#Rocket Modules & Space Stations.
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I had stored a lot of hot hot uranium
i was deleting a tile when it saved and it dragged along my map and i didnt see one of them and they deconstructed a tile
How difficult it will be to make a teleporter for rockets and packages on starmap?
not that hard if you mean sth like a stargate / transorbital accelerator/jump gate
exactly
the hard part would be integrating it into the routing system (no Idea if thats even possible)
had an idea for a space station exclusive science.
how it will be gained?
atleast thats my current idea
the first research will be unlocked via analyzing a space artifact
then you feed refined metals into a special building thats placed in a space station, metal quality defines research amount/speed whatever
(basically a niobium sink)
but also possible with other metals
Alternatively, you could have particle collider research (just idea)
true that
Aim beam at metal block and there u get your research
the only requirement I want that science to have is that its tied to space stations
Will ponder on that
another idea I had was a special telescope placed in station
Having real life example of what is impossible on earth, James Webb telescope
Yeah was just typing that lol
and this game needs late game resource sinks
there is the tree for food, but nothing for mass in general or electicity
How about both, ionize heavy metal atoms and smash them in particle accelerator for research, use both metal and huge amounts of power that has to be transported into station.
Justify it by particle accelerator and detector not being viable on asteroid because of its magnetic field
And make it huge because of shielding against radiation from space (dont forget cooling for superconductor)
idk if making a new complex science should be a resource sink
bc at one point the research is done
Hm maybe repeatable research then? Or it producing something unique as byproduct
hmm
I think the game could profit of something like the ticket system in *satisfactory
Some exotic matter in small quantities
Sorry im not familiar with factorio gameplay
sorry, meant satisfactory
basically you can donate (delete) your resources, based on rarity you get tickets (with some diminishing returns)
the sink location in oni could be the tear
Yeah but how would it work in oni, drop it into temporal tear
We think like one man
send rocket, resources in cargo bays (+ base value of rocket parts or sth) get converted to resource
the tricky part comes with making that resource worth something
and consumable
the sleeper story trait is a good example- you always need a steady supply of journals to keep up the buff
[and i need to stop trying to recreate factorio Space Exploration mod in my plans]
So we are turning temporal tear into giant trash bin
basically
It has its merits, nothing wrong with that
but refining resources into something makes them worth more, so more "point" / kg of resources
it shouldnt be a "trash bin"
Then it needs to be limited in how much can be thrown in per cycle
or it just closes afterwards for n cycles
so either you reopen it via tear opener or you wait
That is great idea if u can manage it
Can u close and open and close temporal tear multiple times trough mod? Might be hardcoded like teleporters
it has a simple boolean if it s open or not
the cinematic is triggered by the tear opener and the ClusterPoiManager
ah no
its actually started by the achievment
when thats unlocked
”study the effects of no gravity on critters and duplicants”
If the dupes dont consent, their pets will
God damn that is a lot of stress
I was kind of right when I thought it was either very badly painted or made to look like starry space.
I do not intend to offend, but from afar this beauty is hard to see
I know, kinda sad
is the liquid tank next?
had that before, looked bad
oh ok
i would probably go with pure black or dark blue. when zoomed out, those stars will get lost
yeah
its prob. either going to be pure black or some sort of black to dark purple gradient
im now even more hyped for space stations
WOW
Me toooo !!
how much space for gas/liquid/solid things in huge tanks? what are huge tanks made for? are they for some kind of storage rockets?
im too
50t,50t,30t for solid, liquid, gas
and yes, cargo rockets are the target
they have the height of 1 small+1large cargo module while having more capacity than these combined
so if you want to ship huge quantities of 1 type of material - huge tanks are more efficient
I'm now in the late game, cycle 823. I've got three sustainable colonies, two new colonies being bootstrapped, resource-gathering base camps on three others. A dozen or so geysers tamed, piping and conduit networks that are glorious to behold. I have six rockets, four in flight. On the main scree...
apparently that can already happen with normal map size
also what is with landing legs?
on hold till after stations
ok
i saw what you did with the stations
pretty cool
Are space stations in the rocketry expanded mod or a different mod?
same mod
and that particular guy made a space station constructor module on a version where I forgot to hide it
Okay
its mainly in a state thats not crashing, but nowhere near finished
sads
happy new year!
is the space stations accidentally unhid again? mod updated earlier and now theres unlocalized research for the module
i think ive done that well over a dozen times when working on minecraft mods lol, probably makes it easier to spot from practice
did you build the module
nah i didnt have the banks to unlock it lol
Sgt I found you mod idea about rocket utility
Buildings, and I think it can be useful in rocketry expanded
that's usually the case if both mods affect the same area of the game; eg. rockets
I didn't want to add that to RE since that would expand the scope of the mod too much, it already adds; new modules, new module types, fuel loading, reworked rocket building menu (amongst other qol things) and soon™️ space stations.
adding these buildings would expand the scope, which was solely focused on Rockets and their modules viewed from the outside, to actual buildings that, even tho they would be designed for rocket interiors, could be constructed anywhere, it wouldn't be "rocket module and rocketry tech" anymore
hence why I see such buildings in their own mod
wouldn't 2 mods that change rocketry crash the game?
