[0.17+] Space Exploration WIP

Topics and discussion about specific mods
User avatar
Earendel
Factorio Staff
Factorio Staff
Posts: 716
Joined: Sun Nov 23, 2014 11:57 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Earendel »

Diedel wrote: Wed May 01, 2019 3:52 pm Just started on my space station, got a few problem with other mods, probably shouldn't use that many with this one, but nothing i couldn't fix.

One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ?
Yes it's "only" the major destruction of the balance, if they are not properly placed within the tech tree. I've added support for Portals and Teleporters so far but have not added support for other teleportation mods yet. If there is a specific one you want just say and I can move that one up on the todo list.
Delanii wrote: Wed May 01, 2019 7:36 pm Hello Earendel!
I am watching this mod closely and the work is just awesome! You even encouradged me to try out blender to start and work on some graphics.
I noticed there is incompatibility with omnimatter. Is it temporary, or definitive?
I understand it might not be in full compliance with mods ideas, but I feel its a loss not being able to play that awesome mod together with yours.
Thank you very much for your kind reply and hard work :)
Regards, Delanii
Thanks, and I am very sorry for exposing you to the horror that is the blender UI.

Omnimatter breaks the planet resource contribution system. In order for the two mods together you'd need different variants of omnimatter that have strong resource biases based on the plane they're from, so a planet could be made to be pretty useless at making copper for example. Maybe it's something Zelos & I can work on later, but I am still far from finished adding features and a long way from having the mod balanced and I think both would be needed first. Probably best to assume they will be incompatible indefinitely... but not impossible.
User avatar
AmatorPhasma
Fast Inserter
Fast Inserter
Posts: 126
Joined: Sat Aug 05, 2017 8:20 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by AmatorPhasma »

Earendel wrote: Wed May 01, 2019 10:36 pm ..I am very sorry for exposing you to the horror that is the blender UI...
you are not on 2.8? :D
TheDreka
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu May 02, 2019 12:17 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by TheDreka »

Absolutely fantastic mod. You've obviously put a ridiculous amount of work into it, and you should be commended.

Sadly, I haven't been able to get on-board with the Robot Attrition dependency. Reading through the thread, all of the explanations for other dependencies make sense for technical reasons, especially during the early stages of development. The Robot Attrition mod seems to be the only one that is mandatory for your own.. "personal" reasons.

To put it bluntly (and not intending disrespect), if I wanted you to balance bots for me, I would install a mod for balancing bots. If I'm installing a mod to explore other maps, I wouldn't expect that to suddenly make my bots worse on the original map. (And I would probably expect an option to nerf or disable the impact to the bots off-world as well, but that's another Pandora's Box of balance issues.) Given that the whole concept of modding this game is to extend it in a manner that the player prefers, this feels a bit wrong to me. I'm obviously not the only one who has felt that way so far.

I really hope at some point (when you aren't in early development of this mod, because it can't be a priority right now) that you reconsider your stance on this. I doubt I'm the only one hesitant to use this mod because of it, and you deserve for everyone to enjoy this spectacular piece of work.

And it is spectacular. Please don't allow my criticism of this one point to subtract from that conclusion.
User avatar
Earendel
Factorio Staff
Factorio Staff
Posts: 716
Joined: Sun Nov 23, 2014 11:57 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Earendel »

TheDreka wrote: Thu May 02, 2019 12:38 am Absolutely fantastic mod. You've obviously put a ridiculous amount of work into it, and you should be commended.

Sadly, I haven't been able to get on-board with the Robot Attrition dependency. Reading through the thread, all of the explanations for other dependencies make sense for technical reasons, especially during the early stages of development. The Robot Attrition mod seems to be the only one that is mandatory for your own.. "personal" reasons.

To put it bluntly (and not intending disrespect), if I wanted you to balance bots for me, I would install a mod for balancing bots. If I'm installing a mod to explore other maps, I wouldn't expect that to suddenly make my bots worse on the original map. (And I would probably expect an option to nerf or disable the impact to the bots off-world as well, but that's another Pandora's Box of balance issues.) Given that the whole concept of modding this game is to extend it in a manner that the player prefers, this feels a bit wrong to me. I'm obviously not the only one who has felt that way so far.

