Cylindryk wrote:I'm playing with Angel/Bob's mods.
Right now I'm stuck with "It will be impossible to develop flight technology from scratch. It is crucial to recover the robotic core unit in the wreckage of the ship where important plans are stored. Researching scan technology may help finding it."
What exatly I'm needed to do it?
Game time: 40h, Evolution Factor - 80% (almost).
I hope that this receal Glados, as, well, Bots would be more than helpfull...
Scan for the next wreckage.
This needs scouting more far out or place more radars in unrevealed territory.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Wed Apr 11, 2018 3:16 pm
by Cylindryk
steinio wrote:
Cylindryk wrote:I'm playing with Angel/Bob's mods.
Right now I'm stuck with "It will be impossible to develop flight technology from scratch. It is crucial to recover the robotic core unit in the wreckage of the ship where important plans are stored. Researching scan technology may help finding it."
What exatly I'm needed to do it?
Game time: 40h, Evolution Factor - 80% (almost).
I hope that this receal Glados, as, well, Bots would be more than helpfull...
Scan for the next wreckage.
This needs scouting more far out or place more radars in unrevealed territory.
Oh. Okay. It will be... not exatly easy, but okay.
So, next question: how far?
Nvm... just found it.. literally while posting this...
Re: [MOD 0.15.x] Mining Space Industries
Posted: Wed Apr 11, 2018 3:19 pm
by FerrariMAF
Cylindryk wrote:
steinio wrote:
Cylindryk wrote:I'm playing with Angel/Bob's mods.
Right now I'm stuck with "It will be impossible to develop flight technology from scratch. It is crucial to recover the robotic core unit in the wreckage of the ship where important plans are stored. Researching scan technology may help finding it."
What exatly I'm needed to do it?
Game time: 40h, Evolution Factor - 80% (almost).
I hope that this receal Glados, as, well, Bots would be more than helpfull...
Scan for the next wreckage.
This needs scouting more far out or place more radars in unrevealed territory.
Oh. Okay. It will be... not exatly easy, but okay.
So, next question: how far?
If can research shipwreck scan too. It will locate the wreck
Re: [MOD 0.15.x] Mining Space Industries
Posted: Wed Apr 11, 2018 3:35 pm
by Cylindryk
FerrariMAF wrote:
Cylindryk wrote:
steinio wrote:
Cylindryk wrote:I'm playing with Angel/Bob's mods.
Right now I'm stuck with "It will be impossible to develop flight technology from scratch. It is crucial to recover the robotic core unit in the wreckage of the ship where important plans are stored. Researching scan technology may help finding it."
What exatly I'm needed to do it?
Game time: 40h, Evolution Factor - 80% (almost).
I hope that this receal Glados, as, well, Bots would be more than helpfull...
Scan for the next wreckage.
This needs scouting more far out or place more radars in unrevealed territory.
Oh. Okay. It will be... not exatly easy, but okay.
So, next question: how far?
If can research shipwreck scan too. It will locate the wreck
This is some technology? Hm...
You mean "Signal Scaner Radar 1"? Have it for a long time, I think.
But nevermind, already found it. Now I need to found the others, but, well, bots will help with it.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Wed Apr 11, 2018 7:29 pm
by FerrariMAF
Cylindryk wrote:
FerrariMAF wrote:
Cylindryk wrote:
steinio wrote:
Cylindryk wrote:I'm playing with Angel/Bob's mods.
Right now I'm stuck with "It will be impossible to develop flight technology from scratch. It is crucial to recover the robotic core unit in the wreckage of the ship where important plans are stored. Researching scan technology may help finding it."
What exatly I'm needed to do it?
Game time: 40h, Evolution Factor - 80% (almost).
I hope that this receal Glados, as, well, Bots would be more than helpfull...
Scan for the next wreckage.
This needs scouting more far out or place more radars in unrevealed territory.
Oh. Okay. It will be... not exatly easy, but okay.
So, next question: how far?
If can research shipwreck scan too. It will locate the wreck
This is some technology? Hm...
You mean "Signal Scaner Radar 1"? Have it for a long time, I think.
But nevermind, already found it. Now I need to found the others, but, well, bots will help with it.
Good luck !
Re: [MOD 0.15.x] Mining Space Industries
Posted: Thu Apr 12, 2018 2:51 pm
by pjf
This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
Re: [MOD 0.15.x] Mining Space Industries
Posted: Thu Apr 12, 2018 3:56 pm
by Cylindryk
pjf wrote:This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
I'm playing with Bob/Angel and this mod (and few others), and for now it works. I'm at researching Freeman.
Also, question: where do I need to take Glados and 1 ConBot? To her ship, my ship? Some other ship?
