FAQ

Is there a way to keep generating biosludge in space?
Yes, there is a positive feedback loop using biomass. For a single cycle of the biosludge loop:

Input
 * 190 biosludge
 * 1 petroleum gas
 * 131 cosmic water
 * 1 iron
 * 0.1 blank data card
 * 0.4 coal

Output
 * 250 biosludge
 * 1 contaminated scrap
 * 99 contaminated cosmic water
 * 40 contaminated biosludge
 * 0.1 junk data

Total return per loop: 60 biosludge

Notes:

40 contaminated biosludge can be recycled to give back 39.6 biosludge. After recycling, the total return per loop is 99.6.

These calculations ignore the extra biosludge that might be obtained from recycling the contaminated cosmic water, since it's a negligible amount compared to the 99.6 return.

Why is it that we cannot place productivity modules in any of the space structures?
This is because the space recipes are balanced around not being able to take productivity modules. This balance was done to incentivize the production of intermediates on moons and planets.

There is one exception to this though, the space lab can take productivity modules, and can take more modules than a normal lab, this is to balance the extremely expensive sciences.

Why wont SE work correctly?
There are many reasons that SE might not be working correctly: SE requires a special post-processes mod, that does a lot of things after the main mod and is required for the game to start.

SE also has many incompatibilities, including any mod that makes ore infinite, as SE has its own form of infinite resources implemented, these incompatibilities are listed UNDER the dependencies.

SE requires the latest version of factorio to run correctly, this is NOT the latest stable version but the LATEST EXPERIMENTAL BRANCH.

How can I access the experimental version of Factorio?
To access the experimental version of Factorio with Steam, right click on Factorio and select properties, then, in the properties tab select beta's and select the experimental branch, this branch is always kept up to the latest build and so will work.

To access the experimental build from the standalone version, enable the setting: Main Menu > Settings > Other > Enable Experimental Branch<

Latest stable branch is Space Exploration 0.4.51 (Factorio 1.0) Space Exploration 0.5.1 is updated for Experimental branch 1.1

Which mods are recommended with Space Exploration?
Required (you NEED these):
 * Space Exploration
 * Space Exploration Graphics: All of the graphics.
 * Space Exploration Postprocess: Some extra code that is required and needs to run last.
 * Alien Biomes: Is used to provide the terrain tiles that other planets use. To make your home planet more like a vanilla planet set these coverage/bias sliders to low: Terrain type, Hot climates, Cold climates.
 * Robot Attrition: Used for the planet wind and solar radiation interference mechanic.
 * AAI Industry: Space exploration is designed with AAI Industry as mandatory. Better use of sand and glass, recipe changes that just make sense.
 * AAI Signal Transmission: So you can send signals between planets / orbits.
 * Jetpack: Used in space walking code.

Strongly recommended:
 * Space Exploration HR Graphics: Only if you play with HR graphics on.

Other useful mods:
 * Grappling Gun: To catch yourself if you fall off your space station.
 * Walls Block Spitters: So your defences can be better protected if you abandon them for a while.
 * Bullet Trails: So you can see where turrets are shooting.

What to do once I reach space?

 * Once you reach space, you should start by setting up a science lab.
 * You should choose one science to focus on because they give much better returns at higher tiers, while multiple sciences give you more significant data.
 * Each science provides its own challenges, but it is agreed that Biological science is the hardest to do.

Other things to do once you reach space include:
 * Working towards making spaceships by following the astrological science path.
 * Go to an asteroid field and set up a base there.
 * Make other planet-side bases to send up resources.
 * Create better energy production by following the energy science path.
 * Finally, you should try and expand your rocket launches from Nauvis, so that you have a steady supply of resources in space.

How does spaceship integrity stress work?
You have an integrity stress limit based on your tech. With just spaceship tech you have a limit of 200. Spaceship Integrity research increases it by 100 per tech up to a max 1000. Factory Spaceship research increases it by 500 per tech with no limit.

Integrity stress is calculated in 2 parts, whichever value is higher determines the actual stress.

Part A is based the size and structure of the ship: Each spaceship tile with a spaceship wall takes 0.5 integrity, each spaceship tile without a wall takes 1 integrity.

Part B is based on cargo capacity: Each item slot of a chest or similar container takes 0.5 integrity, each 2k of fluid capacity takes 1 integrity (except booster tanks which are 1 integrity per 4k).

Example:

The ship has 60 tiles with walls, and 160 tiles without walls. The integrity stress is 30 + 160 = 190 from size.

The ship has 10 containers with 48 slots each. The integrity stress is 10 * 48 / 2 = 240 from cargo.

The total stress is 240 because 240 is higher than 190.

If 2 containers are removed for a total of 8 containers the stress would drop to 192.

If 2 more containers are removed for a total of 6 containers the stress from containers would drop to 144, but the total stress would be 190 from the spaceship size.

What do i need to take in the first rocket launch?
Below is a straight up list for what you need, this will cover why you need things.

For your first rocket launch, you will mainly be setting up scaffolding, and research, as such you will be taking up lots of science. personally, i recommend taking at least 2k of each science you will be using, in addition, you will need to take up space science labs, and 6 times as many of the best productivity module you can as you have space science labs, as to reduce the number of science packs you need. take 6 extra modules if you are going to Nauvis orbit.

Secondly, take up solar panels, about 2-4 stacks, for power, as it is always considered day in space and so you always have solar power, however, the further away from a star you go, the less power the panels make. You may want to take some accumulators so that you can store power for peak usage.

Thirdly, take up resources such as LDS, heat shields, a small amount of iron, some copper, a lot of steel, plastic, even take up some assembler 2's etc. this is so that you can make the expensive machines in space. You will also need to take up inserters, and a landing pad so that you dont lose your next launches, as well as power poles and roboports, as well as repair packs to clean up the damages from landings. Remember that you can take important stuff in your inventory, as to not lose any of it.

LIST
You WILL need the following:


 * 2000-3000 scaffolding - scaffolding will take up quite a few slots in the first cargo rocket, i would take up 5000 so that there is enough even with losses.
 * 5-10 space science labs - again with losses, you will also need to take 6 times as many of the best productivity module you can get, and an additional 6 if you have launched a satellite before
 * 2-3k of automation (red), logistics (green), chemical (blue), and space (white) sciences. I would also take up at least 1-2k production and utility science if you can access them.
 * 2-3 stacks of solar panels for power generation, as well as 3-4 stacks of power poles and substations.
 * A landing pad.
 * Chests (logistic chests if you can access them).
 * 1-2 stacks of inserters.
 * A stack of roboports if you can access them, as well as construction bots and repair packs so you can clean up the mess from rocket landings.

Additional info
This is just a bulletin of extra info.


 * Your first rocket launch to a location will always crash, this is because there is no landing pad.
 * In space it is always considered to be dawn/twilight, as such, for balancing, solar panels give half output but produce all the time, additionally, solar panels will get a production boost based on proximity to the closest star.
 * Rockets can lose parts of their inventory along the way, but you will always get at least a tenth of a stack rounded up. you can take important items in your inventory.
 * WEAR A THRUSTER SUIT- you want to be able to breathe right?
 * The space sciences take a lot of resources, you might want to use the signal transmission mod to make a circuit that allows you to call items up to the space station via cargo rockets through circuit signals.
 * Asteroids are still present in space, there are no escaping from these little balls of fun.

Why is the Bob's modules mod incompatible?
At the current time of writing, SE has its own system of modules that does not work with bobs, due to conflicts, Bob's modules will cause crashes.

In the future, there may be a fix or an option to disable the modules but that is unlikely.