#Spatial Samba 0.2.0
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- Fixed being unable to build on resource patches
- Fixed mining drills not being taken with spatial cells
(whoops)
Anyways, time to work on progression overhaul
note that sharing the asset packs, even though you've modified just factorio_version from 1.1 to 2.0 is against the licence (and honestly the se team should just update their asset packs, other mods are running into this too)
(aside from that, this and your previous post look really interesting, AE2 style spatiel storage?)
yeah, but this is meant to serve things in the meantime. I will wait for the asset packs to update when I finish the full thing.
precisely. The catch is that processing buildings can only be built inside of spatial scells and spatial areas
i have prodded the se maintainers with a request to release them since other mods desire to use their assets as well, lets hope it'll be sometime soon
oh that's quite the restriction, looking forward to see how that plays out
me too
yeah, I tell the game to remove decoratives inside the area, but those don't seem to get the memo
huh...
ye
might not have set the collision masks to block fish
in the meantime, you could landfill the tiles right next to water
how many cells do you have. If it's not that many, you could probably use the Spatial Computer to manually clear out all the fish
I've been looking into making a few menu simulations. Unfortunately, the spatial area is 20 tiles wide where the wube logo is 5, but there are 16 wide factorio logos, which I use. This means that the Wube logo won't appear in my menu simulations. Sorry Wube
and wow, design the coal cell to also produce stem is very difficult
well, if you also challenge yourself to not build on the edge
Here's what I got so far
One of the menu simulations will be a good joke. Unfortunately, it's a lot to setup
So, I just had a realization: in addition to giving you more cells of the same resources, I could add more efficient recipes, like the classic Pulverize before smelting to get 2 ingots from a single ore
here's a question, should I make combinators and lamps require no power to function? If I do, that would mean you don't have to worry about the logic getting messed up when a cell runs out of power
I think power-free combinators should be at least a mod option, not sure about the rest though.
fair
Colored Concrete
Are there any issues with the Demo? Like in how it's designed?
anyone got any cool bases to show
This should now be playable for Windows users
why windows specifically?
well, something about icon size not mattering for linux users but mattering for windows users, and I had one icon size set too big
well that doesn't sound right at all
it only came up when I had a windows user test it
plus, it's texture related, so I can understand if there's a loading difference between linux and windows
alright, I've been testing the earlygame busywork, and I'm happy with how it turned out
it's certainly different from most other overhauls because there's no burner mining drills, but I don't keep you from getting the mining-drill-to-furnace that long
also, no electricity until green science. Bobs and Angels does something similar, but unlike bobs and angels, I think it's not so immediately appealing to skip to green science
So, question. Green science has to be changed to be made out of burner inserters instead of regular inserters due regular inserters being locked behind green science (as electricity is locked behind green science). Should I change the recipes of the burner inserter to include 1 electronic circuit and have regular inserters take a burner inserter instead of a green circuit? To clarify, burner inserters now cost no fuel to run, so burner inserters (or as they are now called, mechanical inserters) are usable
were they on the same 2.0 version? there were some improvements and such but not that recent, and if you can confirm this issue still exists the devs would want to hear it
hmm
I was watching them install the mod on a discord stream
managed to grab a screenshot?
no
but the issue was caused by the technology icon
namely, the one for the additional spatial area
well if you can get someone to reproduce it that'd be nice
fair enough
what I do know is that after changing the icon-size of the additional spatial area (and a few other technologies with the same issue), the issue disappeared to the person trying out the mod
well if you change it back and you manage to verify it behaves differently on various platforms its absolutely a bug that needs fixing
ok
no, it has to be downloaded from the discord for 2 reasons
- It's a demo, and 2. more importantly, the space exploration asset packs have not been updated to 2.0 yet, so you also have to download them from here.
As for a description of the mod, ahem, "A daring dance of logistical limbo where you have to rigorously rotate your amazing assembly areas." In practice, refer to the gif https://cdn.discordapp.com/attachments/1217399815370182696/1308908541104361522/Peek_2024-11-20_15-31.gif?ex=67580b52&is=6756b9d2&hm=37ba2e5c62737cf5e6e3e69518ea31911553bd70d793e1c006b065484ce799b9&
There is tight spot, but this is different. This is more of a longer form sort of thing where you also have to design not only the individual cells, but also the system to switch out the cells.
try it out, and you'll see what I mean
I'm probably not down for hundreds of megs of content downloading just to find out what the gameplay of the mod is like.
thanks, though
I mean, you could manually update the Space Exploration assets packs if you already have them downloaded for a different mod and don't want to redownload them. Really the only necessary file is Spatial Samba, which doesn't have any new assets
but fair enough
It's so odd to me that there isn't like a two sentence explanation of what this mod does
"in practice refer to the gif" and it's just a couple of perfectly normal mine/smelt factories in a square?
I think you think you're explaining something that you're not. That gif tells me nothing about your mod.
except the gif is a single shot
and take note of the setup around the top left corner of the square
those iron plates go into an underground on the right and... go somewhere?
nobody but you knows what that means/does
and by single shot, I mean that there is no cuts in the footage. That setup in the top left changes what is inside of the square
so it's like the recursive blueprints mini factory?
yes and no. Production can only go inside of the spatial area (with power generation being the main exception)
plus, even when the miners and furnaces are not "loaded" they are still working
I think I'm done here. You really should add a useful description of your mod to the top of this thread. Seriously, two complete sentences that describe what the mod does. Ditto on the mod portal once your mod is there. You'll get far more players.
are you familiar with Applied Energistics 2's Spatial IO
that said, in terms of a description, I can't quite give a description that doesn't have any prior context,
however, here's a description that I've heard:
Factorissimo and Ultracube had a baby. Basically, you can only have a single* factorissimo building placed at any given time, but there are mechanisms in place to automatically switch which factorissimo building is in place.
@tidal slate the se assets got ported
ooh
or well, I hope I don't need to do anything to use them
well, I do. I will probably just make a new post in #mod-dev-showcase
this also gives me the opportunity to do a few fixes