I really hope at some point (when you aren't in early development of this mod, because it can't be a priority right now) that you reconsider your stance on this. I doubt I'm the only one hesitant to use this mod because of it, and you deserve for everyone to enjoy this spectacular piece of work.

And it is spectacular. Please don't allow my criticism of this one point to subtract from that conclusion.
The important thing to realise that that Space Exploration drastically alters the gameplay context which creates additional balances issues that need to be addressed. I could do that within the mod, or I could require a mod that already does the job. It wouldn't be there if it wasn't important.

I reduced the minimum attrition value to 1/1000th of the normal value so people that don't like it can practically disable it for all intents and purposes, but in doing so you know you are intentionally making the game easier for yourself and not playing as intended.
Kloozy
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sat Mar 23, 2019 9:43 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Kloozy »

Earendel,
Just wanted to tell you again this mod is awesome. Finally had time to get far enough along to get to the stars, and its super cool.
Dont let the criticism get ya down, for every critique i bet you have 20 happy gamers that just arent bothering to commend you, or are trying to not clog up your thread for the bug reports.
Anyways keep it up my man!
Delanii
Inserter
Inserter
Posts: 45
Joined: Thu Dec 27, 2018 9:51 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Delanii »

Earendel wrote: Wed May 01, 2019 10:36 pm
Diedel wrote: Wed May 01, 2019 3:52 pm Just started on my space station, got a few problem with other mods, probably shouldn't use that many with this one, but nothing i couldn't fix.

One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ?
Yes it's "only" the major destruction of the balance, if they are not properly placed within the tech tree. I've added support for Portals and Teleporters so far but have not added support for other teleportation mods yet. If there is a specific one you want just say and I can move that one up on the todo list.
Delanii wrote: Wed May 01, 2019 7:36 pm Hello Earendel!
I am watching this mod closely and the work is just awesome! You even encouradged me to try out blender to start and work on some graphics.
I noticed there is incompatibility with omnimatter. Is it temporary, or definitive?
I understand it might not be in full compliance with mods ideas, but I feel its a loss not being able to play that awesome mod together with yours.
Thank you very much for your kind reply and hard work :)
Regards, Delanii
Thanks, and I am very sorry for exposing you to the horror that is the blender UI.

Omnimatter breaks the planet resource contribution system. In order for the two mods together you'd need different variants of omnimatter that have strong resource biases based on the plane they're from, so a planet could be made to be pretty useless at making copper for example. Maybe it's something Zelos & I can work on later, but I am still far from finished adding features and a long way from having the mod balanced and I think both would be needed first. Probably best to assume they will be incompatible indefinitely... but not impossible.
Hello Earendel,
thank you very much for your reply. Adding more features (even a lot more as it seems) sounds absoutely awesome!
About Omnimatter, I expected it as such, on my part it is ok, I think I subside from playing that mod for a while.
As long as were talking further development, I looked over your roadmap. Is it written in chronological order, or just as a list of ToDo stuff? I am aiming again on adding mod compatibility in general, noticed the PostProcessing mod, denoting compatibility with bob and Angels. Given your previous thought about making compatibility with mods adding fusion power, have you considered/are you considering adding compatibiliyt with PyMods aswell?
Regards, Delanii
User avatar
Earendel
Factorio Staff
Factorio Staff
Posts: 716
Joined: Sun Nov 23, 2014 11:57 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Earendel »

Kloozy wrote: Thu May 02, 2019 11:08 am Earendel,
Just wanted to tell you again this mod is awesome. Finally had time to get far enough along to get to the stars, and its super cool.
Dont let the criticism get ya down, for every critique i bet you have 20 happy gamers that just arent bothering to commend you, or are trying to not clog up your thread for the bug reports.
Anyways keep it up my man!
Thanks, I really appreciate it.
Delanii wrote: Thu May 02, 2019 11:19 am Hello Earendel,
thank you very much for your reply. Adding more features (even a lot more as it seems) sounds absoutely awesome!
About Omnimatter, I expected it as such, on my part it is ok, I think I subside from playing that mod for a while.
As long as were talking further development, I looked over your roadmap. Is it written in chronological order, or just as a list of ToDo stuff? I am aiming again on adding mod compatibility in general, noticed the PostProcessing mod, denoting compatibility with bob and Angels. Given your previous thought about making compatibility with mods adding fusion power, have you considered/are you considering adding compatibiliyt with PyMods aswell?
Regards, Delanii
It is roughly in chronological order, but then some things are grouped conceptually and then there are comments / notes at the bottom, so it is quite a rough order. It is basically my todo list still.

