#Stationeers - Or as Belial calls it "Hardmode Astroneer"
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you can also get a mining backpack, which is big but only ores. im not sure you can put it in your other backpack
you can also use it while paused
damn that's a big base, I don't think I'd have the patience to build something that big, nor would I want to live in a base where all the important things take so much walking to get between. but impressive, none the less
anyone try to find out how deep you can dig?
I can't figure out any rhyme or reason on how the daylight sensor calculates vertical position on Mars. It makes no sense.
One location thinks the sun is directly overhead (it never is) at dawn. another at sunset
the dawn one works ok from noon onward so i'll use that.
on the moon so it might work different, but i pointed it in the direction the sun rises and that seemed to get the right vertical
it really is weird and a pain how they dont just give you the right numbers though
Not a lot to show yet (except some really long hallways) but I hope to make it into something
Maybe? ๐
It is being hollowed out as I work, but the plan is to make use of a decent chunk of it
Don't think of it as "directly above" but as "at its highest point", that should make more sense
i had no idea these were there
very important in-flight snack compartment
thinking about how i'll set up my furnace, ill have one line for fuel mix and one line for inert gases, and use a pressure regulator to pump more inert gases in if i need a higher pressure.
im not sure how much fuel mix i'll need so i'm thinking i might use a volume pump that i turn on to turn the furnace on. also wondering what to do with the waste gases, just put them into the inert gas system? or filter the oxygen and put that into its own tank?
would be good to know the max pressure of the furnace so i can add some kind of safety too
on the moon, vertical is all that matters and would work fine with the numbers i get. I need to track horizontal as priority, and vertical gets very wonky.
though i'm not sure even purely vertical would work at dawn.
Are you just writing down you thoughts, or are you implicitly inviting input as well?
at 40mpa the furnace starts making noise. at 50mpa it's scary. I think it blows before it reaches 60. Wasp alloy requires 50.
if you aren't making an alloy the requires 40+, i don't recommend letting a furnace get that high.
I don't know the max pressure of pipes.
somewhere above 50000kpa
Could have a toggle input on your safety system.
"AllowHighPressure" off? vent at roughly 40.
"AllowHighPressure" on? vent at 51-55 somewhere.
keeping your furnace that high also makes it impossible to make the lower pressure alloys. I only let pressure climb when I need it to.
yeah, some alloys require very low pressure (electrum can't be made if pressure is above 2.4MPa), and some have very high pressure requirements (either constantan or invar needs a minimum of 20MPa) so I'd recommend actively managing the pressure inside by putting a volume pump on the output, rather than a backpressure regulator
though until you get the advanced furnace, it's easy enough to just add oxcite and volatiles ice until you get the desired temp, then either adding more ice or letting off pressure manually until you get the desired pressure
also also, the pressure at which both pipes and furnaces explode is ~60MPa
ah good to know
It is just as possible to add and vent the advanced furnace as the basic furnace.
The complex piping and pressure management is completely optional, even for the most complex alloys. the benefit is saving fuel which isn't all that big a deal on most planets/moons.
wow
incredible
that is way too much nutrition
this will spoil
how do i store this
fridge
these lights are useless
will have to try putting them on the ceiling instead, that worked well in the other room
slightly better
would be very greatly convenient if this could be mirrored
then i could have the wiring just be a straight line instead of a wiggle
smelting room set up with a bunch of little things to try and regulate the temperature. i have one input pipe with valves to allow either fuel mix or inert gases into the furnace, with a pressure regulator and a volume pump to empty the input pipe back into the waste filtering. the output pipe has a backpressure regulator and a valve in case i just want to empty it. the filtering splits volatiles and oxygen with some inline tanks to store them, then mixes them.
haven't tested all this yet but i think it sure looks neat so hope it works
im thinking it would be cool if i could use a console or something to set the pressure i want instead of having to carry a labeller around to change the values
You can use logic and a dial
i wonder if i need a pump directed into the furnace, the pipe doesnt seem to be putting a lot in
oh that is radiating a lot should i put it in a little void box
vacuum that is the correct term
a furnace in an enclosed room will quickly cook the occupants
Trying to build a runway, and thinking maybe semi-automated iron production may have been a better first step
I think I'm gunna end up dying a couple times before I figure out how to cool off my base haha
A simple option is usually having a volume pump pointing inwards, a parallel valve beside it, connect the two on each side, run the "input" side of the volume pump outside with radiative radiators on it. Then the "output" side of the volume pump just gets a passive vent or cowl to take in inside atmo. Then when you need to cool it down you open the valve and let the atmo cool down by radiating the heat outside, and when you've got it cool enough you close the valve and start the volume pump until you've emptied the outside radiative part so you don't get anything freezing in the pipes.
I don't think I understand this without pictures
I'm still watching through the Vods to find the air conditioner set up part
no, the simplest method of cooling is to use a liquid wall cooler, and connect that to a liquid pipe network filled with nitrogen of volatiles, and have that continuously cooled down by radiators. then you can turn of the wall cooler for some nice cooling, though it is quite power hungry
or, temporarily just put a bunch of pipe radiators on your water pipes, as water has quite a high heat capacity, and if the water gets too hot, you have the ice crusher melt some water ice while set to just above freezing, though that requires you to get some more water ice every now and then until you can actively control the water tems
I'll look into it tomorrow since I work tonight
depends which planet, if its atmosphere is cold or hot or vacuum
an easy setup i use on the moon which is essentially the same as khaylin's suggestion is having an active vent sucking air into a pipe, that pipe goes outside with some radiators attached to it, then comes back in through a passive vent with valve.
to turn it off, close the valve then set the active vent to outwards, and it'll drain the pipe and pour the atmosphere back into the room
ill launch the game and send a screenshot of it
hot air go in vent, radiators radiate away the heat, cold air comes out other vent
with 3 radiators i can turn it on and it usually cools down 10 degrees in a few minutes. this is a fairly small room
ive heard its best to have vents on opposite sides of the room, or at least away from each other. i think it better distributes the cold air
Left is volume pump inwards, right is a digital valve (you can use a non-digital one for pure manual operation), it just goes directly outside with the radiators shown in the background. The passive vent in the floor is what allows the indoor atmo into the pipes.
