[MOD 0.15.x] Mining Space Industries

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steinio
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Re: [MOD 0.15.x] Mining Space Industries

Post by steinio »

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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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...
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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Re: [MOD 0.15.x] Mining Space Industries

Post 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. :)
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Re: [MOD 0.15.x] Mining Space Industries

Post 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 ! ;)
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Re: [MOD 0.15.x] Mining Space Industries

Post 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!
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Re: [MOD 0.15.x] Mining Space Industries

Post 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?
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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!
Last edited by pjf on Fri Apr 13, 2018 1:23 am, edited 3 times in total.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
Thanks for your feedback. Good to know you are enjoying those crazy ideas. :D
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 =)
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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 :P
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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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 ?
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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Re: [MOD 0.15.x] Mining Space Industries

Post 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.
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