Adds several new teirs of functional satellites and other payloads to expand gameplay into the space age.
What do you all think of the mod? Anything not working? Broken? Annoyances? Any improvements that could be made?
Is there a way to disable the alert regarding launching the rocket without a satellite? none of the new features count as reasonable launches. Otherwise I'm really excited to play this mod in earnest, messing around with it in creative mode at the moment.
edit: Also, on the shuttle refurbish recipe, I don't know if you don't intend the barrels to be fully reusable, but it seems like I'm only getting 10 of the 400 back, since that's the stack size.
Yes, the empty rocket message is rely annoying , great and original mod otherwise
Ok I will work on getting that message removed over the next couple days IRL allowing, and fixing the shuttle recipe is now on the list.
Could you add a changelog?
Yup I have that planned for 0.16.4 along with the message fix. Fixing the shuttle refurbishment is probably going to be a bit more involved so it will start work on that after .4
I just played around a bit with this creative to do a spotlight on it and so far looks really cool! However, I'm a bit confused by some parts. For example, I put down the ground fabricator station and powered it on and chose a recipe, and it started producing infinite amounts of resources even though I hadn't launched anything into space yet. Is this intended? Or perhaps it was because I was in creative mode for some reason.
Ok 0.16.4 released which should clear up the empty rocket message in one launch or two plus other circumstances. (the code did for me in an old save I reproduced the problem in).
Hello Xterminator! The Ground fabricator station is meant in normal play as a kind of extremely late game super-advanced super-expensive form of asteroid mining. With my first tier of asteroid mining you set up mining shuttles which when launched and refurbished produce dropships filled with iron and copper ore.
The Space Fabricator is that system gone crazy, you launch this facility into the asteroid belt which mines the ore and sends it back to you pre-processed. To get this facility you need to launch 4 components on a fabricator shuttle, which when launched and refurbished will give you a component for the ground station, 4 components create a complete ground station and represent a complete space fabricator in the imaginary asteroid belt in the factorio system. .
Its probably not super balanced but I did gate it behind several techs including one that will probably require 350-500* space shuttle launches with station components, If my math is right each orbital fabricator component is worth in the region of several million iron and copper ore plus plenty of plastic and a sizable quantity of uranium fuel cells. Plus it requires a crapload of power, which is probably best gained by orbit power launches which is yet more resources...
*depending on research productivity, which is only gained by having launched space missions, the most efficient of which is the space shuttle in the long run :P.
Anyways 0.16.5 is planned tentatively for this weekend, I'll see if I can fix this problem with the shuttle refurbishment not returning barrels. There is also a little issue with the ground fabricator recipe, to get the 4 ground station components you technically need a 5th orbital component to refurbish the fabricator shuttle.
The mining shuttle seems a little under powered at first blush, since it only returns 200E3 iron ore and half as much copper, and to build it takes several mining drones which without productivity modules costs 3million petroleum gas (component costs other than fluid aren't being calculated which may or may not be intentional for most recipes[example: satellite battery takes a substation but doesn't list steel or iron ore as a raw ingredient])
Ok I will take a look at the mining shuttle for the next update, maybe make it pay for itself completely over a couple rocket launches. I will also get a complete list of the costs of various components/satellites and set that up in the Frequently Asked Questions or something like that.
Also I just realized the advanced Assembler doesn't yet have a fluid input, so I will probably change that as part of getting the shuttle refurbishment working properly and remove the barrels from it altogether. That would all be part of 0.16.5 which I plan to work on this weekend.
FYI Factorio always lists raw resources and oil products can be made via coal liquifation that means oil is being replaced by coal.
That's beenmy experience as well sandro, yet if you look at some of the recipes in this mod which clearly have metalic ingredients, only fluid quantities are listed, and I've yet to see a way in vanilla to turn heavy oil into a steel plate.
Advanced Battery research 22 has a missing locale.
"Advanced Battery research 22 has a missing locale."
That is a strange error, from what I can tell it should just be taking from the original locale code:
advanced-battery-research=Advanced Battery Research then adding 22 as level#
Do you have an image of the error screen?
Sorry, I was in a hurry and did not want to forget it. Here is a pic:
I just did some looking, I think what is going on is that because that modifier isn't used in the base game they don't keep it in the locale file (though oddly they keep Lab Productivity around). Anyways I'll add it for the next update. Thanks!
If you think they should add it write a bug report on the forum
Hi loving the mod, its amazing for late game thought i would leave some feedback
Orbital AI Data core is an amazing piece and reward to pick up, however what you get feels insanely Unbalanced.
200% lab productivity is insane, 1 reach piece of anything basically becomes 3, the value you get is insane.
1000% lab research speed is out of this world
500% worker robot speed is actually not that bad but its still high
100% mining productivity? insane basically 50 levels of basic mining research
Laser turret damage +100% feels okay, but is a tad bit high when you consider it on top of all the other research you get
+50 stack insert is very high too, 25 level's of research is a huge jump
Obviously its your mod but here are two suggestions
Spread it over 5 level's of AI core, with smooth curve distributing these insane stats at increasing costs so we get a good feel of reward when in the late game or nerf too them for the price.