You don't need to circulate any air, it just equalizes temperature decently quickly anyway.
Yup
i was thinking i could just use some logic thingies
Was easier to write code than map out discrete logic
yea, if it works it works. and much neater than a sprawl of logic bits
Might be possible to use a filtration unit or such turned into standby (using 10W) to have access to the pressure in the "outside" pipes and control everything else.
this room is so empty now that i moved all my printers into the forge
perhaps ill put some more lockers here, or some furniture
make it a little like a canteen
just a general living space perhaps
What is the easiest semi-automated mining?
deep drill.
Deep miner?
Just set up a railway between all the outposts
Just looked into the whole O2 toxicity thing and all the stuff involved with it
So apparently the Gemini missions used pure O2 atmosphere in the capsule and space suites.
The way they did it was keeping the atmosphere at a low barometric pressure in which case the pure O2 does not cause health issues
Now if you were on a planet with an atmosphere with a higher barometric pressure, you would have issues without a hardsuit.
If we are looking at stationeers, the pressure on Venus would cause a normal earth mix with 21% O2 to cause oxygen toxicity.
Someone could make a really hard-core difficulty with a mod simulating this
Yeah it's not the % oxygen vs other chemicals, it's the amount of oxygen molecules per volume.
There's a chart somewhere that shows what all the bad pressures and compositions are. Cuz at higher pressures, if you have an air-like composition, fast decompression will also give you the bends
At higher pressure you dont even need a change to have issues
Pretty sure weโd have bigger issues than oxygen trying to go to Venus. Like a dissolving space ship and all soft metals liquifying.
Another idea for a hardcore mod would be to replicate actual day night cycles. The moon is tidally locked to Earth and Europa would spend half its rotation behind Jupiter.
The bends is mostly about nitrogen bubbles forming in the blood and such if you go to a lower pressure environment too fast, if I remember my diving lessons correctly
Yes, that's what I meant by 'fast decompression'
My point was about it being nitrogen, since the rest of the conversation seemed to mostly be about oxygen, so I felt clearing up the distinction was useful.
Ah, I somehow thought the connection between nitrogen and the bends was common knowledge, hence I didn't mention it beyond its effect
How do you know what resources are available for a deep miner? How to find new deposits?
There's a lot of information we might think is common knowledge, but I am quite often surprised at what isn't. Most people wouldn't have any reason to know about it, I think. In the same vein there's a lot of programming knowledge that seems like it should be common knowledge, but it isn't. And AFAIK quite a lot of people don't really know how the meat they eat becomes the product they buy. Today's lucky 10 000 seems apt.
Thanks for the map.
I know too much about the meat I eat, any more and I wouldn't eat any. And I'm not sure how I'd manage, rather a picky eater and vegetables were never my chosen foods.
I was thinking Average Familiarity
Of course
of course
yes, this is happening now...
does the volume pump use less power if it's set to a lower throughput?
Probably not.
You might want to build a new suit before yours breaks.
That temp is why I avoid piping furnace gasses.
And if you do pipe furnace gases; do it in insul pipes.
i havent added atmo to that room yet its fine
i was more pointing out the mess of that corner lol
oh and my suit damage hasnt increased at all over time, i just had an airlock incident quite early on that i patched up
You're ~1.5 incidents away from no suit.
ok thank you for your advice
It does.
Basic volum pump takes next to nothing (if not nothing at all) power wise if it's set to 0 throughput, no need to toggle on or off.
Pump pulls more power, the more you ask it to do.
Same is true of the turbo pump, but that one pulls more power overall, so never fully drops to nothing even at 0 output, and pulls a lot more power if under full load.
One thing you might not have noticed, or really care about, is while your suit is exposed to temps that high, it expends a lot of oxygen keeping you cool.
Shouldn't be an issue while the atmosphere is still measuring at 0kPa
Thermal radiation?
Don't think any thermal absorption other than solar heating and convection are modeled in the game.
Nor does atmosphere give off blackbody radiation in the game
that is very great to know thank you, lower throughput should be fine for just diffusing filtered gases back into my atmosphere
will power generators burn wires if there is a transformer limiting power drain?
I think it's the power draw that burn the cable and not the power generation
Nope, it's "actual flow" that burns cables
So transformers are a way to safeguard against solar storms for solar panels or wind storms for wind turbines
Thanks. That's good. my wind turbines put out 84k in a storm. but are slowly losing the fight filling the battery normally.
But it's not quite like we'd think of electricity flowing, because it can burn a cable at the furthest extreme, when it logically would make sense that it burned a cable where "the most electricity" passes through. But that's just how it be
Usually the 1 wire that hidden in a frame
but you gotta be careful with transformers. they do have a power draw of their own, and if you've limited the power draw out of a network to exactly the capacity of that network after adding up all transformers, you are still at risk of burning out wires
for example, if you have an LV network feeding power into an HV network, and limit the throughput with a transformer set to 5kW, the draw of the transformer itself (10W) could put the total power flowing through that network to 5010W, burning wires
but there are fuses, so you could make sure that when there's too much power in the network, it breaks somewhere you can get to to fix it
If I add more, i'll put a fuse between the current and the new ones. I have a large transformer set at 49,000. plenty of room in 100k cables.
the small ones after the battery are set at 4500. the only thing I have that comes close to pulling that much is the satelite dish. some crazy trader wanted 7500w signal.
transformers putting power into a network, it's safe to give it the maximum it can handle, it's only when you're taking out that you need to worry. my trafos going from my batteries (HV) to LV lines are set to their maximum of 5kW
I've put in that 1% safety margin... yeknow, for realism sake.
If I need that last 50W, I really should be making 2 subnets.
you can put fuses in places to control where the wires burn out
anyone have an idea why I'm not getting the "Stack Overflow" achievement, even though half my running ICs are "Writing to the internal stack of another device", as that achievement requires?
