Space Expeditions deprecated

by aza1810

Discover asteroid fields, establish mining expeditions, strip-mine rich deposits, and evacuate before they collapse.

Content
a month ago
2.1
6
Factorio: Space Age Icon Space Age Mod
Planets Transportation Environment Mining

Changelog

Version: 0.8.0
Date: 13-09-2026
  Changes:
    - Military outpost bigger interior layouts can appear.
    - Military outpost exteriors can be different layouts.
    - Interior corridors are now longer seperating rooms with gates.
    - Rocket turrets and railguns spawn on the exterior only, not inside the facility.
    - Interior loot chests are indestructible.
    - After clearing an outpost plays an alarm and prints to chat instead of asteroid-field warnings.
  Bugfixes:
    - Destroying the command core no longer destroys the rest of the facility turrets.
Version: 0.7.2
Date: 12-09-2026
  Changes:
    - Expeditions inherit solar power, day-night cycle, gravity, pressure, magnetic field, robot energy, and heating from their linked planet.
    - Uranium expeditions now use base-game uranium ore (sulfuric acid mining), not a custom clone.
Version: 0.7.1
Date: 12-09-2026
  Bugfixes:
    - Improved per tick performance for military outpost interiors.
Version: 0.7.0
Date: 09-09-2026
  Changes:
    - Military outpost chests loot no longer includes armor.
    - Military outpost chests can roll fish.
    - Abandon instantly removes an expedition when no one is on its surfaces and no platforms are at or travelling to the expedition.
  Bugfixes:
    - Military outpost lamps belong to the enemy force and no longer leave player construction ghosts for bots to rebuild.
    - Resource remaining counts only the declared target ore (sulphuric geysers no longer inflate progress).
    - Passenger cargo pods recover the player and fail closed if destination assignment fails.
    - Surface deletion keeps ownership and retries when delete_surface does not queue.
    - Dungeon surfaces are unregistered only after deletion is successfully queued.
    - Scanner load entities resolve by unit number.
    - Hub GUI refresh no longer double-runs timer refresh each second.
    - Partial build refunds spill leftover items near the hub when inventory is full.
    - Clearance checks consider all players on owned surfaces, not only the owning force.
Version: 0.6.0
Date: 07-09-2026
  Features:
    - Send all tickbox on the expedition hub sends every item to an orbiting platform, regardless of that hub's logistic requests.
    - Abandoned Military Outposts: Facility generator in a random interior room. Destroying it cuts power.
    - The vault entrance is a locked facility gate until the command core is destroyed.
    - API for Better Achievements (scans, visits, military, cargo, wormholes, and related counters).
  Bugfixes:
    - Cargo hub no longer shows a no-power alert when only local power is available.
    - Cargo bays attached to the expedition hub now launch pods.
    - Entering a military room no longer crashes when the loot RNG seed is larger than 32 bits.
    - Vault entrance seals with a wall or gate. No longer destroys a placed wall to swap in a gate (that left the opening empty when the gate failed).
    - Vault gaps are re-checked while the commander is alive and missing barriers are filled.
    - New dungeon generation resets boss-defeated so a prior run cannot leave the vault unlocked.
    - Destroying the command core now finishes the objective.
    - Command core is the radar again. Destroying the laser turret on it detonates the radar.
    - Vault gates open after the command core is destroyed, even if facility power is down.
Version: 0.5.0
Date: 06-09-2026
  Features:
    - Abandoned Military Outposts are now two-phase expeditions: an exterior installation and a separate procedural interior dungeon over void.
    - Military interiors generate from a validated room graph (start, combat, optional branches, boss, reward vault) with planet-themed tiles and defences.
    - Facility entrance/exit hatches move players between the exterior and interior. The dungeon map reveals room by room.
    - Destroying the tracked command unit unlocks the vault and starts the existing collapse timer so the site must be evacuated.
  Bugfixes:
    - Player-built Deep Space Scanners register immediately again (merged duplicate on_built_entity / script_raised_built handlers).
    - Expedition cleanup no longer wipes asteroid chunks or floor items on orbiting platforms only the expedition surface is purged.
    - Pause Miners is applied on toggle and when drills are built, not rescanned every cargo tick.
    - Military Command Core completion now matches the stored unit number so unrelated radars cannot finish the objective.
    - Entering a military facility no longer crashes; interior lighting uses the existing orbital power feeder helper.
    - Military interiors use a black void instead of the space starfield. Dungeon walls and void block mech armor flight.
