Search found 67 matches

by Sandman2003
Tue Jun 12, 2018 10:21 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

by the way, in my older game, the costs were ok for me, but when i installed the Necromant mod, something changed the recipes to require a HUGE amount of Chitin Armour, which was made up of like 100 Chitin Fragments, which only came in good quantity from large biters, and i needed to kill about 100...
by Sandman2003
Tue Jun 12, 2018 10:19 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Is there a way for you to make your techs ignore the science multiplier? Since your techs have pretty high costs when they get multiplied by 5 it gets a bit excessive.. but without multiplier all normal techs seem cheap :D You can scale the costs back via a setting in mod settings (options before y...
by Sandman2003
Tue Jun 12, 2018 10:16 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

So I tried 0.16 Sea Block. Making 2 Drydock Assembly Components for SpaceX. Each take 50 Assembly robots, which each take 5 Fusion Powered Construction Robots, which each take 1 Portable Fusion Reactor, which each takes 250 Processing Units. So in all, just for Drydock Assembly Components, I need 2...
by Sandman2003
Tue Jun 12, 2018 10:06 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

foodfactorio wrote:(congratulations for putting a car into space) :)
lol :D
by Sandman2003
Tue Jan 02, 2018 4:14 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave REOPENED

UPDATE: Happy New Year! I believe I have some good news for you..... :D I decided to test out a hunch, and re migrated my savefile from 0.15 stable. I Imported the savefile into 0.16.12 using all the same mod pack, and having all the mods engaged and running. The results so far are that the game beh...
by Sandman2003
Mon Jan 01, 2018 12:29 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave REOPENED

How can I reproduce the crash? Take my save file from this thread, apply mods- (zip for one I am working on is included and in a working conditon) allow game to auto save, or sometimes on manual save, and sometimes on just exiting the game, you will encounter the crash. The mod pack worked on stabl...
by Sandman2003
Sun Dec 31, 2017 11:56 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave

So this issue is currently filed under resolved issues. But it is not resolved as it 0.16.12. Shouldn't the issue be moved and assigned? Or do I need to repost?
by Sandman2003
Sun Dec 31, 2017 2:05 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave

Hellspawn wrote:Update 2:

I runs for a while without the AutoDecustructionMod but the it crashed again :(
And without Autodeconstruct, I have had a successful save both auto and manual, and then a crash on exiting the game. This mod pack was fine in 0.16.8, btw ....
by Sandman2003
Sun Dec 31, 2017 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave

Linnun wrote:Feel free to post it, that way we could see if the problems might be related
Not fixed by 0.16.12

Crashed on autosave
by Sandman2003
Sun Dec 31, 2017 11:25 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 4973

Re: [kovarex] [16.11] Crash on autosave

kovarex wrote:Thanks for the report, it is fixed for 0.16.12
Awesome, hopefully this fixes my save issue as well, though it is not just auto-save - do you want another log file, or wait till post 16.12?
by Sandman2003
Mon Dec 18, 2017 11:20 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Mylon wrote:Hi! I'd like to repurpose this for use in scenarios (aka a softmod). I suspect it can be done via on_gui_opened. I'll give you credit of course.
Sure, go for it
by Sandman2003
Tue Dec 12, 2017 8:18 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

I'm getting this same error trying to boot up my server. ETA to the fix? 0.3.2? Thanks!!! 24.430 Error ServerMultiplayerManager.cpp:94: MultiplayerManager failed: "Error while running on_configuration_changed: __SpaceMod__/control.lua:261: attempt to index field '?' (a nil value)" I am on...
by Sandman2003
Sun Nov 19, 2017 6:08 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Would it be possible to add a feature: Have the counters that track the ship parts like engines and stuff reset upon full completion. And an extra counter for complete ships launched, like once all diff parts are sent. But dont reset the dry dock part and maybe have 1 satellite requirement to compl...
by Sandman2003
Wed Nov 01, 2017 1:53 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Is there something special I need to to do get this running on a multiplayer server? I'm actually trying to run seablock on my server but just using spacemod causes the same error. Factorio Version: 0.15.37 Spacemod Version: 0.3.1 It looks like the on config changed hook expects there to be players...
by Sandman2003
Wed Nov 01, 2017 12:23 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Just an FYI that with the last version of Factorio and the mod, this mod crashes the app: 395.841 Error MainLoop.cpp:940: Exception at tick 44606078: Error while running event SpaceMod::on_rocket_launched (ID 10) Unknown interface: silo_script stack traceback: __SpaceMod__/control.lua:306: in funct...
by Sandman2003
Wed Nov 01, 2017 12:21 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Is there any plan to integrate an orbital layer into this mod? An orbital layer with a player-built platform was part of the original endgame plan for vanilla, and I think it would integrate well into the drydock section of this mod. Players could launch a basic platform, extend it using a landfill...
by Sandman2003
Thu Sep 21, 2017 7:14 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Sorry no Bob's mod integration in this latest update, but a few QoL things asked for. What does bobs integration entail? Just recipes using his stuff? Pretty much. It is not technically difficult to do, but as I haven't played with bobs mods in v0.15 I am reluctant to do it from a play experience p...
by Sandman2003
Thu Sep 21, 2017 12:43 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92019

Re: [0.15] Space Extension Mod (SpaceX)

Sorry no Bob's mod integration in this latest update, but a few QoL things asked for.
by Sandman2003
Tue Jun 13, 2017 2:50 am
Forum: Videos
Topic: Factorio SpaceX Extreme
Replies: 0
Views: 1656

Factorio SpaceX Extreme

Hi there So this is basically a vanilla series with the addition of the Space Extension Mod (my mod) set to extreme settings - 25x the standard number of launches - 1e 1050 launches required, 16x cost to produce each of the SpaceX components, so the FTL drive requires 8000 of each module 3 and we ne...

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