Name: Space Extension Mod
Version: 0.3.15
Factorio-Version: 0.16
Description: Greatly extend the end game requiring multiple launches and massively increased science
License: MIT
Release: 05/22/2016
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.
The Bob's mods integration does not impact vanilla play which is still 100% supported. If Bob's mods are sensed the game changes the recipes and technologies to use the highest tier Bob's mods item based on your configuration, and changes technology requirements accordingly. eg speed module 3s becomes speed module 8s (or god module 5s if enabled).
Now with graphical update.
Changelog
v0.3.15
- technology icon resolution upgrade coutesy of drd_avel
v0.3.14
- Fixes a crash if spacex combinator is placed prior to launching a single rocket.
- Adds command "Get_log_file" which will write your SpaceX log out to the script-output folder.
v0.3.13 Redacted
v0.3.12
- Fixes a rare crash on rocket launch event.
v0.3.11
- Fixes an error on game close out
v0.3.10
- Added Russian language support courtesy of Zerggurat
- Performance issues with the SpaceX combinator resolved
v0.3.9 Redacted
v0.3.8
- Remove spacex combinator debug information
v0.3.7
- improved grammar in flavour text
- SpaceX Combinator introduced - will give accurate signal for current components needed to complete the current SpaceX phase. Current SpaceX phase given through virtual signal S - 1,2 or 3. Can be used to set filters/requester chests etc
v0.3.6
- under the Bob's mods integration, the technology price for faster than light theory D was incorrectly priced
- under some circumstances the tech and recipe price multipliers were not working correctly
- the data handling has been reduced with the removal of data-updates script
v0.3.5
- the mod now works correctly in conjunction with scenarios that do not use silo script
- the mod now allows for multiple launching of SpaceX rockets - when the final SpaceX component is launched the player (or admin player in multiplayer scenario) is presented with an option to reset the SpaceX production counter, or end the game (latter option still offers the standard vanilla end game screen with options that include continue game, but in this case the SpaceX counter will not reset)
- the command "/resetSpaceX" will allow you to resume SpaceX launches on a map that has previously completed the full process (eg under an earlier version of this mod, or even on this version by mistake for example)
- multiple SpaceX launches are logged with playtime stamp and ability to name/describe the launch event
- Flavour text added to SpaceX milestones courtesy of JD-Plays
- Oh, yes, Bob's mod integration is back baby!
- New mod setting allows for switching off bobs mods integration in case it causes any issues
- Bob coefficient inflates the cost of end game research under Bob mods integration to partially offset extreme over powered nature of end game Bobs mods. Currently, this coefficient is set to 10. In the hands of a good player, the highest tier bobs mods machines, modules, beacons and other easily provide 150 -250+ times the power of vanilla equivalents, so the coefficient at 10 is a very conservative clawback.
v0.3.4
- launches after completing the spaceship victory will not spam victory message
- mod now supports mod_gui (refer ff#174)
- colour and alignment added to Space Progress Summary
v0.3.3 redacted
v0.3.2
- v0.16 compatibility
- fix for headless server issue on configuration changed
v0.3.1
- Adds space science packs to last research (Faster than light propulsion systems)
- Minor update to mod start conditions
- In the start conditions, can opt out of having space science requirement in last SpaceX research
- In the start conditions can adjust the cost of the fusion reactor to 40 portable fusion reactors - this reduces the cost of the component so that it is equivalent to the cost it was under v0.14 (10k processing units instead of 25k processing units)
- In the start conditions can discount the tech costs by 4x to compensate for the marathon mode tech cost increases (at the default level). ie players can choose to use marathon costs for the vanilla game, and still use the standard tech costs once they start the SpaceX researches.
