The Factory Must Grow is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.
Large total conversion mods.
New places to build more factories.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Making this thread so anyone who has one or two quick points of feedback that they don't feel warrant an entire dedicated thread can quickly drop their thoughts.
If you have any thoughts about the game balance, gripes, opinions or ideas, no matter how minor, I'd like to hear them. Even simple feedback is invaluable in gauging the state of the mod and guiding balance changes.
I just want you to know that your mod has made me write my own miniature Factorio simulator program so I can try to figure out an optimal setup for polymer production.
My code wasn't perfect but it was good enough to give a ballpark figure, which I could then test in-game and refine.
No spoilers but I have a setup now that produces polymer at a rate of 0.4/s per machine and while it works in an isolated test I can only hope it actually works in a real factory! It should, but... y'know.
Basically this was fun. I hate it but I enjoyed it. If that makes sense...
Sounds like my original Gleba experience, where it had me banging my head on the table for a few hours before finally it clicked and it was brilliant.
Be sure to send me the blueprint since I’m curious how you built the system.
All righty, here's the blueprint:
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
This is where my entire afternoon went XD
I just wanted to say I really like the science validation mechanic. It was new and an interesting challenge.
I really enjoy the unique challenges this mod poses to the player, especially upon reaching [ARRIVAL]. One point I'd like to make is that [SELF] becomes pretty useless for anything that isn't crystalline plate production because of the need to funnel everything into a small box to be able to build with it.
As a result, I've just completely abandoned [SELF] and started building everything on [ARRIVAL]. Also not trying to rush development at all, take your time!
There will be new space-exclusive recipes coming soon, but yeah, the hub is somewhat limiting right now. It will get better once you can build more platforms.
Not sure why, but I am frequently finding I have too much water and have to clear tanks. I haven't used the water filtration or hydrocarbon separation recipes at all.
Cargo bays would be useful, mainly because when using random selector combinators to produce stuff it's easy to go over the low stack size of the recipe (using the space platform as a manufacturing hub).
Active bio-polymers apparently have a stack size of 100, yet inserters can fit 500 in a container. What??
The 1hr decay time for active bio-polymers is annoyingly long. Surely 10m would be enough?
There is a lot of water right now,
I might look into toning it down,
Cargo bays are on my mind, but I want to do them right.
This is normal. Containers hold 5 stacks of items, but only have one slot
Active biopolymers have a 1 hour spoil time yes, but microbe cultures only take a minute. Think about what that means.
Some way of getting rid of water might be preferred. Maybe steam generators would be one method; I just used the proton-decay thing. But... it really should be acceptable to just leak water into the environment, assuming it's not frozen.
Containers hold 5 stacks of items
That wasn't obvious.
Sure, one could engineer a solution to faster-biopolymer-spoilage. But that's over-engineering when a buffer and doing-something-else-for-a-while suffices. If you really want to push people to engineer a solution here, you might need to increase it to 6h or something. The problem with the buffer-and-wait solution is that if (when) you discover an issue in your polymer supply, it takes a long time to get this fixed.
Some way of getting rid of water might be preferred.
There is a way to get rid of water, you just need to find it.
Water can be converted into hydrocarbons and organic sludge via the hydrocarbon concentration and organic sludge cultivation recipes. These two recipes together allow you shift your balance of fluids away from water.
Those 4 recipes are setup specifically so that you can convert any ratio of 3 fluids into any other ratio of 3 fluids. As long as you have some starting quantity of the three.
Working this out can be tricky but I think it’s one of the more interesting recipes in the mod. I’d be a shame to compromise it by letting players delete water automatically.
Containers hold 5 stacks of items
That wasn't obvious.
It’s in the item description, but yeah, I would like to make it more obvious. I’m thinking of making a new texture somewhat reminiscent of Minecraft barrel mods, which should help communicate their purpose.
Sure, one could engineer a solution to faster-biopolymer-spoilage. But that's over-engineering when a buffer and doing-something-else-for-a-while suffices. If you really want to push people to engineer a solution here, you might need to increase it to 6h or something. The problem with the buffer-and-wait solution is that if (when) you discover an issue in your polymer supply, it takes a long time to get this fixed.
