[0.17+] Space Exploration WIP

Topics and discussion about specific mods
AlveKatt
Inserter
Inserter
Posts: 21
Joined: Sun Apr 14, 2019 1:44 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by AlveKatt »

Arthillidan wrote:
Sat Apr 18, 2020 7:15 pm
Hi I´m trying to figure out how to use the electric boiler but the steam created by it is not accepted by steam engines and I found no other way to find answers to questions such as this.
Since no way to convert power from one form to another is 100% effective you would get a net loss of power if you used an electric boiler to generate electricity with a steam engine anyway. This is probably the reason it is made to not connect to steam engines. Think about it, you would generate electricity with the steam engine from steam created with electricity. If you could get more electricity out of that loop than you put in it wouldn't make much sense.

There are things in the space exploration mod that needs steam for manufacturing I think. In that context an electric boiler makes more sense, especially if said manufacturing is in space.

AlveKatt
Inserter
Inserter
Posts: 21
Joined: Sun Apr 14, 2019 1:44 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by AlveKatt »

One thing I am wondering, does all robot cargo capacity research have to be behind space sciences?

It's one of those quality of life thing that makes the game more fun to play. I suggest, well wish, that you put at least some of the carry cargo size research back to where it was. At least two or three levels of it? Maybe?

Chapeau-Claque
Inserter
Inserter
Posts: 35
Joined: Sun Mar 24, 2019 9:38 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Chapeau-Claque »

Playing Krastorio 2 with SE. Why is all the imersite removed between preview and game start? Is there a setting I can change?

wladekb
Inserter
Inserter
Posts: 30
Joined: Wed Feb 27, 2019 8:48 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by wladekb »

Imersite is removed from your home planet on purpose when you play SE+K2. You can still find it on other planets.

User avatar
darkfrei
Smart Inserter
Smart Inserter
Posts: 2828
Joined: Thu Nov 20, 2014 11:11 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by darkfrei »

Error message:
Attachments
2020-07-26T13_06_48-Factorio 0.18.36.png
2020-07-26T13_06_48-Factorio 0.18.36.png (69.78 KiB) Viewed 2529 times

RickJS
Inserter
Inserter
Posts: 46
Joined: Tue Jan 15, 2019 2:29 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by RickJS »

The delivery cannon doesn't seem to deliver. I'm running Factorio 1.0.0, Space Exploration 0.3.109. The cannon visibly fires, its count of products delivered increments, but nothing shows up on the space station in Nauvis orbit (according to the uplink view). The cannon's target is Nauvis orbit, and there is a delivery cannon chest on the space station, with 3 inserters feeding its contents to steel chests.

What am I overlooking?

Thanks!

RickJS
Inserter
Inserter
Posts: 46
Joined: Tue Jan 15, 2019 2:29 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by RickJS »

The payload is 10 water barrels.

RickJS
Inserter
Inserter
Posts: 46
Joined: Tue Jan 15, 2019 2:29 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by RickJS »

It also failed in delivering vulcanite blocks.

Also, delivering low density structures from orbit to Nauvis surface failed.

ALL14
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Aug 23, 2020 3:34 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by ALL14 »

There's no way to send Rocket fuel Barrel with the delivery cannon ? I wanted to receive water barrel on a planet and send back the barrel full of rocket fuel but can't find the barrel on the UI of the delivery cannon. Bugs ? Intended ?
Last edited by ALL14 on Sun Aug 23, 2020 3:38 pm, edited 2 times in total.

User avatar
darkfrei
Smart Inserter
Smart Inserter
Posts: 2828
Joined: Thu Nov 20, 2014 11:11 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by darkfrei »

Incompatibility with Where Is My Body

Your mod probably removes the body from the surface.
https://mods.factorio.com/mod/WhereIsMy ... a9908c4094

polypusher
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Sep 25, 2020 5:51 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by polypusher »

I'm getting a consistent crash with this mod when I attempt to type anything into the Search bar of the Cargo Rocket Silo

Error while running event space-exploration::on_gui_text_changed (ID 2)
__space-exploration__/scripts/launchpad.lua:1565: attempt to index global 'struct' (a nil value)
stack traceback:
__space-exploration__/scripts/launchpad.lua:1565: in function 'gui_update_destinations_list'
__space-exploration__/scripts/launchpad.lua:1600: in function 'callback'
__space-exploration__/scripts/event.lua:15: in function <__space-exploration__/scripts/event.lua:13>


Other mods I have installed (not including dependencies):
Deadlock's Research Notifications
FNEI
Nanobots: Early Bots
Long Reach
New Game+
Shortwave
Squeak Through

Ralfinator
Inserter
Inserter
Posts: 33
Joined: Sun Jun 26, 2016 9:37 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Ralfinator »

This mod is so awesome, thank you for 200h+ of new gameplay. :-)

There is an odd thing I just noticed, I wonder if that is deliberate: bio science pack 4 requires not only vitamelange extract but also "core fragment (vitamelange)". Every other science pack just requires one extra thing (besides the insight, catalogue, significant data, and lower-level science pack); bio science pack 4 is the only exception and requires one more ingredient than all the other science packs. Is this an accident?

Pestus
Burner Inserter
Burner Inserter
Posts: 15
Joined: Mon Sep 02, 2019 2:35 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Pestus »

Hello all.

Enjoying the release of V1.0 with this mod. So much of the content is expanded and reworked. Wow! Thank you!

I've started sending satellites out, and I'm finding a lot of worlds without any water. Not even the "starter lake". I imagine there's methods of getting water beyond rocketing or cannoning in water ice from space, or barrels from elsewhere? Core miner the only way?

Thanks!

dognosh
Long Handed Inserter
Long Handed Inserter
Posts: 65
Joined: Sun Aug 06, 2017 10:36 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by dognosh »

Love this mod but I seem to have a very simple problem that for the life of me I can't solve :(

I got hit and my health went down to 10% , I think I am poisoned by biters ? (I keep seeing a puff of coloured smoke every few seconds,or when I move)
I have a medkit and tried all combinations but can't heal. My health eventually went up to 100% but it took ages !
Anyone know what I am not doing to heal faster ?
ty :)

User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2082
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Ranakastrasz »

Is the evofactor universal or per planet? I want to play this, but last time, we got completely overrun a short time after getting into space. Normally the techs to deal with that were available, but space science was still being experimented with.

The descriptions suggest that game settings only apply to Nauvis, and maybe it's moon.
Past that, is peaceful mode or no base mode functional?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: Memoria