v0.3.0
- v0.15 compatibility
- suppressed launch without satellite message
- SpaceX components can be auto launched with "auto launch with satellite setting" in rocket silo
- ftl drive moved to last position of Space Progress Summary
- In space progress summary Hull sections renamed to Hull components to match name of item
- item icons all changed to 32x32 square to conform with v0.15 standards
- Mod configuration added - research costs and production costs can be independently increased by multiples of 2 upto 16x classic cost. Required number of launches can be increased by 5x or by 25x - note all these launches require the base item, so effectively production cost and extended launches multiply together. These options are available from the mod settings menu.
v0.2.3
- Corrected size of technology graphics so now they all look as intended rather than just left top corner
- Bob's mods technology/recipes will not be activated unless the following minimum Bob's modules are in use -
Bob's library
Bob's modules
Bob's warfare
Bob'e electronics
- this should fix any issues with "unusual" combinations of Bob's mods
v0.2.2
Graphics update courtesy of Steinerrr
- New technology icons for all 15 techs (counting ftl as 4 techs)
- New item icons for Assembly robot, Drydock Structural Component, Drydock Assembly Component, Hull Component, Protection Field, Fusion Reactor, Spaceship Thruster, Fuel Cell, Command Center, FTL Drive
v0.2.1
- Fixed an issue where the Drydock completed message could be prematurely generated
- Fixed an issue where Angels infinite ores used without Bobs mods caused an error on loading factorio
- Bob's mods integration - added an alternate recipe for the spaceship protection field to remove the (excessive) multi-colored alien goo farming required
v0.2.0
- Fixed space progress reference to Drydock Command - this is now identified as the Drydock assembly component (like the item that needs to be launched
- Corrected endgame console victory message for minor spelling error in "achieved"
- Fixed the graphic for the life support icon
- Added Bob's Mod integration based on bob's mod configuration:
- Satellite recipe uses radar 5s, advanced processing unit, large solar panel mk 3s,large accumulator mk 3s
- Low density structure uses titanium and nitinol in the place of steel and copper
- Habitation component uses titanium and advanced processing unit to replace steel and processing unit
- Fuel cell component uses titanium and advanced processing unit to replace steel and processing unit
- Protection field component uses energy shield mk 6 to replace energy shield mk 2
- Hull component uses titanium in place of steel
- Fusion Reactor component uses fusion reactor mk 4 in place of fusion reactor equipment
- Drydock assembly component uses large solar panel mk3, roboport mk 4, and advanced processing units in place of vanila items
- All module requirements become god module 5s if god modules employed, otherwise the lvl 8 module version is used in the following -
- Assembly robot which also uses construction robot mk 4
- Space thruster which also uses titanium pipe and advanced processing unit
- Life support which also uses titanium pipe and advanced processing unit
- Command Centre which also uses advanced processing unit
- Astrometrics which also uses advanced processing unit
- FTL drive which also uses advanced processing unit
- Bob's mods technology changes
- if the dark blue science pack is available then all SpaceX techs that required the 4 vanilla sciences now also require dark blue
- in addition, the ftl drive becomes 5 parts of 200k research each
- SpaceX research is adjusted to include pre-requisites to the appropriate bob's mods techs
- Space Assembly technology has the module pre-requisites added
- Rocket silo now also requires titanium process, nitinol processing, electric energy accumulators mk4 , solar energy mk 4, advanced electronics 3, and radars 4
- Space Construction additionally needs Modular robo ports 4
- Protection fields needs Energy shield equipment mk 6
- Fusion reactor needs Fusion Reactor equipment mk 4
This really stretches out the endgame, and I appreciate that. But it might be even more encouraging to play it if the various researches or structures launched granted a more tangible benefit to groundside gameplay - say, exotic weapons, specialised armor modules, advanced buildings modules?
Re: [0.14.x] Space Extension Mod (SpaceX)
Posted: Sat Feb 18, 2017 9:25 pm
by Targa
Started a new game with this mod. Suddenly my multiplayer name is appearing in-game, and the game is acting as if I'm running a server. Every time I start a new research the console echoes my commands on-screen. Really annoying.
