#Rocket Modules & Space Stations.

1 messages · Page 4 of 1

dawn cairn
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is fricking -70c

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not much energy left there to radiate away

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Black-body radiation is the thermal electromagnetic radiation within, or surrounding, a body in thermodynamic equilibrium with its environment, emitted by a black body (an idealized opaque, non-reflective body). It has a specific, continuous spectrum of wavelengths, inversely related to intensity, that depend only on the body's temperature, whic...

stoic lark
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lol yeah i knew it was -70c. sry i didnt see how much it was radiating when i 1st built it, was just more trying to make sure there wasnt a comma misunderstanding

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im in the middle of rebuilding it so i can see the difference. ty for the chart it helps but i still not sure i understand it

dawn cairn
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hotter => more heat radiated

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that simple

stoic lark
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that part was simple, im trying to work out 1) how many i need and 2) if i need to worry about a failsafe for frozen water while cooling my base. for 2) it doesnt look like it and for 1) im pretty sure my limited math skills and some trial and error can figure it out. ty for the infos tho as always

stable basin
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What do you expect it's stone cold

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Radiators are niche, for bigger applications it's better to build an ATST

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It has bigger room in terms of power

stoic lark
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did you not read what i am trying to use it for?

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also again i was just clarifying that i wasnt mis reading it

stable basin
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I read it
Still better to overdo it

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These have deploy time, no?

stoic lark
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they do but will be under bunker doors

stable basin
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Ah clear

dawn cairn
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they become bunker tiles when fully retracted

stoic lark
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but stop cooling right?

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guess i could just use them to cool a pool then use that for the cooling loop of the base so there is a buffer and i can use the iron volcano instead of having to make so much steel 🙂

dawn cairn
stoic lark
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kk

west umbra
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ok but that just doesnt make sense in my head

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i get why it would cool more slowly via conduction

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but why radiation

clear elk
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the same reason - the more heat you have, the more heat can be removed away by radiation. if you have less heat, there is little to be removed and it goes slower. It's not like SGT made this rule up, it is physics formula

west umbra
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no i get that

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ig that makes sense though

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hotter things glow cuz they give off more radiative heat

stable basin
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Kinda no but yes

olive root
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Some ideas for new propulsion:

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  • MET (Microwave Electrothermal Thruster) - uses microwave energy to sustain a plasma in a flowing gas. (This is a thing that exists.) Perhaps it could use Chlorine or Carbon Dioxide as propellant?
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  • Laser Thermal Rocket - uses lasers to heat a monopropellant. This is a thing that exists at least theoretically.
azure ruin
olive root
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  • Ion Engine - Creates thrust by accelerating ions using electricity. An ion thruster ionizes a neutral gas. Ion thrusters are categorized as either electrostatic or electromagnetic. (This type of engine has existed for many decades. But there has been progress recently in improving it.)
azure ruin
olive root
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  • EmDrive (also called a 'Resonant Cavity Thruster) - A mostly theoretical engine purported to generate thrust by reflecting microwaves inside the device. In other words, it relies entirely on massive amounts of electrical power to work, not using any propellant at all.
stoic lark
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helium was just removed from the game lol

olive root
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AFAIK, some mods that add helium back still work (aka, 'Helium Extractor' and 'Helium Reborn'). So would being 'removed' really be an obstacle?

stoic lark
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didnt say it was an obstacle just found it funny

olive root
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  • NTR (Nuclear Thermal Rocket) - a working fluid is heated to a high temperature in a nuclear reactor and then expands through a rocket nozzle to create thrust. The external nuclear heat source theoretically allows a higher effective exhaust velocity and is expected to double or triple payload capacity compared to chemical propellants that store energy internally.
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In my idea for NTR, it would both require a certain amount of Uranium as well as an inert liquid propellant. Perhaps it would use CO2, Polluted Water or Water. But then I was thinking it may produce Nuclear Fallout as an exhaust. Can a rocket engine in ONI produce more than one type of gas exhaust? If not, perhaps the NTR could use liquid Nuclear Fallout as the propellant and also produce gaseous Nuclear Fallout as the exhaust?

sour magnet
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There would be more engines than modules if Imalas adds all of them

west umbra
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Yeah

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The question you have to ask is where is this gonna fit in the game

dawn cairn
stoic lark
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only one i saw that i think fit and would like to see is the ion but as it seems that wont be possible at least for a while

late dirge
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Pretty sure newtons third law makes that one impossible

stoic lark
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its an IRL thing?

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so i dont think the engine is impossible but rather ONI rocket coding not allowing for it

nimble laurel
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What does the laser drill cone do

stoic lark
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mines POIs

willow umbra
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An idea for meteors:

  • Rocket Interceptor Nosecone: fly to a approching meteor shower and Intercept some of them IN SPACE , and can, like a drillcone, fill a cargo bay with the materials of the meteors (Sorry for my bad english ...)
willow umbra
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rather than diamond

stoic lark
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yeah

sour magnet
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btw progress on space stations?

dawn cairn
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I'm currently working on a smaller update (that wont include them), but I have been making some progress (getting cargo railguns to work within the stations f.e.)

sour magnet
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btw railguns??!!

dawn cairn
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interplanetary launcher

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= cargo railgun

sour magnet
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holy shish

willow umbra
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bruh we will finaly be able to shoot meteor in space (YEAY) !

scarlet crater
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Finally a use for all the useless pure copper?

arctic silo
dawn cairn
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stuff

arctic silo
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How will we make space stationz

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Or well what usage would the be

dawn cairn
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usage: small base in space/orbit, new tech that has to be conducted inside

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how to make: unlock tech, build space station constructor module, load resources into rocket, start construction at desired location

north mason
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Would it be possible/too complicated to add a module or ability for rockets to do relay refuels for rockets sitting around in space?

