[MOD 0.15.x] Mining Space Industries
Re: [MOD 0.15.x] Mining Space Industries
find bug? Not bug?
radius in electricity damage in territory
radius in electricity damage in territory
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Re: [MOD 0.15.x] Mining Space Industries
where should i build the assemblers to build 2x processing units?
describtion says : build it where freeman tells you ... but i have no idea what he said to me anymore ... any idea how i can read it again , where he wants it?
describtion says : build it where freeman tells you ... but i have no idea what he said to me anymore ... any idea how i can read it again , where he wants it?
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Re: [MOD 0.15.x] Mining Space Industries
You did research the techonology, right ? when you do, the location is market on your map (2 blue chips)
Re: [MOD 0.15.x] Mining Space Industries
а на каком этапе?? у меня просто более 300 технологии для открытия и нажал я по 1000х увеличениеFerrariMAF wrote: ↑Mon Apr 15, 2019 12:35 pmHi Airat. Not a bug. Its radius gets bigger over time. Soon you will have a quest to dismantle this ship and is will be over
but at what stage ?? I just have more than 300 technologies for opening and I clicked on 1000x increase?
Re: [MOD 0.15.x] Mining Space Industries
i already researched it , but as u can see , there is no symbol with 2 blue chips on the mapYou did research the techonology, right ? when you do, the location is market on your map (2 blue chips)
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Re: [MOD 0.15.x] Mining Space Industries
_autosave2.zip
my savegame
seriously ... 20 rocket start to finish the deliver task? starts to get a waiting game at end
my savegame
seriously ... 20 rocket start to finish the deliver task? starts to get a waiting game at end
Re: [MOD 0.15.x] Mining Space Industries Glados gone
Hi.
I found Glados. Now new Mission. Bring Glados and 1 Bot to Wreck. BUT Glados is gone. Not in my inventory. Not in my logistic network. I am stuck. Please help.
I found Glados. Now new Mission. Bring Glados and 1 Bot to Wreck. BUT Glados is gone. Not in my inventory. Not in my logistic network. I am stuck. Please help.
YuokiTani Fanboy.
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Re: [MOD 0.15.x] Mining Space Industries
Yeah. That is exactly what i did in the end.Lost it ? Ohhh my! hehehe
/c game.player.insert{name='glados-core'}
But still. I bothers me that it could even get lost. Don´t know.
YuokiTani Fanboy.
Re: [MOD 0.15.x] Mining Space Industries
FerrariMAF, did you ever considered to remove that highly annoying buildings breakdown "feature", or am I the first to ask? Is there any way to turn those constant ridicules distractions off?
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Re: [MOD 0.15.x] Mining Space Industries
question.
I played with the mod for like 30 hours.
Then got anoyed by some event that just kept spawning biters under my laser towers, and it all felt undoable.
(Could be just my )
So i un installed the mod.
but I still have some buildings/crash sites that i cant remove. and theres the objective screen on my screen.
Is there a way to remove those ?
I played with the mod for like 30 hours.
Then got anoyed by some event that just kept spawning biters under my laser towers, and it all felt undoable.
(Could be just my )
So i un installed the mod.
but I still have some buildings/crash sites that i cant remove. and theres the objective screen on my screen.
Is there a way to remove those ?
Re: [MOD 0.15.x] Mining Space Industries
Greetings,
Thanks for making an awesome mod that has absorbed 100s of hours figuring out the story steps to make progress.
I believe I'm currently stuck on the Space Probe task. I have sent up 15 probes. The first 5 found the Nauvis and 4 of its moons. However, everyone since then has resulted in ==>> ????, which I assume is a null result. There are many other planets and moons in the list from my earlier satellite probe results.
As I can't seem to hit the magic mark of 8, I can't progress to the next step. Assistance with this issue would be welcome.
Version is 0.17.80, using Space Exploration 0.1.45, latest public release version of factorio
Thanks for making an awesome mod that has absorbed 100s of hours figuring out the story steps to make progress.
I believe I'm currently stuck on the Space Probe task. I have sent up 15 probes. The first 5 found the Nauvis and 4 of its moons. However, everyone since then has resulted in ==>> ????, which I assume is a null result. There are many other planets and moons in the list from my earlier satellite probe results.
As I can't seem to hit the magic mark of 8, I can't progress to the next step. Assistance with this issue would be welcome.
Version is 0.17.80, using Space Exploration 0.1.45, latest public release version of factorio
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Re: [MOD 0.15.x] Mining Space Industries
Hi. Have you navigated in those other planets/moons?Thestis wrote: ↑Sat Dec 07, 2019 10:15 pm Greetings,
Thanks for making an awesome mod that has absorbed 100s of hours figuring out the story steps to make progress.