In the past, some achievements have been pushed to Steam, but not actually been activated in-game
the problem with fuses is you won't likely know it blew until your base is out of power.
true but wouldnt that be the case with an overloaded wire too
at least when it does happen and you go "oh crap" you can find it, then fix it then or reload a bit earlier and fix it earlier
flare gun looks quiite cool
Doom Eternal Theme: Mick Gordon The Only Thing They Fear Is You Audio from the Doom Eternal Soundtrack / Doom Eternal OST also known as the When the Doom music kicks in song.
๐ง Stream/Download this song on all platforms - https://lnk.to/DoomMusic
๐ฅ Listen to the full Doom Eternal Soundtrack / full Doom Eternal OST - https://www.youtube.com...
makes me think of doom
this achievement is easier to get than i thought, just let co2 build up in your suit and then activate your filter before you pass out
it was not intentional however lol
Even easier in co-op.
Just be in a breathable atmos room, have your suit on (but off), when passing out, have them take off your suit.
quite terrible at this whole farming thing
i left my cooling thing on and it was -17c in here :<
i grabbed a few canisters of hot co2 from my forges and that fixed it quite quick but not fast enough
weird, i filled my tank up with oxygen but my suit was getting low pressure
it was oxygen filtered from the forge so maybe it was too hot and getting sent into the waste tank?
oh yep that waste tank definitely has a lot of oxygen despite there being no oxygen filter
i guess any oxygen i get from the forge has to be cooled down
or just get it from not there lol
cleaning up the forge pipeworks a bit
im thinking i dont need a buffer for oxygen/volatiles if i just have a bigger fuel buffer
though then i realise there can still be an imbalance in them so i do need a buffer
or just vent the excess
managed to squeeze in a buffer
i can add an overpressure vent later
feels like i spend so long in this game and yet nothing changes lol
ive been wanting to make a central atmosphere processing building for the last few weeks i just havent got there yet
even just automatic temperature control would be so nice
this greenhouse gets toasty pretty fast
wishh i could reverse the filtration machine
Putting a couple of liquid pipe radiators (convective) on your water line inside the greenhouse works pretty well as a thermal buffer, and the just put a couple of rads (convective or radiative, whichever works better where you are) outside to keep temp from rising too quickly
its just that if i have any pipe exposed to the outside, which on the moon is a vacuum, there'll be a phase change inside the pipe once it inevitably gets too cold and it breaks
so i need something smart that empties the pipe out once the temp is reached
so many saves
Oxygen and Nitrogen have to get really cold to liquidy
it's happened to me before
to day was they day i learnt how bad a dust storm is when on a mining trip... well fek
I used to think the Stationeers location-selection was hard because it had six different planets to choose from... Turns out that was the Easy start-selection. Now there are 4-5 starting-locations per planet as well... ๐ญ
lol
how does one even start man xD
Build fence, step in pen & wait for farmer.
Put potato in dirt, water it, wait
it wont let me put the potato in the dirt
How about a picture of your setup?
Is the planter connected to water?
sorry that was a meme
Oh.. ๐
i havent gotten to the planters yet
also just assuming that me trying to put it in lunar soil aint gonna fly ๐
But I am kinda truggling? never got power all the ores I need I cant find. Keep losing my base and almost dying in the wildernes

I think I need an ice crusher for my water bottler right?
You can run the bottle-filler and planters off the same tank of water.
At least on the regular start, you start with a blue tank of 57l of water.. that's loads
how do you connect that?
whats the yellow thing called?
Tank Connector
You have two of them in your starter-crates
I think they are in the Hydroponics crate
I'm assuming you aren't playing with the Brutal starting-kit
xD I wonder why you assume that
Call me lame or whatever, I find "Easy/Standard" to the most enjoyable setting.. I don't have to stress with eating all the time, and I can eat with the helmet on..
I don't mind if others like Stationeers to be "Suffering, the Game". To me "Stationeers/Brutal" is kinda "look at my ePeen! It's MASSIVE!!!!"
Absolutely.. Most plants like it around 20C
The portable Air Conditioner is a start. You can use Wall Coolers, but they are terribly inefficient. Longer term, you should get either regular Air Conditioners (Kit (Atmospherics) from the Pipe Bender) or a phase-change cooling system. There are videos on YouTube to help you set them up.
ima see if I can setup an air conditioner
I should safe this right and vent into the outside?
Vent it to the base interior, yes
You can filter out the Pollutants using the Portable Scrubber
wahts the D0 & D1 on the air conditioner?
picture?
Oh, those.. Those are only needed if you program an IC and stick in there
For now, just ignore them and operate it manually
I need to get more copper again >...>
๐ Story of my life (in Stationeers)
is there like an ore scanner?
Yes, you can print a cartridge in the Electronics printer and stick in a tablet. The basic one only shows all ores as grey blobs. The improved one shows various ores in different colors. Ultimately you want to print the Sensor Glasses from the Tool Printer, and an Ore Sensor chip from the same.. Those are great
I see
Regular Ore Scanner cartridge (all ores show as the same color):
thats not as helpfull for me rn... im really struggling to find copper
Color Ore Scanner cartridge (coal shows as grey, iron as purple):
Sensor Lenses with Ore Detector:
If you can print the Color Ore Scanner cartridge, look for yellow blobs, that can be copper or gold
Thanks for the push btw @fleet bronze , you got me to finally build my A/C and get food going.