Re: [0.14.x] Space Extension Mod (SpaceX)
Posted: Sat Feb 18, 2017 10:19 pm
by daniel34
Targa wrote:Started a new game with this mod. Suddenly my multiplayer name is appearing in-game, and the game is acting as if I'm running a server. Every time I start a new research the console echoes my commands on-screen. Really annoying.
This is standard singleplayer behavior in the current version. I don't think there is any way to get rid of the console notice when starting a new research, but you can remove the display of your name using this console command:
It would be cool if the rocket parts produced space science packs and the research required space science packs. Just a suggestion.
Re: [0.14.x] Space Extension Mod (SpaceX)
Posted: Thu Apr 27, 2017 8:38 pm
by Sandman2003
diongham wrote:It would be cool if the rocket parts produced space science packs and the research required space science packs. Just a suggestion.
And a very excellent suggestion it is to. Thanks for the feedback, and know that I am not done with functionality updates for the mod. I just wanted to get a compatible version out fairly quickly.
On the other hand, take a closer look at the new tech costs - ....
Astrometrics requires the new science pack.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Mon May 01, 2017 12:12 am
by aober93
Isnt the tech research a bit expensive?
I mean normal high end research is like 500-1000. This one is 250000 With research modifier 10, this is 2,5 Million lol. WTF?
The end game in 0.15 is different from 0.14, you have other things to do now.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Mon May 01, 2017 2:27 am
by Sandman2003
aober93 wrote:Isnt the tech research a bit expensive?
No - some of the infinite research gets even more expensive after awhile. This is my best approximation to an equivalent to SpaceX version for 0.14
aober93 wrote:I mean normal high end research is like 500-1000. This one is 250000 With research modifier 10, this is 2,5 Million lol. WTF?
Research modifier of 10x is not possible - the dev settings do not affect SpaceX costs, use the mod settings to increase costs - this is deliberate. 16x is possible and thats 4 million
SpaceX represents a set challenge. Infinite research by itself is goal-less. I like having a goal that challenges my ability to build a base capable of supporting it. So do quite a lot of other people it would seem. But the mod is understandably not for everybody.
aober93 wrote:The end game in 0.15 is different from 0.14, you have other things to do now.
Yep you do. Each to their own, as I said I like having goals.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Tue May 09, 2017 7:37 pm
by Mendel
aober93 wrote:Isnt the tech research a bit expensive?
I mean normal high end research is like 500-1000. This one is 250000 With research modifier 10, this is 2,5 Million lol. WTF?
The end game in 0.15 is different from 0.14, you have other things to do now.
Yes it is expensive. And yes it should be! I think you probably need to just think big. Make a bigger base. Scale up everything. Make a huge train network bringing in huge amounts of resources. Set the resources at very rich if you feel like you need a bit of help. And then just make a ginormous main belt with 10 times the usual amount of lanes of everything. think 10 x 4 lanes of iron on blue belts etc. Power it up with 10 nuclear plants (minimum 4 reactors each) and plenty of solar. Now make 100 times the usual amount of labs. Yeah. I hope you have a beefy rig.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Wed May 10, 2017 2:28 am
by Sandman2003
Agreed, Mendel, except that I wasn't intending SpaceX research to be affected by the technology multiplier and it seems that it is.
You were supposed to be able to adjust vanilla tech costs independently of SpaceX costs to tailor the game in the way you wanted. SpaceX costs can be adjusted at the start of the game via Mod options ....
So, now that it is the way that it is, do you the users of the mod want me to reverse engineer the standard game tech cost multiplier so it doesn't apply to spacex, or just leave it as it?
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Wed May 10, 2017 6:12 am
by Mendel
For users, I think it would be sensible if there was only one place to set things instead of doing it twice. But I donĀ“t know how much work that is.
However, If you intended it to work as is, it is fine as it is.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Sat May 13, 2017 10:41 am
by Coppermine
I just took a look at the new research for 0.15 SpaceX. It looks good . I like the fact that it's using different combinations of science packs for different techs. I have a few thoughts:
Looks like only Astrometrics uses space science. I think more of the techs should. At least the last FTL one should. Launching 125 rockets would give players something else to do while they work on the FTL theory research.