wym
1 adds buildings that are designed for rocket interiors, the other expands on the module variety
and even then, rocketry expanded is build to support other rocket module mods (sadly there aren't that many, the only ones not from me is ethanol engine and food storage module)
no i mean like if one mod changed the way a building worked and a mod also changed the same building wouldn't the game crash?
i'm no modder but i'd like to learn what breaks the game
like how Rocketry expanded changes the max capacity of the large solid oxidizer tank say another mod changed the max capacity to a different amount would that break the game?
if both are implemented correct one would override the other
but which would it overide?
since thats just changing storage capacity in a postfix
thats depending on which patch is put first
that one gets overwritten
so it applies one mod first and then the other
yes
that makes sense
and such a modification would just be grabbing the storage component and overriding its capacity
ok
I'm not sure what defines the path order tho, it might be related to mod load order
(then again, that can be overwritten via harmony patchorder keyword such as patchfirst/patchlast)
finally, fixed small oxidizer tank anim
t h i n rocket
that one seems to have broken not so long ago, in solar swamp update it had an anim with the top part being 3 wide (atleast judging from that one screenshot I found)
interesting
is this sucrose engine?
so the top is no longer flat 5 wide
ok
the fuel loaders are so nice. i think id use this mod even if it only had those lol
oh, i forgot about that
suggestion: ladder rocket platform spacer
small liquid fuel tank; 3 height, 450kg capacity, large one for scale
wym with that, some sort of gantry?
like the insulated rocket platform thing to connect platforms and loaders/unloaders, except its just one tile wide and ladder
that thing as ladder?
yeah
lookin good
a new platform that has an extra logic output that mirrors the rocket checklist categories (and the shifted logic ports from the reinforced rocket platform)
https://steamcommunity.com/sharedfiles/filedetails/?id=2544278649 somethin like this?
somewhat similar but not exactly the same
it mirrors the rocket status categories from top->bottom to left bit-> right bit
first bit is "path to space cleared", second is "rocket construction", 3rd is "cargo state" (cargo+fuel) and the last bit is crew
also I do not replace existing logic outputs, but add an additional ribbon output
(also the logic ports here are shifted outside of the rocket exhaust cone similar to the reinforced platform)
its blue - like the wires :D
oo
some updates on the space station construction menu
tech tree glimpse (numbers and names not final)
best name ever
Tech unlocking space research cannot require said research
this is intended
so... how will you unlock it?
researching a space artifact will always yield you a point of deep space science
that way, rn you need 3 space artifacts to unlock space stations, I may reduce that tho
and then?
my current idea for dee space science is that each research point of any type will also yield a low amount of deep space science, higher science tiers give more
or rather - and how do you reach 200 of those?
as for the 200, thats a filler number
addition to that:
only science that has been conducted INSIDE a space station will yield that
"mirroring" how astronauts on the ISS do experiments in zero gravity to gain new knowledge
tbh I don't like it, it feels... boring... especially when compared with the rest of your mod full of creative ideas. Analyzing space artifacts sounds much better
loose idea - you can simulate 0 gravity with wind tunnel and use it somehow in your design
hmm
not sure if that's a good idea
I want to tie it to something that has to be done inside the space station
but it is AN idea
but also that there are multiple ways
yeah, that probably would make more sense
so doing "regular experiments" aka normal science inside it yields some
so you are encouraged to build a science setup inside
since orbital lab uses recipes you could define your own recipe for that research
good idea!
it's still reusing ideas and not sure if it's most unique thing, but it is something
readding the carousell as a science building
yeah, that would work as well
weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee - new science unlocked
is space station buildable or discoverable thing?
this is the build screen
orrr I could add arcospheres lol
add what?
Arcospheres are the source of deep space science in Factorio Space Exploration
oh, I didn't play that
its a bit of brainfuck getting that science set up
because you only get a set amount, but they dont get consumed but "change polarity" with each recipe
and you need certain polarities for certain recipes
(no Im not adding them)
still, I fear that reusing orbital lab or other research will make your cool research points less fun that it deserve to be. Like - why call it deep space research if you could just increase orange research cost and use it instead?
maybe you could study some items that can be randomly mined from POIs and/or fall with meteors?
