Age of Production


Adding new machines to Space Age for more variety and bigger production!

Content
26 days ago
2.0
13.3K
Factorio: Space Age Icon Space Age Mod
Combat Mining Fluids Manufacturing

b [Non-Issue]Core mining is created nowhere

1 year, 5 days ago

I just checked out the mod and realized that this is exactly what I needed. But the ore mining drill is created under pressure that does not exist on other planets. To be more precise, you did not touch this parameter.

1 year, 5 days ago

What do you mean? Its crafted on Vulcanus. And in the Maraxsis Trench if Maraxsis is installed

1 year, 5 days ago

Maraxis is installed. But when I look at the recipe, I see that it can't be created anywhere. I look at other recipes - planets and density are indicated there.

1 year, 5 days ago

Just checked the code and its correct in both cases, i dont know what the problem is

1 year, 5 days ago

If Maraxsis didnt change the Trench's pressure then everything should be correct
I do not know what is going on

1 year, 5 days ago

Nope the pressure is correct
Could you send a screenshot maybe?

Idk what is causing this i havent touched on the Maraxsis compat code in a while

1 year, 5 days ago

It should be craftable in the Trench
Try?

1 year, 5 days ago

Sorry... Trench? I don't quite get it.

1 year, 5 days ago

By the way, I just noticed that you can add AI modules and accelerators to all new buildings.This is from the Mushine mod. The problem is that these modules are debuff-free.Therefore, any one building can be accelerated to a production speed of hundreds of units...

1 year, 5 days ago

The trench, the deep part of maraxsis

1 year, 5 days ago

The moshine thing is fine, modules work like that

1 year, 5 days ago

As for Maraxis, we'll try later. It's really unavailable now (we haven't gotten around to it yet).
About modules... I mean that they can be inserted into all buildings added Age of Production. And taking the transmitter, any other building can be accelerated to impossible speeds thanks to them.

1 year, 5 days ago

After all, in all our buildings, speed modules 1-3, energy efficiency modules 1-3 are available, in some recipes, productivity 1-3 and quality 1-3 are available. But in new buildings we can add AI modules that will speed up any building by thousands of percent.

1 year, 5 days ago

Thats literally how modules work i cant do anything about it and its not an issue
The quantum stabilizer literally is an op beacon i really dont mind modules without debuffs.
Still, could you go in the maraxsis tech tree and look for deep sea research? Those recipes are also made in the trench and i wanted to verify if they did show the trench icon or not
Because if they don't there's no problems with the core miner

1 year, 5 days ago

https://drive.google.com/file/d/17d-vKCJGHwd5kOdrq_O3Z3on-KjudPP5/view?usp=drivesdk

This is exactly it, the transmitter from Maraxis It is created on it. And yes, it says 200000-400000 GPa.

1 year, 5 days ago

This isnt what i asked, the icon should be a bottle with something in it

1 year, 5 days ago

https://drive.google.com/file/d/17oc78vKkOMpVYZyvK6Rz58Sg7ktpspt-/view?usp=drivesdk

I think I understand what you were talking about. Are these new research pack recipes for Maraxis?

1 year, 5 days ago

Yes, crafted in the trench like the Core Miner

1 year, 5 days ago

They really don't have an icon and also require 400,000 GPa.

1 year, 5 days ago

They have the same surface condition therefore my mod works

1 year, 5 days ago

Then it's more likely some kind of game bug that I didn't know about. It seems to display >/< instead of =>/<=

1 year, 5 days ago

No, its correct. The game asks for a minimum and a maximum in surface conditions, doesnt ask for a >/< condition. Maraxsis must have removed the icon for the Trench.
Still
The code works so there's no issue

By the way, i saw you're playing in i think Russian (sorry if its another cyrillic using language i dont know them). If so there's a mod that adds a translation for things in my mod: https://mods.factorio.com/mod/RU-Translate-for-couple-mods

1 year, 5 days ago

Yes, indeed, there is already a translation. Thanks for the tip.

I want to say something about modules. Mushine adds the "ai-speed" module category. And yes, it is true that your prototypes Your buildings do not have this mention there. But I think it would be more correct to correct this.

1 year, 5 days ago

Ill see what i can do

1 year, 5 days ago

Add to each building "allowed module categories", As it is done with everything else. For you this value is empty, so AI cores can be placed in your buildings. At the same time, you may want to reconsider the productivity balance, for example, for some buildings.

1 year, 5 days ago

I was just looking for the difference between other mod buildings and yours and came to this conclusion. I think it will help you.

1 year, 4 days ago

AI core from Moshine are not normal modules, they're only used in one Moshine building. They're not intended for any other machine. Don't just say stuff without knowing please.

1 year, 3 days ago

https://drive.google.com/drive/folders/18NH5LA1Fp0J2TR9G1FqHE3MDbFiMfh7-

Please, check this. Any buildings that will not have the parameter "Allowed module categories" are doomed to make the same mistake.

1 year, 3 days ago
(updated 1 year, 3 days ago)

I specifically compared several different buildings and unrelated mods, as well as the base building. Supercomputer and processor from Moshine.

All buildings except yours support only 4 types of modules, while you have 5, including the unnecessary one. Please add parameter "Allowed module categories" to all your buildings.

1 year, 3 days ago

idk what u mean they have that in the code. regardless, i checked with moshine and they dont allow ai cores so its not an issue

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