Re: [MOD 0.15.x] Mining Space Industries
Posted: Thu Apr 12, 2018 4:07 pm
by FerrariMAF
Cylindryk wrote:
pjf wrote:This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
I'm playing with Bob/Angel and this mod (and few others), and for now it works. I'm at researching Freeman.
Also, question: where do I need to take Glados and 1 ConBot? To her ship, my ship? Some other ship?
To her Ship
Re: [MOD 0.15.x] Mining Space Industries
Posted: Thu Apr 12, 2018 4:15 pm
by FerrariMAF
Guys
I don´t know if it will work with complete bobs + angels ...
But if you find some problem, tell me, so i can try to make it compatible, if possible.
For example, MSI will require some itens for some quests.. If bobs / angels disable there itens, there may be a problem. Just let me know if that happens.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 12:03 am
by pjf
Bug reporting time! Some of these may be working as intended, but I'm reporting them just in case they're bugs:
Possible bugs encountered
It's possible for some of the starting wrecks to spawn in water.
It's possible for some of the starting wrecks to spawn on ore patches.
The initial rain of debris (leaving metal plates) can be underwhelming if the player starts in a watery area.
Typo: Look! Our radars found the wrech of the ship...
Typo: The second wreck is labelled "militar" rather than "military"
The military wrecked spawned in water. I could reach it, but I'm not sure if I lost anything to terrain after opening the cargo bay.
Suggestion: For the military wreck, the mission text would be better to remind the player to put the repair packs in the wreck; for a while I thought I just needed them in my inventory.
I play with high-water marathon maps, and there was one start where I was testing things and I don't think there was any debris falling from the crash as it was so watery. I know there's not much you can do about map-gen, but either having the debris explosions trigger on water (if possible), or re-rolling an explosion that would have hit water would improve the feel of the initial start on watery maps. (The start is *excellent*, by the way! I absolutely felt like I was fleeing an escape pod with debris raining down.)
I don't know if it's possible to clear wrecks, but there's one sitting on an initial ore patch. I'm viewing it as an interesting challenge at the moment (I can still access some of the patch), but I'm hoping there's tech to clear the wrecks later so I can recycle/remove it.
Thank you again for what's proving to be an excellent mod. This sort of story-oriented play is something Factorio has really needed, and MSI is feeling very polished!
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 1:08 am
by pjf
I'm really enjoying MSI; I hope you don't mind me giving more feedback, especially on what I'm finding to be enjoying the most.
Suggestion
I've just found and recovered my first wreck, and that felt *really good*; the big timer is great, and the worms near it made it a more interesting challenge. However I feel the message when the wreck explodes could be improved based upon whether it was looted or not. (The test can simply be "does it still contain items?") Something like:
The wreck has exploded. You feel relieved that you got to it in time.
The wreck has exploded. While it can no longer be salvaged, you're determined to press on without it.
This lets the player know that they either didn't lose anything by it exploding, or reassures them that they can continue the game without the contents of the wreck.
I'm also really enjoying the mechanics of the waves of biter spawns; I'm spending much more time setting up defences and prioritising defensive research, it's a really good contrast to my regular games.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 11:27 am
by FerrariMAF
pjf wrote:I'm really enjoying MSI; I hope you don't mind me giving more feedback, especially on what I'm finding to be enjoying the most.
Suggestion
I've just found and recovered my first wreck, and that felt *really good*; the big timer is great, and the worms near it made it a more interesting challenge. However I feel the message when the wreck explodes could be improved based upon whether it was looted or not. (The test can simply be "does it still contain items?") Something like:
The wreck has exploded. You feel relieved that you got to it in time.
The wreck has exploded. While it can no longer be salvaged, you're determined to press on without it.
This lets the player know that they either didn't lose anything by it exploding, or reassures them that they can continue the game without the contents of the wreck.
I'm also really enjoying the mechanics of the waves of biter spawns; I'm spending much more time setting up defences and prioritising defensive research, it's a really good contrast to my regular games.
Thanks for your feedback. Good to know you are enjoying those crazy ideas.
I agree that text should be more clear. But that needs coding... And I´m lazy. Hehehe
There are 3 situations to track this wreck...
You better invest in military techs. You'll need it =)
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 11:53 am
by FerrariMAF
pjf wrote:Bug reporting time! Some of these may be working as intended, but I'm reporting them just in case they're bugs:
Possible bugs encountered
It's possible for some of the starting wrecks to spawn in water.
It's possible for some of the starting wrecks to spawn on ore patches.
The initial rain of debris (leaving metal plates) can be underwhelming if the player starts in a watery area.
Typo: Look! Our radars found the wrech of the ship...
Typo: The second wreck is labelled "militar" rather than "military"
The military wrecked spawned in water. I could reach it, but I'm not sure if I lost anything to terrain after opening the cargo bay.