I like the idea behind artifact analysis, but those are limited
yep
(unless you made them unlimited)
teapots for dayz
I think that could mess with the "collect 10 space artifacts" achievment
I will take liberty of writing here if I had some idea in the future
oh yeah, it would totally mess with that
so probably its wrong either
cant even ask the chatbot :(
this is how our society will fall - somebody will ask AI how to boil an egg for breakfest, but it will be out of service and everybody will starve to death
got the chatbot working, it had a similar proposal
further ideas I had:
- using machinery and/or specific (rec) buildings inside the station increases it
- plants growing in space that get harvested yield it "researching plants in space"
- artifacts give it in some way (im set on that one)
- having a dupe living inside the station (one continuous cycle yields a point)(based on research of microgravity effects on the body
- space research lab recipe -> uses more than 1 space material (f.e. resin; fullerene; niobium)
- derelict research: visiting a relic (broken rockets, satellites) yields relict parts, these need to be brought back to a station for analysis
(basically a form of 'lesser artifact ' that gets consumed in the process
as a variation of that: create a probe mini station(no interior) that sits on the derelict and generates the research, being depleted after a while and needing replacement
another rather simple approach:each space tile scanned yields 1 point after the initial science has been unlocked
my vote would be a specific station lab that shares anim with one of the rec buildings or smth similar
Satellites could extend mission control station range for nearby rockets
checked the code, it doesnt :D
klei added saveguards against duplicates counting
haven't played exomech update yet
just wondering, how would rockets "dock and refuel" at space stations? The docking part is just using the docking bridge but will refueling need another fuel loader or will it use the existing one?
(btw cool docking animation)
the docking components in the space station have ports for cargo+ fuel loaders
so the small door in the middle is like an launch pad?
so thats what the placable docking door was for
yes, you can have multiple in a space station
What if you make space station on the hex with poi?
I think it's would be interesting. But for coding perspective it's gonna be a nightmare. What if space station could Orbit around the inner ring of a asteroid?
you used to be able to spawn an space station inside an planet
super useless anyway
Ah nevermind
if you mean move the station like every cycle that would just be an PITA
I had a system in mind that you'd need to fuel station thrusters each cycle a bit, otherwise the station would start drifting into the nearest planet, eventually crashing down
larger stations would require more fuel/cycle for this upkeep
felt too tedious so now there's just a flat 10 station limit atm
I still wonder what the station interior would be. Accessable to solar panels?
empty space with 1 "core" docking port in the middle
A lovely
32 tall so no goofy rocket shenanigans
Space station interior counts as rocket interior, so you can't build rocket platform inside it.
||without blueprints mod||
correct
hmmmmm
wait you can do that?
hold on im gonna try to place an blueprint
do I really need to add a secondary selfdestruct check on launchpads
more drilling?
Why does the chain spin in the opposite direction?
to find an answer, you need to Rock and Stone
And drink 4 cups of Smart Stout at once
its more a "take a closer look at the drop pod"
those things don't even moving
um imalas
you might have
left “it” on again
just saying
Soo.. space artifacts huh
look at it when it leaves the cave at the start of the mission
god 200 artifacts
this is gonna take an long while lmao
theres really no other way to get deep space science is there
i literally got 3 rockets all repurposed to just collect relics
collecting space relics is an cool idea just dont make it 200
lol the idea of relic hunting is whats keeping me from starting like 10 more worlds so tysm
there is also a station cap now and stations cost resources, its just not displayed yet
(also you dont get your resources back yet on demolishing)
oh, and the terrestrial (ground) artifacts found on other planets currently yield 2 points
like if i analyze an relic without researching an tech that needs deep space science does the science point just delete itself?
no
or are you gonna add an new buildiing for that
science points accumulate on the first science that requires it and is not full already
Im also playing with the idea of a building that allows you to melt an artifact
so you get science points twice
study the effects of neutronium being exposed to space
so basic relics (space stuff) give one point and ground relics (from ruins) give 2
but the second process would delete the artifact
so a way to not clutter your base with the filler artifact you start getting from space (was it a cup? idk)
yep anyway i still got to get super coolant and get to the tear so ill just leave 3 radbolt rockets to collect artifacts
how many science points do you have rn
these are the resource costs btw
I might add additional space resources for the large one (it uses thermium atm)
like f.e. 300 kg of isoresin
heh
balanced as all things should be
I can update the beta files to one with reduced research costs if you want to test faster
ok, its changed to 3, 20,30 now
no
laser is already more efficient than normal drillcone
its just slower
but the missing need to make diamonds makes laser way too convenient in comparison to normal drillcone, so normal one falls off in usability
this new module adds 1.5t of diamond capacity and 20% speedboost to the normal drillcone
that way, if you want to mine "many resources fast", you need to make diamonds, but its a lot faster
if you just want some passive but less labour intense space mining, you use laser drill
laser drillcone can fill 1 full large cargo bay with materials
drillcone+this module can fill one of the giant cargo bays I'm adding (not live yet)
It currently doesnt, same how normal drillcone doesn't get filled by normal loaders
Probably a nice qol addition
maybe a utility loader for drillcones, trailblazer mats, rover mats, etc?
I integrated drillcones into the normal material loader
trailblazers shouldnt be automated tho imo
fair
since thats a one-off thing
oh, and the radbolt loader is now for any radbolt storage (rocket, normal radbolt storage, laser drillcone)
atleast it should be, Im currently writing the speed boost thing, gotta test the radbolt thing soon
meaning the cargo loader so i have to turn diamonds off of my cargo bays to use it?
so the other option would be a meter
a what?
conveyor meter valve thing
ah
other idea: artifact unloader. im kinda tired of having my dupes climb into the exhaust pits to grab them lol
👍
👍
actually, it would be cool if drillcone can be filled using diamonds from cargo bay, and for laser drillcone too (from radbolt storage)... but i think that it would be too op
2 op indeed
both at the same time was buggy
I watched at it when starting the mission at space rig, when it leaves and when departing at the end of the mission.