I don’t want make the spoil time of active biopolymers much longer, because it’s already quite difficult to get their spoilage time to be under a minute when crafted, I think it would negatively impact well engineered solutions too much.
I also just don’t think that people will react differently to seeing 1 hour vs 6 hours. They either recognise an engineering problem to be solved, or something to brute force, I can’t prevent that.
I might make some subtle changes help to guide player behaviour towards engineering a solution. But brute forcers will always exist.
Water can be converted into hydrocarbons and organic sludge via the hydrocarbon concentration and organic sludge cultivation recipes. These two recipes together allow you shift your balance of fluids away from water.
My POV is why look for a complex method of getting rid of a cheap by-product? Especially when the hydrocarbon slush is so plentiful that there's no incentive to engineer a maximally-efficient design.
letting players delete water automatically.
As it happens, we can already delete water with a couple of clicks.
I also just don’t think that people will react differently to seeing 1 hour vs 6 hours. They either recognise an engineering problem to be solved, or something to brute force, I can’t prevent that.
There's a trivial way to solve that: use a belt of the right length to connect the producer and consumer of the bio-mush. The only complex part is avoiding wastage when there's enough polymer. In truth, I thought the bulk storage of biopolymer a more pleasing design due to its simplicity.
Look, this mod is like Gleba, you’re either happy to take on the new challenges, and I’ve got a lot to offer for that.
Or you aren’t, and you resist the gameplay. I you do that every step of the way, you’re not gonna like the mod.
The reality is, this mod is intentionally difficult; it's meant for the kind of player who seeks an elegant, generalised solution where there is one, but is prepared to drop their preconceptions and try something radical in the face of unexpected hurdles. Players who see brute force and ask, ask themselves, there must be a better way. players who can identify when a simple solution works, and when a more complex solution could be better.
If you want to coast through on your existing skills, I'm afraid this mod just isn't for you.
I haven't scaled it up yet but I do like the challenge of getting the microbe cultures in the machine at 1s decay time so definitely worth keeping in the mod. Also just want to say i really enjoy the sky-mall start scenario of this mod. Looking forward to more updates/challenges.
I haven't scaled it up yet but I do like the challenge of getting the microbe cultures in the machine at 1s decay time so definitely worth keeping in the mod. Also just want to say i really enjoy the sky-mall start scenario of this mod. Looking forward to more updates/challenges.
I'm glad you're enjoying it.
Hey, I wouldn't have played so far if I didn't find the mod interesting!
Waste management has never been the game's strongest point (I don't like how you're expected to use recyclers to void excess ice in SA Aquilo), but to an extent, it works as a gameplay element. Except for recyclers. And that "delete fluids" button. And the void-liquids-by-switching-recipe trick.
Have you played Nullius? That had a similar situation except that the excess fluid was chlorine and we didn't have a "delete fluid" button or recipe-switching back then.
Have you played Nullius? That had a similar situation except that the excess fluid was chlorine and we didn't have a "delete fluid" button or recipe-switching back then.
I want to play nullius but want to wait for it to update to 2.0. I definitely enjoy the concept of waste management, so nullius sounds quite cool.
I definitely wanna aim for every byproduct to still feel useful and for there to be a reasonable place to send it. I don’t want people to feel like they have to throw things away. Sometimes, waste can be acceptable option, but I want building a good byproduct management system to always feel worth it.
I want to play nullius but want to wait for it to update to 2.0. I definitely enjoy the concept of waste management, so nullius sounds quite cool.
An unofficial port has already been (afaik?) completed. I don’t really know how to point you to it other than suggesting you look in the Nullius discord server, where I’ve heard about it. And yeah, I also think Nullius is great, especially in regard to waste management. It’s the mod that showed me that sinks are always cooler and more fun than voids, and that anti-wasteful byproduct juggling can be really fun.
I don't like how you're expected to use recyclers to void excess ice in SA Aquilo
Isn’t Aquilo always in a state of excess ammonia, rather than ice? And ammonia has its own voids, either via rocket fuel or the endless ice platform cycle. And the recipe switch thing is an exploit, not an actual part of the game. If the actual ammonia voids were challenging by any stretch of the imagination, then the exploit would be considered balance breaking. But as things stand it has a pretty minimal effect on the game, which is probably why it hasn’t been patched yet.
