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Graklinghunter's Modlist

!! Please Note !! This modlist is currently under construction! While it is technically playable and has entered a full testing stage, I have not fully validated the balance and progression, so I fully expect there to be broken mechanics and/or bad progression somewhere. I would hide it if I could, but I need it in the portal for testing purposes. When the modlist is ready to be played, I will be deprecating this listing and uploading the real deal to a new listing with a better name. You are welcome to try this list for now, but don't expect it to work properly yet.

This is a Modlist focused on the following principles:

  • Heavy preference toward adding rather than removing. However, changes/additions must not be merely complex for the sake of complexity. No "Iron plates now spoil into rust" or "I added a new resource that just gets in the way" type mods
  • A mod that adds new content is given preference over a mod that alters existing content if a conflict arises
  • If a powerful tool/building/incentive is added, it must have a new production chain to obtain or introduce its own separate puzzle to solve. No free powerups.
  • I explicitly avoid design shortucts like Right-Angle Inserters, or space-saving mods like Factorissimo

For organization's sake, the mods are divided into the following Categories. This will eventually be subdivided into separate modpacks, one for each category.

  • New Locations. As many unique planets, playable surfaces, and space connection locations as possible, with the following caveats to whether a given Mod is included:
  • The New Location must be in a playable state, but doesn't have to be 'finished' (i.e. Alpha/Beta-style releases ok, but not placeholder/WIP/Abandoned).
  • Planets are specifically excluded if the author's description says the planet is not playable, or otherwise advises against use.
  • The New Location must not directly conflict or negatively interfere with other mods in this category
  • Integration features that synergize with other planets are a positive in this context.
  • This means Starcraft planets are excluded for now, as they change the entire game into an RTS due to their reliance on ERM.
  • The New Location must not come at the cost of removing Vanilla Locations (i.e. Nauvis/Volcanus/Gleba/Fulgora/Aquilo and Space Platforms)
  • Adding a planet to Shattered Planet is okay, as there is nothing there in Vanilla.
  • The New Location must actually add something new (i.e. No "Nauvis again, but this time it's a different color" or "Nauvis+Gleba stapled together" type planets.)
  • Exceptions to this are made for things like the duplicated Asteroid Belt locations in Better Planets
  • Some New Locations may be excluded for personal taste/aesthetic reasons (Excessively discordant art styles,egregiously bad gameplay ideas, or obvious AI-slop)
  • Some Optional Dependencies to Planet Mods are included, in this category.

In short; every planet should have something meaningful to do, but may not necessarily be balanced, or even entirely functional. In most cases, if you find a planet's content is unfun, it can just be ignored.

  • Recontextualizing Vanilla Surfaces. Moderate-to-Heavy changes to Vanilla planets & space platforms to shake up existing puzzles.
  • Compatibility with above-added Planet/surface mods is a must.
  • Enhancing and Expanding Gameplay. Changes to Gameplay (independent of Surface), and Mechanical Changes to UI
  • Beautification. Changes to UI and/or the game world to enhance the visuals and/or provide additional information.

PLEASE NOTE: This is a heavy modlist. It is not recommended to add very many other mods, especially large ones, as the mods contained in this list are pushing the engine's limits for "collision-layer" and "tile-effect" prototypes. If you add any additional mods that use either of those prototypes, you will likely encounter an error on loading. I have also added default settings changes that enforce certain specific settings to allow loading to occur without errors; simply downloading all of these mods and running them unaltered will cause crashes.

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Базовые теги:

Зависимости мода

Логотип мода

Rigor Module

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Planet Crucible

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PlanetsLib

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🌐 Rabbasca, the forgotten Moon

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Muluna, Moon of Nauvis

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Planet Maraxsis

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Cerys

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Moshine

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🌐Secretas&Frozeta

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🌐 Planet Paracelsin

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🌐Planet Rubia

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🌐Cubium

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🌐Igrys

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Terra Palus

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Lignumis

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Planet Vesta

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Planet Pelagos

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Shchierbin

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Panglia Planet BETA5

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Planet Foliax

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🌐 Planet Muria

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Apia-Carnova planet system

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[BETA 1] Carna

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Planet Linox

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🌐Metal and Stars

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Eneas

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🌐Dea Dia System (ALPHA)

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🌐Planetaris Unbounded

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Tenebris Prime

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Wooden Cerys: Lunaponics

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Planet Virentis [Beta2]

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No Cold Biters on Foliax

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Igrys disenchanted

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Wooden Moshine: Solaponics

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Corrundum, The Acid Planet

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Moshine's space trains

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Paracelsin Extra Storage Tanks

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Autobarreling for Talandar's/Pelagos Barreling Machines

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Atomic Arig Lite

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Sand Seas of Arig

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Rubia Alt Cut

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Outer Rim

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Asteroid Belt

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Subterranio

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Cargo Ships

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Behemoth Enemies Mod

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Planetary Conditions

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Dredgeworks

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Depths of Nauvis

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SLP - Dyson Sphere Reworked

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Explosive Biters

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Night challenge

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The Shallows (updated for 2.0)

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Carbonut Agriculture

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Vulcanus Steam turbine

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Dead Demolisher landing

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Demolisher Agriculture

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Worm Rider

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Show Demolisher Territory on Surface

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Sulfuric Bacteria

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Slipstack Agriculture

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Fluroflux lamp

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Fluroflux: Stingfrond Agriculture

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On Wayward Seas

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Boompuff Agriculture

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Visible Gleba

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Coralmium Agriculture

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Radicane Algaculture

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Fulgora Lives

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Scrap Reprocessor

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Seabloom Algaculture

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Spoiled Trenches Of Fulgora

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Dredgeworks: Frozen Reaches

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Space Elevator (BETA)

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IPL - Inter Platform Logistics

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Hub Extensions

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No minimap on platforms

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Astroponics

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Visible Planets in Space

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Visible Planets Scale

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grog2's 4k planets

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