But nvm
(the design implies that it uses the spiked tracks to climb back out)
thanks ill instal it later today
nope points are broken
i think its because you need points to be able to get points
you might want to move the ability to accumelate points to another tech
nah, its not linked to that, I just broke sth else
lol
got this from analysing an relic with the first space station science selected
if you were wondering
oof
or more like
a postfix instead of a prefix
aight, updated the release, SHOULD no longer crash(i didnt test lol)
github?
the drilling module?
y
that dosnt look right...
nothing happens when i analyses an artifact
it just drops and cleaned artifact and databanks
research dosnt go up
it helps adding a "apply points" in that method ......
lmao
oh also i forgot to mention
the drillcone addon is pretty much useless on an radbolt engine
even with ai rockets
i finally have an reason to get petroleum engines
the purpose is to be used on petrol or h2 rockets to fill up the giant cargo bays
(that are currently disabled)
oh ok
1 module (+ drillcone) can mine 50t of material
cool!
lmao
mood tbh
extra mood
the amount of things ive released in my time that are like that, lol
everyone does it
imma check it tomorrow, too tired rn
send me the player.log file via dm
ok, but where i can download beta to test it?
if you go on my GitHub, there is a releases button
it is hidden in there as a prerelease
Does The nat Gas engine have a higher range than petroleum? Or is it equal?
it has a higher base range than the small petrol engine ( with 15 tiles), but it cannot be increased (via fuel tank)
(it also needs oxidizer btw)
YOOOOOOO that looks siiiiiiiiick
dude you are so good at spriting
a skill that most modders absolutely suck at
lot of practice does that
also in comparison I'm by far not as good as Aki or 3GuB
do you mean these not translated chinese mods?
tbh thats mostly one guy pumping out "mods" like their life depends on it, last time I checked >85 mods and almost none of them worth installing
but at least some of them allow you to play the game in slideshow mode
It's like: I can't play this game, so I'll make my own
wdym (sorry im bad at english)
there is one chinese guy that has >85 mods. just sort by new in the workshop and go for those that dont fit oni theme
its most likely by that guy
Judge by his crazy output I don't even know if those mod even work in game
most "do" since they barely do anything
I mean why 🤣I felt sort cringy to put a anime type stuff in game that have very opposite art style
This guy?
since most are just "I found this one component on a building and modified it"
?
there is one mod called "day after tomorrow or sth"
in that mod he took the component from the dev-lifesupport cup that equalizes heat in a small radius around it, added it to the printing pod and upped the radius to 400
this means:
Every cell in the world gets its temperature updated 5 times a second
have fun with that slideshow
also most of that guys mods contains an unmerged plib, so that will fuck up other peoples mods if they depend on a newer feature
(but I dont think he's able to understand that)
most likely
yet still he throws them out like candy
(and clutters the "recent" tab)
Does steam have a feature to filter out a certain artist?
Im so happy that another mods are not like that and fit oni style
but where is your github?
found on all mods on steam
y e s
some twitch integration shenanigans
ok.........
(that mod is currently in closed beta)
no
the two events that use it spawn an imposter
one on a random vent and one on a dupe
(I spend way too many effort on that event lul)
delet dis 🔫
those events will migrate to the amorbus mod when twitch integration releases
isnt it already?
idk lol
still crashes :(
I will look into it, yesterday I was ded
i got stuck in an 9 hour traffic jam yesterday and took the time to read my player.log
or at least attempted to understand it
it was just flooded with radbolt related spam
fixed the tech crashing, sorry it got late, spent 5hrs fixing my my assembly
(it will however freeze once you got all the research, but that is sth I will fix later)
will test later in the day
it gives the science points now
now im deciding whether to wait till big stations or just make small ones
hm there appears to be no way to build the station since you cant supply the building materials
building the space station deployer out of the material it takes to make the actual station does nothing
you need a cargo bay with the mats
(that might be broken however, only tested it once)
despite the red text the crash log says its something about rocketry expanded
happened after i removed the module from my rocket when i couldnt find out how to build the station
something in the sidescreen logic
also is it normal when using the swap module button you dont get stuff back?
that's a base game bug
looks like it will be fixed on the next update
well my save is pretty much unplayable now at 5 fps
i might continue the rocketry expanded rocketry experience on another save
too much map explored?
Ah, I see someone else has the same issue lmao
Anyway
Someone probably asked this before, but does the Radbolt loader handle the Lasercone charging?
was asked about like a few days ago by me. dunno if its in yet but it didnt before and will soon
yea too much map
i was originally planning to only show the superconductive and tree planet for the rare stuff
since i had an gilded field for the gold and other stuff for basically infinite stuff
honestly i wish minibase had the other planets
on beta
If I may give a small suggestion. Those newer space construction feature should be a separate mod. space stations and other maybe new invention that's related to this for me personally playing I felt a bit clogged
No offense
the space stations need to be in the same mod.
this is due to them inhabiting large areas of the grid that are only available with the habitats shrunken down and some grid settings tweaked
Ah right
However I feel like the mod configs get bloated by the current implementation of disabling single features:
My thought about fixing that is combining different features into "content packs" that can bei either enabled or disabled
with that implementation, the " disable singe modules" would be lost, but overall the settings would appear less bloated
that way, you could simply disable "space station content pack" and it wouldnt appear in your game
does this sound like a solution?
