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Space exploration mod blueprints?

Space exploration mod blueprints?

UwpqHrZUiyLFJJYryTDo

Space science, and space production in general, don't really lend themselves to redistributable blueprints the way that vanilla does. In addition to the complexity of each tier of science and the ties between the tiers that others have mentioned, theres a bunch of different ways to handle space in general. These choices are generally entirely up to you and will drive a most of your science (and other) designs. For instance: • Mixed rockets or single-cargo rockets? How do/will spaceships fit in? • Bots, space trains, belts, mix? If a mix, what specific mix? • How do you want to handle thermofluid loops? What about other recycling loops, like interplanetary rocket part reuse? • How much intermediate processing will you allow in space vs on planet where you can use productivity? • How much interaction do you want between your science production and the space mall that builds it? Or the Nauvis mall? This gets...tricky once the mall needs various data cards to build items. There are many others as you ramp up complexity but you get the idea. My answers to these questions will be different than yours, and if you used my designs in a vacuum, they probably wouldnt work anyhow. Plop on top of all of this that even 50SPM requires massive semi-custom non-science-pack production to feed it and a one-size-fits-all approach really breaks down.


KagatoLNX

I mean… they’re space blueprints. You *have* to use them in a vacuum! 😂


UwpqHrZUiyLFJJYryTDo

OK that's a pretty good bad joke :)


Thinkingwithportals1

Why not make some? Hop into sandbox, have Helmod or Factory Planner or some other calculator, and make your own book. I made my own for the basic sciences and early minerals, it was a lot of fun sorting out the belts and filters


DarkwingGT

I see this sort of answer a lot whenever someone asks for blueprints. I'm not sure it's helpful to be honest. If the OP wanted to make their own they wouldn't be asking for blueprints and it's not some sort of revelation that they can make their own, I'm pretty sure they're aware of it. Anyhow, I have not found many out there but there are some at [https://factorioprints.com/](https://factorioprints.com/) and [https://spaceexploration.miraheze.org/wiki/Blueprints](https://spaceexploration.miraheze.org/wiki/Blueprints) (though not many and most are outdated).


ThaerosTheDragon

I think its the subtle hint that people use to try and nudge players into figuring out stuff for themselves.


Ricardo440440

Absolutely. If you're not ready to design your own stuff then playing SE is too much.


Ricardo440440

Has it generated your galaxy properly when you converted??? The recommendations are to start fresh. Edit: you can launch some recon satellites to look for other systems to check.


clubswithseals

So far it seems to be working, but I’ve only launched two satellites revealing a couple planets. Having said that the game has been crashing pretty often but it’s hard to say if it’s the mods or having thousands upon thousands of active robots (probably the combination)


Ricardo440440

I play SE with lots of other mods and tens of thousands of robots. My game has never crashed once.


Ricardo440440

If you are revealing planets and can scan them then it might be ok. Does nauvis have a proper id number in the universe browser? If it does you might be ok too. However just a warning that the game is litterally hundreds of hours so spending time at the start to make sure it is 100% stable might pay off.


fatpandana

Being on SE discord I can tell you a lot of folks have successfully converted an old save. Mainly thanks to the migration code by earendel. However, as far as I am aware none of the folks that converted their save actually finished the playthrough. There might also be a lot of problems with the scripts checks. Normally SE will never crash and if it does, u post a log and it will get fixed.