I will be adding PyMods comparability unless there are major problems trying to do so.
kingarthur
Smart Inserter
Smart Inserter
Posts: 1463
Joined: Sun Jun 15, 2014 11:39 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by kingarthur »

Earendel wrote: Thu May 02, 2019 1:50 pm
I will be adding PyMods comparability unless there are major problems trying to do so.
If you have any issue with that when ever you do it feel free to hit me up I can fix any internal issues on pymods side of things.
TheDreka
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu May 02, 2019 12:17 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by TheDreka »

Earendel wrote: Thu May 02, 2019 8:13 am I reduced the minimum attrition value to 1/1000th of the normal value so people that don't like it can practically disable it for all intents and purposes, but in doing so you know you are intentionally making the game easier for yourself and not playing as intended.
I suppose that's a fair compromise, thank you. I did read about that adjustment earlier in the thread. I would still prefer to actually disable it (at a minimum on Nauvis), but you appear to feel this is a significant balance issue so I won't push.

For future reference, I just wouldn't expect the complaint to go away with an explanation like not using Bot Attrition is "making the game easier for yourself and not playing as intended" when you're talking about an already modded experience. I know there's a segment of the player base that considers anyone who uses mods to be playing on "easy mode" to begin with. Hearing that kind of remark on the modded side is a bit disappointing.

Still, you've made a lot of kick-ass mods to begin with so you know what you're doing better than I. ;) And sorry for "clog[ging] up your thread for the bug reports" with this criticism, other than the Discord this seemed to be the only other appropriate avenue.
User avatar
Light
Filter Inserter
Filter Inserter
Posts: 678
Joined: Mon Oct 10, 2016 6:19 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Light »

I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse.

We're planning to play together during the summer months when our kids are out of school, so they may join us in exploring the galaxy that you've created. They're excited to colonize their own planets too, but they must wait until after their exams even if it's released before July.
orzelek
Smart Inserter
Smart Inserter
Posts: 3923
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by orzelek »

I was working on RSO today to make it compatible with Space Exploration and I have a version that works.
I have run into a bit of a problem with they way that planets are differentiated currently and they way that RSO uses map generation settings.

It seems that you are mainly modifying frequency of resources while only slightly touching size and richness. And since frequency has different meaning in RSO most of planets end up pretty devoid of resources. And for asteroid belts it's like playing lottery - chance for RSO to hit islands is minimal :D

I think I'd need to somehow translate those changes to map settings for RSO use. And it seems that for asteroid belts I could maybe cheat a bit and spawn asteroid under the resource automatically to get at least some of them up on the map.

I would also be interested in one additional feature - do you have some concept of difficulty/distance for planets that would make resources on them more rich? If something like that exists it could help me to have your mod give some hints to RSO to applly during resource generation.
It would be also pretty useful to know the planet size somehow so that I could potentially automatically reduce region size for smaller planets to make sure that at least few patches will spawn.
Delanii
Inserter
Inserter
Posts: 45
Joined: Thu Dec 27, 2018 9:51 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Delanii »

Earendel wrote: Thu May 02, 2019 1:50 pm
Kloozy wrote: Thu May 02, 2019 11:08 am Earendel,
Just wanted to tell you again this mod is awesome. Finally had time to get far enough along to get to the stars, and its super cool.
Dont let the criticism get ya down, for every critique i bet you have 20 happy gamers that just arent bothering to commend you, or are trying to not clog up your thread for the bug reports.
Anyways keep it up my man!
Thanks, I really appreciate it.
Delanii wrote: Thu May 02, 2019 11:19 am Hello Earendel,
thank you very much for your reply. Adding more features (even a lot more as it seems) sounds absoutely awesome!
About Omnimatter, I expected it as such, on my part it is ok, I think I subside from playing that mod for a while.
As long as were talking further development, I looked over your roadmap. Is it written in chronological order, or just as a list of ToDo stuff? I am aiming again on adding mod compatibility in general, noticed the PostProcessing mod, denoting compatibility with bob and Angels. Given your previous thought about making compatibility with mods adding fusion power, have you considered/are you considering adding compatibiliyt with PyMods aswell?
Regards, Delanii
It is roughly in chronological order, but then some things are grouped conceptually and then there are comments / notes at the bottom, so it is quite a rough order. It is basically my todo list still.

