Subterranio


Explore underground caverns, but beware what other creatures lurk in the dark. Bring some lights... and some guns

Content
8 days ago
2.0 - 2.1
1.57K
Factorio: Space Age Icon Space Age Mod
Combat Enemies Environment Mining Fluids Manufacturing Power

g Vulcanus Lava Tubes

4 days ago

Version - 0.1.10

Wish there was an in game notification to mod updates, if this post is defunct sorry.

The lava tubes suck. I can see the direction it's going for and rather like the military challenge, but the current implementation puts a dead stop to any kind of automation.

For reference I also have rampant/rampant arsenal installed so I am using vastly upgraded turrets down there. My character is fitted with rare quality power armor, shields, and moded lightning damage. As just my engineer I can stand still and tank the demolishers and they will eventually die around me. So I will say that I am over geared for the planet as I'm well beyond anything you could have in the base game.

Since the science packs must be built on the Lava Tubes map the clear intent is to build a base down there, and for the past hour I've been giving it a try. It was a difficult encounter where I eventually blueprinted the entire thing and built it in one go and multiple reloading attempts. Eventually I had a foothold, turrets strong enough to kill demolishers the moment they spawned in.

But the problem is:
1) They spawn in inside of the base, often times inside of buildings.
2) When they die they create boulders.

The mere act of them spawning in destroys the base before I can do anything, and the boulders mean they remove the auto blueprints so I can't rely on robots to rebuild the base. Together this makes any hope of automating science down there impossible. It can't be that I'm intended to babysit the site the whole time, I'm going to have to leave the planet at some point, and I should be able to set it up so that science can run without me.

Suggestions:
1) Make a check for where the demolishers can and can not spawn. A simple radius that checks if there are buildings nearby would work, or it could check the chunk itself for player interaction. My initial assumption was maybe paving tile over the base would stop them, and I do think that would be the most engaging system to prevent spawns.
2) Remove or change the boulder spawn in. I don't know how hard coded this feature is with the demolishers death, but if it can be changed it should be.
3) Remove the demolishers cloud effect. It works fine in the base game because you only ever fight one at a time, but in this mod I've had 3 or 4 agro at once and the overlapping effect can cause frame drops. It turns the fight into an obscured mess and is largely unneeded for this version of the demolisher.

If I sound annoyed sorry, I'm not. I understand this is still a work in progress mod. I'm just trying to provide feedback. If anything I'll have to set aside progress in this part of the mod and head off to . . . 'Gleba' . . .

4 days ago
(updated 4 days ago)

You should update, I 100% agree. That initial spawn system did kinda suck.

There is a new "safe-zone" mechanic now that indicates where you can and can't build without spawning a demolisher, along with better tracking of what demolishers are currently alive to avoid overwhelming you with too many. You will still need to sacrifice a building when moving into a new chunk, but after that it's safe to build there.

Also they won't spawn in your base anymore.

4 days ago

Using commands to delete vulcanus_lava_tubes, upon reentering the map I get this error

The mod Subterranio - Base (0.1.21) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event subterranio-base::subterranean-mineshaft-player-enter (ID 233)
The mod Subterranio - Vulcanus (0.1.21) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event subterranio-vulcanus::on_chunk_generated (ID 16)
LuaTerritory API call when LuaTerritory was invalid.
stack traceback:
[C]: in function 'set_territory_for_chunks'
...rranio-vulcanus__/scripts/event-handler-combinations.lua:54: in function 'set_hostile_territory_chunk'
...rranio-vulcanus__/scripts/event-handler-combinations.lua:221: in function <...rranio-vulcanus__/scripts/event-handler-combinations.lua:212>
stack traceback:
[C]: in function 'force_generate_chunk_requests'
...ranio-base__/scripts/item/tunnelling-drill-equipment.lua:111: in function 'determine_mineshaft_target'
...ranio-base__/scripts/item/tunnelling-drill-equipment.lua:131: in function <...ranio-base__/scripts/item/tunnelling-drill-equipment.lua:122>

3 days ago

Retried regenerating the surface map with the "Regenerate Terrain" mod and received the same, or similar, error once and then a hard crash the second time.

2 days ago

I have uploaded Subterranio - Vulcanus 0.1.22 to fix this, deleting the surface shouldn't cause issues now, and it will regenerate with the new safe-zone and spawn system

2 days ago

I have uploaded Subterranio - Vulcanus 0.1.22 to fix this, deleting the surface shouldn't cause issues now, and it will regenerate with the new safe-zone and spawn system

Using the Regenerate Terrain Mod gave a layout that did not have the mods liquid resources on it. Using " /c game.delete_surface("vulcanus_lava_tubes") " to delete the map and then respawn it by intial visit gave the 120 minute peaceful mode message again and resource nodes were present. The 120 minute timer announcement did not appear to be a functional reset of the timer as worms began spawning and attacking as soon as I set down tile floor near 0,0 coordinates. I assume this is not a bug as I'd already triggered the even some . . . 20+ hours ago.

Annoyingly I'll have achievments turned off for this playthrough, but that's the price of modded content. Everything seems playable from here on out.

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