[0.17+] Space Exploration WIP

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IronCartographer
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Re: [0.17+] Space Exploration WIP

Post by IronCartographer » Sun May 05, 2019 5:33 pm

Airat9000 wrote:
Sun May 05, 2019 1:26 pm
Find bug.

:(

red and not work
2019-05-05_16-21-44.png2019-05-05_16-22-11.png
and message
Previously, a message came out that you were on such a planet, now I don’t have them.
2019-05-05_16-25-46.png


Space Exploration Postprocess (Required)
work technology
or
Space Exploration not message and technology
There is a '!' before dark-matter-replicators because it is not allowed while Space Exploration is active. Those are conflicts, not dependencies!

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Re: [0.17+] Space Exploration WIP

Post by doktorstick » Sun May 05, 2019 7:17 pm

I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases.

My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies with higher gravity than Nauvis have a proportional (if not exponential) attrition rate; bodies w/ lower gravity than Nauvis do not have an attrition. Then, randomly weight higher metalicity toward higher gravity; the more mineral rich planets will have have higher bot-attrition. Or heck, planets with an overly strong magnetosphere prevent bots altogether.

In this way, it gives the player incentive to search for more bodies and gives them some playstyle choices and a mix of bot v. non-bot planets. Of course, you'll have to present a body's stats so they can make informed decisions.
Hacked Splitters - the mod prophesied to bring balance to the belts

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Mon May 06, 2019 12:40 am

IronCartographer wrote:
Sun May 05, 2019 5:33 pm
Airat9000 wrote:
Sun May 05, 2019 1:26 pm
Find bug.

:(

red and not work
2019-05-05_16-21-44.png2019-05-05_16-22-11.png
and message
Previously, a message came out that you were on such a planet, now I don’t have them.
2019-05-05_16-25-46.png


Space Exploration Postprocess (Required)
work technology
or
Space Exploration not message and technology
There is a '!' before dark-matter-replicators because it is not allowed while Space Exploration is active. Those are conflicts, not dependencies!
Well, I mean, they work together? but some of the recipes are not? what for realism?

ну тоесть они работают совместно? но часть рецептов нет? что бы для реализма?

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Mon May 06, 2019 6:59 am

:x :x :x
old versions work


i am help you fixed
new version
2019-05-06_9-58-26.png
2019-05-06_9-58-26.png (61.77 KiB) Viewed 1909 times

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Re: [0.17+] Space Exploration WIP

Post by Delanii » Mon May 06, 2019 9:12 am

Hello Earendel,
a thought came across my mind: As I looked over your roadmap, mod content already implemented, and thoughts around thread, I would like to ask you if you have a plan for "goal" of your mod? In vanilla sandbox, it is launching a rocket. Thats around entry point to your mod :) I always had as a final goal of modded game finishing SpaceX faster-than-light engine.
SpaceX is unfortunately incompatible with your mod right now. Is that intended, or is it a bug that will be removed? (I think its the same bug as written in replay above, cyklic tech tree).
Even as it is a bug and those two mods are planned to be playable together, I would like to ask you if you have thought about it. Since the scale and ideas of this mod are nothing like I have ever seen, I would suggest you give it a thought. I have already a proposition, for example, finding your home again, navigate there and fly there. For that regard, there could be new navigational system (through gravitational waves perhaps?) and maybe even new engine, something such as Einstein-Rosen bridge creator (did you seen Event Horizon?? ;) ), since you already have antimatter and other hi-sci-fi stuff ;)
Regards, Delanii
PS: I also would like to report, that PyMods are all compatible with your mods already, also combined with AAI, MadClown, Amators, Yuoki and others. Thank you very much!

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Re: [0.17+] Space Exploration WIP

Post by Earendel » Mon May 06, 2019 9:56 am

doktorstick wrote:
Sun May 05, 2019 7:17 pm
I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases.

My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies with higher gravity than Nauvis have a proportional (if not exponential) attrition rate; bodies w/ lower gravity than Nauvis do not have an attrition. Then, randomly weight higher metalicity toward higher gravity; the more mineral rich planets will have have higher bot-attrition. Or heck, planets with an overly strong magnetosphere prevent bots altogether.

