[0.17+] Space Exploration WIP

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Cardoyle
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Re: [0.17+] Space Exploration WIP

Post by Cardoyle » Sun Jun 16, 2019 9:21 am

I am pretty sure someone posted a positive feed back loop for Bio-Sludge on their Discord page, look under space ex FAQ. I havn't read it as didnt want to spoil it, but there is a way.

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Re: [0.17+] Space Exploration WIP

Post by ravenbs » Sun Jun 16, 2019 10:42 am

Found it, thank you.

... Discord and hidden from the google search. I'm to old for this world...

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Sun Jun 16, 2019 11:26 am

;) Hello authors!

Idea : add game in teleport
a to b teleport in items and items in map

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Re: [0.17+] Space Exploration WIP

Post by Ranakastrasz » Sun Jun 16, 2019 12:23 pm

Cant you use coal? Couls have sworn that was an option.
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Re: [0.17+] Space Exploration WIP

Post by Earendel » Tue Jun 18, 2019 8:48 pm

Klonans teleportation and Bilkas portals are supported if you want teleportation. Other mods will be supported later but some of them have issues with multiple surfaces and/or distance understanding across surfaces that makes things difficult.

There is a positive loop for biosludge using biomass.

You can have sustainable deep-space colonies now using the water ice and methane ice.

Most of the reported bugs have been fixed but I don't think ScienceCostTweaker is going to be supported any time soon. It seems to want to force a strict linear progression in science packs and SE does not work that way. Also the SE tech tree is changing and the bobs integration is not complete so even if it did work it would not be stable.

Version 0.1.99 was released today... seems weird to have gone through so many versions already.

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Wed Jun 19, 2019 10:00 am

Earendel wrote:
Tue Jun 18, 2019 8:48 pm
Klonans teleportation and Bilkas portals are supported if you want teleportation. Other mods will be supported later but some of them have issues with multiple surfaces and/or distance understanding across surfaces that makes things difficult.

There is a positive loop for biosludge using biomass.

You can have sustainable deep-space colonies now using the water ice and methane ice.

Most of the reported bugs have been fixed but I don't think ScienceCostTweaker is going to be supported any time soon. It seems to want to force a strict linear progression in science packs and SE does not work that way. Also the SE tech tree is changing and the bobs integration is not complete so even if it did work it would not be stable.

Version 0.1.99 was released today... seems weird to have gone through so many versions already.
https://mods.factorio.com/mod/bulkteleport

support?

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Earendel
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Re: [0.17+] Space Exploration WIP

Post by Earendel » Wed Jun 19, 2019 10:27 pm

Airat9000 wrote:
Wed Jun 19, 2019 10:00 am

https://mods.factorio.com/mod/bulkteleport

support?
It is on the roadmap. It is maybe the most important teleportation mod but there are some problems that have not been resolved yet. I need to contact the author so we can figure out a way around them but so far other bugs and features have been higher priory.

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Re: [0.17+] Space Exploration WIP

Post by ravenbs » Thu Jun 20, 2019 9:29 am

I have a spaceship now - how cool is that! Coolest mod ever!

But - how dit you mean it with "Train station on board of the ship for automated loading/unloading"?
Maybe someone post a picture how he has done this?
Seems there are not really youtube videos for this mod, even if it is the cooles mod of all!

Only way to automate Loading/Unloading what i found is reaching with red grippers over the wall of the ship and placeall chests on the border.
Still have trouble to include this in the logistics network, i need to hook the red line up on each landing.
How to connect the ship automatically after lading?
Is faster loading as with this red grippers possible?

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Re: [0.17+] Space Exploration WIP

Post by Ranakastrasz » Fri Jun 21, 2019 2:24 am

ravenbs wrote:
Thu Jun 20, 2019 9:29 am
I have a spaceship now - how cool is that! Coolest mod ever!

But - how dit you mean it with "Train station on board of the ship for automated loading/unloading"?
Maybe someone post a picture how he has done this?
Seems there are not really youtube videos for this mod, even if it is the cooles mod of all!

Only way to automate Loading/Unloading what i found is reaching with red grippers over the wall of the ship and placeall chests on the border.
Still have trouble to include this in the logistics network, i need to hook the red line up on each landing.
How to connect the ship automatically after lading?
Is faster loading as with this red grippers possible?
Haven't gotten that far yet, but I assume you can use space rails to build inside the ship, and use a train load/unload setup. Use a rail/gate and line it up with your rail network.

