[0.17+] Space Exploration WIP

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ctuncks
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Re: [0.17+] Space Exploration WIP

Post by ctuncks »

Just wondering is it possible to build a landing pad in orbit, seems kind of frustrating trying to move material into orbit only to have it be scattered randomly everywhere.

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Earendel
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Re: [0.17+] Space Exploration WIP

Post by Earendel »

ctuncks wrote:
Thu Apr 25, 2019 9:55 am
Just wondering is it possible to build a landing pad in orbit, seems kind of frustrating trying to move material into orbit only to have it be scattered randomly everywhere.
Yes, that is recommended. I always take one with me whenever I go somewhere new.

ctuncks
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Re: [0.17+] Space Exploration WIP

Post by ctuncks »

Earendel wrote:
Thu Apr 25, 2019 2:53 pm
Yes, that is recommended. I always take one with me whenever I go somewhere new.
Hmm ok I wasn't sure if it was intended or not, but I cannot seem to build either the cargo rocket silo or the cargo launch pad on any of the space tiles (Though i can build the satellite silo) atm only have the required mods installed.

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 »

Earendel wrote:
Thu Apr 25, 2019 8:25 am
Airat9000 wrote:
Thu Apr 25, 2019 2:12 am
Earendel wrote:
Thu Apr 25, 2019 12:51 am
Meteor defence is planned, I was actually working on it tonight but I don't like how the graphics are going.
good!but it falls a lot right on the base is not nice ..
and idea more resources not only iron and copper, but cobalt, aluminum and iridium from you.
Dynamic resources would be nice, it's just difficult to stop organic resources from ending up in there too.
who is item defence in astroids? name?

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Re: [0.17+] Space Exploration WIP

Post by Zenolithic »

Arch666Angel wrote:
Tue Mar 26, 2019 4:04 pm
SuperSandro2000 wrote:
Mon Mar 25, 2019 10:56 am
Did you consider making the planets multiple surfaces?
And those graphics look awesome. Did angel do them for you or is it your work?
Oh give him more credit, Earendal is way more talented with graphics than me and also has more patience doing so :D
Both of your mods' graphics are equally incredible. If I may ask, what programs do you use to model sprites?

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Re: [0.17+] Space Exploration WIP

Post by Porter65 »

I did not play much your super mod, honestly. I'm waiting for even more content (different aliens/challenges per world).

But something that was not readily apparent to me, is how much hours you must put into the game to start feeling you are playing a really different factorio game? That's what I'm a bit concerned with. I think that even before seeing the stellar map, you have to build a very pricey satellite for example?

Would it not be better to provide a rudimentary mean to planet hop rapidly? I know that's a difficult decision that could alter your design though.

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Re: [0.17+] Space Exploration WIP

Post by Earendel »

ctuncks wrote:
Fri Apr 26, 2019 3:07 am
Earendel wrote:
Thu Apr 25, 2019 2:53 pm
Yes, that is recommended. I always take one with me whenever I go somewhere new.
Hmm ok I wasn't sure if it was intended or not, but I cannot seem to build either the cargo rocket silo or the cargo launch pad on any of the space tiles (Though i can build the satellite silo) atm only have the required mods installed.
That was a bug, i'm fixing it now.
Zenolithic wrote:
Fri Apr 26, 2019 8:20 am
Arch666Angel wrote:
Tue Mar 26, 2019 4:04 pm
SuperSandro2000 wrote:
Mon Mar 25, 2019 10:56 am
Did you consider making the planets multiple surfaces?
And those graphics look awesome. Did angel do them for you or is it your work?
Oh give him more credit, Earendal is way more talented with graphics than me and also has more patience doing so :D
Both of your mods' graphics are equally incredible. If I may ask, what programs do you use to model sprites?
Blender, sculptris, photoshop. It's not all 3d.
Porter65 wrote:
Fri Apr 26, 2019 9:24 am
I did not play much your super mod, honestly. I'm waiting for even more content (different aliens/challenges per world).

But something that was not readily apparent to me, is how much hours you must put into the game to start feeling you are playing a really different factorio game? That's what I'm a bit concerned with. I think that even before seeing the stellar map, you have to build a very pricey satellite for example?

Would it not be better to provide a rudimentary mean to planet hop rapidly? I know that's a difficult decision that could alter your design though.
Rockets are available after blue science and are a bit cheaper, but you get meteors thrown at you from the start and you can build meteor defence relatively early if you think it's worth it. Even so, it is mostly late game focused.