In this way, it gives the player incentive to search for more bodies and gives them some playstyle choices and a mix of bot v. non-bot planets. Of course, you'll have to present a body's stats so they can make informed decisions.
Windy planets will have higher attrition rates. I have not decided how to show that information to the player yet.
Delanii wrote:
Mon May 06, 2019 9:12 am
Hello Earendel,
a thought came across my mind: As I looked over your roadmap, mod content already implemented, and thoughts around thread, I would like to ask you if you have a plan for "goal" of your mod? In vanilla sandbox, it is launching a rocket. Thats around entry point to your mod :) I always had as a final goal of modded game finishing SpaceX faster-than-light engine.
SpaceX is unfortunately incompatible with your mod right now. Is that intended, or is it a bug that will be removed? (I think its the same bug as written in replay above, cyklic tech tree).
Even as it is a bug and those two mods are planned to be playable together, I would like to ask you if you have thought about it. Since the scale and ideas of this mod are nothing like I have ever seen, I would suggest you give it a thought. I have already a proposition, for example, finding your home again, navigate there and fly there. For that regard, there could be new navigational system (through gravitational waves perhaps?) and maybe even new engine, something such as Einstein-Rosen bridge creator (did you seen Event Horizon?? ;) ), since you already have antimatter and other hi-sci-fi stuff ;)
Regards, Delanii
PS: I also would like to report, that PyMods are all compatible with your mods already, also combined with AAI, MadClown, Amators, Yuoki and others. Thank you very much!
Thanks for the compatibility update.

If SpaceX and Space Exploration can co exist in a way that makes sense then I will do some compatibility work for that. I don't know that much about SpaceX I think a lot of what you are doing is research (which is fine), and launching components into space, which would be weird if they are spaceship parts but the spaceship is not visible in orbit. So a lot of the work would be to make what were just items in SpaceX into placeable entities in Space Exploration. In other words 'make it real'.

In terms of an end goal, my current plan is for you to have to energy beam structures in close orbit of roughly 20 different stars and a special structure like the rings from Contact in the anomaly. Until that is implemented the achievements I have planned can act as a guide of things to aim for.