I will be adding PyMods comparability unless there are major problems trying to do so.
Thank you very much sir!
Kingarthur is definitely the man for the job, but if I could do anything on the testing side, feel free to contact me.
Regards, Delanii
User avatar
Earendel
Factorio Staff
Factorio Staff
Posts: 716
Joined: Sun Nov 23, 2014 11:57 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Earendel »

Light wrote: Thu May 02, 2019 9:20 pm I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse.
It was pretty low down on the priority list, but as you have a strong interest in this feature I can move it much higher up. I can't really give an estimated date right now because, to be honest, it involve some things I've never had to deal with before so I have no idea what is involved or how long it will take. Also it is often a struggle to find people to help with multiplayer testing.
orzelek wrote: Thu May 02, 2019 9:55 pm I was working on RSO today to make it compatible with Space Exploration and I have a version that works.
I have run into a bit of a problem with they way that planets are differentiated currently and they way that RSO uses map generation settings.

It seems that you are mainly modifying frequency of resources while only slightly touching size and richness. And since frequency has different meaning in RSO most of planets end up pretty devoid of resources. And for asteroid belts it's like playing lottery - chance for RSO to hit islands is minimal :D

I think I'd need to somehow translate those changes to map settings for RSO use. And it seems that for asteroid belts I could maybe cheat a bit and spawn asteroid under the resource automatically to get at least some of them up on the map.

I would also be interested in one additional feature - do you have some concept of difficulty/distance for planets that would make resources on them more rich? If something like that exists it could help me to have your mod give some hints to RSO to applly during resource generation.
It would be also pretty useful to know the planet size somehow so that I could potentially automatically reduce region size for smaller planets to make sure that at least few patches will spawn.
I think that spawning asteroid under the resource is a great idea, but there are some considerations that should be taken based on the zone type.

In general size and richness are heavily modified, frequency is standardised in space and scaled with the body radius on planets / moons.

Space:
Non-space resources have a size and richness of 0 so they should not spawn. All resources have a frequency of 4 so that there is a better chance of coinciding with an asteroid.

Asteroid fields: Resources should be relatively high but mainly focused on 1 resource type, the asteroid field extends far in X and Y, so wherever the resources spawn that is fine. The resource values are: size between 3 and 5 for the primary resource, or 1 and 3 for other resources, richness between 1.1 and 2.1 for the primary resource, 0.1 and 1.1 for other resources.

Asteroid Belts: Resources are relatively high and are not specialised to 1 resource type, they have a good mix. Asteroids extend far in the X direction, but quickly falls away in the Y direction. Asteroids are less likely outside of the -200 to 200 range. The resource values are: size between 3 and 5, richness between 1.1 and 2.1.

Orbits: The primary resource is the same as the planet resource if it is a space-valid resource (not coal or oil) otherwise it is a random space resource. The resource values are: size between 1.5 and 2 for the primary resource, or 0.5 and 1.5 for other resources, richness between 0.8 and 1.4 for the primary resource, 0.05 and 0.6 for other resources.

Spaceship space: Should not have any resources.

Other space zones: there is a very narrow band of about 25 units where asteroids can spawn but they are rare. The resource values are the same as asteroid fields, but there are so few asteroids that the values end up way lower.

The asteroid probability penalty is controlled by the formula that is approximately: 1 - math.abs(Y)) / planet_size.size_multiplier
Where Y is the Y position, planet_size is the mapgen setting "planet-size" and size_multiplier is the the control's size.

The real asteroid placement formula is at the bottom of prototypes/phase-3/noise-programs.lua

Planets:
Resource frequency is based on the planets size. Smaller planets (moons) have resource patches closer together. There is some additional variation in the per-resource frequency to mix things up a bit.

Frequency is between 0.6 and 1.5, but this is further lowered for big planets and increased for moons.

Size is between 1 and 1.6 for the primary resource, and between 0.05 and 0.6 for other resources.

Richness is between 0.8 and 1.4 for the primary resource, and between 0.05 and 0.6 for other resources.

