ENDLESS™ Space 2

ENDLESS™ Space 2

Deep Space Mining Modules
12 Comments
Shin Navideño 14 Jun, 2024 @ 7:55pm 
Does it require Hissho DLC to work?
Rukifish 17 Jul, 2023 @ 6:44am 
Hi, wich ships can equip the modules ? I can't find any "support" category and I can't equip them on explorer or hero ships :/
SempfgurkeXP 11 Apr, 2023 @ 3:43pm 
If i use this in a system wich already is in range of my influence, will it still give me the extra resources?
JohnMcHobo 16 Aug, 2019 @ 12:49pm 
AWESOME!
Finally a way to actually make use all these nodes without being an influence faction!
Can´t wait to fit those onto Vodyani or Vaulter ships to make them the Nomads they are supposed to be.
Timmeh  [author] 10 Jul, 2019 @ 7:54am 
@Vinchenzo: It works without Deep Space Mining.
The same resource values are used, but you will not get resources from influence like in DSM.
You can use this mode on it's own, or together with DSM.
VinchenzoTheJackal & Shoon 9 Jul, 2019 @ 7:01pm 
Can I use this without Deep Space Mining, or does this require that I have both mods?
Towerdepths 9 Feb, 2019 @ 11:04am 
The conflict might have to do with something else then, but I'm not entirely sure how, or why. As for load order, I started with ES2, then MM. Thanks for being so prompt with this issue!
Timmeh  [author] 9 Feb, 2019 @ 3:12am 
Towerdepths, during your tests, in what order did you load the mods?
Timmeh  [author] 9 Feb, 2019 @ 3:11am 
Hey Towerdepths,
I don't see the cause of the issue with the system improvement.
The only conflict I can find is in the tech tree.

Case1: Loading Mining Modules after Enhanced Space2 will undo the changes he made to the MM unlock techs.
Case2: Loading ES2 after MM will remove MM unlocks from the tech tree.

Case1 could be causing further issues down the line.

I've asked Kuma to integrate the MM unlock techs into his mod.
If he does so, it will make the mods compatible, when you queue first MM, then ES2 - not vice versa.
Towerdepths 8 Feb, 2019 @ 11:10pm 
When playing as UC, I noticed that there's incompatibility issues with Enhanced Space 2. With this active, both Xenolinguistics and Astro Finance say they give Hyperium, but the main issue is when I build the Industrial Refrains. When it completes construction, the improvement glitches out, remaining in front of the build list with an infinite build time. It cannot be moved, or removed, thereby blocking any other construction from being made. Furthermore, it seems like trying to load into the game with the Industrial Refrains finished causes the game to load up a fatal error message.

Which kind of sucks, tbh. Both this and Enhanced Space look really fun, and I think it'd be awesome if I could play them together, should they be able to play nice.
Timmeh  [author] 6 Feb, 2019 @ 6:23pm 
Fixed the drones.
I also renamed them back to probes, because even I was starting to mix them up.

Unfortunately I cannot make them work for special nodes, because the game has a hard-coded core, that cannot be modded.

As for the modules, the point is for mining ships to be more specialized instead of a one-ship-mines-all-approach. Since Hyperium is not found in combination with Antimatter or Quadrinix on the nodes, the split makes sense.

I'll leave that as is for now, but the mod is in it's first version so if it really doesn't play well I might change it later.
Pongola 6 Feb, 2019 @ 3:56pm 
The probes/drones aren't working as described in the tooltip.
Cooldown 5 Turns, Lifetime 5 Turns.
But Lifetime is 0/1 Turn and cancels always at the start of the next turn.
Also Fuel Processor and Containment Field Generator should be combined like Mining Beam Regulator and put under Plasma Metalurgist
Harvest Drones would be good for Atmospheric Filtration and Minig Drones for Maximied Exploitation, just a thought