Here is the current WIP achievement list in no particular order:
  • Eye in the sky: launch a satellite.
  • Rocketman: launch yourself into space with a rocket.
  • Spaceman: launch into space with a spaceship.
  • Starman: Go to a star orbit.
  • Beltalowda: Go to an asteroid belt.
  • Voidwalker: Go to an asteroid field.
  • Interstellar space. Reach intergalactic space.
  • Interstellar Starman. Get to the orbit of another star.
  • Real space science: Build a space science lab.
  • See the stars: Discover another star.
  • Moon landing: go to a moon.
  • And we will call it… this land!: land on another planet.
  • You are here: use the star map.
  • So mysterious: Discover the anomaly.
  • Mystery man: Reach the anomaly.
  • Infinite Improbability Drive: Leave the anomaly via spaceship.
  • The plague: release the plague on biters.
  • Chain lightning: Use the tesla gun on biters.
  • There can be only one: use the respawn feature.
  • Rocket delivery: send a rocket to a rocket landing pad.
  • Rocket delivery service: send a rocket to a rocket landing pad using automatic triggers.
  • Spaceship Racer 1: Reach 50 speed with a space craft
  • Spaceship Racer 2: Reach 100 speed with a space craft
  • Spaceship Racer 3: Reach 150 speed with a space craft
  • Spaceship Racer 4: Reach 200 speed with a space craft
  • Space train: Put a train on space platform.
  • Spaceship train: put a train on a spaceship.
  • Astronomic 1: Craft an astronomic catalogue 1
  • Astronomic 2: Craft an astronomic catalogue 2
  • Astronomic 3: Craft an astronomic catalogue 3
  • Astronomic 4: Craft an astronomic catalogue 4
  • Biological 1: Craft a biological catalogue 1
  • Biological 2: Craft a biological catalogue 2
  • Biological 3: Craft a biological catalogue 3
  • Biological 4: Craft a biological catalogue 4
  • Energy 1: Craft a Energy catalogue 1
  • Energy 2: Craft a Energy catalogue 2
  • Energy 3: Craft a Energy catalogue 3
  • Energy 4: Craft a Energy catalogue 4
  • Material 1: Craft a Material catalogue 1
  • Material 2: Craft a Material catalogue 2
  • Material 3: Craft a Material catalogue 3
  • Material 4: Craft a Material catalogue 4
  • Dark secrets: Craft deep space science pack.
  • This is safe right?: Equip an RTG
  • Meteoric survivor: Survive meteor damage.
  • Meteoric golem: Survive a mete
  • Meteoric gravestone: Die from meteor damage.
  • Medic: Use a medpack.
  • Wait for me: Spacewalk from a moving spacecraft.
  • Lost in space: abandon a spaceship in it’s own surface.
  • Hull Breach: Have hull breached by an asteroid.
  • Make it so: Engage a spaceship to a new destination.
  • Hull Breacher: Use the grappling gun on a spaceship.
  • Spaceship invasion: Board a spaceship from another spaceship.
  • Late arrival: Board a spaceship via a rocket.
  • Wonderous green: Materialise uranium from a matter fabricator.
  • Spacewalker: reach high speed while space walking.
  • Skywalker: reach high speed while SPOILER.
  • Get me out of here: Use the space capsule.
  • Deep thought: Build a supercomputer mk3.
  • Event horizon: Find a specific abandoned spaceship.
  • Enterprise: Find a specific abandoned spaceship.
  • Falcon: Find a specific abandoned spaceship.
  • Kestrel: Find a specific abandoned spaceship.
  • Torus: Find a specific abandoned spaceship.
  • Osprey: Find a specific abandoned spaceship.
  • Adjudicator: Find a specific abandoned spaceship.
  • Gila Monster: Find a specific abandoned spaceship.
  • Man of War: Find a specific abandoned spaceship.
  • Bulwark: Find a specific abandoned spaceship.
  • Nesasio: Find a specific abandoned spaceship.
  • Kruos: Find a specific abandoned spaceship.
  • Bravais: Find a specific abandoned spaceship.
  • That is no moon: Find a specific abandoned space station.
  • It was worth it: Lose 10000 robots to robot attrition.
  • This is my home now: Have more structures in a space zone than any other surface zone.
  • Factory Ship: Make a valid spaceship ship with an integrity cost of 5000.

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Re: [0.17+] Space Exploration WIP

Post by Delanii » Mon May 06, 2019 1:00 pm

Earendel wrote:
Mon May 06, 2019 9:56 am
doktorstick wrote:
Sun May 05, 2019 7:17 pm
I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases.

My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies with higher gravity than Nauvis have a proportional (if not exponential) attrition rate; bodies w/ lower gravity than Nauvis do not have an attrition. Then, randomly weight higher metalicity toward higher gravity; the more mineral rich planets will have have higher bot-attrition. Or heck, planets with an overly strong magnetosphere prevent bots altogether.

In this way, it gives the player incentive to search for more bodies and gives them some playstyle choices and a mix of bot v. non-bot planets. Of course, you'll have to present a body's stats so they can make informed decisions.
Windy planets will have higher attrition rates. I have not decided how to show that information to the player yet.
Delanii wrote:
Mon May 06, 2019 9:12 am
Hello Earendel,
a thought came across my mind: As I looked over your roadmap, mod content already implemented, and thoughts around thread, I would like to ask you if you have a plan for "goal" of your mod? In vanilla sandbox, it is launching a rocket. Thats around entry point to your mod :) I always had as a final goal of modded game finishing SpaceX faster-than-light engine.
SpaceX is unfortunately incompatible with your mod right now. Is that intended, or is it a bug that will be removed? (I think its the same bug as written in replay above, cyklic tech tree).
Even as it is a bug and those two mods are planned to be playable together, I would like to ask you if you have thought about it. Since the scale and ideas of this mod are nothing like I have ever seen, I would suggest you give it a thought. I have already a proposition, for example, finding your home again, navigate there and fly there. For that regard, there could be new navigational system (through gravitational waves perhaps?) and maybe even new engine, something such as Einstein-Rosen bridge creator (did you seen Event Horizon?? ;) ), since you already have antimatter and other hi-sci-fi stuff ;)
Regards, Delanii
PS: I also would like to report, that PyMods are all compatible with your mods already, also combined with AAI, MadClown, Amators, Yuoki and others. Thank you very much!
Thanks for the compatibility update.

