Asteroid Mining

by Silari

Allows sending rockets into space to mine for asteroid bits, which can be refined into raw materials for infinite ores. Includes all 5 vanilla ores, plus Bob's Ores and Angel's support. Now with partial Krastorio 2 support. Advanced Mode (in beta) allows generating resource patches for mining using gathered materials, with rates based on the ore generation settings of the surface. Support for multiple surfaces is included, along with Space Exploration support.

Content
a month ago
1.0 - 2.0
17.9K
Mining

b [DONE] Rocket mining modules are not visible

a month ago

Looking between the assembly machines, the character crafting options, and the rocket silo itself, the mining modules don't seem to be anywhere for me to craft. I think I'm supposed to make one, and send it up as cargo on a rocket to then get materials back?

a month ago

Yes, there should be a mining module available in either their own Asteroid Mining + Chunks tab by default or the intermediates tab, depending on the mod settings. They're shown in one of the pictures in the Information tab.

a month ago
(updated a month ago)

Looking in both the Asteroid+chunk tab, and the intermediates tab, the modules aren't under either. But the crush recipes are under the asteroid+chunk tab

a month ago
(updated a month ago)

Have you researched the rocket silo? The module recipes are unlocked with that tech.

Also, is this an old save, or new for 2.0?

a month ago

Yes, I've researched the rocket silo and got to the point of building space platforms. And this is a new save for 2.0

a month ago

Does the rocket silo tech show it as unlocking the modules? It may be an issue with Space Age - I don't have it so I can't test if anything works with it.

a month ago

No, the tech doesn't display anything about the mining modules.

a month ago

It showed when disabled space-age.

a month ago

It seems registry a machine type, such as a new rocket silo, to perform this mod's mining action with space-age enabled,is a optional idea

a month ago

can confirm, the mod isn't working with space age. in basic mode it shows the chunks in the inventory, in advanced mode it doesn't even show the tab.

The Rocket Silo did change considerably from the pre 2.0

a month ago

I played around with it for a while, and it seems the main issue is the unlock condition, which right now is done by adding the research to the rocket-silo technology. If you replace rocket-silo simply with electric-energy-distribution-1, all the issues regarding unlocking seem to go away.

So my suggestion would be to make a research that has rocket-silo as a prerequisite and then simply use that new research as an unlock condition.
In short:
- add a new technology (in data.lua likely)
- replace rocket-silo with new-technology-name
- aaand ideally also replace subgroup = "raw-material" in processmixed in data.lua with the subchunk variable, such that all the chunks are in the same tab.

a month ago

This should be resolved in the new version - if Space Age is active, all recipes are always available from game start, regardless of the setting thats supposed to prevent that. Best I can do without access to the mod.

Note that the mod will be unbalanced with Space Age - rocket launches are much cheaper in SA, and you're only supposed to get a bit more extra out of each module than the cost of the rocket and module.

a month ago

Thanks for the update. To get the resources, I just need to send the mining module up in the rocket? I just sent a mixed module up as cargo on the rocket, but nothing came back. Perhaps there's still an incompatibility because things work differently between Space Age and non-space-age silos. the Space Age silo has a rocket inventory instead of just a single slot to put a satellite/module in.

a month ago

From what I understand, it should be the send to orbit option, not the one to send it to a platform. Otherwise, it should work and send the items to the landing pad.

a month ago

I used the 'send to orbit' option, but nothing came back, including not to the cargo landing pad.

a month ago
(updated a month ago)

@machotacoman
When i tested my edited version yesterday, a few seconds after the rocket was launched and disappeared, a cargo pod landed in my cargo landing pad with the launch-results. You need to disable "fulfill orbital requests" and then just chuck the asteroid mining item into there and launch it up

@Silari, do you think it is likely that you would get SA at some point? And please chuck the new code onto git if possible :))

a month ago

Balancing-wise though, i believe rocket cost should now be exactly one tenth of what it used to be in 1.0 (if not using foundries), as each of the now 50 rocket parts now only costs 1 blue circ, one low-density and one rocket fuel, so should be one 20th as expensive. I have also chucked the rocket launch cost into factory planner, to get you the costs, in case youd like to look into balancing it. Basically if you run vanilla, a launch costs 474 coal, 2.7k copper ore, 1.4k iron ore, 4.2k light oil, 3.3k petroleum and 875 water. if you make use of foundries, which have a lot of productivity attached, you end up using only 130 coal, 907 copper ore, 31.8 calcite, 683 iron ore, 875 water, 2.9k petroleum and 4.2k light oil.

foundries are locked behind going to vulcanus, sooo it miiight be worth balancing it around the player having foundries. Especially since productivity modules in silos are a thing.

a month ago
(updated a month ago)

I turned off all the check boxes regarding logistics and requests on both the silo and landing pad, and still nothing is returning. I can't find anything called fulfill orbital requests on either the rocket silo nor the cargo landing pad.

EDIT: Okay, I got it to work by activating 'send to orbit automatically'

a month ago

New version should solve the following issues:
- Recipes not unlocked with the Rocket Silo tech. Space Age completely replaces the effects, instead of just making the changes it needs and playing nice. Optional dependency on SA resolves that.
- Resource amounts are now balanced for 2.0 and Space Age. This means each module gives less resources than before, but more than is needed to build a rocket and the module. ANY usage of productivity modules at any stage means a much higher net gain. For Space Age, you only get 50 asteroids from a module to account for the 1/20th cost of the rocket (half as many parts at 1/10th the cost each).
- Mixed asteroid processing is now grouped with the resource specific asteroid processing. Right now, processing those chunks into resources is still in the raw materials category, but I might change that later.

I'll get the 2.0 versions uploaded to github when I can.

I doubt I'll be buying SA anytime soon. I don't have any free income right now due to a number of things in my personal life.

a month ago

kk, thanks for putting in this effort and getting us the new version :D
i hope your personal things brighten up - thanks again for this mod.

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