Dredgeworks: Frozen Reaches
Extract meteoric deposits from the seas of Aquilo, deposited from space long ago by the shattered planet's rupture. Allows Aquilo to be started from scratch.
Description
Remember: It's still Aquilo. Get ready for the long haul.
Mod is still open to adjustment; feedback welcome.
Cargo Ships is recommended (especially for starts), though not mandatory as elevated rails are usable to cross Aquilo's seas.
Meteor Recovery
Aquilo has no *native* mineral resources to leverage, but the rupturing of the shattered planet scattered meteoric chunks across its surface long ago. The deposits consist primarily of carbonic and metallic asteroid chunks, with a trace of promethium; in the long run, you can utilize surface-installed crushers to maximize productivity, but there's also a new, more rudimentary Aquilo-exclusive recipe that breaks the chunks down into the basic slate of resources.
Your initial deposits contain a workable amount of meteor chunks, some of which are on your precious bit of solid ground, but if you want long-term extraction, you'll need to dredge the depths. Creating a cargo boat is your best bet if you are starting on Aquilo or haven't planned ahead, but it's also possible to run elevated rails to deposit sites for rapid transport and easier offloading; the tricky bit is that, since asteroid chunks don't stack effectively, you'll want to set up your processing at least partially on-site.
On rare occasion, it's possible that fluid vents will carry up chunks on the ice. Surface-level deposits (including your starting one) have a higher proportion of surviving promethium.
Promethium Thermalization

Those chunks aren't just good for fancy-pants science. With a bit of careful coercion, they can be made to radiate a relatively weak but steady flow of heat. Two different varieties of thermal unit become available to craft after you smelt your first lithium plate from the natural deposits. Both of these occupy one tile, yield input-free radiant heat, and require one promethium chunk to do so.
The thermal buoy pictured above is less expensive (only requiring iron sticks and pipe added on), but can only be placed on water and can't be cardinally adjacent to land. Each buoy yields 160 kW of heat energy.
Thermal buoys, while primarily intended for heating floating equipment, *can* be used to heat structures built on ice platforms. The key word here is that surfaces may not be cardinally adjacent; the pipeline example below is a simple use case, but if you arrange things in a clever manner, you can create whole floating manufacturing complexes in conjunction with Dredgeworks' floating belts and inserters.

The thermal dissipator, the counterpart for purely land-based operations, is pricier (requiring steel plates, iron sticks and lithium plates) and can be placed on any non-meltable solid ground, with the only restriction being that it can't be in heating range of another dissipator. While the encasement necessary to make it surface-safe also reduces its raw heat output (120 kW of heat energy, 75% of the buoy's output), it's nice as a straightforward way to heat your initial machinery, as you get some lithium from mining initial ice formations. Once you have production of raw lithium online, it can also be useful to get heat to places heat pipes have an awkward time weaving into.
A config option is available if you would like to allow putting multiple dissipators next to each other, but a better way to get more heat in isolated positions is quality; like other heat-producing devices, the thermal output will increase with quality, and *unlike* other heat-producing devices, there continues to be no fuel requirement.
Heat Conduit (Optional)
If you'd like to speed up your heat pipe infrastructure build-out when starting from scratch on Aquilo, heat conduit can be activated in mod settings as a way to streamline the process.
When activated, heat conduit is unlocked with promethium thermalization; using a promethium chunk alongside the usual heat pipe ingredients, you can substantially improve material efficiency, receiving an amount of pipes you specify in settings for one promethium chunk plus the normal cost of one heat pipe.
This isn't without caveats, though; Aquilo's atmospheric conditions are necessary to keep the conduit stable (preventing it from being used on other surfaces) and the conduit can only carry heat up to a cap of 400 degrees, preventing these heat pipes from operating the higher-power steam turbines. The recommended yield is 10 pipes per batch, but you can set it to yield up to a full stack if you want.
Aquilo start?
Yep. Aquilo start, if you want it.
The mod integrates with Any Planet Start, and will allow you to seamlessly select Aquilo as your starting planet if you wish to inflict it upon yourself. The technology tree has been readjusted to move an assortment of critical infrastructure (including concrete, the heating tower and dredging hardware) forward in the progression in the hopes of, combined with the mod's other add-ins, making the start merely slow instead of arduous.
As of 0.2.3, Planet Picker start is also supported at a basic level, but it is not recommended if you do not intend to use the multi-planet aspect of Planet Picker; the adjustments made for Planet Picker are much more rudimentary. You'll have to turn on Aquilo as a start option in the Planet Picker settings (Mod settings > Map tab > Enable starting on Aquilo).
Only one alternate starting planet mod should be active at once.
Big asteroids are not present in the planet's immediate orbit in Aquilo starts, but still exist in the travel path; to facilitate navigating this, rocket turrets are given an alternate recipe using low density structure in lieu of carbon fiber. Supplying them with rockets is a slightly more complicated question without advanced asteroid processing (you may want to ship up explosives).
Assorted Adjustments
- Adds a rudi
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