SakeTami
Earendel
Earendel

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Space Exploration 0.7 Closed Testing

I’ve been asked for a bit more detail, well maybe this is too much, but it’s a good month for it because I've been doing a lot on the mod updates.

At the end of the last devlog it felt like Space Exploration for 2.0 was about a week away from being ready for closed testing. Just to manage expectations, closed testing doesn’t mean it’s nearly ready for actual release, just that it’s stable enough for testers to help find bugs.

The big issue at the time was to do with rocket silos and specifically rocket launch products. In Factorio 2.0 it’s just not possible to have rocket launch products to go back to the silo. (I did actually find a way to do it with scripts but it was very hacky and also gave a terrible user experience requiring filtered inserts to output from the silo so wasn’t really acceptable.) The game engine basically forces you to send things to a landingpad, and as you probably already know you can only have 1 landing pad per surface.

The 1 landingpad restriction really goes against the SE philosophy of giving you low level flexible tools so you can build your own systems. If you want to have two completely detached bases on a planet you should be able to do that, but the 1 landingpad restriction won’t let you do that. There’s a way to allow multiple langingpads on a surface, so that’s great, except that the rocket silos themselves are hardcoded in such a way that they’d only ever use the first one placed anyway and the others are redundant.

I managed to add some of the cargo rocket functionality to the basic silos, so now on a satellite rocket silo you can select a landingpad name to send it to. Then when the rocket is launched I intercept the rocket, prevent the normal behaviour, and send it off somewhere based on the settings you’ve chosen.

The base game landingpads can now be named like the SE landingpads. It doesn’t really make sense to have 2 types of landingpad so I’ve merged the two. There were a lot of extra little problems along the way, like not breaking arcospheres, making it work with probe rockets, and not having too many silos deliver to the same landingpad at the same time.

For a week I put in a lot of work trying to get it ready for closed testing. Lots of testing of my own to find problems, lots of bug fixing, and I made a lot of progress. One week later it seemed like things were coming together.

There was one notable area of the mod that wasn’t working so well, which is remote view. On the main branch of the code it was still using the SE 0.6 setup for remote view and not making use of 2.0’s map view version of remote view. It didn’t work like 0.6 though, because now in 2.0 all of the non-character controllers make you snap to “map mode” when you zoom out. That along with a few other changes in 2.0 made it feel very clunky, and also there were quite a few crashes when you tried to do certain things. These weren't necessarily a big concern though because there was already a different branch of the code to switch the mod over to using the 2.0 built-in map mode version of remote view.

After doing more through testing of that branch though, I found a lot of problems. The most obvious function of being able to look around on different surfaces, blueprint things, and change recipes worked ok. That’s just the tip of the iceberg though. This is a small selection of the first set of problems:

Anything where the player is in spectator mode, like while riding a rocket or space capsule, completely broke if you were in remote view during the sequence and even more if you exited remote view during the sequence.

Another week of hard work went by and I fixed all of these problems, however…

In addition to the first set of remote view issues there was a whole other set of problems to do with too much of the “SE special stuff” being removed. The biggest example of this is the SE view history system where you can use the forward/back buttons to jump between various locations that you looked at. At first glance it might seem like this feature exists for player convenience, and it is very convenient. Factorio 2.0 has their own history forward/back system which covers places that you looked at (but also so UIs that you opened and closed). All of the SE history code was removed to just use the Factorio 2.0 code instead, and if you’re not familiar with a lot of the SE code it might seem like a safe thing to do. It caused a lot of problems though.

The primary purpose of SE’s history code isn’t actually for player convenience at all, it’s so that the code knows where you were. By knowing where you were, it knows where it can put you back. With the 2.0 version of the system this isn’t possible.

Here are some examples of the problems this created:

I had to restore the SE history system to be able to fix most of these problems. At this point the SE history is hidden from the player, it’s only used for the internal “go back after an action” types of functions. Mostly this works, but I’m still not happy with how the built in 2.0 history system works. It just doesn’t seem as good. It keeps losing states so you can’t go back. You can go back to “a starmap” now, but it can’t go back to the actual starmap you were looking at in sequence - it just has to guess the last one.

Another week of hard work went by and I fixed all of these problems.

And so after 3 weeks of putting all my free time into the mod, closed testing seemed to be about a week away. Again.

Along the way I’d found some more problems. Some were more urgent than others. I’m mainly focussing on things that can break a save file or would need migrations across versions. If a sprite needs to change, some translation is wrong, a prototype value is wrong, then it’s not a high priority. As soon as it’s fixed then it’s fixed for everyone. The high priority things are issues that if not fixed now then the problem can get saved into the game and it’s harder to fix both the source of the problem and the state of the saves game.

For example: Ruins generation was broken, like the ruined starting asteroid base / satellite. If it’s not fixed when it spawns then it’s stuck that way if the game gets saved.

Here’s a shortened list of some of the things I fixed this week:

Added a “partial landingpad reservation system” so that smaller payloads, like rocket launch products, can be delivered to a landingpad in parallel.

For various reasons the contributors have been busy with other things so it’s mostly just been me for the last month. (Update: The last few days they’ve been more active again). But anyway, another week of hard work went by and I fixed all of these problems. There are still more bugs to fix but… it’s playable.

It’s finally ready for closed testing.

I don’t want lots of people testing it at the same time at first, otherwise lots of people will report the same problems and testing enthusiasm will fade quickly. Especially since for the first few days you should really not save the game.

For the first few days it will just be Patrons / Patreons, mainly just to restrict the number of testers. Then I’ll put it in the main closed testing channel for a while until it’s stable enough for the mod portal, but that could take weeks.

If you want to test it:

There’s a new forum on my discord server called “closed-testing-forum”. In the forum there’s a pinned post called “Closed testing release: SE 0.7.0”. Instructions and download links are there.

Space Exploration 0.7 Closed Testing

Comments

If you haven't figured it out yet, as long as you have your Discord linked to Patreon it will just appear automatically under the Contribute category.

HellWatcher

Joined as a Patreon because I'm jonesing to start a new SE run in factorio 2.0 with all of its QOL upgrades. Sadly, I can't find the "closed-testing-forum" mentioned in this post.

Alex Trussler

Keep it up! You're the future of the game.

Michael Ling

same

Anthony Johnson-Powell

i cannot seem to find the ''closed-testing-forum''

Taylor_The_Fox

I've just started a fresh save on the newest testing version. Hoping to help in any way i can.

Crosstowndonkey

I'm hundreds of hours into SE from Version 1. I'm going slow. I'm learning, and I'm re-learning. Ha! My plan is to complete it before going on to Vanilla 2.0. As far as I'm concerned, Earendel, "Take your time!" As some say, No fine wine before its time! I really appreciate the complexity, but I don't know what I'd do without Factory Planner or Helmod!

George Pohle

Resubscribed after a long hiatus. Space Age felt like an appetizer that made it difficult to wait for the SE full course meal. I'm hoping that the migration won't burn you out too much. Already completed the Tier 1-4 sciences a few years ago and wasn't fond of it, with my team eventually abandoning me to finish the rest by myself. Production notes of the new science overhaul has been exciting to anticipate for dragging my family and friends back into PvP SE once again in the future. :) No matter, enjoy a few coffees on me and keep up the good work.

Light

Very well written. Thanks for all the hard work. While I've enjoyed 2.0 Space Age, I miss the large scale of the SE.

Brian Yegerlehner


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