@prime hedge
Content pack is a great idea. Adore It
may/may not improve my game loading time from 8 min(dlc all my freaking mods)
thats on the number of mods & pc specs
sorted
Jesus u are quick
internally, the options are mostly the same
its just now sorted into proper categories
so if you dont want the content of a certain category, you can just go into one and remove all (plib has some limitation towards a single "enable/disable all" button)
This is amazing. U are amazing
(most of these options exist in the current version already, its just a tangled mess without proper categories)
Tho this draw me a question. As u a modder, is it too convenient to let player to decide and config all those setting of capacity/Speed etc or, should it be more constrictive as to preserve the game experience?
its an inconvenience
it requires to add a lot of checks and change structures at certain points
but I want to make rocket content based on the foundation I created with the mod, and if people dont like the new additions they should be able to hide / disable them to preserve their initial mod experience
Understandable. Because sometimes I saw ppl made a mod for example. 99999kg liquid storage and for a moment I thought okay this is just cheats. So this bring me such idea that maybe it's a bit bad to let player decide for game prospective. Maybe it's just me being a ass
In the end I think ppl who play are having fun is most important anyway.
yup
also why I add some configuration options
so if ppl want easy mode, theres an option
the intended loadout is the one that comes with "reset options"
all in all, its still a single player game, so each player is just invalidating their own success with cheating

will turning off the rocket grid optimization mess with the ability to use space stations? im assuming yes
yes
This mod is great, but I think you need to nerf The nat Gas engine. It costs basically nothing to use, and has a really nice range. I love it, but still
Made a concept art on solar nose cone... With a camera!
dym big solar nosecome?
or standart?
there ya go, nerf it yourself next update
I don't even know. I just had a cool idea in mind and draw it
bc it already exists
Yeah I know. I play the mod too
shieldable
Lol… okay
Rewrote the entire panel over the weekend, now way less performance heavy with more features + more modules listed
does it mean bigger space map is now possible without melting our PCs?
given the experiments done with fast track; no
oh, so the point of new panel was more info?
yes (and some optimisation so peter allows it to replace the fast track rewrite of the panel)
idea: something like the solid booster in the base game. maybe consumes the same resources it does in the base game and increases your range by 4 tiles but has an agonising 8 burden
It could use a property that makes it akin to the real SRB
Reusable, but used only for launch/early in the flight
you would know how slow rockets move when relic collecting
the artifact transport module is one height but has an burden of iirc 6
Indeed it has
Fortunately artifact recharge takes ~80 cycles
And they make mugs anyway, so if you don't want to enhance 20+ dupes one or two rockets collecting stuff for a hundred cycles or two would suffice
I just had a crazy idea
Rocket-borne kinetic delivery
Also known as big-ass cannon strapped to a rocket
You send it to an artifact and launch it home
Spares you the time waiting for the rocket to bring it back
nah if you even want to get close to space stations you gotta collect relics
Wdym 5 fps is what I get on good days. Most of the time I play at 4 fps. And the game still works pretty fine
Also, I saw there is a coal gen module for rockets in this mod. Does it need any form of oxidiser to work like fertiliser or oxylite?
So i guess the coal in the game contains its own oxidiser
same as normal coal gens
Yeah
Anyways
I think I will be installing rocketry expanded once I get home
(Meanwhile I haven't even launched my first rocket)
Is it called hex instead of tile in the starmap?
Those parts are vanilla strings
so while they are hexes, that panel still calls them tiles in vanilla SO
Ahhhhhh I thought it's was called by ___ plus text.
had a small idea sketch about the interior of space station. prematurely it looks like a satellite
I think I'm missing something
Does every module cost a vacillator charge?
Like a giant stargazer nosecone
lol yes
cuz the most fun part of building rocket interior was trying to fit as much as u can
so open space mini asteroid is quite boring to me
my plan is to have them tied to relics
current approach; removing the neutronium bits from the relic yields some science points+neutronium shards/dust.
these are a new resource required in making space stations & new science buildings .
the latter need to be in a space station and allow the creation more deep space science points
I didn't understand... Latter?
"latter" = "2nd thing I just talked about"
"the latter need to be in a space station" = "new science buildings need to be in a space station"
if you even tried to get large space stations with the speed it takes for stuff to refreshed it would take weeks
Can rockets dock and/or refuel at space stations?
yes
Nice
How does one make a space station when the mod is applied?
Wait a sec. Are space stations part of the mod rn?