Remote Interfaces:

At the bottom of the control.lua there are some interfaces. most of them are for debugging, but there is one for get_zone_from_surface_index. It is not well tested but returns the zone data for the surface (if any). The returned data has the zone type, primary resources, intended resource controls, and other things.
orzelek
Smart Inserter
Smart Inserter
Posts: 3923
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by orzelek »

Thanks for the detailed description. I think that using that remote interface will be the key to get some decent spawning rules especially for asteroid belts/fields where I would add tiles below resources to actually get them to spawn.

One thing that puzzles me a bit - I seen frequency values modified up to 20-something values.
And for size and richness you have very low multipliers. While size is a bit dangerous to go to high with RSO richness is the problematic one.
I'm not sure if very high frequency values will compensate for that but in base game richness increases significantly with distance from center of map. In your planet space that distance is not that big on any of the planets - loss of richness is pretty significant. It might be by design to force players to travel a lot for resources :D
I think I'll need to translate frequency values to richness in some way for RSO. And maybe multiply the speed to make it a bit larger - once you go to values blow 50% or so for size RSO patches become really tiny. And since actual richness goes down with size they also get pretty small.

Since I didn't really play the mod (just using the remote call to launch satellites) it's pretty difficult for me to figure out how much resources on a planet you'd need to actually make it viable to go for them.
Currently with just using raw values from map gen settings RSO creates really small amounts of resources per planet - mainly due to size multipliers and lack of significant richness multipliers.
ClubPetey
Burner Inserter
Burner Inserter
Posts: 8
Joined: Sat Mar 28, 2015 10:15 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by ClubPetey »

Mod looks really cool, but I'm unable to load it. I'm getting a cyclic tech-tree error. I do have a lot of mods loaded, so if this isn't caused by your mod, could you point me in the right direction to find the offending mod?

Thanks
-pete

SE v 1.36
Factorio v 17.35
SE-error.png
SE-error.png (22.62 KiB) Viewed 8451 times
User avatar
Light
Filter Inserter
Filter Inserter
Posts: 678
Joined: Mon Oct 10, 2016 6:19 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Light »

Earendel wrote: Fri May 03, 2019 10:43 am
Light wrote: Thu May 02, 2019 9:20 pm I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse.
It was pretty low down on the priority list, but as you have a strong interest in this feature I can move it much higher up. I can't really give an estimated date right now because, to be honest, it involve some things I've never had to deal with before so I have no idea what is involved or how long it will take. Also it is often a struggle to find people to help with multiplayer testing.
It would mean a lot to us. We also understood that it would take a fair bit of time, which is why we're not really planning our final family game until late June when we can all get together as a large group for the summer vacation.

Other parents may also intend to do the same with their kids. If we could help in any way to ensure a fun Factorio filled summer, then feel free to let us know.
doktorstick
Fast Inserter
Fast Inserter
Posts: 219
Joined: Fri Aug 12, 2016 10:22 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by doktorstick »

Howdy.

I've been playing the mod for about a week. I've only just launched a few satellites. I avoided all the space tech because I assumed (and not too far from the mark), that it was going to take some effort for the production chain. What follows are a small collection of things I've noticed or questions I have. All-in-all I'm impressed at the quality and stability of the mod. Congrats on that, well done.

The meteor notification is a godsend; thanks for that. As for the interval, in the changelog for version 0.1.32, it has written Increased default meteor interval to 20 minutes. Does this apply for current saves? It feels like I'll get them back-to-back. Then again, Factorio is one of those games where time just slides on by...

If it's not on your list and in your copious spare time, could you cleanup the meteors in the water? They sit there like black blobs as if the oceans and lakes have no depth. And on the topic of meteors, they don't appear to have a collision box. I can drive right through them and my trains are unaffected by them.

If the long-range transmission entities could rotate more smoothly, that would be great. I often think my factory doesn't have enough power when I see them.

I haven't grokked "Orbit" and why there's multiples of them (obviously, I mean in terms of the game ;) ). I'm inferring that it's the only place space science can be done. Is it also intended for me to scroll around searching for something interesting? Do space stations serve other practical purposes (like a mandatory staging before landing on other planets such as building a station in the orbit of a planet before making planetfall on *that* planet)? Again, I've only launched satellites so I may be jumping the gun on my questions. I did notice that in Nauvis orbit there was a preconfigured space station.