If SpaceX and Space Exploration can co exist in a way that makes sense then I will do some compatibility work for that. I don't know that much about SpaceX I think a lot of what you are doing is research (which is fine), and launching components into space, which would be weird if they are spaceship parts but the spaceship is not visible in orbit. So a lot of the work would be to make what were just items in SpaceX into placeable entities in Space Exploration. In other words 'make it real'.

In terms of an end goal, my current plan is for you to have to energy beam structures in close orbit of roughly 20 different stars and a special structure like the rings from Contact in the anomaly. Until that is implemented the achievements I have planned can act as a guide of things to aim for.

Here is the current WIP achievement list in no particular order:
  • Eye in the sky: launch a satellite.
  • Rocketman: launch yourself into space with a rocket.
  • Spaceman: launch into space with a spaceship.
  • Starman: Go to a star orbit.
  • Beltalowda: Go to an asteroid belt.
  • Voidwalker: Go to an asteroid field.
  • Interstellar space. Reach intergalactic space.
  • Interstellar Starman. Get to the orbit of another star.
  • Real space science: Build a space science lab.
  • See the stars: Discover another star.
  • Moon landing: go to a moon.
  • And we will call it… this land!: land on another planet.
  • You are here: use the star map.
  • So mysterious: Discover the anomaly.
  • Mystery man: Reach the anomaly.
  • Infinite Improbability Drive: Leave the anomaly via spaceship.
  • The plague: release the plague on biters.
  • Chain lightning: Use the tesla gun on biters.
  • There can be only one: use the respawn feature.
  • Rocket delivery: send a rocket to a rocket landing pad.
  • Rocket delivery service: send a rocket to a rocket landing pad using automatic triggers.
  • Spaceship Racer 1: Reach 50 speed with a space craft
  • Spaceship Racer 2: Reach 100 speed with a space craft
  • Spaceship Racer 3: Reach 150 speed with a space craft
  • Spaceship Racer 4: Reach 200 speed with a space craft
  • Space train: Put a train on space platform.
  • Spaceship train: put a train on a spaceship.
  • Astronomic 1: Craft an astronomic catalogue 1
  • Astronomic 2: Craft an astronomic catalogue 2
  • Astronomic 3: Craft an astronomic catalogue 3
  • Astronomic 4: Craft an astronomic catalogue 4
  • Biological 1: Craft a biological catalogue 1
  • Biological 2: Craft a biological catalogue 2
  • Biological 3: Craft a biological catalogue 3
  • Biological 4: Craft a biological catalogue 4
  • Energy 1: Craft a Energy catalogue 1
  • Energy 2: Craft a Energy catalogue 2
  • Energy 3: Craft a Energy catalogue 3
  • Energy 4: Craft a Energy catalogue 4
  • Material 1: Craft a Material catalogue 1
  • Material 2: Craft a Material catalogue 2
  • Material 3: Craft a Material catalogue 3
  • Material 4: Craft a Material catalogue 4
  • Dark secrets: Craft deep space science pack.
  • This is safe right?: Equip an RTG
  • Meteoric survivor: Survive meteor damage.
  • Meteoric golem: Survive a mete
  • Meteoric gravestone: Die from meteor damage.
  • Medic: Use a medpack.
  • Wait for me: Spacewalk from a moving spacecraft.
  • Lost in space: abandon a spaceship in it’s own surface.
  • Hull Breach: Have hull breached by an asteroid.
  • Make it so: Engage a spaceship to a new destination.
  • Hull Breacher: Use the grappling gun on a spaceship.
  • Spaceship invasion: Board a spaceship from another spaceship.
  • Late arrival: Board a spaceship via a rocket.
  • Wonderous green: Materialise uranium from a matter fabricator.
  • Spacewalker: reach high speed while space walking.
  • Skywalker: reach high speed while SPOILER.
  • Get me out of here: Use the space capsule.
  • Deep thought: Build a supercomputer mk3.
  • Event horizon: Find a specific abandoned spaceship.
  • Enterprise: Find a specific abandoned spaceship.
  • Falcon: Find a specific abandoned spaceship.
  • Kestrel: Find a specific abandoned spaceship.
  • Torus: Find a specific abandoned spaceship.
  • Osprey: Find a specific abandoned spaceship.
  • Adjudicator: Find a specific abandoned spaceship.
  • Gila Monster: Find a specific abandoned spaceship.
  • Man of War: Find a specific abandoned spaceship.
  • Bulwark: Find a specific abandoned spaceship.
  • Nesasio: Find a specific abandoned spaceship.
  • Kruos: Find a specific abandoned spaceship.
  • Bravais: Find a specific abandoned spaceship.
  • That is no moon: Find a specific abandoned space station.
  • It was worth it: Lose 10000 robots to robot attrition.
  • This is my home now: Have more structures in a space zone than any other surface zone.
  • Factory Ship: Make a valid spaceship ship with an integrity cost of 5000.
Thank you very much for your reply.
I understand adding placeable entities would be big chunk of work. Eventhough it would be great to see, if it is my place to do so, I agree its not fitting to invest time in it. I have to see that movie with those rings, that sounds very interesting. If I understood you correctly, what will be the purpose of the structures beamed to stars? Or will they be forming the ring you wrote about?
On my personal side, I am not much interested in various achievements, I prefer to have to "build" something, but if you think it is interesting feature, ok.
Regards, Delanii