I just need to sort grow-light automation (Mars solar isn't strong enough to grow plants unassisted)
A tiny bit, yeah
~2.4kPa of mostly CO2
3200 freshly smelted steel ingots... Should last me maybe 6hrs..
whats you making lol
"Everything"... Steel Frames, Steel Sheets, Walls, Insulated (gas and liquid) pipes... They all need steel
mars solar is sufficient for potato and some other crops
it needs a boost for soybeans
Europa solar isn't sufficient for soybeans with a grow light. I need to find a new timer system
I just dont know what everything is lol
Maybe I was growing Soybeans and had issues? I could swear I got "Lacking light" on my potatos as well, but I could mis-remember
they may get light deficiency, but they still grow fine
also, where you put the windows matters
Stationeers is an iterative learning-experience, you're doing great! ๐
I have windows east, south, west and up around the planters
if you have a room you can breath in, you're beating stationeers ๐
I came pretty close to fatal lung damage twice on europa, first time bought a pill from trader, 2nd was able to make a pill. still had to live with weezing sound for days.
thx. I was very proud of myself when I got my airlock installed
the game is a bit harsh on sub 0c temps. A human can breath -20 without instant lung damage.
i had to direct vent the furnace into the living space for a while until i got over 10c. then scrub the pollution.
My "starter-shack" seen from the south-west
You got you a vehicle?
no rover yet
Then whats the unloader for?
mining backpacks, probably
Hard Mining Backpacks are perfect: four slots per row, perfect for alloys. I throw a prepped backpack in the Unloader, which pipes the contents to a Sorter that sends the ores to the Advanced Furnace, and the backpacks are spat out the other "hole" so I can pick them up again.
You need to print an IC and an IC housing to make it work, but if you get there, I can share my code
The sorters don't need ICs anymore?
never did, you could always make them automatic, afaik
Do tell!
you just need a computer with a sorter motherboard to set them up initially, then they do everything on their own
Ah, that one.. Did RW fix the Sorter Motherboard? They used to be utterly cursed if you ever tried to ammend your logic.. ๐
the logic sorters do have an internal stack that can be used for more advanced sorting behaviour, I suppose, but which do need ICs to set up, but for this use case, it's not strictly required
I suppose the interface wasn't very good, and the last time I used it was years ago, but it should technically work
I'll give that a try next time I log in
I was mad enough to try to use logic-chips to control sorters. That was "interesting"... It worked, but only if you laid down the chips in a very specific order, and on reloading the game, the order the chips were loaded in determined if the circuit worked or not.. It usually didn't. That's when I bit the bullet and learned IC10... And IC10 really isn't hard, I just liked working with control logic again (hadn't done that since vocational school, ~30 years ago)
Speaking of, I might as well self-advertize the "IC10 for Dummies" guide I wrote a while back. ๐ https://github.com/SnorreSelmer/stationeers_ic10/blob/main/mips-programming-101.md
๐ I dun goofed didnt i
If I use a pipe radiator outside itll cool whatever im pushing through right?
Temperature just isnt moving
or does this not work on the moon as I dont have an atmo?
You need the radiative radiators, not the convective ones
Also, keep them in the shade
Radiative radiators absorb energy when hit by the sun (unless the energy in the pipe is greater, but then the sun slows radiation)
In the beginning, turning off things you don't need is pretty essential to conserve power
But once you get Steel, you really should print yourself a Kit (Battery) to go between your solar-panels and the base. Much better capacity than an APC with a large battery in it
Just tested the Sorrter motherboard... The UX is horrendous, but it works. I'll stick with ICs though ๐
solar panels? kek
im using the furnace for smelting, since that seems to not require as much power, is that smarticles?
very smarticles
what do you do with 0% gas filters?
solar panel tracking seems like a lot of effort >...>
personally, I just chuck them into the distance for the storms to carry away. but you can put them in the recycler, then into the centrifuge to reclaim some of the resources
A passive vent balances the pressure between room and the pipenetwork doesnt it?
Station Battery has a switch... Ofcourse it does...
uhm.... this isnt going down
...and if I'm not mistaken, it not only prevents discharging on the output, it also prevents charging on the input...
my solar doesnt wanna move anymore ๐ญ
APC battery died?
Without a full breakdown of what is set to what, that looks about right?
im looking north in this ss
In the MATH chip, did you do (MEM - VERTICAL)?
I assumed as much, that's my work BTW ๐
Your Daylight Sensor looks to be the wrong way around.. The data-port should point north, yours looks to be pointing south
its pointing up now
But before you change anything, double-check the orientation of the Daylight Sensor and the Solar Panels
OK, but now we need to adjust the MEMORY to say 180 (I think) to compensate for you putting the power-port on the solar-panels south
Add or subtract 90 from the memory until it points the right way
I think its turning the wrong angle
I think the rotation is off
Horizontal is off I think
well, my first tip is to triple-check that all the chips are set correctly (the Stationeers UI makes it easy to make mistakes), and my next tip would be to pay extra close attention to the direction things point in the pic you posted from the tutorial. In that picture, the solar-panel power-port points east, not south
I need a horizontal adjustment I think
I was never able to find a good solution to dual tracking. My location on mars put the sun near the horizon and I couldnโt find a position of the sensor that worked. I did get it mostly ok with 2 sensors, but it probably would have just as good with a fixed vertical angle.
Eventually I moved back to Europa and just have to worry about storms burning out hq cables.
If you use #1183721972006391808 message and follow the directions exactly (paying close attention to where the solar-panel and the sensor points), then that setup gives "100%" accuracy
Not for me. I tried solution after solution and not a single one worked for my location with dual tracking. Many of them had the panels not only facing the wrong way, but tracking the wrong direction.
Well, I have it running on my Mars-game right now, works 100% ๐
Mars now has 5 different locations.
And the sun moves the same on all of them
How would the sun move differently on a different location?
Different angle.
Sorry silver, but those dont change nesw?
I've only played on Donut Flats and Butcher's Flat, and it works fine in both those locations
placing two solars next to each other doesnt cover them right?
They will block each other some.. How much you lose may vary
Window-frames don't block the sun, but panels do
there is a block inbetween, i know its hard to see. That should prevent loss right?
Anyways, the whole point of the guide on the Unofficial Stationeers Wiki is to present a circuit that always works, no matter what planet you're on, as long as you set it up exactly as is presented...
One space helps a lot. I think for it to be perfect, it needs two spaces, but I don't think you gain a lot by adding that extra space.
