​Space Age Hard Mode


A modpack that tightens the gameplay of Space Age, removing shortcuts, adding interesting challenge, and letting Space Age mechanics be more like themselves. Each planet has many variations: nights are darker, demolishers are more numerous and move faster, lightning can hit locomotives, random variance is added to biorecipes, nuclear reactors no longer work on Aquilo, and more.

Mod packs
9 days ago
2.0
3.31K
Factorio: Space Age Icon Space Age Mod
Logistics Enemies Environment Manufacturing Power
Owner:
thesixthroc
Source:
https://github.com/danielmartin0/fact...
Homepage:
https://mods.factorio.com/mod/Space-A...
License:
MIT
Created:
1 year, 1 month ago
Latest Version:
3.0.2 (9 days ago)
Factorio version:
2.0
Downloaded by:
3.31K users

Space Age: Hard Mode

A modpack to remove shortcuts, add challenges requiring a bit of creativity, allow the mechanics in Space Age to be more like themselves, and tweak a few of Wube's initiatives that make Space Age more accessible.

The goal is not difficulty itself, but rather to add a thin layer of challenge on top of Space Age. The modpack is designed to be configurable, and this top-level mod can be disabled in order to turn any of the subdependencies off.

NOTE: The optional mod V/F/G Cargo Drops Require Research was recently split off. When installed, you play from scratch on Vulcanus, Fulgora and Gleba, and make a small science build before launching the first rocket from each.


Getting started

Hard Mode is partially compatible with existing saves, though starting a new game is recommended.

Map generation sliders can be freely adjusted. The Deathworld preset comes with a recommendation, except some players may wish to turn the time factor of evolution back to its default setting. This is because time evolution progresses on all planets in parallel, even when you're not there.


Features

  • Each planet has many variations: nights are darker, demolishers are more numerous and move faster, lightning can hit locomotives, random variance is added to biorecipes, nuclear reactors no longer work on Aquilo, and more.
  • Certain recipes are delayed in the tech tree.
    • Active provider chests require science from Gleba, and active requester chests require V+F+G.
    • Infinite upgrade technologies are restricted prior to Aquilo tech, limiting the ability to technologically scale out of difficulties.
    • See here for more.
  • Optional dependencies contain extra content and tweaks. This content is surveyed for quality.
    • If you'd like to make a suggestion, comment in Discord or Discussion. Sharing gameplay feedback is also valuable.
    • Some modded planets have explicit Hard Mode support, e.g. Hard Cerys and Hard Muluna.

Dependencies


Localization

  • English, Russian.
    • To help translate more languages, submit a pull request on Github.

Special Thanks

  • Feedback from many users, particularly NekoBaron, NOiZE, Datacpt, SafTheLamb and Ray1Claw.
  • Tserup for creating the custom technology icons.
  • kocur4d for verifying with statistics that the mixed ore generation algorithm works as intended.