Spacefarer

by Lex_sk

A space-flight adventure built on Space Age: your ship is your only base, and planets are the milestones of progression, the source of contracts and trade. Start a new game with the "Space Start" scenario. Приключение о космических перелётах на базе Space Age: корабль — единственная база, планеты — вехи прогрессии, источник заданий и торговли. Начните новую игру со сценария «Космический старт».

Scenarios
9 days ago
2.0
211
Logistics Mining Manufacturing Storage

g Feedback

a month ago

Bugs
-Cargo bay ui opens when click-dragging over them to move the camera
-Shop ui doesn't update for the other player. If one bougth or sold items the other must re-opened it to update.
-Purchace notifications do not display for clients
-Disconnected cargobay allows outputs but not inputs

Issues
-Uranium disrtubution is weird (Uranium desity should peak near Nauvis ,vanilla source of it. Far away uranium is acceptable to avoid constant refueling trips)[Currently it is easier to get fusion than get your own cells and kovarex is a slog due to uranium existing only on Nauvis routes whitch are infrequently used due to the optimal patrol pattern]
-Personal roboport for spidertron and tank on all difficulties (Planetsite ammo restocks and repairs for defending the landing pad and doing missons remotely. I suggest removing regular roboports and logistic bots on difficulties that restrict logibots instead of all bot based items)

Suggestion
-Rewrite of difficulty descriptions (eg. "Medium" Allows proxy interaction with the hub throught cargo bays and "disables logistic network use". Platform is never built by hand this is missleading!)

a month ago

Bugs
-Research reward for quests doesn't respect if research is disabled or not (eg. worker speed)
-Research reward for quests can skip milestones resulting in a wasted reward and trigger tech being unlocked

Suggestion
-Clicking on a cargobay should open the hubs ui not just show it's contents
-Research reward could focus infinite or non-infinite researches instead of being random. All three possibilities have up- and downsides and it is ok as is but I will point out that I mostly got infinite tech for lasers and bots but I assume that's by chance.

a month ago

Issue
-80k nutrients is excessive on the grounds of having only 5 minutes until spoliling when made from perfectly fresh ingredients (replacement by pentapod eggs whould be more resonable but I'd just limit the ammount heavily and change to fruits or seeds)

a month ago

Suggestion

-Reroll mission button giving the same reputation loss as abandoning it (just to reduce the amount of clicking)
-Greenhouse productivity (to reduce stone drain, it is quite aanoying since stone is already greatly strained by purple and pink science)
-Avoid giving currently researched tech and reduced Chance to finisz partialy completed tech
-Salvage quests should give a salvage unique to quest origin to make it less confusing as to what salvege belongs to what planets quest

a month ago

Thanks for the detailed write-up — most of it made it into 0.9.123.

Bugs

Cargo bay opening on click-drag — fixed. In remote view the mod's key no longer interferes; vanilla opens the bay, and what opens now is the hub window itself, not a chest with the contents.
Shop in multiplayer — a deal by one player redraws the post for everyone who has it open, and the others get a message saying who bought what.
Disconnected cargo bay — only a bay connected to the hub gets a port; connections are re-checked after a bay is built or removed.
Technology reward — no longer picks technologies hidden by the difficulty mode, nor trigger technologies, and it checks prerequisites. Already researched ones were never given even before.

On the issues

Uranium — denser away from Nauvis: a little more between the planets and towards Aquilo, markedly more at the edge of the solar system and on the road to the shattered planet. Nauvis lanes are as they were. Your point about the patrol pattern is taken in full.
Difficulty descriptions rewritten: they now talk about access through cargo bays and the logistic network; "built by hand" is gone — you're right, the platform builds itself.
Nutrients in contracts — spoiling goods are now asked for at a tenth of the amount.
A "Decline" button on offers — the planet offers another one right away, at the same cost as abandoning.
Salvage — each client has its own: "Salvage (for Vulcanus)" and so on.
Roboport for vehicles — no, as I wrote in the other thread.
Greenhouse and focusing the reward on finite/infinite research — leaving as is for now; in my experience stone is not that tight.

One more thing along the way: the edge of the solar system and the shattered planet now open only with the promethium science pack, as in vanilla — the mod used to treat them as reachable right after Aquilo.

And a question for you about "Decline". Right now every decline costs standing and the new offer appears at once — effectively rerolling for a fee. I'm considering another variant: the first decline gives a new offer immediately, a repeat one only after five minutes. What do you think? Or is the standing cost enough of a brake on its own?

a month ago

Regarding "Decline" option I found myself rerolling missions to only do tech rewards unless I'd drop reputation into a lower tier.

I also completly stopped normal resarch due to misson rewards sometimes completing the current project effectively wasting all spent packs. The risk of "losing" a research half way throught shifted my focus to brute-forcing tech quests untill I got a clear or salvage quest on another planet that offerd a tech for completion or in worst case a survey quest to keep me in T4 reputation.

If you forbid partialy completed techs from being given this will fix my issue with the quest rewards wasting progress.(To avoid bugs I'd put them into a secondary reward pool used only if the first is empty)

If you want to make refusing quests less desired I'd consider scaling penalties for chain declining that decay for every completed quest on a different planet or the same planet if you're feeling generous

a month ago

Both are done and are in 0.9.124. The technology currently being researched is no longer given as a reward — no second pool needed, one condition in the selection was enough. Only the current one, not everything with saved progress: otherwise, by putting a single pack into every unwanted technology, you could steer the reward to the one you want. Declines in a row get pricier: 6, 12, 18, 24, up to 30, and every completed contract takes one off the count — your variant, the ungenerous version. The price of the next decline is shown in the button tooltip.

