Space Elevator (BETA)

by Lukah

Adds space elevators to planets for fast, efficient item transfer to space platforms. A late-game alternative to rocket launches. (BETA)

Content
a month ago
2.0
2.08K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Fluids

g Great

3 months ago

i like it.when i done se.i will use it.

3 months ago

Thanks VariousTrick! Let me know if there are any bugs you find, or features you want to see!

3 months ago

I just installed and tinkering around a little; it's a super cool concept.
While obviously much different than regular functional modding, but custom spritework would be awesome for a concept like this. It'd also allow you to make the construction much larger; the current footing for a space elevator is quite small imo.

Functionality wise, it might be an idea to merge the side chest and tank into the main entity?
I haven't had much time to try the functionality out because I'm not yet at Aquillo in my modded planet playthrough; There are some popular planet mods which might be cool to look into compatibility wise (for example, Muluna and Cerys are moons, maybe it's cheaper to construct there? Marraxis is an ocean planet, is it even possible to build it on there? Can it be built in the Trench (haven't tested) of Marraxis? Wouldn't make much sense if it can be.

I played around a little bit with the construction in editor, and placing the foundation works fine. It does not place the chest and tank until I open the interface however, and when removing the foundation these two are unremovable using editor, which is probably not intended.

3 months ago

Thanks Casper1123! Because I'm currently using the rocket silo as a base entity, I had many issues merging the fluid tank and the chest into the main entity. For example, inserters IN would work but inserters OUT would not. :( For now they'll need to be separate but as I progress in the mod build/design its likely I'll swap out to another entity that supports having the fluid tank and chest inside the main entity for cleanliness.

Also thanks for spotting that bug with the tank/chest not being deleted when the space elevator is removed - I just released v0.2.5 that fixes that, and also adds a WIP sprite for the item/fluid transmission (its very WIP, likely to improve/change over time). Thanks for playing and your feedback! :D

3 months ago

Hell yeah! :D
No worries take your time, I have personally not even taken a crack at modding, just trying to contribute a little bit because I think it's a sick concept.

Another note: Would it be an idea to create a toggleable option to restrict fluid transfer to fluids you can barrel only or also include fluids like the molten metals?

3 months ago

I'm very tempted to dabble into it at some point though. If you can open-source the code it'd be an interesting look around.

3 months ago

I appreciate your contribution! Please feel free to give any feedback/thoughts, happy to try my best to implement them if possible!

Code is available for you here: https://github.com/Lukahhh/space-elevator (but the entire source code is also available when you download the mod too!)

On fluids, not too sure - this is still in Beta so I'm just getting all the logic to work properly and then I could look at more complex things like fluid restrictions etc :D good idea!

3 months ago

Just thought earlier how potentially scaling energy cost per item or items per iteration based on rocket capacity could be interesting (or available as a setting).

Thanks for sharing the github btw, I'm a busy bee with uni but I'll consider learning LUA sometime so I could throw a PR or two in there.

3 months ago

Great mod idea. This is absolutely something that should be in the base game.

3 months ago

Thanks Kodan999! Let me know if you have any feedback or if you find any bugs!

3 months ago
(updated 3 months ago)

Just thought earlier how potentially scaling energy cost per item or items per iteration based on rocket capacity could be interesting (or available as a setting).

Thanks for sharing the github btw, I'm a busy bee with uni but I'll consider learning LUA sometime so I could throw a PR or two in there.

No troubles! I need to tweak the energy usage for beaming items to space!

12 days ago

I think base Space Age, and even more so with modded planets, esp. if a large number of them (and even more so K2 Spaced Out), need some kind of alternative, more advanced, next tier transport to orbit solution indeed.

To me it's a big problem of the base game that every planet is like 30% of unique materials and mechanics and recipes, and 70% of repetitive, same or almost the same job of setting up local rocket parts production with the same inputs to the silo every time - rocket fuel, processing units, and low density structure, over and over again.

I don't understand how was it not understood during the base game development that that gets old fast and there needs to be some kind of progression and variety in ways of delivering stuff to orbit - Space Elevator on some planets, some kind of super advanced teleporter on others, some kind of Space Cannon on the next, some sort of high altitude airplane on yet another, and a low gravity cheap launch module on the next, depending on gravity, thickness of the atmosphere, and the local tech and resources available.

It can't be just rockets with the same recipe everywhere all the time.

Hence shout out to this effort, it's great to see it, thanks!

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