#all im hearing is we are getting
1 messages · Page 1 of 1 (latest)
I'm actually kinda unsure entirely what I want in my mod lol. A dyson sphere is of course an option, but I don't feel the need to create my own if so many are also making them. I may just add compatibility
Part of why I've not been working on it all the time is my idea of what I want to do is actually kind of unclear. The one solid thing is I want the player to have to go close to the sun for some benefit
I almost want it to be a foil to going out into the depths of space to get promethium and how that is an improvement to your factory as a whole
well currently its just the sun texture right ?
I have a couple other things in place from mostly testing and goofing. This just has the sun yoinked
The big thing I have implemented is a building that gains speed and productivity as you get closer to the Sun
how did you make it
mini beacon with a script changing the modules ?
correct
I actually did something similar here
https://mods.factorio.com/mod/promethium-crafting-rework
i would have an idea for a challenge for the mod
having to design a ship with a new overheat mechanic in mind
sun rays would constantly come from the front of the ship as long as it is in sun orbit
Overheating is also something I am sure about implimenting lol. Maybe some way to allow ships to last longer, but reaching the Sun itself will be impossible
well you could have multiple orbits maybe, but i probably wouldnt make more than 2 sun orbits
other mods already add some so you would need to add compatibility with them
or have it be the inverse of the shattered planet
with a "flight condition"
instead of a "stop condition"
The inverse of the shattered planet is the goal. It has a flight condition and everything :)
As I mentioned, I want it to be a foil to promethium science where it benefits your factory as a whole kinda in the same ways. Some ideas (without considering how OP) are prod researches for the sciences, but it's a small bonus (like 1-2%) with each level, or using scripting to lower lab consumption overall with research. Of course that could get OP fast so
There will be a science corresponding to this stuff of course
as seen here
Oh yeah I agree lol. One of the things I've been on the fence about is whether I want it to be only Sun related stuff, or also adding promethium stuff. That would kind of lose focus on the Sun then so maybe it would be a second mod? Yeah I dunno, stuff to consider
sun research and dyson sphere would go great together imo
maybe needing prometheum as a building material for the sphere
I do want to add more promethium sciences at some point one way or another for sure. I've got some ideas, but it's hard to think of some that aren't more vertical scaling (as I feel there is plenty of that)
also question since ive not looked into it yet
is the sun texture changeable midgame
or only on game start
No it's not sadly as far as I can tell.
Yeah that's a good idea if I want to impliment a dyson sphere/swarm. I did goof around with this stuff but my idea for executing it is much harder than I thought lol
any idea how to make a progressively growing DS ? XD
can planets be toggled midgame ?
making them invisible
I bet there is some cheaty hacky way of doing it, but with how cheaty the whole thing would be? That turns me away from it
I also do not believe so
there must be some way, just have to get creative enough
it would make such a great effect
Yeah for sure. The problem is the more creative you have to be, the harder it is to code lol
do you also intend to add functionality for the "visual planets" mod
making the sun grow in size the closer you get, and smaller if youre in orbit around other planets
-# anyways, im full of ideas, but too stupid to make them reality
I did add functionality yuh. WiFi is being weird here but I’m trying to send a pic. I realized it’s kinda pointless if the platforms never reach the sun (there are ideas around this that function the same).
I’d probably have to write my own code to render the sun to grow as you approach it tbh. Maybe it’ll be hard, maybe not
well the planet visualizer already has the planets grow
but i think thats a static animation thats played on arrival
Yes it happens on arrival. I'd have to do my own stuff to make it happen on approach
i wonder if you can tie it to to distance left somehow
cause thats already a readable number
love the sun flares
Should be able to! It should be possible now that I'm thinking about it. I'd probably just include it into the mod itself and not require visual planets
the other mods are missing the flares
theyre great
maybe dont put the sun in the same place that the planet mods puts its planets
this way they will be automatically compatible
Yeah I've got some ideas brewing lol. As for what the mod adds though... do you have any ideas? My goal is improve your factory as a whole with the science. Vertical scaling ideas are good to have as well, such as module t4s
well the sun is plasma
we can already generate plasma with the fusion reactor
maybe an alternate use for plasma like a turret or shield
wait is the sun plasma ?
i skipped physics
burning gas ball
Not entirely plasma, but there is plasma near the Sun yes lol. The issue with that is that's just giving the player free fluroketone lmao
These buildings are creating plasma, but I call it condensed plasma (doesn't make sense physically but who cares). Idk what I'd use with it though
Those are the buildings that get speed and productivity as you approach. So technically you can do all the stuff this mod offers from Aquilo, but it's gonna be a slooooow process
what else do you already have btw
the buildings and the sun texture
oh is the sun animated btw ?
