(Platform Expansion Program)
@maker_dude after the update to 1.0.2 of your mod the starting nodes require double the resources while you only get 10. you cant start a new game like this. in 1.0.1 it is working correctly also the research to normal nodes is doubled. i don't know if this was intentional but it is something i noticed.
126 Replies
Oh man, what a boneheaded oversight on my part. I'm fixing it right now and will have a new version posted shortly.
Version
1.0.3
is now available and fixes this issue. Thanks for letting me know!@maker_dude Hey, the same issue occurs with the SAM unlock milestone, it only gives 10 sam ore fragments while you need 20 to build the node!
Oh snap - okay - i'll get that fixed in the next update and double check all of those unlocks - you'll either need to spawn some fragments in to make up the difference or roll back your save to pre-unlock.
Ye, I used pak utility to hand me some. Awesome mod so far though, though the very very early game is quite tough with so little space and nodes being quite expensive 😄
yeah, def takes a bit to get those extra nodes rolling while trying to produce parts to expand muhuhahah
@maker_dude here we go again, but last update with the moving of the nodes seems to have made it impossible to manually mine or place portable miners on the nodes
that is no good - thanks for the heads up!
Fixed in 1.0.8 - If you still have issues, you might need to dismantle and re-place the node
thanks! I will try
it works, excellent!
also, normally you would get some inventory slots from hard drives, but those are obviously not available. Maybe have those as MAM nodes too?
I've been enjoying this mod for the last day or so. The scarcity is tedious, though. Having to run the game in the background while the starter nodes do their very very slow thing might mean the number of Iron nodes granted at the start should be increased (maybe 2 or 3 Impure?). Just my opinion, though. Thanks for a new way to play!
I appreciate that feedback - i definitely feel that pressure as well. and it comes back as you unlock each new node - you might be on to something with giving enough for more starter nodes. Another idea i was considering is having them purchasable via awesome shop to allow people to speed that along if they have some coupons built up.
The awesome shop is great for mid-game boosts, but I wouldn't consider it a solution for early game. My point of pressure was the initial lack of more than a single Iron node. Copper and Limestone were fine at one. Same with the others that only start at a single.
The gradual ramping up of resource availability via scaling works well, IMHO... just with the exception of the Iron node. My solution was to jankily place as many Portable Miners as I could around the Miner... it looked stupid because they were just floating in the air in a circle around the miner 🤣
hahahah i did the same thing - in the latest update they actually don't float in the sky and place over your head anymore. Iron is really crucial tho, you're right - more than one node of iron does seem reasonable.
A very minor thing I noticed. Are you purposefully using the Quartz Crystal icon for the Raw Quartz Node?

I just noticed that about 10 min ago and wrote a note down to fix it lol
man, the science flask point economy is kinda brutal. only 50 points per impure flask? thats like 50 minutes per mercer sphere D:
I feel ya, it's rescaled in the next update. Also, a method for generating spheres.

@maker_dude Just realized, there is some alternate recipes missing in the MAM. these are at least: Iron Pipe, Molded Steel Pipe, Aluminmum Beam, Molded Beam
oh interesting - i'll take a look at what's missing and get those added in. I must have been working from an outdated list when i originally did it - thanks for the heads up!
Apparently i just completely missed some. Looks like
are all missing, they will be in the next update.
nice!
I was looking into creating a blueprint for the Science stuff and did a little bit of math. Is the
Impure Condensed Science
flask supposed to only be worth 50 awesome points?When you subtract the raw resource sink value of the Flask from the amount awarded for the Impure Condensed Science, 50 doesn't seem worth it since the machines creating it also consume electricity.

@maker_dude if you are interested, TFIT can semi-automatically generate all your items' sink points for you. you have to go in steps though as it can only do one layer at a time (I didn't have many chains so was too lazy to make it rerun itself as needed on the fly)
Flasks and Condensed should not be sinkable. And as of a few updates ago, it's worth a lot more than 50
pretty sure it's 250 for impure
Huh. I'm updated to current, I thought. SMM says I'm on current release.
Yeah, it's Impure
I was just asking if that's the intended valuation.
50 is very much not, 250 is
well, subtracting the value of the flask materials from the 250 it is worth, you do only receive 50 pts
It also grants points on the DNA track, not the normal track
so it's balanced around that
oh, didn't know it did the dna track too
hm, I thought I had TFIT set up to show an icon when it was on DNA, maybe not in the recipe view
maker_dude, would you by chance know how to remove the prohibition from placing Miners into Blueprints? I tried using
No Construct Disqualifiers
by Bababooie, but it didn't allow placing them in a bp. However, the mod Quick Blueprint
was able to include miners in a bp that way. It would be useful to be able to include them in bps with your mod.I did investigate it. It will require me to shift the mod to include c++ code. I plan to add that functionality in a future update.
Oh that sounds more complicated than it would be worth.
I have other things I want to do that will require me to get into the c++ side so it won’t be much of a lift to add.
@maker_dude on your mod Platform Expansion Program, the buxite node is a smidge (like twice) bigger than the size it should be. Love this mod, it broke through my burnout problems.
thanks for the heads up - was it the impure node? So glad to hear you're enjoying the mod!