Ok. Thanks for the info. You mod is amazing btw, it really adds a lit to the game
Last question. Do I need to moving for the coal/steam generators to produce power or can my rocket just chill in place?
rocket can chill
there should be status items displaying current generator fuel state/battery charge
those status items will be removed and integrated into the rocket stats in the next update
Aight thanks.
Following this thread for the next update 
Aren’t we all? Lol
what's that module?
another unused kanim found in the depths of the asset export
comes with tweaks here
What is this nosecone
What's the difference compared to the normal and extended spacefarer nosecones?
Size it seems. Ok
Damn that looks spacious
atleast 3 tiles of rad shielding, the middle one made from lead
its smaller than the large habitat tho
You mean the extended spacefarer module? Or something else?
yes
Ph yeah it makes sense
the plated nosecone and the extended spacefarer will get additional resource requirements added to them
(bc rn there is not enough reason to use the smaller ones lul)
I also found this glorious name for the tech
6 can be still a lot, is it possible to reduce it to 0?
lol
Im serious
on normal settings, I dont recall what happens on the hardest difficulty
and yeah, there is that stuff too
on hardest its reduced to 50 I think
but i dont think there is a material that has 100%rad absorption
either way, I'd really appreciate 0 rads. If that's impossible - its fine, but if that can happen it would be really nice
yeah, I believe lead is the best
not sure how about neutronium
You will take your 6.4 rads and you will be happy about it.
I made some testing, 4 rads is too much. I won't be happy with 6, my case is too extreme for that.
I mean, it's fine, not everything SGT does must solve my extreme issues, I just got hyped when I saw it
its doable
that would require 4 layers at least
I just need to create a modified aka "plated" version of the rocket wall
if its 2t of lead for one of those, 3 layers will filter it
thats rad absorption of 85%
is it mass-dependent? tbh I don't fully understand radiation mechanics
apparently
rocket wall has 100 kg, I test drew 3 layers of lead and it blocked everything (with 2t/tile)
aaaaa
apparently tiles have different rad absorption values than raw elements
AHH
tiles......
have just absorptionfactor*0.8
not related to mass
Amogus fridge rocket lessgooo
Oh boy, radiation shielding
Huh. I didn't notice the small fuel tank at all
that is an original (unused) game anim btw
On hardest radiation difficulty:
- 33 rads lost on bathroom use
- 33 absorbed for minor sickness
- 100 absorbed for major sickness
I play with these settings in a normal spacefarer with 2~3 layers with an average of 30 rads/cycle just fine; in extreme cases, double bathroom schedules to poop twice a day to keep the rads away
amongus...
So, I remember there was talk about an ion engine, when is that getting implemented? And what are the plans about how it will work? Will it be a late game option or will it be a mid game low power alternative?
Idk, I just proposed it as a cheap slow electric alternative, mainly for stations
But they can already move, so it's kinda redundant
Maybe you can add them to boost the speed a bit
stations being able to move: me about to crash them into every planet possible
Jeez why are ppl talks as if they are walking to some game dev. It's a mod made by 2 or 3 ppl. I'm already surprised he/she had output so many item already
what
Here and there. Ppl keep asking Update when? Xxxxx when?
they are making suggestions. this is literally an place to put suggestions
Or ask questions about possible content
CADIA STANDS
I'm not asking for updates, it was maybe one time and even then I just wanted to know when to expect the update date
Rushing development is bad practice anyway, and I'm not the dev
I just have ideas, as many others
Ideas are welcome. I just not like to dim their drive to make mods.
I'd like to upgrade natgas engine visual one day. if its possible. here is 2 idea I have been making, with some steampunk inspiration. dont know which one is better tho
i think left, but with the 3 thrusters like on the right
Im the sole dev of the mod
3GuB does a lot of art for me nowadays, but they are impacted a lot by the blackouts induced by russian attacks
It looks like it came straight from Metal Slug
I love it
The right one fits better imo
I'm sorry
If u want I can try to do some since I like this mod and I'd like to push it grow. Tho I need to learn some trick on sprinter about animations.
Regarding the mod I think duck taped nose cone can use some artworks upgrade lulz
More i look more it's do looks like it gahaha
Nope, the design is intentional
dupe design involves a lot of "duct taped on", which is the style I want that module to have
similarly, the natgas engine design is supposed to be a mashup betwen the natural gas generator, a steam engine and a gas stove
(notice how co2 engine is literally just some plastic bottles ductaped together?)
What does the ladder adapter do?
plant it between rocket launchpads to have a ladder while keeping them connected for loaders
Yes, I rofl'd so hard when I first used it
Just a big-ass stove lmao
a lot of the late game designs have "proper functional designs" like f.e. the hydrogen engine, which is the tier I would add a design such as this one
Ah so you can access them from below?
lemme demonstrate
Why not both? Small and large Nat gas engine. Just like petroleum ones.
design decisions
Makes sense
That's actually a good idea
They are hydrocarbon combustion, so it checks out
I see
large natgas engine would need to be equal power level to petrol, but I cannot add gas fuel tanks
I mean making 2 engine sizes is extra work after all
Ok then. That explains it.
such a tank would break the balance of the other gas engines such as Steam for example
So the current natural gas engine is a small one?
