[Mod 0.12.29] Space Factorio 0.2.4

Topics and discussion about specific mods
Kelmoir
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[Mod 0.12.29] Space Factorio 0.2.4

Post by Kelmoir »

Space Factorio

A mod about changing the current endgame into a much longer game to play.

Details:
  • Name: Space Factorio
  • Factorio-Version: 0.12.29
  • Description: After the first satellite things change. More rockets, more purpose to them.
  • License: MIT license
  • Release: 2016-03-27
  • Download-Url: Just forum yet
  • Website: this forum page
  • Category: Alpha
  • Tags: Space, Endgame, Liquids, Items, Entitys
Long Description
changelog
TODO
So, as you can see, this is just a proof of concept of the basic workings.
The space construction is done by sending up the specified cargo pods into orbit with the stock rocket.
Yes, the algae takes ages to grow. Yet they are still too fast in terms of growing compared to the solar panels. Photosynthesis has around 1-2% efficiency IRL.
And I am looking for any feedback and suggestions.
Attachments
space-factorio_0.2.4.zip
Download
(363 KiB) Downloaded 198 times
Algae farms and UI open.
Algae farms and UI open.
AlgaeFarmsUi.png (575.22 KiB) Viewed 11111 times
Last edited by Kelmoir on Fri May 06, 2016 9:25 am, edited 5 times in total.

kaleb_boren
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Re: [Mod 0.12.29] Space Factorio 0.2.0

Post by kaleb_boren »

not trying to be an hypocrit but this mod is the devolpers idea of base factorio's endgame

but im happy that it came early

Kelmoir
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Re: [Mod 0.12.29] Space Factorio 0.2.0

Post by Kelmoir »

Well, it is about space, but not more like the devs plan than that.
I do not try to build any sort of an platform, or the other things they wrote about.
If it would be the same thing, as in their thought, then I would not have done it.
Just to make it obvious ;).

Supercheese
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Re: [Mod 0.12.29] Space Factorio 0.2.0

Post by Supercheese »

When attempting to start a new game using only this mod, I receive the following error:
Error.png
Error.png (119.89 KiB) Viewed 12569 times

seronis
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Re: [Mod 0.12.29] Space Factorio 0.2.0

Post by seronis »

[Koub] Moderated : Please chill, and stay on topic.

Kelmoir
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by Kelmoir »

Supercheese:
I fixed it. Things worked weird with the requirements on initial load. New version is linked in the first post. Couldn't give it an entire test, because I didn't yet tried multiplayer. And I didn't yet research what I need for that.

And in general, you can add in the mod later on into any game. No new worldgen on the map or anything.

And seronis:
[Koub] Argument referring to a moderated post

seronis
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by seronis »

[Koub] Moderated : Please stay on topic.

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Thomasnotused
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by Thomasnotused »

Hey, I finished building the planetary cargo ship, and was just wondering if this was the current end of the mod (until later?)
I have no idea what I'm doing.

Kelmoir
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by Kelmoir »

Yes, SuicidalKid, this is the mod so far.

Next thing on the list is the cargo manifest building, so that you can automate the cargo pod building.
By being able to read out storage and demmand of the orbit with your logistics network.
The moon howether, will take quite some time to get done.

Wiloxe
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by Wiloxe »

This sure looks interesting however it looks like to not work in multiplayer as we just launched our first satellite to receive this error:
Image
If the image is not displaying correctly : https://www.dropbox.com/s/xvgpfhuy41tmw ... r.PNG?dl=0

Kelmoir
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Re: [Mod 0.12.29] Space Factorio 0.2.1

Post by Kelmoir »

Whow Wiloxe,

I don't yet fully know everything that needs to work on multi player. But it is intended to get it working there.
And I tried to lay it out in an fashion, where it should theoretically should work.
I just need to be able to test it on multi player. And fix those bugs.

The one with the messagebox is getting fixed now (for 0.2.2). Anything else, well. I will have to find them and fix them.

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Ben Vagan
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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by Ben Vagan »

It might be a bit far fetched tho, but will we be able to actually land on the Moon? :shock:

seronis
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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by seronis »

Why do people keep saying 'the' moon? Single moon systems are not the norm.

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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by steinio »

Because our moon is called The Moon.

Saturn has for example several moons, two for example are Janus and Titan.

a moon = a satellite surrounding a planet
the Moon = a satellite surrounding Earth

Coincidence: The Sun is only the name of our central star of our planetary system called Solar system.
Image

Transport Belt Repair Man

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seronis
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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by seronis »

steinio wrote:Because our moon is called The Moon.
Thats my point. Factorio is not even in the Sol system. The Moon is lightyears away and is already stripped naked of all resources in its regolith. Every planet in the Sol system is. Otherwise we wouldnt be wasting time harvesting resources in some other solar system.

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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by SkyFyre42 »

I was pretty sure this game was about escaping a planet after crashing on it through the power of factories... else why start a mining mission with just 8 iron in your pack? :lol:

Actual question: can we get bobs mods support for this? I would love something that changes the rocket silo or rocket recipe to use his new materials for instance, as well as your new recipes ofc.

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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by jorgenRe »

Pictures please :D!
Good luck on modding!

Read satelites already launched on start:

Code: Select all

--Code by Zwobot
function read_satellites_sent_from_gui(force)
    --game.player.print("Reading #satellites from " .. force.name)
    for i, player in ipairs(game.players) do
        local rocket_score = player.gui.left.rocket_score
        if rocket_score then
             local rocket_count = rocket_score.rocket_count
			 global.rockets_sent = tonumber(rocket_count.caption)
            if rocket_count ~= nil then
                --game.player.print("FoundGUI: " .. tostring_ex(rocket_count.caption))
            end
        end
    end
end

message("Satelites already orbiting the planet was detected: "..global.rockets_sent)
By the way if you have any questions just ask. Im and most likely others too, are happy to be of help :)!
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

Kelmoir
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Re: [Mod 0.12.29] Space Factorio 0.2.2

Post by Kelmoir »

Well, accessing the moon of the planet (for now I just call it mun) you stranded upon is actually one of my goals. But don't ask me how long it will take.
Since I got a full time job, doing quite some other stuff besides that.
And for the transition I aim for some remote controlled "robot", with some quantum teleportation ftl comm uplink there. Thus basically unlock a second map to switch back and forth at will.

And thanks for the scripting help. I'll see, how well I can implement it into my first rocket detection without causing too much spaghetti code.
I'll probably try hanging around in irc, during some time on the weekend, to ask further questions.
I am yet trying to figure out, how the constant combinator works, As I want the manifest to output the missing items.
But the hidden inventory of some fake smart chest would need to be big, later on.

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Re: [Mod 0.12.29] Space Factorio 0.2.3

Post by Simcra »

Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then

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Re: [Mod 0.12.29] Space Factorio 0.2.3

Post by jorgenRe »

Simcra wrote:Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then
Careful with doing anything with player without checking if player is connected first. I think it was if players(1).connected then continue from here
Or else it might crash during multiplayer game due to player 1 not being connected for some odd reason ;)!
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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