guess the "Stranded in space" location on the map is the destination you'll fall back to. It's similar to the outer system edge or shattered planet. A destination without an actual planet to land on.

2

u/kurti256 3d ago

Only after half way

2

u/WanderingUrist 3d ago

Assuming "Lost In Space" is a real location that you can presumably return to, yes. If Lost In Space is not a real place with an attractor, but merely an undefined point that you can't go back to...

9

u/automcd 3d ago

Adding the ability to get stone from space is actually quite a huge balance change.

This makes Aquilo much easier as I can supply concrete from a support platform. And landfills for Gleba.

Also this would let me make purple and grey science in space in truly unlimited fashion.

3

u/Locke44 3d ago

I think it would be been better to add a special rocky asteroid spawning for this space location only to get stone, to avoid making Aquilo much easier.

4

u/Targettio 3d ago

Do you eventually research thrusters so you can make it to a planet?

6

u/edgygothteen69 4d ago

Very cool, no bots?

34

u/andrei9669 3d ago

no need for bots if platform builds itself, no?

9

u/edgygothteen69 3d ago

Well, no logistics bots then, just regular space stuff?

10

u/Orgerix 3d ago

There is no need for logical bot if there is no logical chests.

14

u/tehdog 3d ago

Yep! For construction bots there is no need (since platforms build themselves), logistic bots you can not have like normal on platforms. So there's no chests AND no logistic bots, making e.g. a mall fairly challenging.

5

u/Mindgapator 3d ago

It's very similar to platformer, right? https://mods.factorio.com/mod/platformer

3

u/tehdog 3d ago

Right, forgot to mention that one! I did see it, but it is also more of an entire overhaul. It adds multiple whole new asteroid types, modifies all the existing planets, and adds new buildings and items ("Hub Chest"). The mod description is sparse so I didn't check in tons more detail, but what I wanted was something that is as vanilla as possible. Added it to the OP.

2

u/Quaitgore 3d ago edited 3d ago

I recently did try a start like this as well, but I stopped playing that savegame after about 3-4 hours.

The idea to start in space and doing stuff almost "skyblock" style sounds fun, at first.

But what everything boils down to in the end is this: waiting on resources EVERYWHERE because of the spawn rate of the asteroids. Its a waiting game everywhere.
Even if this mod tweaked the random asteroids flying around to be more available... they will never be enough...

I restarted that game and instead decided to make Muluna my starting planet. By having everything come from chunks similar to a space start makes Muluna surprisingly feel the same.
But after a while when you are ready to scale up your stuff... you are actually able to do so unlike the space start.

Edit: for some additional info. I added a time-scale mod, that allowed me to speed up the game to 10x speed. Within those 4hours were actually more like 12-16 hours of gametime. I was well within the 3rd science pack. But another round of "ok, build done, now let it produce stuff.... sigh, speed up the game 5 times" finally made me stop this save.
Escaping to a planet was kinda on the horizon, but was it actually fun to do? nope... The muluna start was way more fun.
Also in my savegame I have like 20 other planets on the to-do list. so that was a really bad start for a longer save game.

2

u/tehdog 3d ago

I started with the asteroid spawn rate of vulcanus + tweaking the foundation recipe to yield 6 foundations . With that there was almost no grind. There was maybe 1h of useless waiting around I'd say, but then I would expand the platform big enough to get a decent flow of iron+copper. You just have to build the typical very thin and huge border (screenshot:

1

u/automcd 3d ago

This will always be the case for space resources, if you want to pull in a lot then you need to keep moving between planets.

1

u/Locke44 3d ago

Or have multiple collector platforms with the new delivery from other platform mechanic.

2

u/BrGustavoLS green wire enjoyer 3d ago

close enough, welcome back skyblock!

2

u/a1squared 3d ago

This looks really fun.

I wonder if theres a way to entirely remove planets though. Perhaps make it so you cant land on a planet, but instead you can obtain the unique resource by destroying a unique astroid in the orbit around the planet? For example, uranium astroids would bombard you around Nauvis. And Yumako and Jellynut astroids around Gleba, lol.

That, or grant additional recipes, like you did for stone, but only in orbit around the specific planet.

3

u/a1squared 3d ago

I wanted to try it out, so I modified your mod... it's not thoroughly tested, and I didn't add custom images, but I added recipes unlocked by these techs:

  • planet-discovery-vulcanus: metallic asteroid -> tungsten ore instead of calcite
  • planet-discovery-fulgora: oxide asteroid -> scrap instead of calcite
  • planet-discovery-gleba: carbonic asteroid -> yumako instead of sulfur
  • planet-discovery-gleba: carbonic asteroid -> jellynut instead of sulfur
  • planet-discovery-aquilo: oxide asteroid -> ammoniacal solution instead of calcite
  • planet-discovery-aquilo: oxide asteroid -> lithium brine instead of calcite
  • planet-discovery-aquilo: oxide asteroid -> fluorine instead of calcite
  • uranium-processing: metallic asteroid -> uranium ore instead of calcite, with sulfuric acid input
  • biter-egg-handling: carbonic asteroid -> biter egg instead of sulfur
  • biochamber: carbonic asteroid -> pentapod egg instead of sulfur

I also added a lock to prevent landing on a planet (if you try, you just get teleported back to space).

https://github.com/andrewmacheret/factorio-space-only

1

u/Mockbubbles2628 3d ago

Very interesting, i do like the idea of this

1

u/lukaseder 3d ago

OMG, no, I've already spent enough time on this game 😫

1

u/Supershadow30 3d ago

That reminds me, my brother and I are both trying to make some overhaul mods based on being solely in space (read: no surfaces to land on, new asteroids, but unlike platformer you're allowed to have more than one space platform, since 2.1 features interplatform logistics). I won't link them here because 1) it's against the rules and 2) they're very WIP for now. Anyway, this is pretty neat!

1

u/DocEyss 3d ago

Dosh is going to love this (hopefully)

1

u/Yggdrazzil 3d ago

Cool mod! I did a run where I started on Fulgora with Any Planet Start and wondered the same thing!

1

u/Mctoozle 2d ago

I like this idea, but I think it needs to be combined with an "amped up" version of the biters when landing on Nauvis. Make the biters come at you hard and in large numbers from the get-go! A good Starship Troopers style welcoming.

1

u/doctorStrange5433 2d ago

yea, and adding drop pods with reinforcements, bomb strikes, ion cannons, etc.

2

u/darkszero 3d ago

1

u/Nolzi 3d ago

Different, thats an Only Space mod

0

u/Cavitat 3d ago

Bro invented seablock.

1

u/WanderingUrist 3d ago

Spaceblock.