I am sure you will find that is fixed and has been for awhile. I tend to monitor the mod portal more than the forums if you have errors, btw.
[0.16] Space Extension Mod (SpaceX)
- Sandman2003
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Re: [0.16] Space Extension Mod (SpaceX)
My Mods - Space Extension Mod (SpaceX)
- Train Supply Manager
Sandman2003 is forum name for LordKTor
SpaceX Extreme mode factory
Rocket Launch every second factory(ie 60rpm) - Bobs mod based
- Train Supply Manager
Sandman2003 is forum name for LordKTor
SpaceX Extreme mode factory
Rocket Launch every second factory(ie 60rpm) - Bobs mod based
Re: [0.16] Space Extension Mod (SpaceX)
Yup, thanks a lot. Will try to remember where to find you, in case a nasty bug shows up.Sandman2003 wrote: ↑Mon Apr 29, 2019 10:18 pmI am sure you will find that is fixed and has been for awhile. I tend to monitor the mod portal more than the forums if you have errors, btw.
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Re: [0.16] Space Extension Mod (SpaceX)
The details of this mod say to launch 40+ rockets. I'm at the second to last tech needed for end game and I need 200k space science packs...that's 200 rockets! I thought I was almost done. Why the gross underestimation in the mod description?
Re: [0.16] Space Extension Mod (SpaceX)
Can you make spaceship thrusters use rocket engines instead of electric engine units?
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Re: [0.16] Space Extension Mod (SpaceX)
Using the latest seablock pack I noticed a few errors related to this mod in the log, apparently related to the usage of bob's library functions:
This is most likely related to changes that happened since the release of 0.5.0.
It doesn't prevent the game from loading but it might cause some weird things to happen with technology pre-requisites so I figured I should report it.
Code: Select all
19.213 Loading mod SpaceMod 0.5.0 (data-final-fixes.lua)
19.215 Script @__boblibrary__/technology-functions.lua:196: stack traceback:
__boblibrary__/technology-functions.lua:196: in function 'add_prerequisite'
__SpaceMod__/prototypes/technology-bobs.lua:88: in main chunk
[C]: in function 'require'
__SpaceMod__/data-final-fixes.lua:12: in main chunk
19.215 Script @__boblibrary__/error-functions.lua:13: Prerequisite technology speed-module-8 does not exist.
19.215 Script @__boblibrary__/technology-functions.lua:196: stack traceback:
__boblibrary__/technology-functions.lua:196: in function 'add_prerequisite'
__SpaceMod__/prototypes/technology-bobs.lua:89: in main chunk
[C]: in function 'require'
__SpaceMod__/data-final-fixes.lua:12: in main chunk
19.215 Script @__boblibrary__/error-functions.lua:13: Prerequisite technology effectivity-module-8 does not exist.
19.215 Script @__boblibrary__/technology-functions.lua:196: stack traceback:
__boblibrary__/technology-functions.lua:196: in function 'add_prerequisite'
__SpaceMod__/prototypes/technology-bobs.lua:91: in main chunk
[C]: in function 'require'
__SpaceMod__/data-final-fixes.lua:12: in main chunk
19.215 Script @__boblibrary__/error-functions.lua:13: Prerequisite technology productivity-module-8 does not exist.
19.215 Script @__boblibrary__/technology-functions.lua:196: stack traceback:
__boblibrary__/technology-functions.lua:196: in function 'add_prerequisite'
__SpaceMod__/prototypes/technology-bobs.lua:97: in main chunk
[C]: in function 'require'
__SpaceMod__/data-final-fixes.lua:12: in main chunk
19.215 Script @__boblibrary__/error-functions.lua:13: Prerequisite technology energy-shield-equipment-6 does not exist.
19.215 Script @__boblibrary__/technology-functions.lua:196: stack traceback:
__boblibrary__/technology-functions.lua:196: in function 'add_prerequisite'
__SpaceMod__/prototypes/technology-bobs.lua:104: in main chunk
[C]: in function 'require'
__SpaceMod__/data-final-fixes.lua:12: in main chunk
19.215 Script @__boblibrary__/error-functions.lua:13: Prerequisite technology electric-energy-accumulators-4 does not exist.
It doesn't prevent the game from loading but it might cause some weird things to happen with technology pre-requisites so I figured I should report it.
Re: [0.16] Space Extension Mod (SpaceX)
SpaceX is nice addon but I think it needs more goals. Lot more. Many of items was quite simple so that they need only few items. I like to see items what need lot of different kind items. Maybe death star what need 1000pcs of satellite, 1000 thursters, 1000 fuel cell, 1000 protection field, 1000 fusion reactor, 1000 hull comonent. Or make it seriously expensive so that it needs intermediate components like death star hull what eats thousands of hull components and main weapon what eat absurd amount of lasers etc. Currently when your production is ready to do all science for spacex those items it self was really cheap.
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Re: [0.16] Space Extension Mod (SpaceX)
One way you can get some of this is by adding CoppermineBobModuleRebalancing, which increases the quantity and variety of resources required for high-level modules. With that, the SpaceX items using modules start to rival the investment required for the research. Of course, it doesn't affect the ones that don't use modules (which is most of them).
Re: [0.16] Space Extension Mod (SpaceX)
Too late for that I use sea blocks module pack but question is what to do next.
Re: [0.16] Space Extension Mod (SpaceX)
Would you be able to update this for 1.1 please? Thanks!!
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
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Re: [0.16] Space Extension Mod (SpaceX)
Prerequisites on bob's tech are not being added correctly.
Code: Select all
bobmods.lib.tech.add_prerequisite("protection-fields", "energy-shield-equipment-6") -- Should be "bob-energy-shield-equipment-6"
bobmods.lib.tech.add_prerequisite("rocket-silo", "electric-energy-accumulators-4") -- Should be "bob-electric-energy-accumulators-4"
Dev for Bob's mods, Angel's mods, Helmod, Sea Block, Circuit Processing, Science Cost Tweaker.
Buy me a coffee
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