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Like a rocket runs out of fuel, sitting in space, sad, only way out is to self destruct to the nearest planet

A rocket from the base then flies over, either delivering from its current fuel or (maybe simpler) a fuel storage container, pipes in some fuel to the other rocket
Both rockets can now get home

Happy

dawn cairn
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space stations can do that already (in my dev build)

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so yes, its possible

north mason
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Oh, really?

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Wait space stations?

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What do space stations look like in the dev build?

dawn cairn
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interior is like a very large rocket interior

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but with nothing in it besides the "core" building

north mason
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Oh

dawn cairn
north mason
dawn cairn
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smol one

north mason
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Dude thats sick

arctic silo
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Imagine if we had rogue dupes

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Like the duplicator has gone rogue and the dupes aswell

north mason
arctic silo
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Imagine you see a rogue dupe trying to attack one of your dupes

north mason
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Is it a known issue for this mod to take up a lot of space btw

north mason
dawn cairn
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lots of content has lots of animations that take space

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where is the issue with that

north mason
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This mod is one of the suspected ones in my list to make ONI use up a lot of memory is all

dawn cairn
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its 20 mb..

north mason
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Figured

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Im just on a detective mission in my mods rn and was just wondering

arctic silo
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Dupery is like alien framework

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Lets me make catgirl dupes or different hair dupes

north mason
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As fun as that would be
Goodluck drawing over all the animations

arctic silo
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?

north mason
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If one were to try making the dupes cat..dupes

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Catgirls, catboys, cat..creatures
One would have to draw over every frame of animation

dawn cairn
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not really

north mason
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Oh?

dawn cairn
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dupes are modular in their animation and have a "default dupe"-animation where they override the components

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so if you go creating a hairstyle, you "just" need to draw it in the ~5 different poses that exist for every hair style

arctic silo
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I like how in rimworld we call our colonists pawns and in oni dupes

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But lore wise it makes more sense how dupes are controlled

worthy pumice
scarlet crater
dawn cairn
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finished some stuff on the docking system - it will now move all duplicants to their assigned rocket before disconnecting. assigning dupes to the door makes them switch to the other rocket

dawn cairn
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Automated rockets are now also done - setting up roundtrips with a station as target location is now possible

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also rockets targeting a space station will automatically try to dock to it

pine oasis
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K

north mason
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What if one could set a collision course with another rocket

dawn cairn
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no.

north mason
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Fair enough

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Powerful no, i assume its been asked many times
Along with similar ideas

thorn minnow
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After the rocket flies to the target position in space, it can send out an activation signal. I forget every time, and I only remember after staying in space for a long time, wasting a lot of food.

dawn cairn
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is already implemented

thorn minnow
dawn cairn
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use the modified cluster location sensor, choose a location and disable every other checkmark

thorn minnow
dawn cairn
# thorn minnow

when did this happen? I cannot repro that crash
nvm, it will happen when you try to select a new location while in space.
I will release a fix in the next version, in the meantime; only select locations while the rocket is landed on a planet

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space station leeks

stable basin
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What even

west umbra
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i

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yeah

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ok

sour magnet
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no way

dawn cairn
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no, its called professional shitposting

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and a word play on leek<->leak

sour magnet
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oh

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s h i t p o s t

prime hedge
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..your humor troubles me

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👍🏻

stable basin
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Nah that's peak funi mate

worthy pumice
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but this time it's really a lol

dawn cairn
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I'm currently reconceptualizing the construction process of space stations, would the following concept be annoying or does it sound like an interesting concept?:

to deploy a station you need to construct station subcomponents on the planet. these are like normal buildings (get constructed via build menu), but then have a button "dismantle into parts"-this will remove the building and drop "module parts" of this "sub component"
(examples for sub-components: "antenna array", "structural beams", {insert station part sounding name})
one of these buildings gets split up into ~20 parts.

these parts then have to be loaded into the storage of the space station constructor. you define what station type you want before that and each station type requires a different composition of different parts and amounts

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that way I avoid it being an entirely passive experience (load mats into cargo, click button, then wait for it to finish) and I avoid messy custom resource logic

prime hedge
# dawn cairn that way I avoid it being an entirely passive experience (load mats into cargo, ...

for this you could make this building process into different stages, while been constructing player need to send multiple package in fase to complete the building, this is my idea.
making the building and make 'the' build into pieces then be added into constructor....this sound quite logically buggy to me because the game design is been divided into many stages by force, and more building - sub component type you may have, the trouble multiply. its still sounds like a interesting approach tho.

dawn cairn
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its less buggy than the alternatives

prime hedge
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what are the alternatives?