I have built the cargo launch pad, but haven't started the production chain to fuel/equip it. However, when I place it down, a big-ol honkin' UI pops up in the upper-left that I cannot see how to dismiss it (short of mining the said cargo launch pad). I didn't see a shortcut key in the options. What am I missing?

I don't have much in the way of balance feedback as of yet; the couple of items I was going to write about appear to be changed (for instance, construction bots and mk2 roboports). One thing I'll add is that launching a satellite and cargo pod--for mid(?)-game techs--is a bit steep. My one suggestion would be to cut processing units for them (i.e., as ingredients to sub-components); we went to the moon without that level tech (and we have little robots flying around the map without that tech-level, too).

Enjoying the mod, cheers!
/ds
Diedel
Inserter
Inserter
Posts: 30
Joined: Wed Jul 06, 2016 8:03 pm
Contact:

Re: [0.17+] Space Exploration WIP

Post by Diedel »

So, played a bit more and i am currently working on the antimatter tech. I have no idea how the spaceship works, haven't really looked into that yet.

Overall very impressed so far. I disabled the attrition for now. I like the idea, but the constant damaged spam gets a bit annoying over time.

What is the "end game" way to supply the space station, as the cargo rocket takes a lot of manual loading to get the things up i want to, especially as i haven't found a way to have the rocket parts not get into the cargo yet. I am currently exploiting the bulk teleport, that would be a nice way, if it didn't think the orbit is 100m away.

The meteor notification is great, but i haven't seen the defense fire at it so far according to the pop-up, but i didn't seem to have taken any damage since i built it, so maybe a bug on the pop-up ?

And one actual bug: I can't craft the bio-combustion-resistance-data, as far a i can tell it is missing in the technology unlock, the recipe and assemble looks fine. And can you make the super computers upgrade-able or is there a reason to not have them be able to ?
User avatar
Earendel
Factorio Staff
Factorio Staff
Posts: 716
Joined: Sun Nov 23, 2014 11:57 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Earendel »

ClubPetey wrote: Sat May 04, 2019 9:09 am Mod looks really cool, but I'm unable to load it. I'm getting a cyclic tech-tree error. I do have a lot of mods loaded, so if this isn't caused by your mod, could you point me in the right direction to find the offending mod?
I'm releasing an update for the postprocess mod that should fix that.
Light wrote: Sat May 04, 2019 9:27 pm
Earendel wrote: Fri May 03, 2019 10:43 am
Light wrote: Thu May 02, 2019 9:20 pm I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse.
It was pretty low down on the priority list, but as you have a strong interest in this feature I can move it much higher up. I can't really give an estimated date right now because, to be honest, it involve some things I've never had to deal with before so I have no idea what is involved or how long it will take. Also it is often a struggle to find people to help with multiplayer testing.
It would mean a lot to us. We also understood that it would take a fair bit of time, which is why we're not really planning our final family game until late June when we can all get together as a large group for the summer vacation.

Other parents may also intend to do the same with their kids. If we could help in any way to ensure a fun Factorio filled summer, then feel free to let us know.
It would help to have a clear outline of how you'd like the player/planet distribution to work. The intention of different planets for players was mainly for PVP, different enemy teams could start on a different planets. It sounds like you'd want it to potentially be more cooperative.

Would you want to put every player on a different planet?

Would would every player be on their own force?

Each player starting planet would be around a different star to make it fair, but that would limit it to 30 starting planets max, is that enough?

Are starting planets around different starts too far away?

If you'd like to help the most helpful thing would be to join my discord and sign up for the tester role so you can participate in multiplayer testing. The biggest struggle I have is finding players to jump onto a test game for a few minutes so I can test a specific multiplayer feature or bug (like desync issues).