I'm still getting to know the mod and really liking what I see.
I found the temperature and advancement mechanics in the first few minutes of the game very interesting.
What caught my attention about this mod was the need for scientific research validation. Maybe this is my chance to finally learn how to use combiners.
Congratulations! I hope you continue your work on this mod. It seems to have a lot of potential!
I'm still getting to know the mod and really liking what I see.
I found the temperature and advancement mechanics in the first few minutes of the game very interesting.What caught my attention about this mod was the need for scientific research validation. Maybe this is my chance to finally learn how to use combiners.
Congratulations! I hope you continue your work on this mod. It seems to have a lot of potential!
Im glad you're enjoying it. Dev progress is going fairly smoothly. There's just so much to do for 0.4.,0 so it might still take quite a while. I want the mod to feel a little more polished for the next update, so alot of time has gone to improving existing features. making graphics and all that sort of thing.
heres a little something i've been cooking: https://youtu.be/p50lg2rajLI
Hello! I have some feedback and suggestions,
feedback:
one: could you please provide how much heat a recipe makes, so that a person won't think that, for example, for the supercomputer's first recipe to run they must build 50 radiators (totally not speaking from experience).
two: (lore wise) how does arrival work temperature wise, as it has ice on the surface, yet you can have running water in your pipes?
Suggestions:
one: you have a docking system, why not have bits of lore in some wrecks of spaceships (if you want to provide any), and to get the info you must dock to the spacecraft?
two: for the getting the "Microbe cultures" to other planets, why not have the player make something like their habit and feed short chain hydrocarbons to keep it going in space?
three (an out there idea): if you need a slowly repairing material, why not use the microbes as they can quickly form a very crude wall.
four (a planet idea): you have this whole thermal system, so one planet which could be used to show it off is a cryovolcanic planet (with a hot output gas in the vents).
one: could you please provide how much heat a recipe makes, so that a person won't think that, for example, for the supercomputer's first recipe to run they must build 50 radiators (totally not speaking from experience).
The machine shows its heat output in MW. A supercomputer does infact, need 50 radiators if it is running continuously. It has by far the highest energy consumption in the mod. You only need fewer, because your supercomputer is probably not always running.
The heat output of a recipe, in general, isn't a particularly useful metric, since it doesn't change with recipes, and most machines should be expected to run pretty much continuously. So its just more steps for your calculations.
two: (lore wise) how does arrival work temperature-wise, as it has ice on the surface, yet you can have running water in your pipes?
In the same way pipes could carry molten iron, or pipes on aquilo could carry water, I suppose.
if you want a realistic answer, so long as the water is decently warm, and it's flowing continuously, pipes shouldn't freeze.
Suggestions:
one: you have a docking system, why not have bits of lore in some wrecks of spaceships (if you want to provide any), and to get the info you must dock to the spacecraft?
Cool concept, id have to think about how that would play within the mod, or if it's even a realistic thing to implement.
two: for the getting the "Microbe cultures" to other planets, why not have the player make something like their habit and feed short chain hydrocarbons to keep it going in space?
I like that idea so much that it was already planned. Microbe cultures will only be craftable from scratch on arrival, but can be sustained and grown by feeding them. The specifics of this, i havent ironed out yet. But it will almost certainly come in a future patch or 0.5.0
three (an out there idea): if you need a slowly repairing material, why not use the microbes as they can quickly form a very crude wall.
Microbes will likely come up in the future as an ingredient to fancier kinds of plastic or self healing materials.
four (a planet idea): you have this whole thermal system, so one planet which could be used to show it off is a cryovolcanic planet (with a hot output gas in the vents).
Hmm, interesting. Personally i do wanna shy away from using the thermal system again on a planet surface, Players already have to deal with it enough on space platforms, I think it would overstay its welcome if it also appeared on a planet. And I don't wanna use the freezing mechanic cause personally, I find it a pain in the ass, and it's too similar to the thermal system. That doesn't mean I wouldn't want to use the planet idea, just no more heat mechanics. I'll find some other way to make the experiance unique.
First off, I want to say that I adore this mod's big ideas. Radiative cooling in space just sits right with me, I adore science pack validation as a concept, and the constraints of starting in space combined with the power of the matter reconstructor felt like a push to set up a basic combinator automall for the first time.