dawn cairn
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weird custom resource selection with prob. tons of edge case bugs or a production building with a ton of recipes

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1 is buggy and 2 is annoying to navigate

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making a building drop an item is very easy and basically bug free

dawn cairn
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and the building material selector makes it very convenient to select recipe resources

chrome grail
prime hedge
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ah. probably your method is much better

dawn cairn
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the main concern I heard so far is "making a large component only to split it down into smaller parts for transport is unrealistic"

prime hedge
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realism is not 'really' a focus here.. as long as its explained

chrome grail
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its a little bit of an inconvenience to put exactly 1 ton of steel into an cargo bay but it might just be a me problem. Last I checked the small one is not supposed to give you the largest interior right?

dawn cairn
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yes

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but then again, by building the "station parts" as buildings, dismantling them into items, allows me to balance the station costs around these items instead

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and with the material selector of buildings stuff like refined metals can then be selected at the construction

chrome grail
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you could lets say (for the sake of an example) make 4 different parts which i will just label 1 to 4.
For an small station you can make it use 2 pieces of 1, 5 pieces of 3 and 1 piece of 4.
There could be more "parts" implemented but this way it would not require an single item just for a certain type of space station

dawn cairn
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thats excactly the plan

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only that it would be , lets say , piece number x10 or x20, since the dupes "cannot carry such a large building all by themselves", hence why they break the part down into handy, carryable parts that then get loaded into the rocket

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effectivly the amount of large "parts"(buildings) would be the same, just the number of the deliveries would go up by the amount of sub-parts the building splits into

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say "Piece 1" gets split into 20 parts for dupe transportation, and you are supposed to make 2x "piece 1" for "station type a" -> the delivery would then consist of 40x "split-for-transport-piece-1-subpart"

deft lake
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the ISS model of building a modular structure on “earth” to serve a specific function than launching it and “attaching”
It in space seems attractive . It would enable you to model the construction similar to the how you construct the rocket interiors .

stoic lark
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didnt know we are playing kerbal 😦

worthy pumice
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lol

dawn cairn
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stations are kinda 2-part

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the "core" is what is made with these modules, it is what makes the starion entity on the starmap

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and then you have the interior, which you will build normally, stating off with an empty world, only with the 'core' inside of it

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so you build the components of the core, put them in a rocket and make it construct the station

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then, the "multiple launches" part comes from you constructing the actual interior

dawn cairn
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I could make that "in space construction* require 1 delivery PER core component, but that sounds rather tedious

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or does it?

stoic lark
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so if i understand right you would have to launch a rocket multiple times with a module that carriers the core components?

dawn cairn
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that is the question

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it would make sense from a logic standpoint

stoic lark
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and roughly how many core components would there be

dawn cairn
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the question is, would it be fun

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prob. 3-5 for a smol station

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more for large ones obv.

stoic lark
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for me i normally launch rockets to drop rovers and orbital payloads or make a separate trip for the cargo then go back with trailblazers. so as long as it wasnt like 6-12 times to make just the beginnings of a station im okay with it

dawn cairn
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if I go that path of "deploy core components 1 at a time" , depending on the rocket you could add multiple construction modules to the rocket

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each holding the parts for one module each

stoic lark
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yeah that would be cool

dawn cairn
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or/and I could make station component cargo bays in addition

stoic lark
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if you make a new cargo bay i wouldnt make it hold too many components

dawn cairn
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ye. still 1/cargo bay

stoic lark
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should be some challenge to it

dawn cairn
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just that it might not take up 7 rocket height

stoic lark
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seems legit

dawn cairn
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so you can either make .. f.e. 2 constructor modules, or 1 constructor + 2 core component cargo bays

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but these cargo bays wouldn't be able to do parallel construction tasks

stoic lark
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ah choices yeah that is what i like

dawn cairn
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the idea grows on me

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it fits the art of the construction module well

stoic lark
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ooooo that looks cool

dawn cairn
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that thing stores then one pile of core-component-parts (enough to make one module) and reassembles them while in space

stoic lark
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hey Imalas, strange question, do you play the game or just mod it? ive seen mod devs that havent played in years but keep modding

dawn cairn
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only modding

stoic lark
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lol okay

dawn cairn
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I last played when I was annoyed that there was no AI rocket module

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and thats where it started

stoic lark
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ah

dawn cairn
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I will play again when beached releases

stoic lark
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okay, i was asking cuz i was wondering if you had any tips on how to use the scan satellites(like placement)

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beached?

dawn cairn
dawn cairn
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check his discord for impressions of that (he links it under his mods)

stoic lark
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cool okay

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and ty for the info

dawn cairn
stoic lark
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so beam solar power?

dawn cairn
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yes

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put it in orbit, it will beam down solar power onto a lens tile

stoic lark
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that will be sweet

dawn cairn
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that either scatters it for solar panels or further focusses it to heat the tile below it

chrome grail
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like an dyson sphere but just the concentrator?

dawn cairn
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eh, more like a few extra solar panels strapped to a satellite

