[Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

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[Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

Hi! The default import location of the artillery shell is nauvis while using space age (obviously, that property doesn't make sense without space age) but to make artillery shells or even unlock artillery at all, you need to go to vulcanus first. This is inconsistent with the behaviour of cliff explosives' default import location - being in the same scenario as artillery shells but being vulcanus instead of nauvis.

Screenshots:
Cliff Explosives default import location. Made in a test save game.
Cliff Explosives default import location. Made in a test save game.
Screenshot 2024-12-14 152033.png (1.02 MiB) Viewed 935 times
Artillery Shell default import location. Made in a test save game.
Artillery Shell default import location. Made in a test save game.
Screenshot 2024-12-14 152011.png (1 MiB) Viewed 935 times
Reproduction Steps:
  1. Create a new game.
  2. Open editor mode.
  3. Unlock the cliff explosives and artillery technologies. (Force unlock will also unlock other required things, such as space platform creation and vulcanus planet discovery)
  4. Create a space platform and construct it using editor mode. (plus button next to the space platform name)
  5. Go into remote view and view the newly created space platform.
  6. Try to set either cliff explosives or artillery shells as a request.
  7. Notice that they have different default import locations but require travel to the same planet to craft. (The issue)
If you notice any similar issues, please feel free to make a reply here. It helps the devs notice this issue and eventually fix it.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 1:58 am I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
Yes, but cliff explosives can also be created on nauvis.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

BraveCaperCat wrote: ↑Sun Dec 15, 2024 11:01 am
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:58 am I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
Yes, but cliff explosives can also be created on nauvis.
Ok I was totally wrong,
it is manually set for each item in https://github.com/wube/factorio-data/b ... s/item.lua
(plus the following 3 from other files:
  • cliff-explosives from vulcanus
  • recycler from fulgora
  • fluoroketone-cold-barrel from aquillo
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 11:26 am
BraveCaperCat wrote: ↑Sun Dec 15, 2024 11:01 am
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:58 am I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
Yes, but cliff explosives can also be created on nauvis.
Ok I was totally wrong,
it is manually set for each item in https://github.com/wube/factorio-data/b ... s/item.lua
(plus the following 3 from other files:
  • cliff-explosives from vulcanus
  • recycler from fulgora
  • fluoroketone-cold-barrel from aquillo
Yeah, I knew that from the start. I just thought that you were trying to determine what wube's scheme of setting default import locations was. Guess I was wrong too.

Specifically, this is how they set default import locations. You can also browse the rest of the page for information about how the rest of item properties are set.
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Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

BraveCaperCat wrote: ↑Sun Dec 15, 2024 12:43 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 11:26 am
BraveCaperCat wrote: ↑Sun Dec 15, 2024 11:01 am
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:58 am I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
Yes, but cliff explosives can also be created on nauvis.
Ok I was totally wrong,
it is manually set for each item in https://github.com/wube/factorio-data/b ... s/item.lua
(plus the following 3 from other files:
  • cliff-explosives from vulcanus
  • recycler from fulgora
  • fluoroketone-cold-barrel from aquillo
Yeah, I knew that from the start. I just thought that you were trying to determine what wube's scheme of setting default import locations was. Guess I was wrong too.

Specifically, this is how they set default import locations. You can also browse the rest of the page for information about how the rest of item properties are set.
So looking at that lua file I mentioned, it seems they are just being inconsistent, for example tesla turrest don't need to be crafted on fulgora, but it still has a default import location of fulgora.

So for completeness, here's a list of everything I've currently unlocked, has a default import location of nauvis, but I think should be changed:
  • Artillery turret (Vulcanus)
  • Artillery shell (Vulcanus)
  • Artillery wagon (Vulcanus)
  • Spoilage (Gleba) (maybe not? as you can obtain this on nauvis with fish)
  • Pentapod Egg (Gleba)
  • Heating Tower (Gleba) (Aquillo) (as it's unlocked on gleba and particularly useful there, but it's also useful on Aquilo, and doesn't require any planet specific resources)
  • Rocket Turret (Gleba)
  • Mech Armour (Fulgora)
  • Toolbel Equipment (Gleba)
  • Speed Module 3 (Vulcanus)
  • Efficiency Module 3 (Nauvis or Gleba) (it uses spoilage)
  • Quality Module 3 (Fulgora)
There was nothing that defaulted to another planet that I disagreed with.