Dope
having bigger range than a stock one, but if you build the small petrol engine with fuel tanks, it can reach further
How much range does the natural gas engine have then?
15 (16 on current)
And what height limit?
And it also needs oxidiser?
yes
Sounds like q better small petrol engine
I had a idea on mixed paste/ solids fuel rocket engines. Could be a f.e. gas/sugar and Oxygen mixes combust-able solid fuel. And a solid fueled thruster
note that its also tapping into the nice of the steam engine
I do think it's okay to have half duct taped toy engine and half high tech thingy
Especially in this game
So natural gas engine is a better petrol engine with the height limit of a steam engine. Quite tempting.
-2 due to the oxidizer tank
We could just say that the database of the AI doesn't have all the templates
So they improvised
it has a more limiting max range tho
Sure
but I might reduce its height a bit
1 tile reduction seems more than enough
also small fuel tank coming (this rocket has 20 range)
By compression it looks good
this is what i think of current tech evolve map
could use 2 more new engine type to fit the gap
I also thought about putting the engine into the tech that unlocks the stove lul
in theory, natgas engine should sit between small petrol and large petrol
allthough still parallel since it uses a different fuel
like in a triangle on top
could be together with food production cuz it the only other usage than burning it
but thats maybe just a problem with science progress, its not "timegated" enough and youre better of just skipping entire stages by waiting a bit
also that there is no research between these 2
hmm...
huh by the sight its looks like a much cheaper and affordable steam engine
it could be okayishhhhh idk. by the time of it as me a player ill invest more time building geo powerplant. so its most okay to put by food production
thats the difficulty of adding (good) new stuff
giving it a niche to be used in
while being not op or useless
germany said sth above that its too op, and after comparing it, I agree, which is why I want to nerf it
the current release state is just so much better than small petrol, invalidating it
and the "less max range" isnt countering the benefits enough
on my playthough i just skipp steam engine cuz producing steam is a bit of cheesy and pipe alway breaks. so comprare to this natgas eng have much easyer prepration
exactly
also the more engines there are, the smaller each ones niche gets
which is why I wouldnt add a second natgas engine
nat gas now has 2 more tiles than small petrol
steam has 4 more, but is insanely slow
thats why i had suggest a solid engine thats doesnt require oxylite as a higher tier, so its wont clog with current vast engine type
that would be an alternative to radbolt then
however the question is then: what type, where to put it into the tech tree
and what niche justifies its existence
especially since the current starmap is wayyy to smal for large, endgame engines to be usefull
my current test cluster is 11 tiles from center to border
thats.. almost the range of a small petrol engine or a one way steam engine
why would I need hydrogen (exept for large scale mining operations)
thats the main design problem
(especially since Im adding a bit of power creep to rockets with some of the modules)
I have plans for bigger starmaps, but the performance impact of that thing is horrible
(example: each of the Hexes is a 2000x2000 pixel image..)
last update of Fast Track fixes a lot of the performance issues, so that mod would be basically mandatory
as for engines, I'd say the "midgame"- field is satisfied
but there is still that one slot between radbolt and hydrogen
and anything after that in a hypothetical "large map"-endgame
what
You mean, an empty hex is that big?
yes
💀
only reason that i would invest such effort is only i need to mine uranium on the edge of star map. original playthrough is like: only solar panel as additional power and its not great. thus one need to invest on hydrogen etc. with ur module the delta is shifted to minimum and could (mostly) cured by adding coal module that's add 120w and enough for most part. then such need of effort is mostly negated
on ryzen 5800x
Oh dear
lemme grab a screenshot
(oh and each rocket calculates all possible paths each frame aswell btw)
planet on the right is in center
I had suspicions about that
Also I like how you can't choose a custom path between two points
It would at least kind of justify the constant pathing
I don't understand why one hex could cause this Huge issues
PeterHan has an endless supply of "this thing in the game is horribly made"-stories
FastTrack lore
rendering >1000 images that each are 2000x2000 because the game doesnt have any compression
on the existing starmap; not an issue (yet)
one a much larger starmap - much more
with fast track, that map runs at 25-45 fps
Yikes
and thats just caching of some of the rendering + smaller image resolution
Let alone all those heavy change could potentially break under new update.
My my Klei should really pick him up as dev
I dont think he wants that
Btw this game original design is like a klotski game that's fitting the right part and just enough to works as one's desire. If every segment is 1x3 sized modules then it's going to be boring
Speak of this
Ik.
only reason the generators are 1 height is that they compete with solar panels
Also I think adding "endgamier" engines will probably require new fuels/elements
Would it's be difficult to add new element in game?
Huh. Soon™ Beach bio? I still have some fade mamery
beached is far away
it adds an insane amount of new systems
I already have plans for a "neutronium alloy"/"neutronium infused steel", a construction material locked behind artifacts
U are playing with fire🤣
wym?
not made from that
made from "neutronium dust" that is a byproduct from freeing artifacts from their semi buried state
Ngl I would consider it balanced with those stats
The temporal drive:
It either kills you or instantly gets you to your destination.