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dyson sphere is an entirely different dimension

hardy forge
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If I scroll up to far, discord crashes

sour magnet
worthy pumice
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dyson swarm? (aka not going to happen)

dawn cairn
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very accurate assessment

clear elk
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I started working on Dyson mod some time ago, but GUI destroyed me and I abandoned the project. I can imagine it is not high on SGT's priority list

dawn cairn
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its a contestant for "additional satellite types after laser satellite"

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also it wouldn't be a classic dyson swarm as there is currently no "sun/star" poi

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rather it would function as a rad collector, built around the temporal tear

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but as Pether said, not a high priority

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that is: Space stations and everything around it + potentially "shipping route manager"

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(those would share a lot of Ui)

clear elk
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trade route manager? thats a new thing, what is that thing?

dawn cairn
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waypoints

south dagger
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How would a space station work?

dawn cairn
clear elk
dawn cairn
clear elk
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oh. nice!

south dagger
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Oh damn that cool as heck

dawn cairn
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and that is a working prototype

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(all filler items)

dawn cairn
# dawn cairn

these are 3 different buildings that share their temp anim and need all to be constructed for the split button to become active

prime hedge
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Ohhhhh nice!!!!

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If u wanna assist of drawing I'm available

pine oasis
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I can’t wait for spaced out Oceania

dawn cairn
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its far more than that

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spaced out oceania could probably be made in a weekend or two

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beached has been in development for more than a year now

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updating that screen here a bit

dawn cairn
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filter implemented

clear elk
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it's broken, none of the results contain "co2" string

dawn cairn
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it accounts for the description

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and that contains co2 for all 3

dawn cairn
sour magnet
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.

willow umbra
torn charm
dawn cairn
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can you not?

torn charm
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sorry

worthy pumice
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...

dawn cairn
late dirge
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Two outputs?

dawn cairn
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artifact and mass

hardy forge
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kewl

dawn cairn
clear elk
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not sure how many people still use my Interplanar Automation, it's a little redundant, but FYI: Romen made me light-gray scanners for that mod:

dawn cairn
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~~all good it has a green glow, not blue & the orange thingy is blue ~~

sour magnet
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hmmmm

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interesting

dawn cairn
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next update, docking will allow towing of stranded rockets

clever badge
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Sweet! Ur getting short on features to add to game now arent u? 😅

dawn cairn
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nope

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I have a giant backlog

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next plan is releasing that RE update

dawn cairn
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the config option is now gone - it has become a toggle

hardy forge
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whats it supposed to be? Nuclear Engine? (not trying to be rude, just wondering)

dawn cairn
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orion engine

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from my unfinished explosives mod

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has become my debug engine with 900engine power

dawn cairn
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Update 2.6 is now released

shell ingot
dawn cairn
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nothing is stopping you for adding one on your own

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but not 100% of strings are translateable

shell ingot
dawn cairn
shell ingot
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Will it support like this? i mean is it work

dawn cairn
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translation template is found under Documents\Klei\OxygenNotIncluded\mods\strings_templates\rockets_tinyyetbig_template.pot

shell ingot
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i mean will it detect the new folder

dawn cairn
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yes

shell ingot
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ahh okey i will try

shell ingot
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its work

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so good

cedar flower
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I asked this before but not on this thread, and it may feel gamebreaking but i think people would love it.

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We should be able to get diamonds from the cargo bay or inside the space cabin to feed the drillcone, so the rockets don't have to land asides from delivering cargo back to the planet.

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If you are space mining I think you are far enough in the game that this isn't really a gamebreaking addition at all.

prime hedge
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personally for me it sounds too cheesey and makes game far too rewarding

cedar flower
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the entirety of rocketry expanded is a little OP lmao

clear elk
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"OP" is subjective. one could say that RE makes rocketry much easier in ONI by adding much required QoL etc, and "Making Easier" = "OP"

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but I don't mind at all, many of your changes and additions are much required and missing in the game itself, the rest are cool wow features

dawn cairn
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And thats my goal - providing qol improvements and vanilla-like additions to the game, keeping the balance somewhat vanilla-like

clear elk
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yeah, I'm doing the same with my own RE (Rooms this time), I try to keep vanilla balance levels, but one could say that adding additional sources of dupe morale is OP

dawn cairn
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removing the capacity limit of drillcones does not fall under "keeping a vanilla like balance"

clear elk
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I was referring to this:

dawn cairn
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also aprisco seemingly used it not as an opinion, but as a "your mod is already op, no point in trying to have balance, now gimme more op stuff"

dawn cairn
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@cedar flower go use drill cone service module, you can now increase its capacity to 10tons

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in mod config

dawn cairn
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u wanted cargo bay diamond cheat here is it

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its loaded as cargo bay via cargo loader

cedar flower
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Also the point was that I wouldn't have to ever land the rocket, thus acting as a space station before the space station mod comes out

dawn cairn
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there wont be a space station mod

cedar flower
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ah that's a rip

dawn cairn
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all part of RE

cedar flower
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oh

dawn cairn
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what do you think is the docking system written for

cedar flower
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lol fair

dawn cairn
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:D

cedar flower
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Anyway, I genuinely fail to see what makes diamond delivery from inside the spacefarer cabin so broken

cedar flower
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I mean, to do that

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you require neutronium holes

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as well

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to ship out the materials back to the main planet soooo

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for normal gameplay it really wouldn't be a huge difference

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(You'd still need to land the rocket, fill it up with supplies unless you have an AI pilot)

cedar flower
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If so then that's perfect

dawn cairn
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cargo loader=the thing you attach to a platform

cedar flower
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Yeah so that's not inside the rocket then 😦

dawn cairn
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lemme check that...... ok, it's not a cargo bay

cedar flower
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Thanks 😄

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Also, I didn't mean that you shouldn't try to balance RE, but most of the extra modules do feel really OP, especially freezer food and others lmao

dawn cairn
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freezer eats 3 height

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and will (at some point) consume power

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height is the true balancing factor here, as there is no consideration for this module in the vanilla balancing (as it doesnt exist)

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for that reason , if you want to take the freezer, you will have to give up something else, as the rocket doesnt have space for it

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so you might switch out the gas cargo, requiring you to go oxylite o2 instead

cedar flower
dawn cairn
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or sacrifice some range by switching out fuel

cedar flower
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I do get your point though

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I still fail to see why the diamond inside rocket cone idea is so gamebreaking

dawn cairn
cedar flower
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Idk, infinite storages are pretty balanced to me, but it's a annoying topic lol

dawn cairn
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the core design principle of the drillcone is "mine a set amount of stuff and then come for reloading diamond and unloading mined material"

cedar flower
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Your diamond drillcone service module already expands the set amount of stuff (at the cost of height, yeah)

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The diamond delivery inside the cabin (infinitely) expands the set amount of stuff, at the cost of needing to add additional cargo bays, so i think it does basically the same thing

dawn cairn
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it has to lose some max range for it

cedar flower
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You are the mod author though, and it's just an idea, if you don't want to add it it's your choice 🙂

dawn cairn
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more mined, but with a more limited range

dawn cairn
cedar flower
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You would still switch between POIs though no?

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*wait that's basically what u said

dawn cairn
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now you can make them infinite, but that option is disabled by default for a reason

cedar flower
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So it's still limited then

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which just helps the case imo lmao

dawn cairn
cedar flower
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Thus you would still move around

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Most importantly though

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unless you abuse glitches (which apparently is out of the scope) there is no way to ship the items back to a planet

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Thus you'd have to make landings anyway right

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Just a little less frequently than if using a drillcone service module

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If you want to make it more balanced, it'd be a cool idea to make it a separate "module", not just a fitting inside of the rocketry build tab

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Maybe make it like 6 tall so it's less appealing than the service module

dawn cairn
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or I add it to the service module

cedar flower
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(that'd be lovely)

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(pls do)

dawn cairn
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with a config.

cedar flower
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even better

dawn cairn
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that is disabled by default

cedar flower
#

I think that'd be all I want in life

#

(or at least this current run)

dawn cairn
#

@cedar flower

cedar flower
#

yayy

cedar flower
#

is that a thing that'll be coming soon

dawn cairn
#

coming with the next update

#

whatever thats gonna be

#

probably a bugfix

cedar flower
#

o7

#

❤️ very happy

prime hedge
#

To think the conveyor input doesn't works on ai rocket. I reckon this is kinda balanced with how huge the service module it is

#

I normally have a ai rocket only for mining operations.

#

And this can't not infinity stay in space since one dupe is living there

dawn cairn
#

its an edge case feature not intended to be used in a balanced way

#

digging neutronium holes to each planet and shipping resources through those holes isnt something you do on a regular play through

prime hedge
#

RE debug feature

dawn cairn
#

there are a couple of things in the mod that are just there to cover edge cases

#

f.e. that vanilla bug where it cradhes when you select the meteor shower and it says sth about "description not found"

#

the mod contains a fix for that since I got annoyed by that crash during testing

deft lake
#

Thanks @dawn cairn for all your amazing updates to this and other mods !

dawn cairn
#

added another "disabled by default" option - "Slim Rockets"

#

any rocket module over 5 width will have its hitbox squished to 5 width (mainly: steam engine, large petrol engine, hydrogen engine)

clever badge
#

Could deployed satellites improve scan network quality? just an idea
and possibly extend telescope range for meteor shower identification and mission control boost with starmap tiles they cover

dawn cairn
#

mission control boost range extender implemented

#

it is however limited to 2 tiles range from and to satellites

#

(mission control planet must be within 2 range of a satellite, any rockets to recieve the boost must be aswell, distance between satellites for this is not affected by this limitation, its the normal 5 hexes / whatever is set in the mod config)

willow umbra
#

Dude will implement a neural network with satellites 💀

prime hedge
#

I am so excited as we had came up many good ideas

deft lake
knotty furnace
#

sorry if this is a repeat request - I'd love a mod that simply extends the "atmo suit checkpoint" so that it can be controlled via an automation port. This would let you easily disable ones inside a spaceship when it's landed at home, including when it's first built .

knotty furnace
fiery flax
#

Would it be possible to remove the fact that if a dupe don't enter the spacefarer module, he don't have to stop by the door and wait the sound/animation before to continue his route.

dawn cairn
#

no

hollow sierra
deft lake
#

hi, i have a dupe that died in space alone in his capsule. his capsule does not have the docking collar but the rescue ship does. am i correct that to dock, both capsules need to have the docking collar? also, assuming this is the case, there's no way to board that rocket and retrieve it, I might as abandon it and salvage the parts?

dawn cairn
#

both capsuled need to have a dockig bridge built inside

prime hedge
#

We have made some art rework for a certain modulebugcatmoney

#

It's a anteprima!

clear elk
#

washing machine rocket module!

sour magnet
prime hedge
#

Means a preview

sour magnet
#

ohh

dawn cairn
buoyant crane
#

Is there a mod that can unpack the coding language thats read out in a crash report so in plain language I can understand what mod is conflicting? I keep getting crashes on world creation and it’s revolving around the DGSM mod and it’s infuriating. 😦

#

I just want a map with all the worlds and all the POI’s in one. DGSM is great for that, or it would be if I wasn’t getting crashes trying to use it :/

torn charm
#

DGSM isn't world generation, it stands for duplicant generation settings manager

dawn cairn
#

(also no, you dont want all the worlds of you dont want to play with single digit fps or have a nasa computer)

hollow sierra
#

Just tried it to see how bad it would be. I could only spawn duplicants in debug mode on 10 or 12 asteroids. After that the star map became inaccssible and after unpausing I got this error.

Error in ClusterMapMeteorShower_Gold.KPrefabID.OnSpawn 
System.NullReferenceException: Object reference not set to an instance of an object
  at ClusterMapMeteorShower+Instance.Setup (System.Int32 destinationWorldID, System.Single arrivalTime) [0x00042] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at ClusterMapMeteorShower+Instance.StartSM () [0x00021] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at StateMachineController.StartSMIS () [0x00050] in <1f4c5a7d658c4522888fade7e74323ad>:0 
  at KPrefabID.OnSpawn () [0x00011] in <d35824e72985464e85149179dd14d71e>:0 
  at KMonoBehaviour.Spawn () [0x0005d] in <d35824e72985464e85149179dd14d71e>:0 

  at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0 
  at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at KMonoBehaviour.Spawn () [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
  at KMonoBehaviour.Start () [0x00000] in <d35824e72985464e85149179dd14d71e>:0 
Build: U46-552078-SD
#

But I wouldn't call it a bug.

dawn cairn
#

looks like a base game bug to me

#

(allthough I assume you realistically cannot trigger it in normal games, might be related to multiple planets being revealed and trying to start their shower season during the same tick)

hollow sierra
#

I was surprised it managed to generate the map.

dawn cairn
#

thats usually not the problem

#

the problem is the simulation load once a certain number of planets has been discovered

hollow sierra
#

I had the assumption the overall worlds map size is fixed and thought it would run out of space.

dawn cairn
#

it is fixed after worldgen

#

and it is AsteroidTetris.Width + RocketSpace for width, and HighestAsteroid Or MinHeightValue for height (whatever is larger)

#

what those values are is defined after the asteroid tetris

buoyant crane
#

@dawn cairn i do actually have somewhat of a nasa computer lol I built it myself, regardless of that I’m also using cluster generation manager to generate all planets, modifying the sizes of them to a more manageable size (around 100x100 each with a few toggled options applied like radiated crust and volcanic activity and geoactive) also im playing with mini-base active too. So it might sound like a daunting task, however I have yet to crash because of it. They’re just little baby worlds. My crashes (I found out after some investigation) was because the timers on my duplicant spawns at the printing pod were two different values, one of which was set to 2 cycles (which is what I like) and the other at default of 3 was causing a conflict that crashed the game. That setting can be found in DSGM and also in mini-base, I was unaware but apparently in mini-base settings on the mod page it’s at the bottom, gotta scroll, didn’t see it.

#

I misspoke earlier when I said DGSM, I meant to say CGM (cluster generation manager) apologies for the confusion.

#

I’m not discounting your saying that too many planets will cause a crash, I’ve no doubt that could be the case, I just have yet to have that issue happen. I also have yet to send my duplicants to every planet I have generated in my… whatever it’s called, galaxy or whatever, so it could entirely be possible you’re right.

#

If I’m reading that crash report right it’s saying it crashed because it tried to generate a gold meteor shower and failed? Could that issue not be avoided if you just disabled meteor showers entirely? After all gold can be harvested from a volcano, does that not suffice in terms of regenerative resources? I also saw there was a gassy moo meteor shower, I suppose that would be the only one that you couldn’t recreate (without mods mind you, I believe I did see a mod that toggles reproduction for gassy moos so technically with the aid of mods you could render meteor showers in their entirety an unnecessary feature to experience everything the game has to offer)

#

I dunno, im new and learning still so please don’t bite my head off lol I’m just gathering information for the purposes of my own enjoyment.

dawn cairn
#

updated AI brain module

prime hedge
#

Weeeeeeee I'm very happy this turned out very good

dawn cairn
#

(the brain flickering at the start is a gif artifact)

dawn cairn
#

@cedar flower

#

released

cedar flower
#

Thanku

cedar flower
#

@dawn cairn not working, it's putting it in the cargo module not the drillcone service module, any ideas?

#

Oh, do you need to build the drillcone service module first and then the cargo bay?

#

that seems to work as intended, only diamond comes out of the cargo bay when overfilled and Ithe drillcone fills itself with diamonds

#

the more important question is now

#

why is the drillcone still saying it's missing diamonds?

#

full rocket here

dawn cairn
cedar flower
#

until I destroyed then rebuilt the cargo bay

#

I'm not understanding how the service module exactly works

#

like does it not matter that the drillcone itself hasn't filled up?

#

if I launch it with 0kg in the drillcone and 1500kg in the service module, would that be enough?

dawn cairn
#

yes

cedar flower
#

ayo

#

heck yeah

#

@dawn cairn one last question

#

what featuers should I enable and disable to keep it mostly vanilla, except for that drillcone service thing?

dawn cairn
#

idk

#

there is someone on this server who plays like this

chrome grail
#

i leave it as default

dawn cairn
#

it goes by module list order (older modules = earlier in list)

cedar flower
#

Yeah that was the exact behavior I saw

#

It works for now, so no worries!

dawn cairn
#

behavior will be adjusted next update

cedar flower
#

Gotcha

dawn cairn
#

so it prioritizes drillcone service modules with diamonds

cedar flower
#

So that we can stop filling it with diamonds instead of constantly recycling lmao

dawn cairn
#

element/mass sensor on the output + some logic

cedar flower
#

Tru

deft lake
#

hi! i'm having particular issues with this game with sending dupes off on automated rockets where the rocket is not fully prepared - either I send this off with no food, water, or appropriate materials, or even enough air. I'd like a clean way to prevent a launch if the factors aren't in place. I have some ideas on clumsy ways - I can disable the rocket control with an automatic door, or use wireless signals from inside to outside. however, the cleanest way would be to have an automation "plug" that I can send signals outside the capsule. Or how else do you guys do it?

hardy forge
#

fridges have an automation output, smart storage bins have an automation output, just link those up using a not gate and feed that into the mechanized airlock

buoyant crane
#

Hey dude @dawn cairn I just skimmed my mods page and realized it’s basically full of mods authored by you, just wanted to say thanks for creating such great content for this game. At this point I’m running with so many mods one could say it’s not even oni at this point, but to that end I think you deserve thanks, so thanks.

sour magnet
hardy forge
#

+?

prime hedge
#

I see a lot of ideas of this list had been changed

pine oasis
cedar flower
#

@dawn cairn something is broken

#

with the old drillcone rockets

#

with service modules

dawn cairn
cedar flower
#

yes

#

and it claims the cargo bays are all already full

dawn cairn
#

are they?

#

anyway, nothing I can do about it atm, will look at it on sunday

cedar flower
#

@dawn cairn reload fixed it, don't worry ab it

#

Is there any functionality on RE about discarding items into the void of space?

#

like a deleter of sorts?

#

for unwanted items

dawn cairn
#

no

#

adds awesome ticket sink equivalent to todo list

cedar flower
#

lmaoooo

#

yeah something like this for solids would be great ❤️

dawn cairn
#

tbh I have some concepts that are very similar

#

but nothing that will reach any form of release any time soon

cedar flower
#

@dawn cairn has the priority issue been fixed?

dawn cairn
#

should have been

cedar flower
#

@dawn cairn something's wrong yet again

#

it's just deleting diamonds now lmfao

#

it's full, but i keep putting in diamonds, but none of them are going into cargo

#

OFASDFGA sorry reloading fixed the problem

hardy forge
#

is broke

sour magnet
#

What is "PDC-Module" in your TODO?

dawn cairn
#
The Expanse Wiki
PDC

A point defense cannon (PDC) is a rapid-fire projectile weapon used by all military-grade spaceships for defense against missiles and ships. PDCs are turreted rotary autocannons, utilizing a set...

sour magnet
dawn cairn
#

meteor defense

sour magnet
#

oh

#

yea that is kinda good

#

will it use these rocket thingies?

dawn cairn
#

probably not

sour magnet
#

oops

dawn cairn
#

depends on how I make that

sour magnet
#

Exception in RegisterBuilding for type Rockets_TinyYetBig.RTGModuleConfig from Rocketry Expanded
System.MissingMethodException: void

#

got this error

dawn cairn
#

update your mod

#

its out of date

#

=>mod updater

sour magnet
#

ok

willow umbra
#

Are space stations a thing yet?

dawn cairn
#

no

#

there will be an update announcement in #mod-releases when it releases

dawn cairn
#

fixed that bug that would cause oxidizer tanks to lose their stored oxylite/fertilizer on loading if their configuration was set via "copy settings" tool

dawn cairn
#

new feature:
pilot piloting & digging skill level increase the mining rate of drillcones

#

can be toggled in config, affects both drillcones, stacks with Service Module speed boost

dawn cairn
#

Fuel Loaders, Cargo Loaders and liquid fuel tanks got a "Drop all" now

#

liquid Fuel Tanks no longer store any liquid, only rocket fuels

willow umbra
dawn cairn
#

no, it gets dumped into the world

prime hedge
#

any news?

hardy forge
dawn cairn
#

no

#

Pipe inputs either

  • destroy wrong stuff
  • dump it into the world
  • store it anyway
#

tanks until now used option 3, allowing any liquid pumped into them, and since you couldnt empty them a rebuild was in order