    - Room chests are no longer owned by the hostile force; they unlock after that room is cleared.
    - Military interior walls are indestructible.
    - Interior bulkheads block turret and player fire; laser beams no longer cut through walls.
    - Interior room chests get loot on spawn. Empty chests in an already generated facility fill when you enter the room.
    - Leaving the facility returns you to the entrance, not the expedition cargo hub.
    - Entering a military facility no longer crashes when placing locked vault doors.
    - Fixed load crash from stray syntax after harden_wall in military common.
  Changes:
    - Expedition detection and classification flow updated for the scanner GUI.
Version: 0.4.1
Date: 03-09-2026
  Bugfixes:
    - Collapsed expeditions no longer stay up if a platform still has it on its schedule.
    - Platforms travelling away from expeditions should keep the expedition alive.
Version: 0.4.0
Date: 01-09-2026
  Features:
    - Expedition cargo hub: Pause miners checkbox.
    - Expedition cargo hub shows power status (orbital, local, or unpowered).
    - Improvements to space expedition collapsing still not finalised.
  Changes:
    - Debris fields use shattered platform chunks and heavy wreckage instead of a square pad.
    - Debris and salvage wreckage fields no longer spawn asteroid collectors.
    - Asteroid ore margin from field edge reduced from 5 tiles to 2.
    - Military outpost Command Core is enclosed by a wall ring with a south entrance.
    - Expedition cargo hub storage reduced from 80 to 40 slots 8x8 to 5x5 size. **CAUSING ISSUES MAY REVERT**
    - Removed export-to-orbit; cargo export follows platform hub logistic requests only.
  Bugfixes:
    - Fixed crash when an expedition surface is deleted while the cargo hub GUI is open.
Version: 0.3.1
Date: 01-09-2026
  Bugfixes:
    - Military outpost loot chests are neutral so they can be opened after the base is cleared.
Version: 0.3.0
Date: 28-08-2026
  Bugfixes:
    - Fixed crashes when abandoning expeditions and using Go to.
    - Dying on an expedition now respawns the player on Nauvis.
  Changes:
    - Redesigned the Deep Space Scanner GUI with centred cards, native progress bars, View buttons,
      and Discard / Abandon controls.
    - One scan now fills all available expedition database slots in the current region.
    - Deep Space Scanner is now 5x5 and uses Space Age icons directly from the game.
    - Expedition cards and Space Map icons have been simplified and standardised.
  Features:
    - Added the Deep Space Scanner for discovering expeditions from space platforms.
    - Expeditions are now stored in a limited per-force database and no longer spawn automatically.
    - Unvisited signals expire after a 5-minute lock period.
    - Scanning is now region-based, with planet-specific expedition families.
    - Resource asteroids remain stable until 80% of their resources have been mined, then begin
      their collapse countdown.
    - Added Military Expeditions with hostile bases, threat levels, Command Cores, and quality loot.
    - Added planet-themed anomalies for Nauvis, Vulcanus, Fulgora, Gleba, and Aquilo.
    - Added rare linked wormholes that can shortcut space platform travel.
    - Abandon now requires an orbiting platform and returns players before removing the expedition.
    - Improved military base layouts, asteroid terrain, resource generation, and expedition cleanup.
    - Expedition discoveries and Space Map visibility are now tracked separately per force.
  Settings:
    - Added expedition database capacity and scanner duration settings.
    - Expedition duration now controls asteroid collapse and comet encounter timers.
  Debug:
    - Added /se-scan, /se-discover, /se-instability, /se-resource-status, /se-abandon, and
      /se-clear-expeditions.
Version: 0.2.0
Date: 28-08-2026
  Bugfixes:
    - Ore around the cargo hub no longer starts one tile out.
    - Cargo pods stop launching when the orbiting platform hub is full.
Version: 0.1.0
Date: 27-08-2026
  Features:
    - Added Asteroid Mining Expeditions to the Space Map. Discover resource-rich asteroid fields,
      fly a space platform to them, land, mine them with normal drills, and escape before the
      asteroid collapses.
    - Added Deep Space Exploration, which unlocks the Deep Space Scanner once researched.
      Only one asteroid field can be active at a time. After an expedition ends, another appears
      after a random delay of 5-15 minutes by default.
    - New expeditions are chosen from unlocked planets. The previously used planet is skipped where
      possible so later planets still have a good chance of being selected.
    - Asteroids roll a random size from small to huge, along with their resource and richness.
      Common ores are the most likely finds, while plates, tungsten, holmium and uranium are rare.
    - Expeditions can be linked to Nauvis, Vulcanus, Gleba, Fulgora or Aquilo, with each planet