Donut Flats:
Thats one project sorta done... Now to tackle temperature in my greenhouse
Bah, just missed the sun on my other game.. Just give me ~10 minutes and I'll screenshot Buther's Flat at 99% efficiency
this works sorta ๐ ๐
Butcher's Flat:
Yes, the sunrise location is a little bit different but the circuit does exactly what it was designed to do: track the Sun...
Does a 0 that is an float not work for a inpput thats wants a boolean?
Will a centrifuge keep up with a deep miner?
A zero should be a zero and function as a FALSE (I think)
yes, it does work
I believe it does keep up, once the centrifuge is up to speed
Gas centrifuges can cover a couple of Deep Miners, but an electric centrifuge cannot. I did the math a while ago and you needed 7 electric centrifuges to keep up with 4 deep-miners
a bit over 16 sconds to process one ore, and a deep miner makes one ore per 90 seconds
Deep Miners used to produce 10 ore every 90 seconds
I thought it was 1, isn't that what it says on the description?
They produce one lump that at least used to contain 10 ore
I see, never mind then. I was working off of incorrect info
Maybe they changed it with the terrain-update?
It might be me who's outdated here ๐
I have purpusefully not used deep miners for a long time, since they are so powerful, and I wanted to figure out rockets instead
somehow my potatos havent died yet
Deep Miners were absolutely OP in the old way of operation... I had 4 DMs and I stopped needing to mine for anything other than gasses
like, even at the 1/90s I thought they were, it would still be cheap enought to make and run dozens of them to have effectively infinite resources
I can't help but see that it's dark, but the grow light is still on. are you giving the potatoes some darkness as well?
not on the moon, if the plants have access to the sun while it's up
I think they should?
there is a slight flaw in my design being the middle part where I got my initial solar panel
Raoul, is this your first save in Stationeers?
Techincally second?
Right.. ๐ Enjoy it to the max, you'll be on your third soon enough... ๐
If anything, Stationeers teaches you to learn as much as you can for as long as you can, and at some point you just have to burn that game and start fresh to make something better
kindoff just playing to learn basics for a mp?
Technically, but is painfully slow to set up
Are you trying to sort ores from the centrifuges?
yes
the miner is sitting on iron/gold/copper
i could probably use a vending machine too
So which output do I use to relieve the pressure of this thing?
# Controls Sorters to sort items based on hash.
# Reads item-hashes from stack to decide if it
# should be split off or passed on.
# Connect one Sorter to each screw on the IC.
alias counter r0
move counter 0
alias hash r1
alias SlotOccupied r2
alias InputItem r3
alias IsItem r4
define INPUTSLOT 0
# Replace hashes below with the ones you need.
push 1758427767 # Iron
push -707307845 # Copper
start:
# Loops over screws to instruct attached Sorters,
# loops over all sorters every tick.
bdseal dr0 sort
add counter counter 1
bgt counter 5 reset
j start
sort:
# Compares Sorter input-slot with hash in stack
move sp counter
add sp sp 1
peek hash
s dr0 Mode 2
ls SlotOccupied dr0 INPUTSLOT Occupied
beqz SlotOccupied ra
ls InputItem dr0 INPUTSLOT OccupantHash
seq IsItem InputItem hash
s dr0 Output IsItem
j ra
reset:
# Resets counter to zero so we can loop over again
move counter 0
yield
j start
Just wire up two Sorters, label them, and attach them to their own screw on an IC Housing, and they will sort things for you. As you can see, I only define two ores, because the last will come out of the "other" output of the last Sorter.
For example, if the first Sorter sorts Iron, then Iron comes out the "left" port. Then the next Sorter sends Copper to the "left" port, and Gold to the "right". ๐
Mouse over should say input/output
where do I put an IC chip to run the sorters, in a logic ic ? (i've never actually used IC, just basic logic)
I found it... the output 2 I was looking at was for water
ima assume its smarter not to vent co2 and 02...
it'll vent everything, including flaming volatiles
I know, but... co2 and 02 seems valuable
that's why Aavak has that massive filter set up
nitrogen too
on Europa a vent to a cold room, freeze the CO2 ๐ (even freezes the polutants)
I misread that. CO2 on most planets is valuable, not so much on Mars. Oxygen on planets with ice is pretty easy to come by and nitrogen too. Furnace should not have much unburnt oxygen anyway.
Will a centrifuge empty itself or keep running until i stop it?
centrifuge can't be emptied while it's running, and there is an upper limit on how much materials can be inside at one point, so you'll occasionally have to let it spin down to empty out
centrifuge works. I have no idea how to set up the sorters. I took a guess but they don't work.
I copied the program into an IC chip. Set it up in an IC Housing. Put pins 0 and 1 to the sorters.
and 1 centrifuge can not come close to keeping up with 1 deep miner.
ok, figured out my mistake. i need to export from laptop to chip. Now i'm getting logic error line 37
s dr0 Output IsItem
Last time I used an electric Centrifuge, once it was full, you had to open it (manually or with logic). This stops the Centrifuge (takes some time), and once stops, it begins to empty itself. Once empty, you can close it, and it starts accelerating by itself.
I ended up automating this process. Back before Deep Miners changed, I think I had 7 Centrifuges controlled by 2 ICs, and 9 Sorters (also controlled by 2 ICs) to sort the ores into SDB Silos (one ore-type per silo)... I wish I had my old "test-bench" save so I could take screenshots, it was beautiful. ๐
Here's the script for automating Centrifuge emptying, I believe it still works:
# This script loops through up to six centrifuges
# per chip, checking for ERROR state (because the
# centrifuge is full), opens the centrifuge, and
# moves on to checking the next centrifuge. Once a
# centrifuge is empty, it closes and starts up
# again. All six centrifuges are managed every tick.
alias counter r0
move counter 0
alias error r1
alias reagentCount r2
loop:
bdseal dr0 check
add counter counter 1
bgt counter 5 reset
j loop
check:
l error dr0 Error
bgtz error empty
j ra
empty:
s dr0 Open 1
l reagentCount dr0 Reagents
bgtz reagentCount ra
s dr0 Open 0
j ra
reset:
move counter 0
yield
j loop
Then I just used Basic Chutes to stack ores to be processed. I sent ores to the first Centrifuge, with the overflow going to the next and so on...
