Lunar Landings


A small overhaul which expands the factory onto Nauvis' moon: Luna.

Overhaul
a month ago
1.1
3.28K
Logistics Environment Mining Manufacturing

i Logistic chests on Luna

4 months ago

I must say when my power grid on Luna was insufficient, building nuclear reactor seemed like a good idea, considering one of the few interesting things this mod does provide is steam condenser. But after sending all required parts for for it, along with building whole robo network to build it, only to discover you for some đ€@}Ł$ß reason cant use requester and active provider chest on Luna, WITHOUT it being said so ANYWHERE really pissed me off.
Even before i found it hard to progress on Luna, since all this mod did was complicate end game, without actually rewarding me with any fun toys like SE does (pylons, robocharger, better beacons, elevator, plenty of ways to kill biters, etc). But this completely killed any remaining drive i might have had.

4 months ago

It does say in the requester chest’s tooltip, and if it doesn’t then it is probably the Extended Descriptions mod overwriting it, which was fixed in the update a few days ago.

The intention is to give Luna its own challenges, and make it feel a little different. However I am planning to re-allow bot logistics on Luna but with a special roboport that requires more energy and oxygen to function, and special bots with ion thrusters. This should discourage large scale bot use without removing it entirely.

As for fun toys, I’m always open for suggestions! I’m currently planning a teleportation equipment module and a Luna -> Nauvis weapon.

4 months ago

While it is written in the tooltip, I missed that as well, because I didn't expect them to not work. After all the other chest do work and it doesn't make sense these don't. though if there was a special tech for luna, that would become harder to miss.
Though I don't get why you want to limit bot use. It already has downsides. Light bot users would probably get annoyed if they are made too 'discuraging' and heavy users would probably just crank up their infrastructure and use them anyway.
I hope there'll be teleportation makes nauvis/luna logistics better. Currently i'm annoyed because it makes mixed deliveries too hard/annoying. I'd need a circuit that makes sure it perfectly inserts only full stacks. I think a full + timeout option for silos would be good to have. Being able to set a custom timer that'll start once it's full, which will be reset if something is added, would allow avoiding mixed deliveries getting stuck.
For teleportation of have some ideas. Paired warehouses and gates, that use charges (over the power grid and maybe allow setting priority so one can e.g. make them run on exess power) to transport their contents or trains for the gates. Maybe make them dependend on big ''beacons' that need to be paired to each other, if you don't want them to be too freely placeble.
A direct connetion for trains like SE space elvevators allow wouldn't work here, so maybe make some kind of space in between (like the mod that adds buildings you can make factories in) that allowes both rail types to exist. That way people can build a custom depot that'll connect both surfaces' train networks. Maybe make the depot modular, so one can expand them to their liking. People that like making long ass trains would probably be disappointed if they were limited to 'short' depos. Allow free placing of exits/entrances so one can freely make one or two way rails to their liking.

4 months ago

yeah like author wrote the problem was Extended Descriptions. So i really didnt see it even on the chest itself.

But also like Al93we wrote. Even in SE, even on places with high robot attritions all one have to do is increase robot production.

It was really what broke the camels back. For example i can understand the need for oxygen on the production line. I can even understand having to place production building on the special surface? so why not to combine the two and have all production building in some sort of "production hall" filled with oxygen. Have walls and building that will consume x amount per second per tile.
But having he only source of oxygen from rock, when we already need to have water on the surface is ..... weird.
why do assemblers need oxygen but smelters dont? Or boilers that actually burn stuff to heat water? stuff like these.
and at the end of it all you make few tips in tip menu about stuff, but the really important parts like about bots, is not there.

i may check this mod in a years or so after its closer to finished version, but right now, i just cant play it anymore.

4 months ago

Robot attrition, don't like the concept and tried to turn it off, sadly it doesn't allow to set it to 0. Here I was 'lucky', all I wanted to do was have a chest pull all the random stored moon rocks to it to feed it into furnaces. Still an inconvinience though, as using request capable chests is more reliable/convinient for 'sortiong random stuff back into the factory' systems. It'll be annoying if I want to clean up the storage.
Having rooms instead of 'beacons' might be better or maybe just make them a more advanced option. Though I'd be really annoyed if the room itself used oxygen for existing. It's not like the floors and walls breathe. At best having an high initial draw to fill said room would make sense, after which it''ll only eat what the machines use.
Also yeah we got ice, but make oxygen from weird moon rocks, weird indeed. It would make more sense to have to process water into oxygen, while venting and/or processing the hydrogen.
Speaking if venting, I feel having byproducts or multiple products needs a way to erase overflow. It always bothers me if I don't have an automated way to handle that. Taking vanilla oil as example, sure it'll work, as long as you use enough petrolium that is. Only a minor issue, at least so far, as it seems at least for science it'll need more of the stuff it makes as byproduct. Though I don't have that running properly yet as I need to fix my rocket system.
Didn't even realise the fuel powered buildings work on luna, as I didn't even concider using them there. I prefer the electric ones even without having to bother sending fuel with rockets. If they actually work there without oxygen, that's not weird, that's pretty much breaking the mods setting, which implies lack of oxygen, which means no combustion.

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