Still working my way through my first playthrough, but for playtesting and posterity I should mention there was an initial bottleneck with organic fluids. I very much like what it is but my initial, naive, approach of looking at each recipe as something to use individually, a la cracking in the basegame, rather than something to be done in pairs and sets.
I only figured out what I was supposed to do when I sat down, laid everything out in a spreadsheet, and thought "Wait a minute, I'm manipulating fluid ratios in ways that affect all three values at the same time and need to use sets of recipes to cancel out one of the changes. ...Is this introductory vector math?"
I did figure it out in the end, but it might be worth an change to the description of the tech or recipes to push players in the right direction to start. "Hydrocarbon slush can be broken down into multiple useful components. Pairs of recipes can be used to change the ratios of those components." or something like that.
Suggestion wise, seeing that trigonometry, vectors, sorting algorithms and so on are making an appearance, It'd be neat if, say, Matrix Math was added as another problem to solve with combinators. (just because I get a kick out of matrix math and its role in quantum uncertainty)
The initial flight to Arrival is a nice touch that it helps with spawn rates of asteroids.
- I did a second playthrough, having blueprints from previous versions and SELF stage figured out.
The time to get to Arrival from Void was perfect due to these blueprints as I was ready with tech and first spdetron almost one the dot.
- Other players might need more time while figuring out everything due to spawn rate of asteroids drops significantly on Arrival.
If it was my first playthrough, I most likely would struggle with low asteroid spawns.
Arrival drop:
- It seems that dropping the logistic bots, construction bots, roboport, solar/any power with spider should happen before setting up cargo landing pad.
I initially got the pad and then dropped necessary things and I was not able to take them out with spider. At least deconstruction worked.
- The spider drop flow was super nice in latest version.
Things that got me surprised:
- The fuel/oxidizer being untransportable through pipes; it could be listed in factoriopedia or tips and tricks section or in description.
Fluids:
- The fluid puzzle was a bit of tinkering and it was a nice challenge before efficiency modules. For me, most of time was spent figuring out which recipes to use and creating circuit conditions for them. It was simple enough.
- I did not use "Hydrocarbon" separation" at all. It seems redundant and more difficult to balance.
- Generally, 20 refineries did not keep up with slush processing for chemical reactor power generation. The balance management was enjoyable.
- Proton decay generator is still on SELF :).
I did miss the purpose of micro assemblers when I researched them first:
- I did not build one as it looked redundant,
- I have no clue yet, where to use the alternate recipes on it,
- I thought that I hit a wall when I needed to barrel fuel and oxidizer - I was looking at regular assembler, instead of the micro one.
- Perhaps we could have a tips and tricks page about fluid inputs for micro assembler.
- Alternatively, perhaps micro assembler could have have an exclusive fluid recipe to help with discoverability.
Enemies:
- I love the underground waves of monsters. The laser turret unlock is a nice hint to start building.
- If someone forgets to build turrets early, then there might not be enough time to build them.
Perhaps it could be required to build some first. It could be explained in lore.
- The monsters appear to be mostly harmless with laser turrets around silos. While it adds to the experience, it is trivial to defend...
Docking part:
- I did not figure out yet how to manage belts, how many are needed, how to configure what is input what is output.
- Surprising thing was that, the docking port controller orientation needs to match, no feedback about mismatched orientation showed up...
- Could tips page explain the docking setup?
Next is to go to build a moving space platform. So far, it is unclear yet what to do and lots of experimentation will be needed.
Other:
- I did not use titanium pipes. May try someday.
- Menu animations do help a lot with understanding how to play (spoliers?), perhaps some elements could be moved to tips and tricks.
- I am so spoiled with logistic system that I usually create bot malls for buildings in other planet mods. Here, I still use construction bots for low quantity crafts. SELF is an automated basic item provider now.
- pumpjack/miner layout mods get confused with available power poles, perhaps it could be looked at.
- Lane balancer mod does not work :(
- Valves mod does not work :(
- Visible Planets in space shows Nauvis instead of Arrival with "Visible Planets in Space Settings" active.
The initial flight to Arrival is a nice touch that it helps with spawn rates of asteroids.
- I did a second playthrough, having blueprints from previous versions and SELF stage figured out.