One quirk I found with the chutes was that I had to have a chute between the Overflow Chute and the Centrifuge, or else it didn't work right.
Centrifuge < Straight Chute < Overflow Chute
v
[chutes]
v
Centrifuge < Straight Chute < Overflow Chute
v
etc...
I'm still missing something. The script fails. I've never used an IC before so not sure why it won't connect with the sorter.
I've never actively controlled a sorter with an IC, so I don't know if it makes a difference, but there are two different options for building sorters. the regular kind, and logic sorters. I think those were an addition of the last major update, so maybe whatever guides you've got are out of date?
I built logic sorters, as it seemed right as i was using logic chips. but maybe that was backwards thinking, and IC isn't logic?
Could have gone either way, honestly. But as it stands, I think the logic sorters might only be usable through their internal stack, which is a whole nother system that takes even more getting used to
I'll try swapping them and seeing if that fixes the error
I'll have to go over all my old scripts to see what works and what needs to be updated (and then find time and motivation to fix them)
as far as I can tell, the only thing that's changed recently that could break scripts is that all instructions that reference a reference ID were rolled into the same instructions that reference a set device. i.e. sd, ld, getd, putd and so on are deprecated, and s, l, get, and put, respectively, can now work off a reference ID directly. for the most part, fixing scripts that used these instructions is as easy as removing the 'd' from the end of the instructions
Yeah, but some of my scripts are really old, and they may have been made to solve problems that either don't exist anymore, or they did things in ways that don't work anymore (like thinking 50MPa is a good pressure for all gasses at any temperature... ๐ )
Phase-change has done a number on many of my scripts, and I haven't really looked them over to see what needs work
Fair, phase-change messed up a lot of my stuff as well, when it came along
Though for me it wasn't scripts, but rather how I managed gases in general
Is there a reason to make a mining backpack if you can immediatly make the hard version?
not really
I used a APC for my solar grid setup & its automation, is that the way to go to split up logic networks as independant networks?
for solar automation, that the best option, yes. the only real alternative is using transformers, or station batteries. the latter option is overkill for 99.9% of cases, while the former gives no backup in case you run out of power before the solar panels are pointing in the right direction again
I was trying to setup lights, but the airlock locked my light ๐
rename the light in the airlock to something else, or use different types
or for extreme security, give the airlock it's own apc and battery, separating the data lines
I don't know where to put this but it has coding.
@gloomy token
https://prnt.sc/uvbSADRqcd2k
I am doing 2 things ATM
1 to search dropped items on ground and get a cleaner to go around and pick up items.
2nd Get a deconstructor to go around looking for red signals from building for buildings I'm removing to upgrade the setup.
This is desynced right?
But why is the airlock hijacking my lights? I didnt have one in the airlock originally
Airlock shouldn't be able to hijack lights without your say so. I wasn't even aware you could select lights in the airlock setup interface in the first place, if that's what's happening
๐ why does an airlock drain so much power
the console consumes 50w and the active vent consumes 100w. with the two doors, that's 170w of constant drain
vent consumed 100w when its off even?
is it a stupid idea on my part to force more pressure onto this pipe so the canister actually fills up
also I hate how my air tank had shit in it so it added nitrogen and co2 to my shit >...>
Don't shit in your airtank, use the toilet
That advanced furnance sure is a fire hazard ๐
putting either furnace in a climate controlled area is a bad idea.
A room with open doors works well. Even better using logic and chutes to control the furnace is even better.
Idk if it was the pipe exploding from pressure or temp but it was sure a show. I had it build outside hooked up to an ice crusher
depending upon the gases in the pipe, it might have condensed causing a leak
I'm so confused on the solar tracking >...>
How do you remove your helmet and suit without using the mouse? What are the key combinations?
if you hold the button that brings up the associated menu, you switch that slot with your hand slot, if possible. i.e., hold 1 or 3 (I think) with an empty hand to take off helmet or suit respectively
Thank you.
Something tells me my setLights function can be much much cleaner, but I can't think of it.
define lightHash 1944485013 # LED
define lightAlpha HASH("aLight")
define lightBravo HASH("bLight")
define colorExternal Color.Blue
define colorDepressurizing Color.Purple
define colorPressurizing Color.Orange
define colorInternal Color.Green
# There's a bit of code here that sets stateAlphaCurrent and stateAlphaCurrent based on the following:
# 0: Depressurized
# 1: Depressurizing
# 2: Pressurizing
# 3: Pressurized
setLights:
seq r1 stateAlphaCurrent 0
mul r0 r1 colorExternal
seq r1 stateAlphaCurrent 1
mul r1 r1 colorDepressurizing
add r0 r1 r0
seq r1 stateAphaCurrent 2
mul r1 r1 colorPressurizing
add r0 r0 r1
seq r1 stateAlphaCurrent 3
mul r1 r1 colorInternal
add r0 r0 r1
sbn lightHash lightAlpha Color r0
seq r1 stateBravoCurrent 0
mul r0 r1 colorExternal
seq r1 stateBravoCurrent 1
mul r1 r1 colorDepressurizing
add r0 r1 r0
seq r1 stateBravoCurrent 2
mul r1 r1 colorPressurizing
add r0 r0 r1
seq r1 stateBravoCurrent 3
mul r1 r1 colorInternal
add r0 r0 r1
sbn lightHash lightBravo Color r0
j ra
the values you can set LED lights to are values from 0 to 8 (I think? can't remember how many colors are supported off the top of my head) if you can change the whatever values stateAlphaCurrent and stateBravoCurrent are set to according to the color you want them to represent, you can cut out all of that code by replacing it with two lines
sbn lightHash lightBeta Color stateBetaCurrent```
what value corresponds to what color can be seen in the stationpedia, or you can use the same method you used in the above code to set the colors (Color.Green just gets resolved into the corresponding value at runtime, anyway)
That... Is smart. Unfortunately the states are saved by doing a sneq on the target pressure plus reading the vents Mode ร2
Or something like that, I just shut my PC down.