doktorstick wrote: Sun May 05, 2019 4:57 am The meteor notification is a godsend; thanks for that. As for the interval, in the changelog for version 0.1.32, it has written Increased default meteor interval to 20 minutes. Does this apply for current saves?
The change will take effect unless the setting was manually changed. I am planning on increasing the interval for the first few hours early game. There are also new defences with a limited range.
doktorstick wrote: Sun May 05, 2019 4:57 am If it's not on your list and in your copious spare time, could you cleanup the meteors in the water? They sit there like black blobs as if the oceans and lakes have no depth. And on the topic of meteors, they don't appear to have a collision box. I can drive right through them and my trains are unaffected by them.
I had to remove the collision otherwise the ghost of destroyed structures can't be placed. Being able to drive over hem is less bad than the other options. I can remove them from water.
doktorstick wrote: Sun May 05, 2019 4:57 am If the long-range transmission entities could rotate more smoothly, that would be great. I often think my factory doesn't have enough power when I see them.
It looks a bit weird when it moves any faster. I'd have to add more frames to make it faster but it already has 64.
doktorstick wrote: Sun May 05, 2019 4:57 am I haven't grokked "Orbit" and why there's multiples of them (obviously, I mean in terms of the game ;) ). I'm inferring that it's the only place space science can be done. Is it also intended for me to scroll around searching for something interesting? Do space stations serve other practical purposes (like a mandatory staging before landing on other planets such as building a station in the orbit of a planet before making planetfall on *that* planet)? Again, I've only launched satellites so I may be jumping the gun on my questions. I did notice that in Nauvis orbit there was a preconfigured space station.
There will be more stuff in other orbits later but there is not much now, but mainly it is so you can have a staging are over any planet you need it.
doktorstick wrote: Sun May 05, 2019 4:57 am I have built the cargo launch pad, but haven't started the production chain to fuel/equip it. However, when I place it down, a big-ol honkin' UI pops up in the upper-left that I cannot see how to dismiss it (short of mining the said cargo launch pad). I didn't see a shortcut key in the options. What am I missing?
If you open any other entity (including yourself) it should disappear, so you can just press e to close the window.
doktorstick wrote: Sun May 05, 2019 4:57 am I don't have much in the way of balance feedback as of yet; the couple of items I was going to write about appear to be changed (for instance, construction bots and mk2 roboports). One thing I'll add is that launching a satellite and cargo pod--for mid(?)-game techs--is a bit steep. My one suggestion would be to cut processing units for them (i.e., as ingredients to sub-components); we went to the moon without that level tech (and we have little robots flying around the map without that tech-level, too).
I'm continuing to make changes like that, for example the satellite rocket is continuing to get cheaper in a series of small changes. I will be adding some upgrades of items that will mean other things will get redistributed earlier into the tech tree.
Diedel wrote: Sun May 05, 2019 5:40 am What is the "end game" way to supply the space station, as the cargo rocket takes a lot of manual loading to get the things up i want to, especially as i haven't found a way to have the rocket parts not get into the cargo yet. I am currently exploiting the bulk teleport, that would be a nice way, if it didn't think the orbit is 100m away.
You can use a wire from the rocket silo to the inserter. Cargo rocket section < 100
The late game automated logistic options will be antimatter rockets, and teleportation mods if installed (but then need to be properly balanced and require the hidden teleportation tech after deep space science).
Currently you have rocket fuel rockets and spaceships, although you can't fully automate spaceship logistics.
Diedel wrote: Sun May 05, 2019 5:40 am The meteor notification is great, but i haven't seen the defense fire at it so far according to the pop-up, but i didn't seem to have taken any damage since i built it, so maybe a bug on the pop-up ?
Which defence are you using? that sounds like a bug.
Diedel wrote: Sun May 05, 2019 5:40 am And one actual bug: I can't craft the bio-combustion-resistance-data, as far a i can tell it is missing in the technology unlock, the recipe and assemble looks fine. And can you make the super computers upgrade-able or is there a reason to not have them be able to ?
I will take a look at those. The supercomputers were not upgradeable because the code for them was written before that was possible - one of the problems with the mod taking so long to make.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [0.17+] Space Exploration WIP

Post by Airat9000 »

Find bug.

:(

red and not work
2019-05-05_16-21-44.png
2019-05-05_16-21-44.png (131.78 KiB) Viewed 8308 times
2019-05-05_16-22-11.png
2019-05-05_16-22-11.png (154.19 KiB) Viewed 8308 times
and message
Previously, a message came out that you were on such a planet, now I don’t have them.
2019-05-05_16-25-46.png
2019-05-05_16-25-46.png (1.08 MiB) Viewed 8308 times

Space Exploration Postprocess (Required)
work technology
or
Space Exploration not message and technology
Post Reply

Return to “Mods”