Space Exploration Integration: Standalone Space Age Buildings


Integrates some of the space age machines into space exploration: stack inserters, foundry, electromagnetic plant, and cryogenic plant. [Disclaimer] You can add it to a game in progress, but it will break recipes using cryonite products in the chemical plant and techs/recipes are moved around for all 3 buildings If you want to keep the previous recipes for the buildings enable the legacy recipe mod setting.

Content
24 days ago
2.0
1.45K
Factorio: Space Age Icon Space Age Mod
Logistics Manufacturing

i (new) BZ and other intermediaries compatibility

26 days ago
(updated 26 days ago)

I have noticed that there is an incompatibility with "Foundry" by "Crakling fiend" (forking Brevven's mods), among other compatibility issues with Crackling fiend's mods, perhaps Ashier's mods as well (the "legacy" set).

While this isn't a serious issue for most, some people play with the intermediaries that these mods add, and I'm sure they would love to play with your mods as well. So if you could add compatibility with them, that would be great.

PostScript: If Crackling Fiend's Foundry is enabled with your mod's it causes a hard incompatibility with Space Exploration by changing the tech tree in such a way that "Post Script" (for SE) fails to finish loading successfully.

26 days ago

I know about foundry and I do not currently plan to fix compatibility on my end, bzfoundry needs to be updated anyways to support space-age. What other compatibility issues do you know of?

26 days ago
(updated 26 days ago)

Next time I have a moment I will go through them individually and see what issues arise. I just know that when trying to load with them as a set, it complains.

I think I will wait for them to update before I try this again, just in case they fix compatibility on their end. Please leave this open in the event I discover issues.

PostScript. The BZ Foundary that I was talking about has been updated for 2.0 - not space age expansion, but 2.0 for Space Exploration 7.**. This one: https://mods.factorio.com/mod/bzfoundry2
Never Mind, you already knew that...

26 days ago

I am very hesitant to do the changes that would have to happen to make them work together without waiting for a official update, I can add a prefix to the internal names of all my mods, which I should have done to begin with, but I also need to figure out how to handle the migration side.

26 days ago

By official, you mean from Brevvan? I think that would be acceptable.

I'm sorry if I made it sound like anything other than a request, as it was only meant to be a request, and a much-appreciated one at that.

24 days ago

Ok, I can confirm that with all of the intermediary mods that I can get working together - without new updates fixing their own issues - your mods do work perfectly fine. Foundery is the only one that has an issue.

Sorry for the bother.

24 days ago

with version 1.0.10 of sei-foundry, internal names change when loaded with bzfoundry2/bzfoundry mod and they can be used together now. I have tested with all the mods overhaul pack which includes many different mods and all my mods can be used with it. I have not done any balancing or fixing for recipes, but they can be used without crashes.

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