alternatively, you can use another label to actually resolve the color you want, and do something like this:
push ra
move r0 stateAlphaCurrent
jal resolveState
sbn lightHash lightAlpha Color r1
move r0 stateBravoCurrent
jal resolveState
sbn lightHash lightBeta Color r1
pop ra
j ra
resolveState:
brne r0 0 2
move r1 colorExternal
brne r0 1 2
move r1 colorDepressurizing
brne r0 2 2
move r1 colorPressurizing
brne r0 3 2
move r1 colorInternal
j ra```
makes it slightly easier to cut down or add additional locks to the code, if you need them
if you needed more color states, it would be even more efficient to use select instead, but that takes some more lines of code to set up, and isn't worthi it for only 4 states
and if you for some reason can't manipulate the stack, it would only be 3 lines of code added to whatever snippet assigns values to stateAlphaCurrent and stateBravoCurrent, if you can afford that
or, heck, using the resolveState label right after you do whatever you do to get them, then put the output into the state registers
thereby, again, reducing setLights to the two lines of my first solution, and not touching the stack
The stack scares me. I should use it more, but it scares me.
the stack is 512 free registers, and can enable you to generalizing functions in a useful way
Alright, downloaded the script from the DM with the buddy that wanted it; it's for a "dual airlock", where one is open outward and one is open inward, cycling simultaneously so you're never locked in or out.
File can be opened in any text editor, if you don't trust the extension then look up MIPS files. ๐
Setup: a Switch style input inside both airlocks, using Composite Doors.
(At least) 1 gas sensor & active vent in each airlock
(At least 0) LEDs for each airlock
Configuration:
The above all named to match lines 3-8. (Or lines 3-8 to match the devices...)
Pins as follows:
- d0 Switch Airlock "Alpha"
- d1 Switch Airlock "Bravo"
- d2 External Door Alpha
- d3 Internal Door Alpha
- d4 External Door Bravo
- d5 Internal Door Break
Set the internal and external pressures on lines 9 and 10. If outside pressure is higher than your base, congratulations the airlock is now considering the base the "external", deal with it.
Tweak light colours as desired on lines 11-14
Double check the only composite doors the chip can see are the airlock doors, or be prepared to be locked out.
Can this be done cleaner? Probably. It's WTFPL, go nuts.
Oh, and that's v0.4 for what it's worth.
Alright, I apparently have to learn how to use the stack now.
Setting up a script that makes my dish contact all the traders it can find, but it keeps locking onto the one it's already contacted.
Apparently there's a way to filter which traders a dish is allowed to select via the stack...
I watched Ep11a, 11b and 17A of this series and I think I understand. But I can't put my finger on how to actually implement it.
Not asking for actual code, but need to know if my train of thought is correct:
- On a completely new chip, separate from the current tracker, I send
OP_CODE1once to have the dish write contact information to the stack (the chip's? the dish's? TBD.) - On this dish, I use OP_CODE3 to check if the trader has been contacted before. (TODO: actually interrogate the signals, because that bugged out so I stopped it doing so)
- If true, I add that trader's
SignalIDData field to the ignore list via OP_CODE14, so on the next tick that dish is no longer allowed to talk to that trader. (Does this also remove it from my Trade Computer? We give landing clearance manually and they need to stay in the list.)
not an expert on IC10 code dealing with traders, but that looks correct, at least
I need to get back into this game, wanna play around with the rockets, but there is so little information on the wiki ๐ญ
same, rockets are so intimidating, too
rockets you mean base enders right ๐ (mistakes have been made a few times)
Tbh... My primary issue is the lack of insight to how many resources I need
Which... I haven't completely solved, but motivation solve is also kinda low because you don't have a target to build to. Which I personally find in these games that freedom is overwhelming and I need to draw targets, milestones etc. to get a feeling of progression.
So apparently Alcohol == Methane.
And volatiles aren't Hydrogen because Hydrogen is a thing.
Beta branch
It's not now, it's volatiles, but it was (and still is, in code) hydrogen. But people kept pointing out all the ways it didn't behave like hydrogen so they got tired of it and renamed it volatiles XD
๐
And now they call it Methane (CH4) in gas form, and Alcohol (CH3OH, C2H5OH, etc) in liquid form.
Because of course a compound changes it's molecular structure when phase changing.
I mean, they call energy for Watt too
And, of course the reaction of N2O and volatiles(formerly supposedly hydrogen, then just some mix of hydrocarbons and now methane) makes nitrogen and CO2, with no hint of hydrogen in the output
Where oxygen and volatiles made CO2 and pollutants when burned, but pure water in the H2 combuster
Do the machines in this game still grab you as you try and walk past them? You still get stuck on them?
Not sure what you mean by that, I certainly didn't have any difficulties moving past machines last time I played (which was late last year)
never had that interaction, unless said machine was a vent pulling in atmosphere
Yeah, the only time a machine can "grab" you is with extreme pressure differences.
OK thanks, was an old bug, super annoying
the car still sucks though
supposedly, vehicle improvements are in the works, though
and I'm very interested in how in-depth and realistic the nuclear stuff they are planning will be, they already added the liquid salt I would imagine being utilized in the optimal setup (purely hypothetically)
unsure. I need to get the motivation to work on rockets again though
https://steamcommunity.com/sharedfiles/filedetails/?id=3672138641
Stationeers BlueprintMod, lets you paste in workshop setups
i can feel my base exploding just reading that ๐ฅ

what mine did after the Phase Change update xD
i had my gas stored very cold and at a higher pressure in big tanks.
gas started liquifying and tanks went BOOM kinda
that update was rough as a existing base ๐
Stationeers is becoming more and more realistic, which is both good and bad.
it's good in that we have an actual realistic space station/colony sim,
bad thing is ALL the new things that can and WILL make your base go BOOM
๐
my base, every time
got these the same day, but they are unrelated
My runs got a bit longer after I learned that you could plant potatoes, not just the seeds.. :p
Just read The Martian, become instant master
instructions unclear, i read "Mars Attacks" instead, now everyting is exploding
๐
hmmmmm
this can't be right
that's like 2.25 years ago ๐ฎ
(also, 69 ๐)
I had this one once.
