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[Mod 0.12.29] Space Factorio 0.2.4

Posted: Sun Mar 27, 2016 7:53 pm
by Kelmoir
Space Factorio

A mod about changing the current endgame into a much longer game to play.

Details:
  • Name: Space Factorio
  • Factorio-Version: 0.12.29
  • Description: After the first satellite things change. More rockets, more purpose to them.
  • License: MIT license
  • Release: 2016-03-27
  • Download-Url: Just forum yet
  • Website: this forum page
  • Category: Alpha
  • Tags: Space, Endgame, Liquids, Items, Entitys
Long Description
changelog
TODO
So, as you can see, this is just a proof of concept of the basic workings.
The space construction is done by sending up the specified cargo pods into orbit with the stock rocket.
Yes, the algae takes ages to grow. Yet they are still too fast in terms of growing compared to the solar panels. Photosynthesis has around 1-2% efficiency IRL.
And I am looking for any feedback and suggestions.

Re: [Mod 0.12.29] Space Factorio 0.2.0

Posted: Sun Mar 27, 2016 8:26 pm
by kaleb_boren
not trying to be an hypocrit but this mod is the devolpers idea of base factorio's endgame

but im happy that it came early

Re: [Mod 0.12.29] Space Factorio 0.2.0

Posted: Sun Mar 27, 2016 9:30 pm
by Kelmoir
Well, it is about space, but not more like the devs plan than that.
I do not try to build any sort of an platform, or the other things they wrote about.
If it would be the same thing, as in their thought, then I would not have done it.
Just to make it obvious ;).

Re: [Mod 0.12.29] Space Factorio 0.2.0

Posted: Sun Mar 27, 2016 9:52 pm
by Supercheese
When attempting to start a new game using only this mod, I receive the following error:
Error.png
Error.png (119.89 KiB) Viewed 13799 times

Re: [Mod 0.12.29] Space Factorio 0.2.0

Posted: Mon Mar 28, 2016 1:43 am
by seronis
[Koub] Moderated : Please chill, and stay on topic.

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Mon Mar 28, 2016 6:47 am
by Kelmoir
Supercheese:
I fixed it. Things worked weird with the requirements on initial load. New version is linked in the first post. Couldn't give it an entire test, because I didn't yet tried multiplayer. And I didn't yet research what I need for that.

And in general, you can add in the mod later on into any game. No new worldgen on the map or anything.

And seronis:
[Koub] Argument referring to a moderated post

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Mon Mar 28, 2016 6:54 am
by seronis
[Koub] Moderated : Please stay on topic.

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Tue Mar 29, 2016 10:13 pm
by Thomasnotused
Hey, I finished building the planetary cargo ship, and was just wondering if this was the current end of the mod (until later?)

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Thu Mar 31, 2016 7:31 pm
by Kelmoir
Yes, SuicidalKid, this is the mod so far.

Next thing on the list is the cargo manifest building, so that you can automate the cargo pod building.
By being able to read out storage and demmand of the orbit with your logistics network.
The moon howether, will take quite some time to get done.

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Fri Apr 01, 2016 6:24 pm
by Wiloxe
This sure looks interesting however it looks like to not work in multiplayer as we just launched our first satellite to receive this error:
Image
If the image is not displaying correctly : https://www.dropbox.com/s/xvgpfhuy41tmw ... r.PNG?dl=0

Re: [Mod 0.12.29] Space Factorio 0.2.1

Posted: Sun Apr 03, 2016 12:37 pm
by Kelmoir
Whow Wiloxe,

I don't yet fully know everything that needs to work on multi player. But it is intended to get it working there.
And I tried to lay it out in an fashion, where it should theoretically should work.
I just need to be able to test it on multi player. And fix those bugs.

The one with the messagebox is getting fixed now (for 0.2.2). Anything else, well. I will have to find them and fix them.

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Sun Apr 03, 2016 4:21 pm
by Ben Vagan
It might be a bit far fetched tho, but will we be able to actually land on the Moon? :shock:

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Sun Apr 03, 2016 5:43 pm
by seronis
Why do people keep saying 'the' moon? Single moon systems are not the norm.

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Sun Apr 03, 2016 6:01 pm
by steinio
Because our moon is called The Moon.

Saturn has for example several moons, two for example are Janus and Titan.

a moon = a satellite surrounding a planet
the Moon = a satellite surrounding Earth

Coincidence: The Sun is only the name of our central star of our planetary system called Solar system.

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Sun Apr 03, 2016 6:36 pm
by seronis
steinio wrote:Because our moon is called The Moon.
Thats my point. Factorio is not even in the Sol system. The Moon is lightyears away and is already stripped naked of all resources in its regolith. Every planet in the Sol system is. Otherwise we wouldnt be wasting time harvesting resources in some other solar system.

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Tue Apr 05, 2016 2:19 am
by SkyFyre42
I was pretty sure this game was about escaping a planet after crashing on it through the power of factories... else why start a mining mission with just 8 iron in your pack? :lol:

Actual question: can we get bobs mods support for this? I would love something that changes the rocket silo or rocket recipe to use his new materials for instance, as well as your new recipes ofc.

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Tue Apr 05, 2016 5:14 pm
by jorgenRe
Pictures please :D!
Good luck on modding!

Read satelites already launched on start:

Code: Select all

--Code by Zwobot
function read_satellites_sent_from_gui(force)
    --game.player.print("Reading #satellites from " .. force.name)
    for i, player in ipairs(game.players) do
        local rocket_score = player.gui.left.rocket_score
        if rocket_score then
             local rocket_count = rocket_score.rocket_count
			 global.rockets_sent = tonumber(rocket_count.caption)
            if rocket_count ~= nil then
                --game.player.print("FoundGUI: " .. tostring_ex(rocket_count.caption))
            end
        end
    end
end

message("Satelites already orbiting the planet was detected: "..global.rockets_sent)
By the way if you have any questions just ask. Im and most likely others too, are happy to be of help :)!

Re: [Mod 0.12.29] Space Factorio 0.2.2

Posted: Wed Apr 06, 2016 6:52 pm
by Kelmoir
Well, accessing the moon of the planet (for now I just call it mun) you stranded upon is actually one of my goals. But don't ask me how long it will take.
Since I got a full time job, doing quite some other stuff besides that.
And for the transition I aim for some remote controlled "robot", with some quantum teleportation ftl comm uplink there. Thus basically unlock a second map to switch back and forth at will.

And thanks for the scripting help. I'll see, how well I can implement it into my first rocket detection without causing too much spaghetti code.
I'll probably try hanging around in irc, during some time on the weekend, to ask further questions.
I am yet trying to figure out, how the constant combinator works, As I want the manifest to output the missing items.
But the hidden inventory of some fake smart chest would need to be big, later on.

Re: [Mod 0.12.29] Space Factorio 0.2.3

Posted: Sun Apr 17, 2016 1:28 pm
by Simcra
Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then

Re: [Mod 0.12.29] Space Factorio 0.2.3

Posted: Sun Apr 17, 2016 9:30 pm
by jorgenRe
Simcra wrote:Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it.

Code: Select all

if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then
Careful with doing anything with player without checking if player is connected first. I think it was if players(1).connected then continue from here
Or else it might crash during multiplayer game due to player 1 not being connected for some odd reason ;)!