30% lab productivity
100% research speed
250% worker speed
30% mining productivity
80% turret damage
+25 stack inserter
(obviously i love big rewards, but i feel like what i paid for what i got felt borderline cheating)
Advanced fan research is amazing and feels good, but it knocks worker robot cargo size infinite research out the window to be pointless for ages(anyone who is running the mod for inf research or any core stuff like bob's that have it by default)
So maybe a little be of a more rough scale for me, few cheap pieces then some higher costs. 1-1 at the start is insanely when you have any productivity on your labs.
Space lab research feels a bit insane too, the cost you pay for what you get, it feels like the starting cost should be 2, or 1% starting because that 2% stacks up INSANELY fast, then you end up getting insane value for your research and everything else comes very fast.
and finally the ground fabrication station feels insanely broken, when you surround that thing with speedy holy crap the value you get from it is insane, I really really do love the idea of the space mining, but it feels like the ground fab knocks it out the window, i really love the idea of it, but it just feels to rewarding for paying power.
Thats about it for the unbalanced things, i would rather something feel a little lacking than giving too much as i think most people do in this game, otherwise you end up getting everything way too fast.
Must say though i really love this setup and the idea behind it, it feels insanely good end game and feels like what the game was missing for me, i just feel a little too rewarded in its current state i love 200 cargo capacity bots but it feels like i got the reward wayy too easy.
So maybe some adjustments or settings modifiers, but would honestly pref adjustments for the overall package, would really recommend this mod to everyone once its more fine tuned.
Also some research that impacts better asteroids mining bots / efficiency /workflow would be really nice, the idea of investing in too that is very appealing.
Ok thanks for the feedback curtykins!
I think what I will do is study how the cost scaling works with the normal techs and try to mimic that with how the satellite techs work, then see how that translates into the big bonus techs like AI core or lab productivity. Before I made the mod public I must have messed with the scaling like 6 times so hopefully this method will be a bit better.
I'll take a look at the fabricator station as well. I remember when I first tested it I surrounded it with bob's speed module 5 beacons and the thing shot up to 160k steel per minute (IIRC it instantly emptied my accumulators). Its the reason I made them so darn expensive, I'll see if I can lower their output a bit to sane levels so you need more than 1 of any time for a 'normal' base.
So for mod settings would you want like difficulty settings? Something like normal and expensive mode in base game? That should be possible, it might take me a month or two to get to it and figure it out. I'll put it on the list for long term goals next to bobs mod's compatibility.
For better asteroid mining would you want some sort of higher yield process? I could add a second tier of mining shuttle, make it more efficient and productive than the first.
Good to hear hope its helpful, i understand the nightmare of balancing and it does take awhile.
Some scaling options might be nice for people, but i would pref just a well balanced mod out the mod.
Yes more expensive invested mining research / bots could be nice.
I have think i have figured out what is ruining the feel for power gain, all of the infinite research only increases by 1 unit per level, where as with general infinite research it normally doubles per level, at 117 robot global pos research, im only paying 106 satellite data, which you can half off the bat from productivity and it feels so god dam cheap for such a high amount of reward.
So regarding the shuttle refurbishment and the associated recipe. I noticed in another thread that you changed the recipe from Barrels of Water to just Water due to an issue with returning the empty barrels. I'm guessing that the original intent with requiring water barrels was to simulate having to clean the water before using it to refurbish the shuttle?
With that in mind what about adding distilled water as a requirement instead? The simple option would be to simply have a recipe at a Chemical Plant that takes in Steam and outputs Distilled Water. You could add something to represent a filter as well (maybe just stone or bricks) but I'd think that having to boil and condense the water would probably be sufficient to add a bit of extra complexity without going overboard.
I originally Just wanted water but was afraid to touch the fluid box code for the structure (entity). But once I looked into it when the barrel problem came to light it turns out it wasn't that big a deal.
I'll keep the distilled water in mind but I am happy with the refurbishment for now, bigger balance stuff needs to be done first.
Just a note to all: development is going to slow down a bit as I am at school and things are getting busy especially with mid terms. Next patch will focus mostly on balancing the techs out.
Hey loving the mod! Nice work! Any update coming soon? It feel a bit cheaty overall :)
Yup! I will see if I can get working on a new formula for the techs. Its take a bit of work as there is quite a bit of math and then playtesting and I really want to get it right because this would be like the 7th time to change the tech formulas. Plus there are two interesting bugs I have to take a look at.
As for timeline I am not certain. I'll see if I can start on the math today, depending on how things go it could be a couple days or two weeks but I don't want to commit to a timeline since IRL for me is pretty busy.