I'll update my list if you find others, and as I unlock more stuff (I haven't been to aquillo yet).
Last edited by IsaacOscar on Wed Jan 01, 2025 10:25 pm, edited 3 times in total.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 1:01 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 12:43 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 11:26 am
BraveCaperCat wrote: ↑Sun Dec 15, 2024 11:01 am
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:58 am I hypothesis that the default is always nauvis, unless it can only be created on a certain planet.
Artillery shells can be crafted wherever, as long as you have the materials. In contrast, foundries for example can only be crafted on vulcanus.
Yes, but cliff explosives can also be created on nauvis.
Ok I was totally wrong,
it is manually set for each item in https://github.com/wube/factorio-data/b ... s/item.lua
(plus the following 3 from other files:
  • cliff-explosives from vulcanus
  • recycler from fulgora
  • fluoroketone-cold-barrel from aquillo
Yeah, I knew that from the start. I just thought that you were trying to determine what wube's scheme of setting default import locations was. Guess I was wrong too.

Specifically, this is how they set default import locations. You can also browse the rest of the page for information about how the rest of item properties are set.
So looking at that lua file I mentioned, it seems they are just being inconsistent, for example tesla turrest don't need to be crafted on fulgora, but it still has a default import location of fulgora.

So for completeness, here's a list of everything I've currently unlocked, has a default import location of nauvis, but I think should be changed:
  • Artillery turret (Vulcanus)
  • Artillery shell (Vulcanus)
  • Artillery wagon (Vulcanus)
  • Spoilage (Gleba) (maybe not? as you can obtain this on nauvis with fish)
  • Pentapod Egg (Gleba)
  • Heating Tower (Aquillo) (maybe not? as it doesn't need any aquillo specific materials, it's just mostly? useful on aquillo)
There was nothing that defaulted to another planet that I disagreed with.

I'll update my list if you find others, and as I unlock more stuff (I haven't been to aquillo yet, or researched anything with agricultural science packs).
Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
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Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:13 pm Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 1:18 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:13 pm Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
Not sure. I think the heating tower works for burning off excess spoilables and spoilage and at the same time, turn it into heat power. But it's also really good for heating up aqulio factories.
Last edited by BraveCaperCat on Sun Dec 15, 2024 1:33 pm, edited 1 time in total.
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Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:22 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:18 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:13 pm Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
Not sure. I think the heating tower works for burning off excess spoilables and spoilage. But it's also really good for heating up aqulio factories.
Ok, so I did some calculations and yeah I'm really dumb and have to rebuild half my gleba factory (and hope the clfifs don't get in the way):
  • 10 MW of power requires 5.5 boilers, 5.5 steam turbines, and 6.1 rocket fuel/m (0.1525 biochambers)
  • Or, 0.25 heating towerm, 1.05 heat exchangers, 1.6 steam turbines and, 2 rocket fuel/m (0.05 biochambers)
So that's roughly 11.2 machines vs 2.7.
I thought heating towers were just for stopping freezing! So yeah, it's meant to be used to generate power on gleba (cause it's easy to get burnable fuel there).
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 1:28 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:22 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:18 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:13 pm Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
Not sure. I think the heating tower works for burning off excess spoilables and spoilage. But it's also really good for heating up aqulio factories.
Ok, so I did some calculations and yeah I'm really dumb and have to rebuild half my gleba factory (and hope the clfifs don't get in the way):
  • 10 MW of power requires 5.5 boilers, 5.5 steam turbines, and 6.1 rocket fuel/m (0.1525 biochambers)
  • Or, 0.25 heating towerm, 1.05 heat exchangers, 1.6 steam turbines and, 2 rocket fuel/m (0.05 biochambers)
So that's roughly 11.2 machines vs 2.7.
I thought heating towers were just for stopping freezing! So yeah, it's meant to be used to generate power on gleba (cause it's easy to get burnable fuel there).
Wow! I was going to create a nuclear reactor on gleba, with imported uranium fuel from nauvis. It seems that heating towers might be more efficient no-imports build.

