#Spatial Samba 0.2.0

1 messages ยท Page 1 of 1 (latest)

tidal slate
tidal slate
#

(whoops)

#

Anyways, time to work on progression overhaul

versed cargo
#

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)

versed cargo
#

(aside from that, this and your previous post look really interesting, AE2 style spatiel storage?)

tidal slate
tidal slate
versed cargo
versed cargo
boreal dome
tidal slate
#

yeah, I tell the game to remove decoratives inside the area, but those don't seem to get the memo

boreal dome
#

ill do ya one better

#

why are there fish in my floor

tidal slate
#

huh...

boreal dome
#

oh its worse

#

the fish are being picked up by inserters and brick my production

tidal slate
#

oh

#

is the spatial area touching water?

boreal dome
#

ye

tidal slate
#

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

tidal slate
#

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

tidal slate
#

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

tidal slate
#

One of the menu simulations will be a good joke. Unfortunately, it's a lot to setup

tidal slate
#

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

leaden flame
#

I think power-free combinators should be at least a mod option, not sure about the rest though.

tidal slate
#

fair

tidal slate
#

Colored Concrete

tidal slate
#

Are there any issues with the Demo? Like in how it's designed?

tidal slate
#

anyone got any cool bases to show

tidal slate
boreal dome
tidal slate
#

well, something about icon size not mattering for linux users but mattering for windows users, and I had one icon size set too big

versed cargo
tidal slate
#

it only came up when I had a windows user test it

tidal slate
#

plus, it's texture related, so I can understand if there's a loading difference between linux and windows

tidal slate
#

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

tidal slate
#

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

versed cargo
tidal slate
#

yes

#

as far as I know

versed cargo
#

hmm

tidal slate
#

I was watching them install the mod on a discord stream

versed cargo
#

managed to grab a screenshot?

tidal slate
#

no

#

but the issue was caused by the technology icon

#

namely, the one for the additional spatial area

versed cargo
#

well if you can get someone to reproduce it that'd be nice

tidal slate
#

do you play on windows?

#

I'm sure you could try

versed cargo
#

๐ŸŽ

tidal slate
#

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

versed cargo
#

well if you change it back and you manage to verify it behaves differently on various platforms its absolutely a bug that needs fixing

tidal slate
#

ok

high locust
#

Is this mod not on the mod portal?

#

Is there a description of this mod somewhere?

tidal slate
# high locust Is this mod not on the mod portal?

no, it has to be downloaded from the discord for 2 reasons

  1. 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.
high locust
#

Isn't there a built in scenario like this?

#

Or is that just for belts?

tidal slate
#

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

high locust
#

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

tidal slate
#

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

high locust
#

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.

tidal slate
#

except the gif is a single shot

#

and take note of the setup around the top left corner of the square

high locust
#

those iron plates go into an underground on the right and... go somewhere?

high locust
tidal slate
#

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

high locust
#

so it's like the recursive blueprints mini factory?

tidal slate
#

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

high locust
#

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.

tidal slate
#

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.

versed cargo
#

@tidal slate the se assets got ported

tidal slate
#

ooh

#

or well, I hope I don't need to do anything to use them

tidal slate
#

this also gives me the opportunity to do a few fixes