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NxLabs / Factorio

Challenging Pack Logistics

VBy valent125

This mod changes the science packs of Vulcanus, Fulgora and Aquilo by making them more challenging to transport between planets, just like Gleba's agricultural science pack.

Challenging Pack Logistics

Description

This mod aims to make the other space science packs (from Vulcanus, Fulgora and Aquilo) more challenging to deliver between planets. Our goal was to make it as challenging as Gleba's science packs, which requires fast shipping because of its spoil time and spoilage management, while staying original and true to the planet's identity. The underlying goal is to encourage players to design varied and original cargo ships for each planet. Design your ships according to each science pack's needs!


Vanilla Changes

The science packs from extra-nauvistrial planets have extra quirks and requirements to make their transport more interesting!

Space Science Packs

**"The space science packs require more proper analysis. You'll have to *send down materials* collected from space, use them to make *data analyzers*, then *send them back* to your space platforms. "**

  • Space science packs now require *Asteroid data analyzers* to craft. They're still made only in space (or other 0g environments).
  • Asteroid data analyzers (ADA for short) must be crafted on a surface using *ice* and *carbonic asteroids* collected in space.
  • Asteroid data analyzers *stack in rockets by 100* (by default), meaning *1 rocket worth of ADA* is enough to craft *1000 space science packs*.
  • Asteroid Data Analyzers recipe
  2 ice
+ 1 carbonic asteroid chunk
+ 1 barrel
+ 1 advanced circuit
= 2 asteroid data analyzer
[only if gravity ≥ 0.1 m/s]
  • Space Science Pack new recipe
  5 iron plate
+ 2 ice
+ 2 carbon
+ 1 asteroid data analyzer
= 10 space science pack
[only if gravity = 0 m/s]

*Reasoning:* Yet another attempt at reworking space science. Plenty of other standalone mods already do that, so this attempt tries to rework space science in another original way. Since pack reworks can be turned on/off individually, feel free to install another space science rework mod and disable this one if it's too convoluted for your liking. *Note:* These changes are automatically disabled when Muluna is installed.

Metallurgic Science Packs

**"The science packs from Vulcanus are very dense! They're *harder to stack together* or send into space."**

  • Metallurgic science packs' stack size in inventories has been drastically lowered. By default, they now *stack by 30*.
  • Their rocket capacity has also been *reduced to 600 packs per rocket*.

*Reasoning:* These changes incentivize players to build both plenty of rocket silos on Vulcanus and large ships with plenty of cargo bays in order to efficiently bring the metallurgic science packs back to Nauvis.

Electromagnetic Science Packs

**"The science packs from Fulgora requires huge amounts of electricity in them to be of any use. The process is risky to perform on Fulgora's surface, they must be *charged in a 0G environment!*"**

  • Electromagnetic science packs are *crafted "discharged" first* on Fulgora's surface.
  • They have to be *shipped to a space platform*, then *charged in a second EM Plant* there.
  • Discharged packs cannot be used for research purposes!
  • The charging recipe can't benefit from productivity nor efficiency bonuses.

*Reasoning:* This change forces players to ship discharged science packs to space, then charge them during transit to make them useful. A dedicated space shuttle needs to be designed accordingly to charge the packs on its way back, with the necessary power setup to keep up with the increased energy cost.

Cryogenic Science Packs

**"Aquilo's cryogenic science packs need to *stay cold enough* to use for research! They'll *heat up over time*, and will require cooling down in order to be useful again."**

  • Cryogenic science packs now *heat up over time*, "spoiling" into unusable "reheated cryogenic packs"
  • They spoil in *10 minutes*.
  • Fortunately, they can be *cooled down* to stay fresh in a cryogenic plant at any time by *consuming ice* and using fluoroketone.
  • Reheated packs can also be cooled down, *but less efficiently and at a higher cost*.
  • Cooling recipes can't benefit from productivity nor quality bonus.

*Reasoning:* At this point in the game, the player's "last" science ship (we don't talk about promethium science) should be big and powerful enough to reliably transit between Aquilo and Nauvis. With these changes, this ship also needs to continuously cool down the science packs during transport.

The player can either set up a system to harvest space ice and cool down the packs as needed, or they can let the packs heat up during transit and cool it afterwards at a higher cost. Hoarding cryogenic science packs near labs will also require a cooling system to keep them fresh and useful, requiring regular shipments of space ice and some barrels of fluoroketone.

It's the final challenge (that is, before Promethium packs).

What about Gleba and other extraplanetary science packs?

Agricultural and Promethium science packs remain mostly unchanged, as their transport/manufacture already presents their own challenges.

  • Gleba's science packs require a fast space shuttle to bring them to your labs before they spoil.
  • Promethium packs require a behemoth factory-vessel able to craft them in the first place.

UPDATE: If allowed in the settings, Challenging Pack Logistics lets you set the spoil time of Agricultural science packs, and whether or not their freshness affects their research potential. Please feel free to leave feedback, report bugs and suggest cross compatibility options with other mods!


Cross-compatibility

Muluna, Moon of Nauvis

Challenging Pack Logistic has extra cross-compatibility with Muluna, Moon of Nauvis. Namely...

**"Space Exploration science packs have to *travel through the cosmos* to be of use!"**

  • Space Exploration science packs now need to be *primed* after being crafted. This can be done in two ways:
  • A) Cram *more dat

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