VF’s Frontiers

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Author: VFacure

Last revision: 23 May, 2023 at 21:39 UTC (1)

File size: 1.58 MB

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Description:
To boldy go where no Router has gone before!

VF’s Frontiers is a mod intented for improving the vanillla Mindustry experience by adding some new blocks that cover some open gaps and add new ways to organize your production, gather resources and muster your defences without adding a menagerie of new out-of-place resources or miscellaneous shenanigans.

Through the Flocculator, by adding a new way to obtain Sand – treated by the mod as rich clumps of minerals and miscellaneous debris – you can generate Thorium through the Galvanizer, previously an only mineable resource, and Slag – through the Amalgamator – which can be used in high amount to fuel the Catalytic Foundry – a convenient way to mass-produce Surge. Considering the new ways of obtaining sand don’t require anything but power and water, you can essentially – combined with the vanilla blocks – obtain all resources in the game on completely barren maps, never fully depending on mineral reserves. If you’re clever enough, lack of availiabiliy of mineral deposits will never be a game changer. This is explained by the fact Sand not only is mineral rich but, in real life, sifting through large amounts of sediment is the preffered way of obtaining Thorium and other materials.

To facilitate your build-up of these advanced blocks, this mod also includes blocks to kick-start your bases on barren places and bridge the initial gap between mid-game blocks and lack of mid-game resources. To that end, we have the Perforator – with drills for Titanium, Granite and Silicon by consuming tremendous amounts of power –, the Hydrokinectic Generator – an inexpensive and inneficient way to generate power, the Petroignition Generator – which consumes large amount of oil and no water at all, giving oil purpose other than Plastanium and becoming coal – and the Fracker – a smaller, compact, cheaper and easy-to-operate oil extractor.

It also brings a brand new way to generate hefty amounts of power: improvements to solar technology, transforming solar panels from steam generator kickstarters to actual contributions to the energy matrix with the Cells. Then, with this newfound source of energy, you can power two new fully electric turrets: the Ion Battery, a heavy damage fully anti-air defense gadget and the Plasma Battery, a medium damage fully anti-ground defense gadget.

And, to top it off, the Kinectic Battery and the Ballistic Conveyor fill niche roles by serving as a early game heavy long-range artillery who does damage based on kinetic impact solely and a miniature Mass Driver, and the Inhibitor protects small pockets of your infrastructure from large projectiles with their weak, but agile shielding.

Fully compatible with all mods that I’m aware of. Go nuts.

Have Fun!
VF

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Revisions:

Old revisions of this mod are available below. Click the link to download.