Unofficial Space Age Changes

by __One__

A mod that changes Space Age to streamline the Space Age experience. Use with Quality and Elevated Rails.

Content
3 hours ago
2.0
59
Factorio: Space Age Icon Space Age Mod
Trains Manufacturing Storage

i Thanks

18 days ago
(updated 17 days ago)

Thanks for attempting to fix Space Age. It's been over a year since release and it seems the devs have no interest in fixing it themselves.

Can I suggest including these mods as optional dependencies. These are all mods that I feel should have been part of the base DLC:

https://mods.factorio.com/mod/platforms-do-not-request-full-stacks-of-buildings
(Rockets still launch full stacks but now they send back extras and partially refund the rocket)

https://mods.factorio.com/mod/customizable-quality-names
(The defaults are the most fitting for Factorio's steampunk theme in my opinion)

https://mods.factorio.com/mod/gleba-science-rebalance
(I know you've added freezing but in my opinion final products shouldn't spoil in the first place. This mod makes Agricultural Science not spoil but more expensive to keep it balanced)

https://mods.factorio.com/mod/ammo-turrets-have-at-least-two-ammo-slots
(Stops the low ammo alert when using mixed ammo types/quality)

https://mods.factorio.com/mod/visible-planets + https://mods.factorio.com/mod/vp-scale + https://mods.factorio.com/mod/4k_planets
(Why the devs didn't add this boggles my mind)

https://mods.factorio.com/mod/smooth_platform_walls
(No more ugly wall connections on space platforms)

https://mods.factorio.com/mod/quality-upgrade-planner
(Upgrade the quality of buildings without having to make an upgrade planner and set each building)

https://mods.factorio.com/mod/no-remote-view-border

https://mods.factorio.com/mod/ore-scaling
(Adds distance based resource patch scaling to Vulcanus. Hopefully the other planets will also be included later)

https://mods.factorio.com/mod/dynamic-rain
(Adds rain and thunder to Nauvis)

https://mods.factorio.com/mod/celestial-weather
(Adds weather effects to the other planets)

https://mods.factorio.com/mod/better-asteroid-resistance
(Different asteroid materials have slightly different resistances which allows lasers to be somewhat useful in space)

17 days ago
(updated 17 days ago)

A new update is out hope you enjoy.

Version 1.0.6
- You can now rehydrate dehydrated products in the biochamber
- Rehydrating is not effected by productivity
- The executive decision has been made to make nutrients not spoil anymore, now you can make full production flows with a robust way of dealing with spoilable items with dehydration and freezing without having to constantly deal with the spoilage. This in turn keeps spoilage around but has solutions to work with spoilable items fully.


I will check out these mods, I have the same feelings as you do with space age and I hate the spoilage too but the thing that was missing was a proper implementation to deal with it and other concepts with space age and this mod is supposed to achieve a proper implementation of these concepts while retaining space age in a good way. Thank you.

14 days ago

I added a image of what might the beginning of a bus look like on gleba with the new mechanics in a image on the mod page.

As long as you have a simple less than check from the inserter into the machines where you make lets say nutrients from yumako mash you might have ~1 or ~2 yumako mash left over inside the machine but its very easy to deal with the tiny amount of spoilage that comes out before it gets sent onto a bus or train.

The furnaces are really easy to handle you just have a basic simple less than check on the inserter before it gets rehydrated then put into the furnace, then in the furnace it will have a big enough buffer to where it wont over fill and the rehydration stops until it goes below the threshold, same goes for the farms where you dehydrate the items right away.

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