I just found that issue as well. Impure for now, I haven't gone further yet.
impatience, 2025, colorized

typo (in at least iron and copper, maybe others)

i love this
bulk edit via property matrix should make finding + fixing the typo very easy, not sure if you have seen that feature yet
the different node hitboxes make for some semblance of balance

it is all of them i think
i havent unlocked pure yet tho
it undoes if you save then load the save tho
i made this lol
super proud with the bridge
https://discord.com/channels/555424930502541343/1288993162404167751/threads/1420238734401601647
@maker_dude
I had not. Thank you for this tip.
Good to know. Thank you!
electrolytes!

scanning for ore nodes seems to crash you (hit it on accident), you may want to remove scanning from the rewards
That bridge is very well done. And here I am just making a mainbus base /sigh

I figured a completely blank/flat world is the perfect place to do one of those.
lol the rest of my factory is 2wice the messiness of yours
@Drauku i just finished a 12500 MW powerplant using diluted fuel
in blender
I just unlocked diluted fuel. I tried to transfer my blueprints over, but none of the connections were connected 😕
I have to remake all blueprints in the PEP maps if I want them connected /sigh.
i dont use autoconnect jsyk
it feels slower
i have 2 inpure liquify coal to make 375 oil
then i have 12.? refineries feeding 10 blenders for 1000 fuel
that runs 50 feul gens
No, not autoconnect... none of the blueprint connections worked.
all of that is ~1250 power, basically 1/6 (±20MW) consume to make ratio
did you imort a bluprint from a different save?
yes
i have only done that once with aluminum one click
no internal connections saved, but the bp still works in the other save
i found out that alt recipies carry over and work:interesting:
230am here, bed time, will chat later
yeah, alt recipes stay with the bp
5:30 for me
pm
bye
@maker_dude could you make it so the atmosphere water extractors have a collision box?
i do wonder though if you do that will all my clipping ones break?
and the pure sience thing does not work
in the blender
bbecause you tries to put 3 solids in a machine that only has two
you would need to change it to use liquid turbofuel instead of packaged
Yep that was supposed to be liquid. I just picked the wrong one. I’ll try to get an update out today with a few of the fixes that have been mentioned.
@maker_dude also i noticed that uranium milestone needs uranium, but you only get the resourse once you only unlock it, making it impossible
Does another milestone give any as a direct reward like the others were handled?
No, it's a bug - the nodes were previously given via the impure uranium node, but i pulled that out - and forgot to shift the item give up to the normal quality unlock
This is still an issue with both
Impure
and Normal
nodes:
I wish the node fragments were more visually distinct, especially with the quantity label covering them I can't tell what they are unless I mouse over them
maybe if the item icon had a little label/sticker in the top left with the ore's icon?
oreve just a c for copper, i for iron, etc
i also noticed that a couple of my nodes are getting invalidated for some resons. is there some whay to tie the node to the miner, then get rid of the tie when you delete miner or node?
I am pretty confident that nodes have some serious issues when included in blueprints, but I haven't narrowed it down to just PEP yet
I think every node gets saved twice, the second one with a random offset, and it doubles every time you load/save in the designer. we had a blueprint blueprint-mode-dismantle refund 17,000 node pieces with little node clones scattered all over the world map
They do have the unique labels on them. Ill just render them closer and make them more legible so its easier to see.
I know, but my point is, they are still very hard to see in the item icon when 20% of it is covered by orange tag
100
. and there are colors that are very similar to each other
do you play with large item icons enabled?Thanks for all these reports. I’ll def get to them sooon and get a big bug update out.
they look basically exactly the same at a glance
I totally agree. Which is why I’m gonna fix it.
I play with normal icons and in a tv. So it’s nearly impossible for me to tell. I’m just lazy. 🙂
my concern is that a closer render may not be enough, but defintely give it a shot and let's see what it looks like
Oh yeah. It will be closer and I’ll update the texture art as well because it’s also hard to tell on a belt.
putting the label on all 4 sides may also help with that
you may want this for the mercer mitosis recipe
>mod Somersloop Restrictions
Fred Mod Searchâ„¢
Somersloop Restrictions
Allow mods to specify if Overslooping is supported on a per-recipe basis.
EA: :white_check_mark:
EXP: :white_check_mark:
Last Updated <t:1759005365:R>
Created by Robb
If this isn't the mod you were looking for, try a different spelling.
Heya @maker_dude, I noticed the Automated Miner recipe is not part of the MAM tree in PEP, will this be added in a later update?
It’s actually coming in the next update. It’s purchase able in the awesome shop.
It also seems like the mycelia tree has been snapped -> no parachute. I know there's nothing to explore but its interact radius increase is nice
oh thats awesome, any ETA on the update?
Actively working on the bugs right now actually
1.0.13 is out now - got most of the issues fixed. I didn't feel like digging into the blueprinting issue with nodes yet - so that's still there.
@maker_dude are Hard Drives being added to the Awesome Shop? You can't progress through the Sulfur Tree without them:

i was about to say that
@maker_dude maybe could you get rid of turbofeul and compacted coal from the sulfer tree, or get rid of them off the alternate trees?
you can buy harddrives for 100 coupons (rookie numbers) in the awsome shop once you unlock particle enrichment
because i noticed that to get rocket fuel in the alternate section you need normal rocket fuel, and to get that you need to use 2 hardrives to unlock turbofuel (which you can unlock in the alternates), then rocket fuel
if you got rid of compacted coal and turbo fuel from the sulfer section, then to get rocket fuel you would need a harddrive, which means you would need to be further into the game (cause u need particle enrichment)
it just does not make since that you can get compacted coal and turbofeul twice
or you could just add the normal rocketfuel into the alternate tree, costing turbofuel
Anyone else has any issues with purchasing more than 20 items in the shop in a single purchase?
I mean, ye, somerslooping the mercers is a little broken, but I heavily dislike the alternative of spending ludicrous amounts of tickets on a couple of mercer upgrades
Or waiting like 11 minutes per sphere 🙂
Then again, mercer and harddrive collecting always felt like a massive chore to me in vanilla, but just getting all the alternates and mam research from the start is quite far in the other direction
We'll have to wait for makerdude to weigh in on it but I'm guessing waiting per sphere is intended. Especially with the cost and craft rate of the food
Yeah, that weight duration is indeed intentional. We gotta let the spheres eat in peace.
As for the sulfur tree - i'll look into chopping that branch off and making sure everything else is properly accounted for - as of right now, i would just ignore the ones in the sulfur tree
50 tickets felt like a pretty hefty buy in to start the process but at least it's free after that
My 2p game got almost all of our tickets from SAM->sink or SAM->reanimated->sink setups placed via blueprint. It may not scale as long as the science flasks do, but it's way faster to set up, crafts way faster, and gives a nice flow of tickets at the start. Enough to where we built a tiny flask setup and otherwise ignored them so far
I did mine with AI Limiters and Science - it took a bit, but gave me time to work on other things
I should check the rates, but I'm hesitant to believe that mine, mine, smelt, smelt, construct, construct, assemble beats out reanimated in sink points per MW. But I guess with infinite power, build time is the more important concern
Well, infinite power, you still have to build the stuff :p
My go-to is usually quickwire, but in this mod reanimated sam is indeed more easy
In the Science series of items, the Condensed Science (Material) item should be renamed to follow the pattern:

and pure aswell
@maker_dude with the sulfer tree, you still need it to unlock ionised feul
i would put it like this

RoFu = rocket fuel
i made this
https://discord.com/channels/555424930502541343/1288993162404167751/threads/1422407992451793058
i was thinking that ionised feul is a late game item, and yo can but hharddrives once you get particle enrichment
@maker_dude YES i somethines need to get tons of power shards and it does not work. THANK GOODNESS it refundes the tickets, other wize it would have multipble hundred tickets gone. also it sometimes when i buy things it kicks me out before i can get them out of the purchases tab
Heya, idk if it's a mod conflict but the "Basic Impure Ressource Nodes" step just... Don't save ? When I save my game and come back, the research is not done anymore, and all the nodes coming from it on the map are gone too, stopping everything as there's no more nodes to dig in.
not happening for me
Ok so probably a conflict with some mods, time to do the usual "remove half and pray again and again"
in case anyone else needs it
https://gist.github.com/budak7273/d86808d42acd56fd936d313a4294b838
Gist
Clean PEP nodes from Satisfactory blueprints
Clean PEP nodes from Satisfactory blueprints. GitHub Gist: instantly share code, notes, and snippets.
bug: the session setting is categorized with SML's