15 days ago

Bug

-Roboports can be bought on Nauvis when they are locked
-Cargobay deconstructred by hand leaves it's secondary entity behind
-Cargobay opened in pearson opens it's own ui instead of hubs

Suggestion

-Limit productivity researches to max 30
-Auto complete resource quests toogle

14 days ago

Issue

-Quests adjustment for System Edge and Shattered Planet due to travel distance (survey and salvage quests should give far greater rewards due to extreme distances)
-[R]udus is a hassle to visit since it forces a double visit to [N]auvis (can't be helped due to it being a starting location but a possible solution is moving it the other side of [N]auvis and adding [V]ulcanus, [G]leba {RN 5Mm,RV 25+Mm,RG 25+Mm} routes that are 25Mm or a bit more to keep these routes even or worse than vanilla {preferably slightly worse})

Suggestion
-Fluid voiding(fluid drain being an alternative to inserter based item dumping) for aquilo ice?(to avoid tossing barrels or voiding throught other means)

Feedback after completing most techs and reaching top reputation up to [A]quilo.
-Misson page scrolling to the top after each quest compleated/generated is a big annoyance (refreshing the page does not remember past scroll distance, the whole layout could also be compacted to avoid scrolling completely)
-Special demand and supply section below regular trades would be interesting. (Sales could offer quality items or better deals while purchaces could ask for atypical items like structures or low demand yet high value items gated behind offworld techs).
-Monetary rewards for missins allow me to steadily grow my treasury while purchasing raw resources(mostly stone, rails, coal and barreled liquids)(currently I sit at 2,6mil but income dropped significantly due to quest refusal nerf. Overall mission based income became more balanced as a result)
-"Add stop" feature in the missions tab would benefit greatly from adding temporary stops with a 60s wait or even a manual launch to the next planet as I completly refuse to use it due to it having NO use in it's current form as permanent stops are an issue when you plan your routes based on current missions.
-A choice of different difficulty missons (eg. 3 difficulties shown at once) would be nice too as later on they became just "Spam missions until you have to move on, go to next planet, repeat". High difficulty and/or more complex missions would remedy that by providing greater rewards in larger intervals this. This would not be very disruptive to the current earlygame experience as combined quests would have a long payout resulting in them being undesired earyon, also they could be made avalible only on higher reputation tieres)
-On topic of spamming missions, some level of automated completion of supply type missions would be nice (a secondary ui where you can choose what items can be autoprovided for an accepted mission (just like autocompletion of other missions) would be helpful to skip a bit of needless clicking)
-Reputation thresholds feel tight. It is very easy to go from T4 to T1 and back to T4 making the reputation itself have bearly any value as it can be maxed out easily (I think increasing reputation thresholds would make it harder to change ranks and encourage picking less convenient quests to keep your rank)

Please do note that this is not an exaustive list but instead whatever came to mind at the time of writing this.

13 days ago

Quick note

I added https://mods.factorio.com/mod/finite_prod_techs to check how quest rewards would look after finishing prod techs but rewards instantly maxed out the affected techs all the way to 30 instead of incrementing by one. For now I went back in time and will wait for the update to this mod instead of using an outside solution.

12 days ago

MikroPik, thanks for the detailed write-up. In order.

Fixed in 0.9.127:

Roboports on Nauvis: hidden items no longer appear on market shelves.
A technology reward now researches one level, not the whole technology. In vanilla, multi-level technologies are only the infinite ones, so it never showed, but with finite_prod_techs one reward completed all thirty levels.
The Missions window no longer jumps to the top on updates.
Delivery, production, asteroid and salvage contracts hand themselves in: at the client with the goods aboard, the contract closes without a click. The "Hand in" button stays.

Not confirmed: a cargo bay deconstructed by hand leaving its secondary entity behind. The mod removes it on the manual mining event, and I couldn't reproduce it. If it happens again, please send a save.

By design: a cargo bay opened by the character opens its own window rather than the hub's. From a distance the engine drops the hub window, so the character gets the bay window with the hub inventory.

Won't do: capping productivity at 30, that's vanilla mechanics. Fluid voiding neither: I actually like how it works now, barrels aren't thrown away but go round in a loop. I always have about the same number of them and never need to dump any.

On the temporary stop in the schedule, please clarify: do you mean that on arrival the line should remove itself from the routes in the Missions window?

Taking into consideration: rewards for the system edge and the shattered planet, Rudus–Vulcanus and Rudus–Gleba routes, reputation thresholds, three missions of different difficulty, a special demand section with quality, and generally what to do with 2.6 million.

11 days ago

Fluid Voiding: I found myself voiding quite a lot of amonia as it kept backing up, must be due to how much fluorokitone I am making and how little amonia I use

Temporary stop: In the missons tab I wish the buttons you provided would add an interrupt after all present interrupts in a chain that way if you have a N<->V loop and you want to visit F->A->G once, you just press those three buttons in order and they are queued without needing to open the hub to activate interrupts there(a 60s wait after arrival or a manual release to the next destination would be nice to give time for shopping) Every time post-arrival conditions are met it should delete itself and move to the next planet in the schedule. If you just change you current buttons to add temporary stops instead of permanent ones it should work fine

Cargobay "issue" is a mystery to me. How do you want me to send the save?

11 days ago

MikroPik, the save can go through Google Drive, for example, the way another player (Ranakastrasz) did in this thread: https://mods.factorio.com/mod/spacefarer/discussion/6aa629448503e67788025302

9 days ago

MikroPik, thanks for the save, it showed everything. A cargo bay deconstructed by hand really did leave a hidden port behind: it kept showing the hub inventory on an empty tile, and inserters kept targeting it. The cause: two modules of the mod listened to the same mining event and one silently overrode the other. Fixed in 0.9.128, leftover ports are removed when the save is loaded.

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