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Re: [0.17+] Space Exploration WIP

Posted: Fri May 10, 2019 8:52 pm
by Qon
Earendel wrote:
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.
You forgot to add:

Code: Select all

script.on_event(defines.events.on_tick, function(event) game.print('Warning! Warning! Space Exploration is a WIP! Warning! Warning!') end)
No need to thank me for fixing your mod :ugeek:

Re: [0.17+] Space Exploration WIP

Posted: Sat May 11, 2019 2:43 pm
by Durabys
So. I am looking at the spaceships and realized they could be done slightly more aesthetically pleasing if this (https://mods.factorio.com/mod/Powered_Entities) was integrated into the mod and removed the need for power poles.

Re: [0.17+] Space Exploration WIP

Posted: Sun May 12, 2019 7:37 am
by catma
Does this mod have a (work in progress for sure...) wiki? I am looking for a list of what planet cores can contain.

I'm imagining it's not just coal, iron, copper but can be oil, wood, fish? Will it by design not allow ores from other mods?

Re: [0.17+] Space Exploration WIP

Posted: Sun May 12, 2019 5:23 pm
by Ranakastrasz
catma wrote:
Sun May 12, 2019 7:37 am
Does this mod have a (work in progress for sure...) wiki? I am looking for a list of what planet cores can contain.

I'm imagining it's not just coal, iron, copper but can be oil, wood, fish? Will it by design not allow ores from other mods?
If you install the game and look at the recpies, it is pretty obvious. Generic, which is everything, meaning All 5 basic ores, and oil and water, and then ones with a specific one of those, but also with stone.

No wiki that I know of yet tho.

Re: [0.17+] Space Exploration WIP

Posted: Tue May 14, 2019 5:55 pm
by Cardoyle
Hi, i have a come across a minor inconvience(not game breaking at all) using only space exploration mods.

It has to do with when trains are on a vertical track, i find it very hard to select them as when you move the cursor over the train it targets the track underneath instead. There is about 1mm either side where it will actually let you select the train.

I can provide screen shot if this dosnt make any sense. All works fine in vanilla.

Thanks for great Mods

Edit: Sorry I see that version 1.5.7 had already fixed this, thanks again

Re: [0.17+] Space Exploration WIP

Posted: Wed May 15, 2019 12:42 pm
by Airat9000
By the way i have an idea
or you can make your own unique resources in space.
your mod who add something).

Re: [0.17+] Space Exploration WIP

Posted: Wed May 15, 2019 3:40 pm
by doktorstick
Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.

Re: [0.17+] Space Exploration WIP

Posted: Wed May 15, 2019 8:41 pm
by Cardoyle
doktorstick wrote:
Wed May 15, 2019 3:40 pm
Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
Or maybe you could build something which scans (within a certain area) for meteors which are not shot down

Re: [0.17+] Space Exploration WIP

Posted: Thu May 16, 2019 4:50 pm
by WildBraas
Something broking with new update :(
photo_2019-05-16_19-47-20.jpg
photo_2019-05-16_19-47-20.jpg (154.91 KiB) Viewed 5987 times

Re: [0.17+] Space Exploration WIP

Posted: Thu May 16, 2019 11:36 pm
by Earendel
WildBraas wrote:
Thu May 16, 2019 4:50 pm
Something broking with new update :(
photo_2019-05-16_19-47-20.jpg
That has been fixed.
doktorstick wrote:
Wed May 15, 2019 3:40 pm
Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
They already are if it falls within construction range.

Re: [0.17+] Space Exploration WIP

Posted: Fri May 17, 2019 10:36 pm
by dragontuar
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.
but that adds challenge and fun

edit: sry I don't frequently visit the forum site

Re: [0.17+] Space Exploration WIP

Posted: Sat May 18, 2019 3:13 pm
by Kloozy
Hey, can you add a way to filter scrap material? There isnt an icon to select on filter insterters to filter out scrap. I know there are other ways to accomplish this, but it would be nice to have all oir normal options to use.

Re: [0.17+] Space Exploration WIP

Posted: Sun May 19, 2019 3:34 pm
by doktorstick
Earendel wrote:
Thu May 16, 2019 11:36 pm
They already are if it falls within construction range.
Does it need to be limited to that? I can see not marking for deconstruction until you've research construction robots.

I run over to some tracks or an outpost smashed by meteors and my personal robots replace/repair what's need and then I have a big ol' blob of a rock sitting on the track or in the middle of miners. I then have to select my deconstruction planner, fiddle with it so it doesn't tear up my stuff, and deconstruct the meteor. Or go pound it with my pickaxe and mine also whatever is under it and then replace it.

Re: [0.17+] Space Exploration WIP

Posted: Sun May 19, 2019 3:48 pm
by Kloozy
doktorstick wrote:
Sun May 19, 2019 3:34 pm
Earendel wrote:
Thu May 16, 2019 11:36 pm
They already are if it falls within construction range.
Does it need to be limited to that?

I run over to some tracks or an outpost smashed by meteors and my personal robots replace/repair what's need and then I have a big ol' blob of a rock sitting on the track or in the middle of miners. I then have to select my deconstruction planner, fiddle with it so it doesn't tear up my stuff, and deconstruct the meteor. Or go pound it with my pickaxe and mine also whatever is under it and then replace it.
In my game they autodeconstruct if they land on an entity of any sort. If it hits just the ground, and the impact does dmg, then it wont auto deconstruct, but i dont need it to. The hit box on meteors is smaller than it looks on my map, so it appears its blocking a belt/track but my items/trains pass right on by. Wonder if youre having that issue...

Re: [0.17+] Space Exploration WIP

Posted: Mon May 20, 2019 10:43 am
by Airat9000
;) Authors! Thanks new version graphics and code - game fastest and good otimization work! goodnes!

Re: [0.17+] Space Exploration WIP

Posted: Tue May 21, 2019 7:02 am
by enjoyqzf
@Earendel
thx,Why does this problem arise?

Re: [0.17+] Space Exploration WIP

Posted: Tue May 21, 2019 12:35 pm
by Airat9000
Not work in mod conflict (mod optomization off in bots)
ItemTeleportation_0.0.3.zip
(45.88 KiB) Downloaded 104 times

Re: [0.17+] Space Exploration WIP

Posted: Tue May 21, 2019 12:48 pm
by enjoyqzf
@Airat9000
I don't quite understand what you mean, I didn't download this MOD.
thx~

Re: [0.17+] Space Exploration WIP

Posted: Tue May 21, 2019 2:34 pm
by Ranakastrasz
@doktorstick why not just set the planner to deconstruct trees and rocks? Pretty sure that would work.

Re: [0.17+] Space Exploration WIP

Posted: Tue May 21, 2019 6:37 pm
by orzelek
enjoyqzf wrote:
Tue May 21, 2019 7:02 am
@Earendel
thx,Why does this problem arise?
You need to download Space Exploration Postprocess mod and it will work.

PS. And I do feel a bit silly by writing whats written on screenshot in error message.