I believe I'm currently stuck on the Space Probe task. I have sent up 15 probes. The first 5 found the Nauvis and 4 of its moons. However, everyone since then has resulted in ==>> ????, which I assume is a null result. There are many other planets and moons in the list from my earlier satellite probe results.
As I can't seem to hit the magic mark of 8, I can't progress to the next step. Assistance with this issue would be welcome.
Version is 0.17.80, using Space Exploration 0.1.45, latest public release version of factorio
It requires you open the planet, so surfaces are created. Probes only go to opened planets
Re: [MOD 0.15.x] Mining Space Industries
hello, i was playing in 18.0 and 18.1 and the mod was working fine, but now in 18.2 on load giving error:
thanks for the good mod
edit: managed to fix the code - sound names changed and was able to update them, however now getting
when i placed the silo ghost in the chunk marked. note placing the silo normally does not crash the game, only placing a ghost.
Code: Select all
Mods to disable:Failed to load mods: __Mining-Space-Industries__/data.lua:10: __Mining-Space-Industries__/prototypes/robots.lua:121: attempt to call global 'flying_robot_sounds' (a nil value)
stack traceback:
__Mining-Space-Industries__/prototypes/robots.lua:121: in main chunk
[C]: in function 'require'
__Mining-Space-Industries__/data.lua:10: in main chunk
stack traceback:
[C]: in function 'require'
__Mining-Space-Industries__/data.lua:10: in main chunk
Mods to be disabled:
• Mining-Space-Industries
edit: managed to fix the code - sound names changed and was able to update them, however now getting
Code: Select all
Error MainLoop.cpp:1204: Exception at tick 7631594: The mod Mining Space Industries caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Mining-Space-Industries::on_built_entity (ID 6)
LuaItemStack API call when LuaItemStack was invalid for read.
stack traceback:
__Mining-Space-Industries__/control.lua:4214: in function <__Mining-Space-Industries__/control.lua:4143>
stack traceback:
[C]: in function '__index'
__Mining-Space-Industries__/control.lua:4214: in function <__Mining-Space-Industries__/control.lua:4143>
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Re: [MOD 0.15.x] Mining Space Industries
Fixed. Thanks for the reportPhilip017 wrote: ↑Tue Jan 28, 2020 8:03 pm hello, i was playing in 18.0 and 18.1 and the mod was working fine, but now in 18.2 on load giving error:
thanks for the good modCode: Select all
Mods to disable:Failed to load mods: __Mining-Space-Industries__/data.lua:10: __Mining-Space-Industries__/prototypes/robots.lua:121: attempt to call global 'flying_robot_sounds' (a nil value) stack traceback: __Mining-Space-Industries__/prototypes/robots.lua:121: in main chunk [C]: in function 'require' __Mining-Space-Industries__/data.lua:10: in main chunk stack traceback: [C]: in function 'require' __Mining-Space-Industries__/data.lua:10: in main chunk Mods to be disabled: • Mining-Space-Industries
edit: managed to fix the code - sound names changed and was able to update them, however now gettingwhen i placed the silo ghost in the chunk marked. note placing the silo normally does not crash the game, only placing a ghost.Code: Select all
Error MainLoop.cpp:1204: Exception at tick 7631594: The mod Mining Space Industries caused a non-recoverable error. Please report this error to the mod author. Error while running event Mining-Space-Industries::on_built_entity (ID 6) LuaItemStack API call when LuaItemStack was invalid for read. stack traceback: __Mining-Space-Industries__/control.lua:4214: in function <__Mining-Space-Industries__/control.lua:4143> stack traceback: [C]: in function '__index' __Mining-Space-Industries__/control.lua:4214: in function <__Mining-Space-Industries__/control.lua:4143>
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Re: [MOD 0.15.x] Mining Space Industries
So, I was playing as normal, and then I noticed that there is no mission control button. Does anyone know why? Or what to do now?
Nevermind, it was because the save existed before I added MSI, which apparently breaks it.
Nevermind, it was because the save existed before I added MSI, which apparently breaks it.
Re: [MOD 0.15.x] Mining Space Industries
RE: {Spoiler} HAL-9000 Missions
When Freeman asks you to take him to the satellite to initialize HAL, where exactly is this? It doesn't appear to be on the first space platform you get. Perhaps this is referring to some ground location?
UPDATE:
Intent was to take Freeman and the HAL module to the first space platform you discover (aka satellite) and there research the means to progress.
When Freeman asks you to take him to the satellite to initialize HAL, where exactly is this? It doesn't appear to be on the first space platform you get. Perhaps this is referring to some ground location?
UPDATE:
Intent was to take Freeman and the HAL module to the first space platform you discover (aka satellite) and there research the means to progress.
Last edited by Thestis on Sat Mar 14, 2020 4:47 pm, edited 1 time in total.