and presumably shouldn't be player visible
Any plans to fix this? I've been unable to progress because there are no Uranium Node Fragments.
It should be fixed now. Aside from spawning them in I’m not sure how to solve that otherwise currently.
ah, I didn't see it in the patch notes, might have missed it though
What does this fix/do?
script to clean Platform Expansion Program buildable nodes out of Satisfactory blueprints.https://discord.com/channels/555424930502541343/1414156436149375086/1421360575526469702
Ah so this will clean out the ghost nodes?
it removes all from the blueprint but there are still ghost nodes left in the world
the library can't parse PEP save files yet, talking the to the dev about it
the dev updated the library (the thing preventing parsing seems to be common to all custom worlds)
I have a tool now that can remove the floating ghost nodes created by blueprint saves, added it to the existing gist
https://gist.github.com/budak7273/d86808d42acd56fd936d313a4294b838
Gist
Clean PEP nodes from Satisfactory blueprints and save files
Clean PEP nodes from Satisfactory blueprints and save files - README.md
@maker_dude did you make changes to the nodes not mentioned in the patch notes? unless I am doing something weird on my end, when they are placed in blueprints, they now record their cost to build but have no building representation and are not actually recorded in the blueprint at all
I tested with Buildable Resource Nodes's nodes and they seem to be blueprintable without issue. they also store 2 building data entries in the blueprint per node. not sure what they do differently but it's open source if you want to look
here's a bp with 9 pure BRNR iron nodes -> 18 objects
>mod buildable resource nodes redux
Fred Mod Searchâ„¢
Buildable Resource Nodes Redux
Allows you to build your own Resource Nodes, Resource Wells and Geysers! Works in Multiplayer!
EA: :white_check_mark:
EXP: :white_check_mark:
Last Updated <t:1755212435:R>
Created by Robb
If this isn't the mod you were looking for, try a different spelling.
I also suggest switching the Resources category icon to this to distinguish it from Architecture (this one looks like a miner)
/Script/Engine.Texture2D'/Game/FactoryGame/Buildable/Factory/TradingPost/UI/SchematicIcons/TXUI_SIcon_ProductionMiner.TXUI_SIcon_ProductionMiner'
@maker_dude
well, that's weird. with both PEP and Buildable Resource Nodes Redux installed, PEP's node schematics somehow get corrupted(?) and don't load properly? in game this results as the schematics never saving their completion and mods like ContentLib being unable to patch them. (almost) minimal mods to reproduce in screenshot. you can check quickly by using Content Inspector to try to inspect the schematic. it looks like you may have copied the BRNR content at some point but there could still be redirectors or something left behind, causing it to be unhappy somehow when the originals are there too? or maybe something else weird is happening?

@maker_dude the bauxite node is still rudeee
here's the log from starting up with them
it says you changed the mesh size for the uranium mesh size, did you find that it also gets bigger?
also i really want to unlock nuclear, but uranium is still locked behind bars
also i feel like the mood of this channel has gone from "you could do this" to "fix this" or "do what i say"
on another note, when you make mercer food, it requires more per minute then a stack size of sam. therefore it is impossible to get 100% eficency
did you see this message? you may have to spawn in the uranium pieces because you unlocked the milestone before the fix https://discord.com/channels/555424930502541343/1414156436149375086/1420782574393098250
the research not saving seems to be one of the symptoms of this bug, what mods do you have installed https://discord.com/channels/555424930502541343/1414156436149375086/1423055933889581088
i dont see it
as in, you did not see the message until now, or the message is not displaying for you? here is a screenshot of it

oops I forgot to ping on this @Ykario
I read back some messages, and I only noticed one past suggestion that could be interpreted as a command (https://discord.com/channels/555424930502541343/1414156436149375086/1422330810987581710). bug reports are bug reports, you report all the details and then it gets fixed when it becomes a priority, or never if it's not common enough to warrant the time. I'll defer to what maker_dude decides regarding the mood here unless it starts breaking rules
yeh
Thanks, I figured it would be that so I removed the mod (and a bunch of others) but my game just wouldn't start anymore. I'll try again with a blank state and see if the issue is still here even without this one mod