      using its own resource pool.
    - Each planet has one asteroid location for each available resource type.
    - Requires StarMap Background. Inner-planet expeditions appear in the Fulgora-Aquilo asteroid
      belt, while Aquilo expeditions appear in the outer belt beyond the solar-system-edge line.
    - Asteroid locations belonging to the same planet are spread around the belt to stop their
      Space Map labels overlapping.
    - Asteroids are named after their main resource, such as Coal Asteroid or Calcite Asteroid.
    - Space Map labels show the associated planet alongside the asteroid resource. Inactive routes
      stay dark and locked, while the currently active expedition becomes available.
    - Expedition routes use the vanilla planet-route style, showing the home planet, asteroid
      resource and yellow route arrows.
    - Surface-list icons are split between the home planet and asteroid resource and sort underneath
      their associated planet.
    - Every asteroid generates as one continuous landmass containing a single resource, with the
      resource filling the interior and a bare rocky ring around the edge.
    - Processed materials such as plates and carbon can appear as their own asteroid types instead
      of being represented by their original ore.
    - Resource patches are extremely rich. A normal mining drill placed over the main patch should
      see well over one million expected resources.
    - Sulfur patches use yellow iron-ore graphics and lithium patches use a cream tint. The actual
      items are unchanged.
    - Orbiting an asteroid uses its resource icon as the location background.
    - Each asteroid displays its name, expedition details and remaining time above the cargo hub.
    - Landing on an asteroid automatically deploys a cargo hub.
    - Opening the cargo hub shows the remaining expedition time and provides a button to ride a
      cargo pod back to an orbiting space platform.
    - Full item stacks stored in the cargo hub are automatically launched to platforms waiting at
      the asteroid. Pods launch one at a time and one hatch is kept free for player evacuation.
    - Added cargo-pod travel between platforms stopped at the same location. The default shortcut
      is CONTROL + T.
    - Leaving an asteroid uses the cargo-hatch launch animation and immediately switches the camera
      to follow the player's cargo pod.
    - Space platforms orbiting the asteroid provide power to machines on its surface.
    - The entire asteroid acts as one electrical network, so power poles are not required.
    - Ghost building can use construction items stored in the cargo hubs of platforms currently
      orbiting the asteroid and uses the same scaffolding animation as space-platform construction.
    - Deconstructing buildings returns recovered items to the cargo hubs of orbiting platforms.
    - Small asteroid impacts begin when 10 minutes remain.
    - Medium asteroid impacts begin when 5 minutes remain.
    - Large asteroid impacts begin when 1 minute remains.
    - Incoming asteroids target the interior of the landmass and explode on impact.
    - The cargo hub and the tiles directly underneath it remain protected during the normal
      bombardment.
    - Discovering an expedition creates a custom alert using the asteroid's resource icon. Clicking
      the alert opens that asteroid on the Space Map.
    - Collapse warnings use the same alert system along with the enemy-expansion warning sound.
    - The final evacuation warning always gives players a full 10 seconds before collapse begins.
    - Aquilo 9 - Resupply from the Sky plays during the final 10 minutes of an expedition.
    - Once the timer expires, huge asteroids begin bombarding the field and can destroy the cargo
      hub.
    - Players are not immediately removed when the timer reaches zero. They remain on the asteroid
      until a huge impact destroys the cargo hub, at which point they are launched back to an
      orbiting platform in a cargo pod.
    - Platforms still parked at the expedition are redirected after the final barrage.
    - The asteroid surface is deleted once the expedition has ended.
  Settings:
    - Added a setting for expedition duration.
    - Added settings for minimum and maximum discovery delay.
    - Added a setting for resource richness.
  Debug:
    - Added /se-spawn to manually spawn an expedition.
    - Added /se-expire to force the current expedition into its expiry sequence.
    - Added /se-status to display expedition status information.
    - Added /se-reset to reset the expedition system.
    - Added /se-timer to modify or inspect the expedition timer.
    - Added /se-small, /se-med, /se-big and /se-huge to manually trigger asteroid impact waves.
    - Expire and wave commands automatically target the asteroid the player is standing on,
      remote-viewing, or whose cargo hub they currently have open.