Admittedly I can't see it as particularly space efficient, but I do plan to try it.

underground pipes and belts will also probably work.
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Re: [0.17+] Space Exploration WIP

Post by ravenbs » Sat Jun 22, 2019 1:13 pm

At least for undergrond pipes I can confirm this is perfect for fueling up the ship.

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Re: [0.17+] Space Exploration WIP

Post by ravenbs » Sat Jun 22, 2019 3:22 pm

We played it now to a point, where Multiplayer seems to get buggy.

We have really huge base and Space station.
Ship is now 400 size.

Each time I launch the ship, Multiplayer gets desync.
With a 300 size ship, there was a massive lag, but no desync.
Now with increased size, seems no longer to work.

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Re: [0.17+] Space Exploration WIP

Post by xpozec » Sun Jun 23, 2019 1:08 pm

http://prntscr.com/o5khba

Just wanted to ask if this is a mod issue or something i am doing wrong.
Wanted to run server, but when i want to load it up i get this error and server refuses to start.
Thank you in advance for taking a look at it

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Re: [0.17+] Space Exploration WIP

Post by Lubricus » Sun Jun 23, 2019 6:08 pm

I updated the mod and know offshore pumps don't work on asteroids so i tried to spawn ice on and with this script but it don't work can anyone figure out why?

/c local surface=game.player.surface
local ore=nil
local size=5
local density=10
for y=-size, size do
for x=-size, size do
a=(size+1-math.abs(x))*10
b=(size+1-math.abs(y))*10
if a<b then
ore=math.random(a*density-a*(density-8), a*density+a*(density-8))
end
if b<a then
ore=math.random(b*density-b*(density-8), b*density+b*(density-8))
end
if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with("ground-tile") then
surface.create_entity({name="stone", amount=ore, position={game.player.position.x+x, game.player.position.y+y}})
end
end
end

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Wed Jun 26, 2019 12:28 pm

0.1.104
2019-06-26_15-26-37.png
2019-06-26_15-26-37.png (33 KiB) Viewed 1517 times

0.1.103
2019-06-26_15-43-07.png
2019-06-26_15-43-07.png (38.25 KiB) Viewed 1511 times
Last edited by Airat9000 on Wed Jun 26, 2019 12:45 pm, edited 1 time in total.

badtouchatr
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Re: [0.17+] Space Exploration WIP

Post by badtouchatr » Wed Jun 26, 2019 12:34 pm

Airat9000 wrote:
Wed Jun 26, 2019 12:28 pm
2019-06-26_15-26-37.png
He changed that in the 0.1.104 version of Space Exploration. :)

See the changelog: https://mods.factorio.com/mod/space-exp ... /changelog

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Wed Jun 26, 2019 12:44 pm

badtouchatr wrote:
Wed Jun 26, 2019 12:34 pm
Airat9000 wrote:
Wed Jun 26, 2019 12:28 pm
2019-06-26_15-26-37.png
He changed that in the 0.1.104 version of Space Exploration. :)

See the changelog: https://mods.factorio.com/mod/space-exp ... /changelog
nooo!!! 104 not work in bug to screen

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Re: [0.17+] Space Exploration WIP

Post by Light » Fri Jun 28, 2019 1:58 am

Earendel wrote:
Sun May 05, 2019 11:54 am
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).
Now that the school year is over I've discussed multiplayer testing with the others. We're more than eager to assist in any way we can to improve multiplayer development. I've joined your Discord server and I'll be keeping an eye on it should you need anything.

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Re: [0.17+] Space Exploration WIP

Post by Airat9000 » Wed Jul 03, 2019 7:31 pm

:( new version factorio and bob game not works you mod

test 1
bob modules off

not work in momo tweak and other

test 2
bob modules on

you mod not work

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Re: [0.17+] Space Exploration WIP

Post by enterisys » Fri Jul 05, 2019 1:03 pm

Balancing:
Space pipes crafting produce only 1 pipe (half of set) while normal pipe produces 2x (full set).

Edit: same goes for underground belt.

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Re: [0.17+] Space Exploration WIP

Post by TideSinger » Fri Jul 05, 2019 8:03 pm

I'm honestly in love with this mod, this is the perfect expansion to factorio, and fills that beautiful little niche that space engineers, avorion, everything else couldn't touch. I cannot thank you enough for all the effort you've put into this mod! I haven't even gotten past my first space station, but I absolutely love every aspect of this!
MOD IT MOD IT MOD IT MOD IT MOD IT

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