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Mon May 06, 2019 1:20 pm

Earendel wrote:
Mon May 06, 2019 9:56 am

we by the way will solve the problem with the download? I am ready to help also in the test.

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Re: [0.17+] Space Exploration WIP

Post by Solinya » Tue May 07, 2019 10:43 am

Earendel wrote:
Sun May 05, 2019 11:54 am
It would help to have a clear outline of how you'd like the player/planet distribution to work. The intention of different planets for players was mainly for PVP, different enemy teams could start on a different planets. It sounds like you'd want it to potentially be more cooperative.

Would you want to put every player on a different planet?

Would would every player be on their own force?

Each player starting planet would be around a different star to make it fair, but that would limit it to 30 starting planets max, is that enough?

Are starting planets around different stars too far away?

If you'd like to help the most helpful thing would be to join my discord and sign up for the tester role so you can participate in multiplayer testing. The biggest struggle I have is finding players to jump onto a test game for a few minutes so I can test a specific multiplayer feature or bug (like desync issues).
I'm in a different group that plays together and we've been following along the developments in this thread. We're a small group (low single digits) that plays co-op. Lately we've been playing oarc's separate spawners (each player on the team spawns ~200-300 chunks away from other players) and it's been a blast.

I think an option for players on the same team to spawn on different planets would be neat. Making it an option allows for people to go with the standard shared bases (probably by default), especially since this would take far longer before separate-spawn players could meet up than with oarc where you can just build a rail line.

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Re: [0.17+] Space Exploration WIP

Post by Tomik » Tue May 07, 2019 5:44 pm

Important question: Are the planets map size limited?
Image

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Re: [0.17+] Space Exploration WIP

Post by Ranakastrasz » Tue May 07, 2019 7:51 pm

Tomik wrote:
Tue May 07, 2019 5:44 pm
Important question: Are the planets map size limited?
Well, the moons are. I haven't observed the edge of an actual planet yet. But since Earendel claims they are, I am reasonably certain they are
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Re: [0.17+] Space Exploration WIP

Post by catma » Wed May 08, 2019 11:48 pm

There should be a mod compatibility/incompatibility list somewhere with the mod?

For instance, I don't know if "Angel's Bio Processing [BETA]" breaks the alien biome thingies or vice versa.

