Enhanced Energy Grid Storage

by Kingdud

Adds higher teir energy storage and satelites which use that storage. Allows Nuclear Energy to be a viable sole-source production method for energy.

Content
3 years ago
0.17 - 1.1
4.32K
Power

i Compatability for Space Exploration

5 years ago

Would it be possible to toggle the space science changes so this could be compatible with Space Exploration?

5 years ago
(updated 5 years ago)

As far as I remember, I left the stock accumulator and satellite in game. I've never used spacex, so what would be needed?

5 years ago
(updated 5 years ago)

Sorry for late response. Space Exploration gives white science packs a new technology, and renames them to Rocket Science Packs.
Edit: Also, vanilla satellites are removed in spacex, so if you add mod settings to disable "Once newer and better battery technology is unlocked, there is no reason to continue to use the older technology. Thus, new satellite blueprints become available which use the newer battery technologies.", it should work.

5 years ago

I gave this about 30 minutes and I haven't figured out how to do it. You're welcome to write a pull request. The source code is on github. I understand if you're not of the developing bent, I'm just saying the option exists if you can utilize it. I'm going to have to dig through random mods until I find one that behaves the way I need it to and has code written in a comprehensible manner (not all of them are...particularly intuitive). Expect a glacial pace of me working on this. Hell, i only ever made this mod so that NuclearRebalance would have something it needed, and it's been a month and I still haven't released NuclearRebalance, which is the mod I actually wanted to create. >.< sigh.

5 years ago

Ouch. I've never really developed a mod before, I had no idea if it would be difficult or not. I'll make sure to check out NuclearRebalance once it's released!

5 years ago

Eh, it's not that hard, I'm just doing other stuff and not the worlds brightest bulb. If I didn't have to make artwork, I'd be far more motivated to work on the nuclear mod. For an understanding of why: to make the code for this mod took, maybe, 2 hours. To make all the graphics for this mod took me around 12 hours. Most of that is because I'm a Blender newbie and have only the most basic understanding of 3D modeling. But...I also have the artistic skill of a dead fish. So, there's that too.

5 years ago

So, i just installed Space Extension Mod (https://mods.factorio.com/mods/LordKTor/SpaceMod) and it doesn't replace the science packs. I didn't see a conflict with my mod. Is it some other mod that's conflicting?

5 years ago

Whoops, I think I might have called it the wrong mod. This is the one I have installed: https://mods.factorio.com/mod/space-exploration

5 years ago

You called it the right thing, I just assumed it was the spacex mod because that was the only one I'd ever heard of. I don't get any runtime errors when I play with the two mods enabled (mine and space exploration). I do see that instead of getting 10k science packs for a deep space rocket launch, you only get 200. You also don't get any navigation data. I'm kinda tempted to say "just ignore the optional satellites and don't use them." but, maybe I'm missing something? I managed to land on another planet and built a bit in space without issues. I really can't find more than a cosmetic problem. Well, and getting the wrong number of science packs, but I'm not going to fix that.

5 years ago

Would it be possible to have a way to toggle the optional satellites in mod settings, just so they're not taking up recipe space?

4 years ago
(updated 4 years ago)

Just put the section that enables thier recipes under
If not mods("space exploration") then end
Probably needs some syntax polish, but there is a condition to see if a certain mod is on.

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