Actually, do you think you could calculate how many machines would be needed for a nuclear reactor that produces 10MW? (not including imported nuclear fuel production or the landing pad)
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I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by IsaacOscar »

BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:35 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:28 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:22 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:18 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:13 pm Heating tower is unlocked on gleba. I think that the heating tower should be imported from gleba by default. (if not on nauvis)
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
Not sure. I think the heating tower works for burning off excess spoilables and spoilage. But it's also really good for heating up aqulio factories.
Ok, so I did some calculations and yeah I'm really dumb and have to rebuild half my gleba factory (and hope the clfifs don't get in the way):
  • 10 MW of power requires 5.5 boilers, 5.5 steam turbines, and 6.1 rocket fuel/m (0.1525 biochambers)
  • Or, 0.25 heating towerm, 1.05 heat exchangers, 1.6 steam turbines and, 2 rocket fuel/m (0.05 biochambers)
So that's roughly 11.2 machines vs 2.7.
I thought heating towers were just for stopping freezing! So yeah, it's meant to be used to generate power on gleba (cause it's easy to get burnable fuel there).
Wow! I was going to create a nuclear reactor on gleba, with imported uranium fuel from nauvis. It seems that heating towers might be more efficient no-imports build.

Actually, do you think you could calculate how many machines would be needed for a nuclear reactor that produces 10MW? (not including imported nuclear fuel production or the landing pad)
Sure! As I like programming, i've got a big javascript file that calculates these kind of things for me.

Not counting the adjacency bonus (which can save a ton of reactors and fuel cells, but requires the reactors to be constantly on),
that is 0.25 reactors, 1 heat exchanger, and 1.72 steam turbines (so 2.97 machines).
You will need to import 0.08 uranium fuel cells/m.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by BraveCaperCat »

IsaacOscar wrote: ↑Sun Dec 15, 2024 1:53 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:35 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:28 pm
BraveCaperCat wrote: ↑Sun Dec 15, 2024 1:22 pm
IsaacOscar wrote: ↑Sun Dec 15, 2024 1:18 pm
You're right, very strange.
(Oh wait, I might be very dumb, is it more efficient to using heating towers for electricity than boilers?)
Not sure. I think the heating tower works for burning off excess spoilables and spoilage. But it's also really good for heating up aqulio factories.
Ok, so I did some calculations and yeah I'm really dumb and have to rebuild half my gleba factory (and hope the clfifs don't get in the way):
  • 10 MW of power requires 5.5 boilers, 5.5 steam turbines, and 6.1 rocket fuel/m (0.1525 biochambers)
  • Or, 0.25 heating towerm, 1.05 heat exchangers, 1.6 steam turbines and, 2 rocket fuel/m (0.05 biochambers)
So that's roughly 11.2 machines vs 2.7.
I thought heating towers were just for stopping freezing! So yeah, it's meant to be used to generate power on gleba (cause it's easy to get burnable fuel there).
Wow! I was going to create a nuclear reactor on gleba, with imported uranium fuel from nauvis. It seems that heating towers might be more efficient no-imports build.

Actually, do you think you could calculate how many machines would be needed for a nuclear reactor that produces 10MW? (not including imported nuclear fuel production or the landing pad)
Sure! As I like programming, i've got a big javascript file that calculates these kind of things for me.

Not counting the adjacency bonus (which can save a ton of reactors and fuel cells, but requires the reactors to be constantly on),
that is 0.25 reactors, 1 heat exchanger, and 1.72 steam turbines (so 2.97 machines).
You will need to import 0.08 uranium fuel cells/m.
So, less space efficient than heating towers. (not including the landing pad, crafting or transport of fuel)
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: [Space Age] Default Import Locations (Artillery Shell, Cliff Explosives)

Post by Faark »

I would also really like to be able to just not have any import location filter at all. Then leaving it blank for most items seems like a better default. At least most of the time it was just wrong for me. "Current planet the platform is on" would also feel way more natural for the requests i frequently have to mess around with.
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