The time to get to Arrival from Void was perfect due to these blueprints as I was ready with tech and first spdetron almost one the dot.
- Other players might need more time while figuring out everything due to spawn rate of asteroids drops significantly on Arrival.
If it was my first playthrough, I most likely would struggle with low asteroid spawns.
This is not a problem, since you never actually reach arrival until you are ready to deploy your spider. So you get high asteroid spawns for as long as you need them. The timing is rigged with a little scripting.
Arrival drop:
- It seems that dropping the logistic bots, construction bots, roboport, solar/any power with spider should happen before setting up cargo landing pad.
I initially got the pad and then dropped necessary things and I was not able to take them out with spider. At least deconstruction worked.
- The spider drop flow was super nice in latest version.
The orbital vehicle deployment method is looking quite nice. the details are being worked on.
Things that got me surprised:
- The fuel/oxidizer being untransportable through pipes; it could be listed in factoriopedia or tips and tricks section or in description.
its on my todo yeah.
Fluids:
- The fluid puzzle was a bit of tinkering and it was a nice challenge before efficiency modules. For me, most of time was spent figuring out which recipes to use and creating circuit conditions for them. It was simple enough.
- I did not use "Hydrocarbon" separation" at all. It seems redundant and more difficult to balance.
- Generally, 20 refineries did not keep up with slush processing for chemical reactor power generation. The balance management was enjoyable.
- Proton decay generator is still on SELF :).
I still wanna tweak some of the numbers, but theoretically all 4 recipes should be relevant. (though only 2 at any given time) Since while you don't need hydrocarbon seperation, its much more efficent than running some other recipes in a loop.
I did miss the purpose of micro assemblers when I researched them first:
- I did not build one as it looked redundant,
- I have no clue yet, where to use the alternate recipes on it,
- I thought that I hit a wall when I needed to barrel fuel and oxidizer - I was looking at regular assembler, instead of the micro one.
- Perhaps we could have a tips and tricks page about fluid inputs for micro assembler.
- Alternatively, perhaps micro assembler could have have an exclusive fluid recipe to help with discoverability.
Yeah, i'm looking to solve this, one part of it is the fact tht micro assemblers are a mandatory prerequisite to rockets, but its not clear enough to the player why that is.
Enemies:
- I love the underground waves of monsters. The laser turret unlock is a nice hint to start building.
- If someone forgets to build turrets early, then there might not be enough time to build them.
If you fail to defend the silo, not much bad happens, the attack is immediately called off, and the remaining crawlers will eventually die.
That said, you have a lot of warning to build those turrets. between the achievement, the tech unlocks, and the monologue.
Perhaps it could be required to build some first. It could be explained in lore.
- The monsters appear to be mostly harmless with laser turrets around silos. While it adds to the experience, it is trivial to defend...
Trivial, for now, I'll be adding some form of evolution in the future.
Docking part:
- I did not figure out yet how to manage belts, how many are needed, how to configure what is input what is output.
I want to tweak some things here, but basically, its just belt direction. theyll auto rotate based on the belt theyre connected to.
- Surprising thing was that, the docking port controller orientation needs to match, no feedback about mismatched orientation showed up...
- Could tips page explain the docking setup?
I want to do this yeah. but for the main part, just imagine if your docking ports were physically next to eachother. if things would align, they should work.
Next is to go to build a moving space platform. So far, it is unclear yet what to do and lots of experimentation will be needed.
As is the nature of the beast. I'll work on making the direction more clear.
Other:
- I did not use titanium pipes. May try someday.
Fair, not everyone likes/needs them. I personally enjoy them.
- Menu animations do help a lot with understanding how to play (spoliers?), perhaps some elements could be moved to tips and tricks.
A consequence of the menu animations being of my base.
- I am so spoiled with logistic system that I usually create bot malls for buildings in other planet mods. Here, I still use construction bots for low quantity crafts. SELF is an automated basic item provider now.
Yeah, the choice to withhold logistics bots is intentional here, I want to add them eventually, but I need to in a way where they don't allow players to easily skip certain challenges of the mod.
- pumpjack/miner layout mods get confused with available power poles, perhaps it could be looked at.