Me and my friend are really enjoying your mod! However, it'd be really useful if you could add the launch stats of the payloads in the mod to the 'Rocket silo stats' menu. Currently, it only counts the stock satellite launches. It'd make it easier to keep track we what we launch. Thanks!
Done! https://i.imgur.com/dVC4I6R.jpg
I made a (cheap) new tech to trigger some code for the tracking, so it should work for everyone. And in my test save it brings up the data for all my previous launches, so that is pretty cool.
I'll release it as a small update in a couple hours then start work on the big rebalance.
Hey man, first of all really love this mod, unfortunately havent been able to build everything due to lack of time and my limited factorio skills.
Just as I read in some of the other comments I thought some researches and satallites are a bit OP, however i currently combine this mod with the space extension mod so OP is what i need :D
I wondered if you ever considered expanding the satellite choice. Just some suggestions
-Some more militairy based satallites might be nice, think of M.I.R.V mod or the orbital ion cannon mod.
-maybe a radar satallite which allowes you to scan a location on the map
-Or how cool would it be the send you own Tesla into space in exchange for science packs of you own choice
anyways this mod is awesome, good luck with the mid terms and keep up the good work
Just another factorio junky
Thanks! We'll try out the new version soon.
It works! Thanks for the quick update. :)
config.cfg, row 50
orbital-power-reciver=Collects up to 150mw of power from collection satellites in orbit.
Should be
orbital-power-reciver=Collects up to 150MW of power from collection satellites in orbit.
Any reason the internal name miss an e?
@Svatrockstomten, you are correct that on Row 50 of config.cfg "orbital-power-reciver=Collects up to 150mw of power from collection satellites in orbit." is missing an "e" in "reciver".
@Musical_Tanks, Would changing this line affect anything?
I'll get that fixed for the next update :P
So bit of an update: My computer up and died and I only just got it back and working. In 2 weeks I should have more time to sit down and polish the mod a bit more.
Hey!
Some more feedback. Having a blast with the mod during an insane playthrough with it on stream, but we have come to the conclusion that there is a huge lack of oil related ERP stuff. So while you can get the crazy amount of solid resources from the ground fabs and such, you still have to try and feed all those insane builds with vanilla oil and oil related production.
Any plans on adding a way to generate oil related byproducts at higher levels with ERP, like Plastic, Batteries, Solid Fuel etc?
Update: work on the patch is going well, currently playtesting and tweaking balance changes. Also working on some new oil related features I want to include with the balance patch.
Awesome, glad to hear that! :) Any thoughts on when it might be out?
Could you do me a favor? If you could document the exact balance changes (so numbers) you would really easen up the way to update my AngelBobs compatibility mod. Thanks in advanced.
Yup I will be putting everything in the changelog. Should be out in the next day or two.
Thanks a lot for that too
-Rearranged recipe ingredients and products into alphabetical order in the mod's code
-this doesn't appear to have had an effect on their order for the in-game GUI
Item sorting is a bit random.
But when I reported sorting I wanted to get the recipes and items sorted cause they don't really follow any logic right now.
Question. For the latest balance change, your mention you nerfed the Orbital Fabricator, did you mean the Ground Fabricator or is that left the same?
Also when do you think the update for new stuff (like oil production things and such) will be out?
"But when I reported sorting I wanted to get the recipes and items sorted cause they don't really follow any logic right now."
Do you mean in the layout in the crafting tab?
"For the latest balance change, your mention you nerfed the Orbital Fabricator, did you mean the Ground Fabricator or is that left the same? "
Yep, the ground fabricator is the orbital fabricator essentially.
"Also when do you think the update for new stuff (like oil production things and such) will be out?"
I had some ideas for that, decided to get the balance stuff out first. University is starting again so things get busy for me. Last semester I hardly set any time aside, I plan to set some time apart this time to work on it, I keep forgetting how fun it is to work on the mod :P
There are a couple different ways to go at it: improved material sciences, maybe some sort of propellant made in space that can be returned (Hydrogen+Oxygen, Methane can be made in space IIRC). I want to think about it a bit more maybe playtest some ideas.
Based on your feedback I did take a look at the shuttle recipes and toned down the fuel requirements quite a bit for refurbishment since they were out of line.
Do you mean in the layout in the crafting tab?
yes
Alright new update is out, should fix a crash issue.
Also reorganized the recipe tab -> https://i.imgur.com/5gSgU0s.png
Looks good although not to much changed
What sort of changes would you like to see in the recipe tab?
It was more organized than I thought. I just noticed it in code that it wasn't organized at all.
Just released a quick update for 0.17, let me know if any problems pop up.
how do i keep track of what objects ive launced already O_O
SpaceX has a panel for that.
Here I guess look at the bonus window and calculate?
There should be a tech (satellite tracking) that will add the payloads to the same window normal satellites are tracked in (https://i.imgur.com/bUyLyCp.png).
Use ![](https://i.imgur.com/bUyLyCp.png)
to embed an image.
i launched a drydock structural component like 20 rockets ago. was scared to launch anything else HAHAHHA