[MOD 0.15.x] Mining Space Industries

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topforce
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Re: [MOD 0.15.x] Mining Space Industries

Post by topforce » Mon Oct 23, 2017 10:29 am

Time played 6h and evolution factor 40%, is the trigger for next event time based?

FerrariMAF
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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Mon Oct 23, 2017 2:54 pm

topforce wrote:Time played 6h and evolution factor 40%, is the trigger for next event time based?
Hi topforce, unfortunately the missions should have advanced much early in the game. It is based on time.
The game should have told you to locate the first shipwreck, to find GlaDOS.

I´ve checked the code, tested today and it worked fine. So I havent found the error yet.
Can you test a new game please to the problem still happens? You may advance time with this console command
/c game.speed=10

The mission should adavance is a few minutes...

topforce
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Re: [MOD 0.15.x] Mining Space Industries

Post by topforce » Mon Oct 23, 2017 3:55 pm

Found the issue, conflicts with Nanobots early robots(possibly any mod with a research tree). Steps to reproduce Game version: 0.15.37 Mining-Space-Industries 15.9 Nanobots: Early Bots 1.8.6 1)Research Automation 2)Research Logistics 3)Research Nanobots 4)Research Nanobot range 5)Wait for event at ~50 min mark.

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Re: [MOD 0.15.x] Mining Space Industries

Post by Bucktooth » Wed Oct 25, 2017 6:10 pm

Hi,

I've checked the version of the mod. It was 15.9 already. I have also tried to re update it but didn't see a change.

I disabled all my other mods and loaded the save I had before the crash and the error still occurred.

Let me know if you want me to try anything else.

Bucktooth

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Wed Oct 25, 2017 6:52 pm

Bucktooth wrote:Hi,

I've checked the version of the mod. It was 15.9 already. I have also tried to re update it but didn't see a change.

I disabled all my other mods and loaded the save I had before the crash and the error still occurred.

Let me know if you want me to try anything else.

Bucktooth

Can you share your save for me ? I may try to find the bug

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Thu Oct 26, 2017 7:39 am

Hi,

I am in the first stages of the game, set up a small base for resarching.
Now I get the message that I need to put resources in the wreck to prevent exploding.
Can't find what I have to put in there.

Did I miss some documentation ?

Edit : Is there an option to run without time limits ? I'd like to play as much as possible as logistics only

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Re: [MOD 0.15.x] Mining Space Industries

Post by topforce » Thu Oct 26, 2017 10:02 am

There should be a requester chest( blue chest) near the object with timer, put in the chest resources it is requesting.

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Thu Oct 26, 2017 12:26 pm

There is not any requester chest in the game. Checked with /c command.

When it explodes it only says "Exploded" Does it effect further game play ?

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Thu Oct 26, 2017 12:35 pm

hreintke wrote:There is not any requester chest in the game. Checked with /c command.

When it explodes it only says "Exploded" Does it effect further game play ?
The game has 3 initial wrecks, with electrical blasts
When this mission is show, one of these 3 is marked with a request chest (blue), with a clear timer ticking over it. Cant miss it.

Did you search the chest via command with neutral force ?

When it explodes, nothing else happens, but the explosion damages nearby structures.

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Thu Oct 26, 2017 2:35 pm

I am using this code, that does find my own logistic requester chests.

Code: Select all

/c
local surface = game.player.surface
for c in surface.get_chunks() do
   for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, name="logistic-chest-requester"})) do
       game.player.print("E "..entity.position.x.." "..entity.name);
   end
 end
This is the visual start area :
msi_start.JPG
msi_start.JPG (86.23 KiB) Viewed 1871 times
Good that it doesn't effect game-play

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Thu Oct 26, 2017 4:33 pm

hreintke wrote:I am using this code, that does find my own logistic requester chests.

Code: Select all

/c
local surface = game.player.surface
for c in surface.get_chunks() do
   for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, name="logistic-chest-requester"})) do
       game.player.print("E "..entity.position.x.." "..entity.name);
   end
 end
This is the visual start area :
msi_start.JPG
Good that it doesn't effect game-play
Something is wrong. No timing chest there. Have you started this game before version 15.8 ?

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Fri Oct 27, 2017 9:21 am

No, I am using 15.33.
Also checked in a "new game" that I did not remove the chest with one of the commands I use when starting a new game (no character, daylight on, no enemies)

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Sat Oct 28, 2017 7:44 am

Gameplay question :

I now have the objective "Let's go testing....I will try to recover the data from the computer. But I going to need a pin drive.

Don't know what a "pin drive" is and where/how to get that.

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Sat Oct 28, 2017 9:58 am

hreintke wrote:Gameplay question :

I now have the objective "Let's go testing....I will try to recover the data from the computer. But I going to need a pin drive.

Don't know what a "pin drive" is and where/how to get that.
Should be a pen drive. I'll fix that. Click mission Control Button. I think It shows 20 advanced circuits there

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Re: [MOD 0.15.x] Mining Space Industries

Post by biff_ccp » Mon Oct 30, 2017 4:10 am

FerrariMAF wrote: Click mission Control Button. I think It shows 20 advanced circuits there
I also now need a "pen drive" but I can't find anywhere to make it. What/where is this "mission Control Button"?

Thank you for this mod.

P.S. Interesting mod so far... although it is a little hard to understand what I'm supposed to do next sometimes. Also, bits of my bases are sometimes blowing up due to some kind of vortex appearing in the middle of them!!! I suppose this is your fault? :x

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Re: [MOD 0.15.x] Mining Space Industries

Post by hreintke » Mon Oct 30, 2017 10:42 am

The Mission Control Button is (with me) at the top left of the screen.
With that you get the details of the secondary mess

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Mon Oct 30, 2017 11:19 am

biff_ccp wrote:
FerrariMAF wrote: Click mission Control Button. I think It shows 20 advanced circuits there
I also now need a "pen drive" but I can't find anywhere to make it. What/where is this "mission Control Button"?

Thank you for this mod.

P.S. Interesting mod so far... although it is a little hard to understand what I'm supposed to do next sometimes. Also, bits of my bases are sometimes blowing up due to some kind of vortex appearing in the middle of them!!! I suppose this is your fault? :x

Yes, this is my fault :lol: Some buildings may have malfunction sometimes. Einstein may help you reduce the risk of explosions researching techonologies.

The Mission Control Button is at the top left corner of the screen. there you will see the current missions. It says Bring Wheatley + 20 red circuits to the shipwreck

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Re: [MOD 0.15.x] Mining Space Industries

Post by biff_ccp » Mon Oct 30, 2017 3:13 pm

Hmmm. I started this mod in an existing and finished game. The Mission Control button does not appear in it but the button DOES appear when I start a new game.

<Ugh> I really didn't want to restart another game but maybe I will.

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Re: [MOD 0.15.x] Mining Space Industries

Post by FerrariMAF » Mon Oct 30, 2017 5:49 pm

biff_ccp wrote:Hmmm. I started this mod in an existing and finished game. The Mission Control button does not appear in it but the button DOES appear when I start a new game.

<Ugh> I really didn't want to restart another game but maybe I will.
Thats it then. This mod should be player from a new game. I´ll edit the mod info to show this

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Re: [MOD 0.15.x] Mining Space Industries

Post by biff_ccp » Sun Nov 05, 2017 3:02 am

Hello again, Ferrari.

I restarted and followed instructions. I again need a pen drive (1 Wheatley and 20 red circuits). But I have no Wheatley. I have not seen a Wheatley. I can make a Wheatley but it requires a Wheatley.

Have I missed something again? Where's my Wheatley?!?! :?:

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