Fuel required: 1 sacrificed dupe per trip, 2 for a round trip
nice design for a category-scifi engine
Hop in the Temporal Bow, we goin'
Plasma fuel cells?
because that sounds like a potential endgame engine
(and looks like one)
I had thought something that's can be made via molecular forge
Delivered and burn fuel cell
that storages a large quantity of fuel cell at once
At level that full loaded could made 3-4 round trip
But cost a bit
Dont know if had ever saw EVA
I also hate these "mods"
Weird, useless, cringy and broken with poor code
that poor dude have some mental issues i think
Hello, I got an idea during the night: what if the rockets, with drillcones, storage and so ones, would go on a trip (not visible)? It would act like extending the starmap, but with more fps.
And the rocket disappearer during this trip, and appear when the trip is finish.
(Sowy for my bad english😅)
It can permit us to gather more ressources.
you mean go off the starmap?
I know one such "moder"
I'm not sure can i tell who it is
srmilla is a known person on this server, infamous for reuploading mods.
pleae dont trash-talk other modders. it makes a bad precedence
yes
but virtually
the rockets diseaper, and reapear with a lot of ressources
regarding the plasma engine i have some new insight idea:
use molecular forge to produce plasma stabilizer (90kg lead+10kg steel+? kg ?)
then need a new building or exsisting buiding to charge plasma cell: consume 100 radbolt to charge and 960w while using and produce a charged plasma cell.
the engine store up to 20 plasma cell, each cell provide 2 hex of travel distance
i have been developing the concepts
thinking about color plate similar to those 2, giving some continuity that's kleish
problem 1: lead is not renewable
All we need for a plasma engine is plasma. So, I guess a shitload of hydrogen and a fair bit of refined metal should be enough to make a plasma "canister" of sorts that can be used to refuel the plasma engine
which i guess adds another point: the hell do you even need 40 tiles of range for
this is the point. later game all wire is basiclly made via lead and which pose a challenge to tame metal volcano then leave the gap for engine canister
its base on this branch, meaning some type has long range and long sustain but fall a bit short on resouce gathering and prep. should be a off-angle comprare to hydrogen. and may not be faster then heavy pretroluem
All suggest are welcomed
Ngl the ion engine is far more appealing of an idea than a plasma engine imo
problem here; it would breach into the niche of the radbolt engine
aka "uses radbolts" for fuel, is some endgame engine
I think, such an engine should come as a mod-integration feature when both RE & that fusion generator mod you proposed in the other trait are installed
what's RE?🤔
this mod (Rocketry Expanded)
And for the integration part; the engine should eat the reactor fuel cells
making it somewhat of an upgrade to radbolt engine instead of a direct replacement
Who here actually uses the radbolt engine though?
I’d rather liquify hydrogen and oxygen because it takes so much work to use
1 reactor / inf. waste storage and youre done
Right but it’s height is trash too, and how am I supposed to get the material for that unless I spend 10 hours making a reactor?
and infinite waste can be achieved by easy duping/start+landing farm of the engine
(This was meant to be typed before the one you typed before mine)
I have a 2k cycle save here, that uses 1/3 hydrogen engine; 2/3 radbolt
It’s all about opinions and preference, but I just don’t want to build a reactor ever so that cuts it off my list of usable rockets
I never made a reactor, still used radbolt engines on almost each rocket
also laser drillcone adds incentive to make radiation farm
I really like the idea of it but I’ve never used it. Also, does it use less total or more rad bolts assuming we are making diamonds with the diamond press?
I see
(allthough that "slower"-part can be modified in the config)
So if you have a melted rocket with a freezer then things like that wouldn’t be a problem
freezer?
Yeah
A very cool food storage in the rocket, because I didn’t know your mod added that
it doesnt yet
Well even when it does I won’t be able to use it because of my unusual circumstances
?
I have to play oh GeForce now, and it doesn’t allow mods
ah
Whenever I’m able to use my brothers computer for a while I’ll always use this mod, but back to topic
Interesting idea 😂 although I'm not a modder. I would need to study c# form dust to be able to make mods.
everyone modding starts at that point :D
(although I used C# for 2 years before I got into modding, but at the beginning of that I was in the same position)
I had took a peak into Cairath's mod guide and I had failed on the very doorstep. Write codes
Anyway....
Everyone?
The radbolt engine is incredibly useful
I use them for hauling rockets and short-range mining
Although I have a plan to expand my cryogenic fuel condenser and run Hydrogen rockets for everything
I made a nuclear power plant early on, so it's a win-win
Use ceramic and make a loop with the condenser room as an intercooler/buffer
this screen is so slippery
i had try with pipe calculator shutoff but its automation is terrible
I don't use automation
Just loop it
The heat generation of the pumps is negligible
And if you're already at cryogenics, I assume you have the power to drive a few pumps constantly
my last playthough had successfully made to hydroen rocket. this time i wanna try to make the pipe to 1kg/s and split to 4 maybe its would work with
Is it me or it the natural gas engine pretty good for mid range mining?
its a bit too strong atm, will get -2 height next update
next update