why do i feel that were closely calculated and not an accident? xD
it was unplanned, might have been for the satisfactory 1.0 release
i bought that on Epic originally, as there were no way i'd wait for a year to play it xD
now i also have it on steam because sale...
funny thing about that now is that i can do MP with myself,
Epic version on desktop and Steam version on Laptop
I had a dedicated server running which used family share on a different steam account, then it went into offline mode so my desktop could also play and then connect to the server :p
Just nice to have the server run and come back to lots of building materials
Stationeers multiplayer seems more complicated as it takes a few sessions to get a stable base that you could leave running
entirely depends on the players though,
if you had one player like "CowsAreEvil" or similar, things would be up quite quickly xD
I am not amused by their blatant disregard of basic laws of chemistry and physics with these changes
What do you mean, a liquid can evaporate irreversibly?
think ONI, a liquid evaporates into a gas, but that gas can't condense back to said liquid, it becomes something else.
I could accept that... if the rest of the update didn't also break the laws of chemistry.
like raw oil, cook it too much it becomes sour gas,
sour gas will not go back to being oil when condensed xD
Which "Alcohol" liquid do they use to resolve this?
2x Alcohol + 1x O2 = 3x Pol + 6x CO2
https://en.wikipedia.org/wiki/Alcohol_fuel
Ethanol: CH3CH2OH
Methanol: CH3OH
Butanol: C4H9OH
Propanol: 2C3H7OH
None of these fit.
that and condensing gas into liquid makes it expand 50 times :p
Remember, Pol is Methane (CH4) now.
We're summoning 38 oxygen atoms out of thin air? Are these fusion/fission combustions now?
i would assume they gameified it, but that doesn't really make sense regarding how they have been trying to make it as realistic as possible before.
ding ding ding
Hell. The whole "evaporated alcohol" bit would work if it also produced trace amounts of oxygen and hydrogen.
only logical thing in my mind, is that it's a temporary "patch" to have a reliable production path with current gases and liquids,
in before they add like 100's more....
also, they have Super Alloys, but no Alumin(i)um or Titanium
yeah, I don't get why everyone is saying "oh, this game is so realistic. they just keep making it more realistic" when the combustion reactions are what they are, there's coal on the moon and mars, and methane combusts without any traces of hydrogen in the results
compared to other similar games it IS very realistic, and it is getting more so in general.
like the rockets, you actually have to pipe them, install tanks, batteries, wire things up internally.
compared to the old version which were just stacking pre made modules, and done
and now you have fuel and oxidizer as separate pipes and tanks, instead of just essentially propane xD
Splitsie did one stream alone to set up a minimal base before his two companions/saboteurs joined him. I wonder how they'll use the new gasses and stuff
last i saw of him were Timberborn 1.0 xD
Changed Volatiles has been renamed to Methane.
https://steamcommunity.com/app/544550/eventcomments/797838866430134191/
Is Pol really methane?
Oh, new Timberborn video up 5 hours ago.
But yeah, https://www.youtube.com/watch?v=K_jVB7_idwA was what I was talking about him preparing before being joined.
Here's the modlist: https://steamcommunity.com/sharedfiles/filedetails/?id=3644135136
๐บFor my Twitch channel head to https://twitch.tv/splitsie or https://twitch.tv/splitsie/schedule to see when I'm live ๐บ
๐๏ธFor my other channel head to https://youtube.com/splitsie ๐๏ธ
๐ฌJoin the discord at: https://discord.gg/zebramonkeys ...
i've seen that one, as well as after "distractions" joined xD
The corpse cannon furnace explosion was great
As was the "stuff a stack of oxite and volatiles into the furnace at once"
"Capac, what have you done?"
Boom
Capac joined, explosions are sure to follow
"That's the noise the pipes make so you know they're working"
pipes screaming their song of death
Just put them in a vacuum and you can't hear them
Oh, volatiles are. I misread that. Huh.
๐ what happens to worlds that did not take this inot consideration
Fun times
Strongly considering my options for completely self sufficient mining outposts (using combustion deep drills & centrifuges)
Currently it's easy enough to make a self sufficent outpost using electricals; at least on the moon. Solar is a pretty stable source of power and easy to balance, but the moment you introduce fuel you need a greenhouse.
I think that is what makes rockets so interesting as you need to fuel them each time. I haven't tried them and don't know how effective they are though.
Source:
greenhouse for fuel? Porque?
Common Plant + CO2 + Light (Sun or growlight) + Water > O2 + Crop
Crop + Fermenter > Alcohol + Polluted Water
Polluted Water + Alcohol + O2 > (combustion) > CO2 + Water > Back to Plants
Alcohol + low pressure > Methane
Methane + O2 > Fuel
So ... in short, plants can produce enough o2 and alcohol to create more water and co2 for the plants, and enough alcohol to decompose into methane, that mixing the methane and o2 into fuel.
Right. Alcohol. The gas rework
Before that you could make fuel by turning plants into fertiliser. You can still do that.
about coal/methane being on the moon, the game would be incredibly difficult for new/casual players if it wasn't. There are some trade offs from RL required to make a game fun and not just a RL simulator. Time is also usually shortened, as well as "parts" instead of a million different items.
Yeah.
Make a complex assembler? just need a few sheets of metal, plastic and some wire, and weld, all done! xD
There is the kit first though, I suppose that contains all the advanced stuff and the other parts are just for completing the housing and wiring between the different components inside.
this is true, but still ๐
i do find it funny though that manufacturing is quite gameified compared to gasses, pressure and the like xD
note, i come from this with 1000+ hours in the game xD
I've been looking at some realism mods for gasses to account for heating/cooling from compression and expansion - seems one would turn the airlock into an oven. And reaching zero pressure IRL takes a lot of effort - ONI sort of models that better.
Yeah, the active vents and pumps in Stationeers are very efficient