Short Description: Build Cargo Rockets launch stuff into space. Ride a rocket into space and start spacewalking. Build a an orbital space platform to develop advanced space science. Discover other planets, moons, asteroid fields, and explore them all.
Mod State: Experimental / early alpha.
Dependencies: Base, AAI Industry, Alien Biomes, Robot Attrition
Downloads: Mod Portal
I don't check this thread, if you want to give feedback, suggestions, or bug reports please use my Discord.
New worlds Over 500 new places to visit - planets, moons, stars, asteroids fields and more. Launch a navigation satellite to discover the next location. Each location has its own resource bias and challenges. Tight integration with the Alien Biomes mod means planets each have a visual character.
Navigation Satellite Uplink
Once you have launched a navigation satellite you can use the uplink at any time. This allows you to look around in bird’s-eye view. You can look at any planet you have discovered and scout the surface. You can even make data-changes while in this mode, changing combinator, requester, or inserter settings. You can also use blueprint library blueprints, the deconstruction planner, copy and paste, etc. Press N to start/end an uplink.
Starmap Accessed via the satellite uplink, it shows you where stars, asteroid fields, and spaceships are relative to each other.
Launch a huge cargo inventory from anywhere to anywhere. Not only can you launch items but you can enter the rocket and ride along into orbit, or different planets and moons.
Spacewalking You can float around in space with momentum. Your thruster suit will keep you safe and let you fly around in style.
Space stations Build your own space stations using space platform. You can build science space stations, asteroid mining space stations, or solar collection space stations near stars. Your thruster suit has magboots so you won’t fly way.
Space science is now used in space by the space science lab. You can also develop 4 new advanced space sciences in using specialised equipment: astronomical, biological, material, and energy. Be warned: These new sciences are data-driven and more difficult to set up. A basic initial setup is not going to be resource efficient, but you can develop the sciences further to unlock more resource efficient recipes. Which one will you invest in first?
Spaceships Build your own spaceship block by block. The core component is the spaceship console. Make sure it is on spaceship floor and surrounded by spaceship walls or doors. It needs containment from outside space so make sure there are no gaps. Attach a rocket engine, launch booster, some accumulators and lasers and you’re good to go. Fly from anywhere to anywhere. Upgrades let you build bigger ships. One day you might have a factory ship with an internal rail systems.
Planet core mining
Exhausted all the other resources on a planet? Or maybe you just have excess energy. Planet mining offers endless resources but at a high power cost. Multiple core miners on the same planet have diminishing returns, so you get more resources but pay more energy per resource. Each planet or moon has its own core fragment type that yields different resources.
Signal transmissions (Separated into an optional dependency.)
Allows you to send circuit signals from anywhere to anywhere, even different planets. Among other things, this allows you to have automated logistic cargo rocket systems.
It shoots chain-lightning to hit up to 30 semi-random targets per shot… and it’s rapid fire. Only damages enemies trees and rocks. This is the most fun weapon.
This is extremely dangerous, save before you use it. One shot can wipe out all life from a planet and might strain your computer in the process.
They fall from the sky and usually land somewhere remote adding extra resources. Sometimes they hit a structure which is unfortunate, but happens rarely. Meteor rate is mod option.
Respawn on death
It’s not game over when you die, you can respawn on Nauvis, a random launchpad, or a random spaceship.
You can use the space capsule to get out of most situations, but of you land on a tiny island on a planet, and you have no landfill you might be really stuck. If you find yourself with no way out there is a respawn button. It’s the red one with a skull on it. You can find it in shortcut buttons list on the right of your toolbar. You can also use it by pressing the ‘Home’ button.
Planet and space challenges
Some planets have high winds. Biters don't like these planet so they are safer to expand in, but the winds make it more dangerous for logistic bots. Larger planets also tend to have higher winds.
Areas of space closer to a star have strong solar output you you get lots of solar power but the radiation that can also cause interference with bots. Deep space is much safer for bots but need to look for other power production options.
If a bot crashes it drops the cargo harmlessly to the ground for deconstruction.
The suitability of your home planet in regard to robot interference is configurable via the robot attrition mod setting.
In the future planets will have more specialised challenges, such as special enemy forces (fire biters, hostile robots, more environmental challenges).
Many new structrues
Many new items
AAI Signal Transmission: So you can send signals between planets / orbits.
Other useful mods:
Grappling Gun: To catch yourself if you fall off your space station.
Walls Block Spitters: So your defences can be better protected if you abandon them for a while.
Bullet Trails: So you can see where turrets are shooting.
Roadmap: https://docs.google.com/document/d/18vq ... LGQLSSkW5I
Follow the development on Discord: https://discord.gg/ymjUVMv
If you like what you see consider supporting me on Patreon: https://www.patreon.com/earendel
Now that a few people have asked now if signing up to Patreon gets them a planet named after them I've decided to copy the information here. The answer is sort-of yes, so let me clarify:
For any pledge amount you can design a planet/moon:
- It is not guaranteed to be a planet in everyone's game, it might be a planet in some but a moon in others depending on the game seed and where the universe builder puts it.
- You can choose the name so long as it is in line with the naming convention. You can name it after yourself. The naming convention is difficult to explain concisely, but it should sound 'planety', not have numbers built in to the name, no special characters, and not have prefixes like hot, super, max, etc. If in doubt ask and I'll tell you if it would be accepted and if not I can suggest something with similar elements. Please don't suggest anything that is rude in a different language.
- You can choose a primary resource for the planet. Right now the mod only works with vanilla resources, but if you wanted to specify a modded resource then that would probably work later on.
- You can choose the climate, and any other map gen settings that work with Alien Biomes: temperature, moisture, terrain type, enemy base size, etc.
- You can set tile restrictions so that for example, a planet can only have red desert and some frozen areas to look like mars.
Haphollas: Has the intended Space Exploration experience and is the furthest along (at the time of posting).
https://www.youtube.com/watch?v=Bp8OjSA ... tR&index=1
Xterminator: Has the intended Space Exploration experience and is making use of my meteor API to let viewers drop meteors on his head.
https://www.youtube.com/watch?v=xS9i-US ... vp&index=1
Nilaus: Has Space Exploration plus AAI Vehicles, floor is lava, and some other differences.
https://www.youtube.com/watch?v=q24nvcs ... 3h&index=1