It looks like you turned off the Bob's mods integration. Just to let you know that I was able to turn this on again and everything seems to be working OK (based on cursory examination). I just had to move the commented-out chunk of code from the end of data.lua to the end of data-updates.lua (and un-comment it). It no longer worked in data.lua since it has to run after the piece which multiplies all recipe costs by the configured multiplier.
If you want to update the Bob's mods integration, note that he has added a logistic science pack which you could add to some techs (and I think the science-pack-4 you're currently using no longer exists).
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Thu May 18, 2017 10:03 pm
by HOSH
Bob has updated a lot of stuff and is in the tweaking phase, so it may be best to wait a little while then update this to use his new science packs and materials where they fit in and such. I have messed around with this on SP game and have been looking at adding this to a 0.15 MP game after it becomes stable with the full bobs suite plus some others QOL mods.
Also I think using the space science for most of these would be good as well, it is a space ship... Launch a consolation of satellites and parts to the ship and get space science packs for the launches.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Sat May 20, 2017 12:27 pm
by Sandman2003
Thanks for the excellent feedback,Mendel, Coppermine and HOSH.
Coppermine wrote:It looks like you turned off the Bob's mods integration. Just to let you know that I was able to turn this on again and everything seems to be working OK (based on cursory examination). I just had to move the commented-out chunk of code from the end of data.lua to the end of data-updates.lua (and un-comment it). It no longer worked in data.lua since it has to run after the piece which multiplies all recipe costs by the configured multiplier.
If you want to update the Bob's mods integration, note that he has added a logistic science pack which you could add to some techs (and I think the science-pack-4 you're currently using no longer exists).
Thanks for the heads up. Turning off Bobs mods integration was deliberate -
HOSH wrote:Bob has updated a lot of stuff and is in the tweaking phase, so it may be best to wait a little while then update this to use his new science packs and materials where they fit in and such.
This is exactly why I have waited till now. It was obvious that Bob would have a lot of work to update his mod for the changes in version 0.15.
Coppermine wrote:Looks like only Astrometrics uses space science. I think more of the techs should. At least the last FTL one should. Launching 125 rockets would give players something else to do while they work on the FTL theory research.
This idea is certainly thematic. I suppose I hesitated in doing this originally with the expectation that most people would find at least some of the infinite researches useful in their quest to complete the spacex challenge anyway - eg bot speed and productivity research. Also, with the new science packs, the final research has a nasty spike in terms of demands on your factory which never used to be the case. Maybe I should give you some (not all) of these required science packs from your earlier launches?
I will probably also change the fuel cell's requirement from rocket fuel to uranium fuel cells.
Mendel wrote:I think it would be sensible if there was only one place to set things instead of doing it twice.
Assuming I can, and it looks from the API that I should be able to, I may go down the route where you can also choose to set this, so that you can control if the base game tech cost multiplier applies to spacex research or not.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Thu Jun 01, 2017 1:44 pm
by t-lor
Hey.
First of, thanks for the mod.
I like the idea of a goal for the endgame.
And sofar its given me a nice goal to aim for.
I am however i bit puzzled by the FTL research.
I had a pretty beefy researchsetup from te go, and all of your parts just felt a bit heavier research thingies then the base ones.
Most i could do in about half an hour orso.
Al the parts a e also easily collected in under 30 minuters per item. with just a few extra assemblers making some stuf.
Even the components FTL itself are relatively cheap. and i got that done quick.
so far it felt like a nice step up from where i ended my game.
However then i started researching for the FTL !
its 250 times more than any research ive ever done before, and then there are 3 more steps :X
TO get this done in any reasanoble time, i think i have to 10fold my research
Im not complaining, like i said its a goal to aim for.
However i am curious why theres such a big jump from everyrhing else, to the FTL research. ?
feels a bit off
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Thu Jun 08, 2017 12:57 am
by Sandman2003
Hi t-lor
Thanks for your feedback. I always welcome feedback.
I am not entirely sure what you are arguing for - are you saying that you felt the costs of the 1st tier researches and components for SpaceX mod are too cheap? I probably agree. I am currently doing a run using the mod settings set to max - ie 25x launch cycles, 16x production costs and 16x research costs. Even at this level, the initial science seems a bit cheap....
If you are wondering the history of where it came from, I developed the mod during version 0.12 after having built my first proper mega base in version 0.11. With any mega base, you quickly get tot he point of "now what?". So to give my base something to do, I first went with lets complete all science - remember at the time robot follower count went to level 20 and cost 2800 of each science pack. But this proved trivially easy. So then what? Build as many rocket defences as you can? This obviously quickly morphed into launching rockets with the arrival of 0.12. For me, it is hard to stay driven and attached to your map with such obscure goals, and so I decided to build a more goal orientated approach to endgame to create some further purpose out of the narrative the devs had already established, and give reason for a significantly longer investment in any particular map, to give purpose for a greater exploration of the game map, and something meaningful for a mega base to aim for.
Now I should note that at this time I typically used RSO for a better map destribution of resources, which also had the consequence of making oil somewhat more difficult to find in the necessary abundance, and of coursethe ever present issue of biters, and the pre-0.15 requirement of collecting alien goo from biter bases for much of the end game products. I was typically finding that I was collecting in the order of 40k -50k alien artifacts in the natural course of building my mega base with my terrain settings and approach to defensive by aggressive expansion into biter territory. Now, I note that terrain settings can have a huge impact on the incidence of biter bases relative to resources eg dessert and low incidence of water bodies leads to a lot more biters than much water and lots of trees tends to do.
Anyway, I wanted the final part of the mod to involve a very significant project beyond what people would normally construct in the course of their usual vanilla games, and perhaps provide the opportunity to build up to this project as you went along. Furthermore, I did not want the created end game to become an alien goo farming exercise, because to me this is not what factorio is all about. So this in concert with the oil shortages usual with RSO lead me to the concept of breaking up this massive science undertaking into 4 parts, thus limiting the required goo farming, and easing the oil issues. Furthermore, in terms of the component costs, it should be noted that end game products also tended to use a lot of alien goo and oil in their construction. So this side of things ended up being scaled to a level where the builds were significant but not overwhelming.
Now jump to the present and there is no alien goo requirement, and oil has been rebalanced. I could increase the cost of the components as a consequence, but you can also control this directly in your own games via the mod settings. If desired you can increase the number of required launches resulting in an effective increase in the component costs, because each launch requires one full build of the required component. So the launch multiplier also multiplies the number of the SpaceX individual components that need to be crafted. Of course you can always increase the cost of the components (production cost) or the science (research cost) independently as well.
The mod represents an end game challenge rather than a change to the way factorio works. This will always be the case, and the challenge will never be diluted.
Enjoy your games. My update as suggested above is still coming, but delayed a few weeks owing to personal bereavement.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Thu Jun 08, 2017 11:09 pm
by aober93
I think the high science cost gives it a marathon experience. If running marathon or a mod already, this experience kinda quadruples and beyond. Im not sure if that is ok lol
So like my own marathon which is abit more costly than standard marathon, with standard 4x science. Youll need 100M iron 100M copper, 50M coal and tons of Oil... Just for 1 research FTL propulsion highest tier.
Re: [0.15] Space Extension Mod (SpaceX)
Posted: Thu Jun 08, 2017 11:56 pm
by Sandman2003
Hi Aober93
If I can, I am going to make it possible for you to enable the vanilla marathon settings, and disable it from affecting the costs of the SpaceX research etc. This would be via a setting in the mod settings area.
Since it would be a setting (on/off), you could still take the option of enabling marathon, and having that impact SpaceX researches as well.