- Lane balancer mod does not work :(
- Valve's mod does not work :(
Such is the nature of a WIP overhaul; compatibility is not my number 1 priority right now. I'm happy for people to contribute by making compat patches, and i'll integrate them into the mod, but there are other, higher priority things right now.
- Visible Planets in space shows Nauvis instead of Arrival with "Visible Planets in Space Settings" active.
Explain futher whats happening? Are you seeing Nauvis in the background? IF so, you might be using a mod that adds textures for visible planets, and its overwriting arrivals texture.
Hello, and merry Christmas! here is some more things I would like to say,
one small fix:
-you have ferric crushing but not crystal crushing in the circuit system (somehow?)
some ideas for this mod
Trello board stuff:
-Planet which requires external power
-could have a thick upper atmosphere to block out the sun, and be lifeless (and never had any) to ensure that no burnable materials exist
Some more ideas
-If you use the thick upper atmosphere idea, you could throw in high up lighting storms (not sure on realism of that) that are stuck to the upper atmosphere. this both provides lighting to the planet, and could be used as a soft lock preventor (lighting rod structure that makes a poor amount of power, but it's free)
-another thing which could be interesting is the idea of a planet that damages buildings very slowly, and if it is thrown in with the Planet which requires external power & thick upper atmosphere idea, could provide a reason to go there if the damage (lore wise) comes from the highly corrosive atmosphere.
lore feedback:
-how has arrival not lost its 99% oxygen atmosphere??? I am asking due to earth having around 21% oxygen, and if you need some info on a comically high amount of oxygen be a problem look at this (https://en.wikipedia.org/wiki/Oxygen#Safety_and_precautions , Combustion and other hazards section).
Hello, and merry Christmas! here is some more things I would like to say,
one small fix:
-you have ferric crushing but not crystal crushing in the circuit system
Huh, good catch, ill correct that. It appears the game attempts to automatically decide which recipes should appear or not, and makes a mistake with this one.some ideas for this modTrello board stuff:
- Bipropellant power
-If you want to say the fuel & oxidizer is hydrogen and oxygen you can use fuel cells (https://en.wikipedia.org/wiki/Fuel_cell)
That might be the way i end up doing it, if there isnt a nice answer for generators running on two fluids.
-Planet which requires external power
-could have a thick upper atmosphere to block out the sun, and be lifeless (and never had any) to ensure that no burnable materials exist
Pretty much what i had in mind.
Some more ideas
-If you use the thick upper atmosphere idea, you could throw in high up lighting storms (not sure on realism of that) that are stuck to the upper atmosphere. this both provides lighting to the planet, and could be used as a soft lock preventor (lighting rod structure that makes a poor amount of power, but it's free)-another thing which could be interesting is the idea of a planet that damages buildings very slowly, and if it is thrown in with the Planet which requires external power & thick upper atmosphere idea, could provide a reason to go there if the damage (lore wise) comes from the highly corrosive atmosphere.
lore feedback:
-how has arrival not lost its 99% oxygen atmosphere??? I am asking due to earth having around 21% oxygen, and if you need some info on a comically high amount of oxygen be a problem look at this (https://en.wikipedia.org/wiki/Oxygen#Safety_and_precautions , Combustion and other hazards section).
A pure oxygen atmosphere is okay in the absence of fuel. And while arrival's hydrocarbon ice does contain flammable hydrocarbons, it's still primarily water, preventing any runaway combustion reaction.
Arrivals atmosphere is very thin, its constantly getting stripped away due to LIMIT, the gas giant arrival orbits. but it constantly gets replenished by the organic life that lives under the surface. The microbes living in Arrivals subterranean oceans metabolise the floating iron oxides, minerals and hydrocarbons into oxygen and the materials used to weave their cocoons and bodies. The oxygen and dead microbes float upwards, feeding the ice worms with food and air to keep growing, who in turn fertilise the oceans below them as they move through the icy crust, dislodging more minerals and eventually with themselves, when they too, die. The tidal forces acting on the planet constantly churn the ocean around, keeps this system in constant motion. powering the ecosystem, but it also creates cracks through which some of the oxygen escapes to form this atmosphere.
The resulting ecosystem is unsustainable and will eventually run out of oxygen, minerals, and energy to keep the cycle going. Sheer mass has sustained it for aeons, but the era of life on arrival is nearly at its end.