Nope the Sun isn't animated. I didn't look into that, but I'm sure it might be possible? The graphics skills required would be beyond me as I just ripped a 4k image from google lmao
- Sun texture
- Buildings
- Condensed plasma item
- Solar science item
- Mechanic for increasing effects as you approach the Sun
heres a couple things maybe:
- asteroid / sun ray spawning
- heat shield
- cooling mechanic
all of which probably play into each other
Oh! I did also conciously choose to have no asteroids on the way. That provides a bigger challenge and is also pretty realistic
A cooling mechanic may be something to look into
i have a simple idea for cooling
heat shield would just be walls that generate heat and can overheat (taking damage)
you can connect heat pipes to them and transfer the heat to the back of the ship to turn into steam, thereby getting rid of the power
Ooo I do like that, I'll keep that in mind
and cause theres no asteroids for ice, you would have to stockpile a good bit of water
and maybe a secondary form of heat dissipation
i think we have 1 or 2 other things in IRL
a heatsink for example
not sure on its effectiveness in space tho
Feel free to message me with more ideas, I'm all ears
a progression thing:
- at the start you only have the sun as a travel point, after some researches you unlock a stable orbit
ye gotta think a bit
i had also started looking into modding, most i managed was editing someone elses code tho
so i at least have some idea as to what can be done
-
maybe cold fluoroketone as an alternative more effective heat sink
-
melting ores as heat buffer, the needed numbers are already ingame as Joules
(could be done by changing the foundries energy type to heat)
Ima try having a look at your sun mod, to see if it can be animated
Ive defined animations for a building before
One thing is for sure is I want to leave anything in the current game left untouched. I want this to be a plug and play type mod which works without changing your factory and can be installed whenever. Changing the foundry prototype is something I won’t do for sure
It would be a new one, i just used it as an example
Ah gotcha
I have an idea about simulating heat damage to ship from getting closer to the sun: invisible untargetable asteroids that will do an impact damage to your ship
I wouldve done a script that cast rays vertically
And if the first thing it hits isnt heat shield, it would take damage
I also dont know how feasable this is tho
In that case, probable just find all entities in surface (I hope each ship has different surface) and check their coordinates
Well, how would you know which ones are exposed to sun?
Raycasting from north to south
If it hits a heatshield that line is save
If it hits anything else, it takes damage
How do you do raycasting? Never heard about that in factorio scripts
Doesnt have to be raycasting, theres probably easier ways
Its just to get the point across
Asteroids are just raycasting too if you think about it

My point is: you'll have to do that yourself, so get all entities coordinates in that case
Nope, they just check for collisions
Ahh and then check the northmost ones
That's why my idea was about invisible asteroids
Not sure what' more efficient perfomance wise
I mean this whole thing only has to be called once when the ship starts flying towards the sun
Then maybe every 10 seconds, just in case the player edited the ship in any way
Or you can probably make it on event
When player places anything, you grab that row and reanalyze it
Easiest would ofc be just using existing systems tho
Maybe check it at start of journey to sun and then hook up event for building on that surface that will enable next check in 10s? That will make minimum number of find_entities_filtered = 1
Script damage will be more smooth, compared to asteroid random
Maybe not asteroid
THeres other types of damage probably
Could just have a bunch of small invisible tanks spawn in front of the ship, and have em drive into the ship to cause dmg
Silly
Hmm, it looks like script doesn't allow to spawn asteroids, only asteroid chunks
Would have to create a new asteroid type, and make a spawn table for that route
But asteroid is inconsistent dmg, so anything else would probably be better
Also gotta get the heat shield to emit heat in proportion to the closeness to the sun
Any idea there
How did they do it for solar panels
They used the daytime slider, right ?
In space
I think they are hardcoded calculations
At least we can get a distance on space route easily now
It required manual calcualtions every tick based on speed before
For heat shield, could probably just use heatpipes with adjusted
texture, health, heat throughput and resistances
And since hes already got a script for determining how close to the sun he is, he can reuse it to increase heat buildup inside the heat shield
If you can change the damage type of an asteroid and then set the heatshield to resist that damage type st 100%, I think that would be the easiest way.
Now I have an evil idea of spawning a rare huge asteroid as well and the heatshields would mean you can't have railguns pointed straight up and would need to do angled railguns to keep them shielded
Very nice