{WIP}[0.12.19+]Space Extension Mod

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Sandman2003
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{WIP}[0.12.19+]Space Extension Mod

Post by Sandman2003 »

Name: Space Extension Mod
Version: 0.1.7
Factorio-Version: 0.12.19
Description: Greatly extend the end game requiring multiple launches and massively increased science
License: MIT
Release: 05/22/2016
Download-Url:
SpaceMod_0.1.7.zip
SpaceMod Download
(416.83 KiB) Downloaded 230 times
Long Description:
If you are like me, and have been playing factorio for a while, in my case since release 0.9.x, the endgame goal that originally seemed daunting, now appears too easily accomplished. I typically like to build big and explore more of my world than is required by simply launching a single satellite. Consequently, the aim of this mod is to provide a significantly longer end game experience. Instead of requiring a single satellite launch, you will now require in excess of 40 launches, and of a variety of components. The goal now is no longer to simply launch a satellite, but to build a vessel capable of getting you off the planet and home safely. In addition to building components for your spacecraft, you will need to vastly increase your science in order to research all the required components. In fact, regardless of how much science you have built already, I pretty much guarantee that it will not be enough! Science is one of the best on-going consumers of resources, and so it is to this end that the final component for the space-craft, the FTL drive, is a truly massive scientific undertaking.

Let me know your thoughts and interest in the Mod. I know that one of the icons still needs some work ;)

Example - end of game play and base tour with Space Mod
https://www.youtube.com/playlist?list=P ... YKTLB0GvYU
Last edited by Sandman2003 on Tue Jun 21, 2016 10:54 am, edited 1 time in total.
AlexTheNotsogreat
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Re: {WIP}{0.12.19+]Space Extension Mod

Post by AlexTheNotsogreat »

Sandman2003 wrote:I know that one of the icons still needs some work ;)
Actually, I would say most of the icons should be made to fit in with the rest of Factorio, too many sore thumbs sticking out. Still an awesome mod mechanic-wise :)
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Re: {WIP}{0.12.19+]Space Extension Mod

Post by Sandman2003 »

Actually, I would say most of the icons should be made to fit in with the rest of Factorio, too many sore thumbs sticking out. Still an awesome mod mechanic-wise :)
You are probably right. I am not really an artist... I would be more than happy for any actual artist to step in and create appropriate assets if anyone was so inclined.
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Re: {WIP}{0.12.19+]Space Extension Mod

Post by bNarFProfCrazy »

Well to finish the game you will really need some time if this mod is enabled.

However I was thinking that there are missing some solar modules.
It would be cool if you automatically switch to the highest available solar tier for your recipes.

I was wondering whether you might want to add actual fuel to the spaceship?
Even fusion reactors need fuel. Mainly hydrogen gas/deuterium. That could be filled in a huge storage tank.
(Maybe you could require some nuclear power stations as a deuterium source if a mod like that is installed...)

The spacecraft storage tank could also be used for food and things alike. There are a few mods that add those.
(Or just default to fish).

Also why don't you use the vanilla missile control units (that look like a computer screen in your recipes).

I'll finish my own mods and then I will give it a try. But without marathon/hardcorio mod.
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Sandman2003
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Re: {WIP}{0.12.19+]Space Extension Mod

Post by Sandman2003 »

Wow lots of questions bNarFProfCrazy
Well to finish the game you will really need some time if this mod is enabled.
Well that is the stated purpose of the mod. To put things in perspective in my second run through of the mod, I completed everything in about 100 hours.
However I was thinking that there are missing some solar modules.
It would be cool if you automatically switch to the highest available solar tier for your recipes.
I am not currently supporting the mods that significantly add or change the existing vanilla recipes. I am thinking of creating a bobs mods compatible version though. Not sure if this would take a form where any Mod with (for example) higher tier solar recipes would automatically utilise the higher tier. I guess it depends how you handle the coding.
I was wondering whether you might want to add actual fuel to the spaceship?
Even fusion reactors need fuel. Mainly hydrogen gas/deuterium. That could be filled in a huge storage tank.
(Maybe you could require some nuclear power stations as a deuterium source if a mod like that is installed...)
Well there is rocket fuel in at least one of the recipes. I am trying to keep it compatible with vanilla, so if I were to use hydrogen, I would have to add a hydrogen extraction process. It is definitely possible, just would need to see a demand for this addition.
The spacecraft storage tank could also be used for food and things alike. There are a few mods that add those.
(Or just default to fish).
Again looking for a vanila compatible experience. In relation to fish, in particular, I am trying to avoid actual grinding mechanics such as collect x of a resource (manually).
Also why don't you use the vanilla missile control units (that look like a computer screen in your recipes).
The rocket control units are required components in every single launch anyway, but also, they are fairly cheap and easy to produce, hence I have tended to use the more expensive higher tier versions of their components.

Good luck with your own mod.
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by Sandman2003 »

This Mod has now been updated for version 0.13 - use in game mod portal for latest version.
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by Bizobinator »

Does this mod work with Bob's mod, science cost overhaul, & marathon?
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by Sandman2003 »

Bizobinator wrote:Does this mod work with Bob's mod, science cost overhaul, & marathon?
It currently only uses vanilla products in the recipes, but there is no particular reason why it wouldn't work with those other mods. Be warned that you would be in for an extremely long game, however.....

I may in future enable the mod to use more complex products out of Bob's mods if Bobs mods is installed - this isn't the case right now though.
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by orzelek »

I'd have potentially tricky request.
Your mod techs cost are already quite high so playing with science tweaker mod on them would make them insanely costly.
Would it be possible to add a "compatibility" of sorts to make them less costly when mod is detected so that they are only very costly after cost increase?
(Science Cost Tweaker is the mod and with default multiplier of 9 and your costs... I don't see that happening even in mega factory)
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Sandman2003
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by Sandman2003 »

orzelek wrote:I'd have potentially tricky request.
Your mod techs cost are already quite high so playing with science tweaker mod on them would make them insanely costly.
Would it be possible to add a "compatibility" of sorts to make them less costly when mod is detected so that they are only very costly after cost increase?
(Science Cost Tweaker is the mod and with default multiplier of 9 and your costs... I don't see that happening even in mega factory)
Can you tell me a little more about the Science Cost Tweaker - do you know what the tier 5 and tier 10 science are? I only use up to tier 4 as far as I know, and isn't that just a 6x multiplier?
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Re: {WIP}[0.12.19+]Space Extension Mod

Post by orzelek »

Sandman2003 wrote:
orzelek wrote:I'd have potentially tricky request.
Your mod techs cost are already quite high so playing with science tweaker mod on them would make them insanely costly.
Would it be possible to add a "compatibility" of sorts to make them less costly when mod is detected so that they are only very costly after cost increase?
(Science Cost Tweaker is the mod and with default multiplier of 9 and your costs... I don't see that happening even in mega factory)
Can you tell me a little more about the Science Cost Tweaker - do you know what the tier 5 and tier 10 science are? I only use up to tier 4 as far as I know, and isn't that just a 6x multiplier?
There is a description inside mod:

Code: Select all

		-- Tier 1 = Any research that contains only red science packs
		-- Tier 2 = Any research that contains green science packs
		-- Tier 3 = Any research that contains blue science packs
		-- Tier 4 = Any research that contains (bobstech) dark-blue science packs
		-- Tier 5 = Any research that contains (bobstech) gold science packs
		-- Tier 10 = Any research that contains alien science packs
		-- Tier 99 = Special Case research. Does not use the science packs. Things like Bob's Modules research or Dark Matter Replication.
So tier 10 is actually all last researches :D
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