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Arch666Angel
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Re: [0.17+] Space Exploration WIP

Post by Arch666Angel »

Earendel wrote:
Thu Apr 25, 2019 2:53 pm
ctuncks wrote:
Thu Apr 25, 2019 9:55 am
Just wondering is it possible to build a landing pad in orbit, seems kind of frustrating trying to move material into orbit only to have it be scattered randomly everywhere.
Yes, that is recommended. I always take one with me whenever I go somewhere new.
Are you happy to see me or is it just a landing pad in your pocket? :lol: :lol:

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Re: [0.17+] Space Exploration WIP

Post by katfish26 »

This is an amazing idea. Can you possibly make it an option to turn off the meteor showers?

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 »

:D new version more meteriotes fall on the planet

In an hour, 20 pieces fell out .. and all fall right on the base !!!

anfd again testing mod Factorissimo2 you - bug..


And find bug not load ammo!! inserters and loaders not load!
2019-04-27_7-12-10.png
2019-04-27_7-12-10.png (1.08 MiB) Viewed 6643 times

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Re: [0.17+] Space Exploration WIP

Post by Earendel »

katfish26 wrote:
Fri Apr 26, 2019 8:19 pm
This is an amazing idea. Can you possibly make it an option to turn off the meteor showers?
You can adjust the frequency so it only happens on average once every 48 hours.
Airat9000 wrote:
Sat Apr 27, 2019 3:56 am
:D new version more meteriotes fall on the planet

In an hour, 20 pieces fell out .. and all fall right on the base !!!

anfd again testing mod Factorissimo2 you - bug..


And find bug not load ammo!! inserters and loaders not load!
2019-04-27_7-12-10.png
For Factorissimo2, I already told you, you have too many tiles installed.

Update the mod and and replace the loader to insert automatically.

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Re: [0.17+] Space Exploration WIP

Post by katfish26 »

I did look to adjust. Can you direct me to the correct place? An "off" option would still be great.

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 »

:( find bug More science mod - bug .

old version work more sceince and you mod!

2019-04-28_3-53-00.png
2019-04-28_3-53-00.png (46.01 KiB) Viewed 6540 times

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AmatorPhasma
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Re: [0.17+] Space Exploration WIP

Post by AmatorPhasma »

I think you forget the to set 'The Space Exploration Graphics ' in the dependencie for:
https://mods.factorio.com/mod/space-exp ... /downloads

I was thinking, the zip is broken from 200 MB to under 200kb *or a new magic black-hole-quantum-compression* but then I saw you had the same idea: outsource the media files :D

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Re: [0.17+] Space Exploration WIP

Post by AmatorPhasma »

Airat9000 wrote:
Sun Apr 28, 2019 1:01 am
:( find bug More science mod - bug .

old version work more sceince and you mod!


2019-04-28_3-53-00.png
Oh this I have allready hit, and now I'm seeing this again...
There was something ...
https://github.com/mexmer/ScienceCostTweakerM/issues/30

He returns the ball to your domain.

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Earendel
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Re: [0.17+] Space Exploration WIP

Post by Earendel »

The mod clearly states "Not recommended to play with non-dependency mods while in experimental phase."

I'm still adding things and changing the tech tree.

ScienceCostTweaker will probably be incompatible for a while.

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Re: [0.17+] Space Exploration WIP

Post by Earendel »

AmatorPhasma wrote:
Tue Apr 30, 2019 10:39 pm
I think you forget the to set 'The Space Exploration Graphics ' in the dependencie for:
https://mods.factorio.com/mod/space-exp ... /downloads

I was thinking, the zip is broken from 200 MB to under 200kb *or a new magic black-hole-quantum-compression* but then I saw you had the same idea: outsource the media files :D
Yeah I did forget but fixed it shortly afterwards.

black-hole-quantum-compression sounds awesome though.

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Re: [0.17+] Space Exploration WIP

Post by Diedel »

Just started on my space station, got a few problem with other mods, probably shouldn't use that many with this one, but nothing i couldn't fix.

One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ?

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Re: [0.17+] Space Exploration WIP

Post by Qon »

Diedel wrote:
Wed May 01, 2019 3:52 pm
One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ?
The last one.
It's trivial to fix if you want to take balance into your own hands.

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Re: [0.17+] Space Exploration WIP

Post by Delanii »

Hello Earendel!
I am watching this mod closely and the work is just awesome! You even encouradged me to try out blender to start and work on some graphics.
I noticed there is incompatibility with omnimatter. Is it temporary, or definitive?
I understand it might not be in full compliance with mods ideas, but I feel its a loss not being able to play that awesome mod together with yours.
Thank you very much for your kind reply and hard work :)
Regards, Delanii

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