(also some players crave angel+bob+space exploration and want to know if it's "winnable by getting all tech and achievements" in theory, or has a known limit ---- BEFORE they sink 500 hours into it)

P.S.: and I mean "listed on the mod" not "asked and answered fragments sprinkled on some forum threads split between factorio forums, discord, a reddit thread, and some other places --- none of which mention versions so the info may be out of date and misleading".

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Thu May 09, 2019 10:41 am

Again bug
2019-05-09_13-40-22.png
2019-05-09_13-40-22.png (89.01 KiB) Viewed 1553 times
Update long test! 144 mod off and on

find in mods not worked
ScienceCostTweakerM_0.17.9

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Re: [0.17+] Space Exploration WIP

Post by AmatorPhasma » Thu May 09, 2019 1:50 pm

Airat9000 wrote:
Thu May 09, 2019 10:41 am
Again bug

find in mods not worked
ScienceCostTweakerM_0.17.9
This is already a known incompatibility. I think we have to wait for such compatibility patches, because I can imagine that his first goal is to eliminate the internal "bugs" and later investigate into the compatibility issues ... that's how I would prioritize.

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Re: [0.17+] Space Exploration WIP

Post by catma » Thu May 09, 2019 10:29 pm

AmatorPhasma wrote:
Thu May 09, 2019 1:50 pm
Airat9000 wrote:
Thu May 09, 2019 10:41 am
Again bug

find in mods not worked
ScienceCostTweakerM_0.17.9
This is already a known incompatibility. I think we have to wait for such compatibility patches, because I can imagine that his first goal is to eliminate the internal "bugs" and later investigate into the compatibility issues ... that's how I would prioritize.
I've already sank 140 hours into a mod combo that breaks the endgame, and both devs knew about this for a long time and nothing was visible on the mods themselves --- or the official forums, as they'd expect me to google other forums and look at code comments in attached files to know mod 1 requires X and mod 2 requires the absence of X.

Then I sank 85 hours into ANOTHER such combo where I had checked the googlable forums (including one in french) AND the attached files. Both devs knew, but told no one.

I'm hoping to AT LEAST get a warning if bob or angel is known to be compatible / known to be incompatible with a mod. Not just "it loads correctly" but "it doesn't always crash half-endgame" when the modder already knows about that.

:geek: P.S.: this is NOT about fixing the incompatibilities, but about warnings!! :geek:

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Re: [0.17+] Space Exploration WIP

Post by Deadlock989 » Thu May 09, 2019 10:55 pm

First world problems ...

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Re: [0.17+] Space Exploration WIP

Post by orzelek » Thu May 09, 2019 11:32 pm

I think that for the time being the WIP part and initial warning about sticking only to recommended mods might need bigger letters.
And start up message should repeat that in same big letters. Especially if it finds a lot of other mods around :D

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Re: [0.17+] Space Exploration WIP

Post by AmatorPhasma » Fri May 10, 2019 12:07 am

orzelek wrote:
Thu May 09, 2019 11:32 pm
I think that for the time being the WIP part and initial warning about sticking only to recommended mods might need bigger letters.
And start up message should repeat that in same big letters. Especially if it finds a lot of other mods around :D
or something like this:

Image

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Fri May 10, 2019 3:58 am

AmatorPhasma wrote:
Thu May 09, 2019 1:50 pm
Airat9000 wrote:
Thu May 09, 2019 10:41 am
Again bug

find in mods not worked
ScienceCostTweakerM_0.17.9
This is already a known incompatibility. I think we have to wait for such compatibility patches, because I can imagine that his first goal is to eliminate the internal "bugs" and later investigate into the compatibility issues ... that's how I would prioritize.
;) good idea thanks!

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Re: [0.17+] Space Exploration WIP

Post by Earendel » Fri May 10, 2019 8:02 pm

catma wrote:
Thu May 09, 2019 10:29 pm
:geek: P.S.: this is NOT about fixing the incompatibilities, but about warnings!! :geek:
Then you should love that I put a warning in the thread title, the mod short description, the mod long description, and last but not least a great big popup warning when you start the game.

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