Suggestion: For the military wreck, the mission text would be better to remind the player to put the repair packs in the wreck; for a while I thought I just needed them in my inventory.
I play with high-water marathon maps, and there was one start where I was testing things and I don't think there was any debris falling from the crash as it was so watery. I know there's not much you can do about map-gen, but either having the debris explosions trigger on water (if possible), or re-rolling an explosion that would have hit water would improve the feel of the initial start on watery maps. (The start is *excellent*, by the way! I absolutely felt like I was fleeing an escape pod with debris raining down.)
I don't know if it's possible to clear wrecks, but there's one sitting on an initial ore patch. I'm viewing it as an interesting challenge at the moment (I can still access some of the patch), but I'm hoping there's tech to clear the wrecks later so I can recycle/remove it.
Thank you again for what's proving to be an excellent mod. This sort of story-oriented play is something Factorio has really needed, and MSI is feeling very polished!
The starting wrecks may fall on water. What is important is that we are alive
That would be great if I other wrecks (military) could only fall on eath. I will check the code.
I´ll see if I can re-rol debris falling if on water
Thanks for this.
Fixed typos for the next version.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 3:53 pm
by Cylindryk
FerrariMAF wrote:
Cylindryk wrote:
pjf wrote:This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
I'm playing with Bob/Angel and this mod (and few others), and for now it works. I'm at researching Freeman.
Also, question: where do I need to take Glados and 1 ConBot? To her ship, my ship? Some other ship?
To her Ship
Hm. Okay. I'm with Glados-bot and few ConBots mk1 near her ship, nothing happens.
I insert her and 8 ConBots mk1 inside her ship, nothing happens.
Hm.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 4:09 pm
by FerrariMAF
Cylindryk wrote:
FerrariMAF wrote:
Cylindryk wrote:
pjf wrote:This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
I'm playing with Bob/Angel and this mod (and few others), and for now it works. I'm at researching Freeman.
Also, question: where do I need to take Glados and 1 ConBot? To her ship, my ship? Some other ship?
To her Ship
Hm. Okay. I'm with Glados-bot and few ConBots mk1 near her ship, nothing happens.
I insert her and 8 ConBots mk1 inside her ship, nothing happens.
Hm.
Must be GlaDOS core
Re: [MOD 0.15.x] Mining Space Industries
Posted: Fri Apr 13, 2018 11:20 pm
by pjf
I agree that text should be more clear. But that needs coding... And I´m lazy. Hehehe
I don't suppose you're using github at all? I'd be very happy to send in typo fixes and modest coding suggestions as pull requests.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Mon Apr 16, 2018 10:34 am
by FerrariMAF
pjf wrote:
I agree that text should be more clear. But that needs coding... And I´m lazy. Hehehe
I don't suppose you're using github at all? I'd be very happy to send in typo fixes and modest coding suggestions as pull requests.
Never used github. How does it work ? And how to release mod versions with github ?
Re: [MOD 0.15.x] Mining Space Industries
Posted: Mon Apr 16, 2018 11:30 am
by pjf
Never used github. How does it work ? And how to release mod versions with github ?
If you're new to git, then https://try.github.io/ is a really good place to start. There's a bit of a learning curve, but git is pretty amazing in terms of what it can do as a change-management system, and for allowing multiple folks to work on code at the same time. I use git to manage my Factorio installs, so I've got branches for each of my various games (MSI, Sea Block, etc), as well as tags for vanilla factorio releases. It's incredibly handy if an updated mod breaks things and I want to roll-back to a previous state.
With regards to releasing mod versions with github, it's a little more tricky, but wonderful once you get them running. I usually use https://travis-ci.com/ to watch for release tags in git, and then build and upload the appropriate zip file that's generated from a build-script or makefile. It's also something I'm totally happy to help with, since I do release and software automation engineering as a job. If you want an example then here is the code used to automatically deploy releases for RP-0 (a career mode for Kerbal Space Program), which simply looks for a file matching 'RP-0-*.zip' and uploads it to github 'releases' (which show up here).
Edit: If you want to use git to automatically push releases to the Factorio mod portal, then that will depend a little on if they have a documented API for doing so. I've only used their manual upload.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Sun May 06, 2018 9:26 pm
by Broskev
Hello guys!
I'm having a problem. I can't find the research item for scanning radar at all. It's just missing from my technology list.
Any idea why? See the attachment.
Thank you.
Re: [MOD 0.15.x] Mining Space Industries
Posted: Mon May 07, 2018 1:05 pm
by Broskev
Broskev wrote:Hello guys!
I'm having a problem. I can't find the research item for scanning radar at all. It's just missing from my technology list.
Any idea why? See the attachment.
Thank you.
Update to this. I checked and the technology is there in 0.16.36 version, but not in 0.16.41.