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Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 23, 2017 10:29 am
by topforce
Time played 6h and evolution factor 40%, is the trigger for next event time based?

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 23, 2017 2:54 pm
by FerrariMAF
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...

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 23, 2017 3:55 pm
by topforce
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.

Re: [MOD 0.15.x] Mining Space Industries

Posted: Wed Oct 25, 2017 6:10 pm
by Bucktooth
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Wed Oct 25, 2017 6:52 pm
by FerrariMAF
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 7:39 am
by hreintke
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 10:02 am
by topforce
There should be a requester chest( blue chest) near the object with timer, put in the chest resources it is requesting.

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 12:26 pm
by hreintke
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 ?

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 12:35 pm
by FerrariMAF
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.

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 2:35 pm
by hreintke
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 6838 times
Good that it doesn't effect game-play

Re: [MOD 0.15.x] Mining Space Industries

Posted: Thu Oct 26, 2017 4:33 pm
by FerrariMAF
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 ?

Re: [MOD 0.15.x] Mining Space Industries

Posted: Fri Oct 27, 2017 9:21 am
by hreintke
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)

Re: [MOD 0.15.x] Mining Space Industries

Posted: Sat Oct 28, 2017 7:44 am
by hreintke
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.

Re: [MOD 0.15.x] Mining Space Industries

Posted: Sat Oct 28, 2017 9:58 am
by FerrariMAF
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 30, 2017 4:10 am
by biff_ccp
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 30, 2017 10:42 am
by hreintke
The Mission Control Button is (with me) at the top left of the screen.
With that you get the details of the secondary mess

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 30, 2017 11:19 am
by FerrariMAF
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 30, 2017 3:13 pm
by biff_ccp
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.

Re: [MOD 0.15.x] Mining Space Industries

Posted: Mon Oct 30, 2017 5:49 pm
by FerrariMAF
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

Re: [MOD 0.15.x] Mining Space Industries

Posted: Sun Nov 05, 2017 3:02 am
by biff_ccp
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?!?! :?: