After fixing that dent you got after crashlanding on this planet. You finally realise what the mission was: establish a colonial outpost and exploit its resources for the benefit of your people.
Ok so I'm kind of ready to release this as I have it, but it needs tweaking and probably has loads of bugs. If you find anything or want to contribute post/message here or on the forum.
So the mod adds colonists using the existing production system, they are essentially an item, the only difference being they are not used up, but rather returned as tired after a shift and will need to rest before returning -- a circular production cycle. They plug into the endgame upgrade system by producing space science-packs, the satellite science reward has been nerfed accordingly to encourage building up a large population.
There is also an infrastructure required to produce the: food, consumer goods and medical supplies that are needed to keep your colonists happily working.
A colony ship has been added that needs to be sent on the rocket, the colonists will appear as a reward for the rocket launch.
Housing - Used to change the state of a colonist, from tired to normal, injured to normal, deceased to an empty pod. Requires food/consumer goods and medical supplies. Also used as a place for colonists to reproduce.
Workshop - A place where colonists produce items, technical doc, legal doc, and space science-packs, returned tired with a chance of getting injured.
Waiting-hall - Essentially a chest for colonists, 2x2 entity, you can daisy-chain them with smart inserters and circuits to get similar behaviour to a belt.
If anyone wants to add something send it over and I'll add it in, I can do icons/graphics if you guys can figure out the code, I'm pretty bad at that, though the same goes for the graphics if you have an idea for better graphics, the workshop, housing or anything I'll gladly add it in, not the best at photoshop or 3D modelling.
If you guys have ideas for balancing the material costs - please post, looking for feedback on this.
It should be fully compatible with any existing games, and I intend to make updates compatible with ongoing saves as I'm using it in my play-though as well.
The only base game files that I modify is the satellite, to change the science reward to encourage building up a large population. There should be nothing stopping the mod from working with many of the others out there.
Why not check out my other mod, that adds a fast charging/discharging accumulator, useful for setting priorities in a power network.
Some mods whose source files were instructive in helping me put this together. Expanded rocket payloads Homeworld redux
Finally why not check out my other [url=https://mods.factorio.com/mod/FastDischargeAccu]mod[/url], that adds a fast charging/discharging accumulator, useful for setting priorities in a power network.