#

now it gets dumped into the world instead

#

also this is only relevant for direct piped liquid fuel tanks

#

fuel loaders are not affected by this "store anyway"->"dump to world" change

sour magnet
#

progress?

pine oasis
#

He’s working on fixing CGM currently

limber pine
#

I know this is kind of late to ask, but what font did you use for your mod icon?

dawn cairn
#

The Game Font

#

Graystroke

limber pine
#

Thank you, I really appreciate it

dawn cairn
#

np

cedar flower
#

SGT, just wanted to update you on the progress- thanks to RE I finally have fully automated space mining without rockets landing xD

sour magnet
#

do you mean that there is a rocket that flies to mining rocket and docks to it and then gets the resource?

sour magnet
#

im sure that this is not how it should look

dawn cairn
sour magnet
#

ah

dawn cairn
#

ship diamonds into the rocket via that hole -> put it in drillcone -> ship out resources

sour magnet
#

i knew that you can do that between worlds but i did not knew that you can do that with rockets

dawn cairn
#

rockets are just tiny worlds at the right edge of the grid

sour magnet
#

yea ik

dawn cairn
#

deconstructing rocket tiles like in that screenshot is not calculated for

sour magnet
sour magnet
#

damn i broke my dupes

#

ok that is strange

#

i should probably just evacuate them

dawn cairn
sour magnet
#

i selfdestructed rocket that was docked with this one and the animation just stayed

#

before that my dupes glitched and i had to selfdestruct

dawn cairn
#

that gives me a reference point

dawn cairn
#

what is "my dupes glitched"?

sour magnet
#

i tried to move one of my dupes through the dock, then he goes inside, i press undock button, it does not undock and other dupe starts to cycle between rockets

#

btw is it possible to add vertical rocket port adapter?

sour magnet
#

ok

#

and option to eject ai brain from the module would be good too

dawn cairn
sour magnet
#

also if i press on ai brain module when it flies in space the game crashes

dawn cairn
#

whatt

#

Log

#

also wym with "press on ai module" - on the world selector; on the star map?

sour magnet
#

world selector

dawn cairn
sour magnet
#

it was like 40 minutes ago

dawn cairn
#

...

#

great, another race condition

#

do you have "rename asteroids" installed?

sour magnet
#

no

#

im gonna try to replicate it tomorrow

#

it could be just a random crash

rough axle
#

bug report? iguess. missing string for liquid intake on small liquid fuel tank

dawn cairn
#

ye, it is fixed in dev

#

thx

sour magnet
cedar flower
#

just 2 more to go

#

aaaaaaaa

#

so much work

#

well it's 2 more border walls

#

i guess by going 64 tiles the radbolts decay a little slowing the rates down

#

it's been going for so long idk why it hasn't finished yet

chrome grail
#

what do you press to remove the black fog?

#

to see the neutronium and planets at the side

dawn cairn
#

ctrl + f

chrome grail
#

cool

#

wont the melted ports cause crashes?

dawn cairn
#

on load

sour magnet
#

rip world

#

are cosmic scanners affected by RE?

#

like they start to ping even when rocket flies away from planetoid and keeps pinging before it reaches the destanation

#

i also wonder if it is possible to add a building that will change rocket destination using logic

dawn cairn
sour magnet
#

ok

sour magnet
#

yaayy

#

cool

#

but in which way does "in some way" mean?

dawn cairn
#

Im designing a flight route planner

#

think factorio trains

#

there may be a spot in there for conditional targets

sour magnet
#

i have never played factorio

dawn cairn
sour magnet
#

oh

#

will it set destination or just fly to?

dawn cairn
#

you create a route and assign a rocket to it

#

then the rocket will fly that route

#

f.e. planet a -> poi mining -> planet b -> planet a

sour magnet
#

what about option to check automation transmitter?

dawn cairn
#

Ill get to that when Im at that point

sour magnet
#

like: wait for: green on automation transmitter; then do: <something>

sour magnet
hardy forge
scarlet crater
#

@dawn cairn Two words: Power satellites?

dawn cairn
#

planned

willow umbra
#

👍

scarlet crater
#

Heck yeah :D

prime hedge
#

The idea of the resource bridge module

#

its has some sort of joints all around the rocket thus enable special kind of docking to other rocket

#

i guess a special kind of 3in1 exchange dock is needed

#

this is the color theme

hardy forge
#

is this your doing? (the timer)

dawn cairn
#

no

#

moo song brought that

sour magnet
#

i never knew that

#

is this for researched meteors?

dawn cairn
#

I think all meteor showers

opal trail
#

idk if it has been discussed yet but maybe an RTG module that generates small amount of energy from radioactive material, maybe you could also influence the amount of power generated by changing the materials (eg. enriched uranium: high solid nuclear waste: medium depleted uranium: low)

chrome grail
#

already in

prime hedge
#

I'd add a breathing animation for RTG when it's active when I have time

dawn cairn
#

rocket modules and on-off animations dont mix well

prime hedge
opal trail
# chrome grail already in

i didnt see it, im blind af when it comes to the building menu i searches like 10 minutes for the masage table

dawn cairn
#

Under the power category, radbolt engine tech

stoic lark
#

there is a search bar in the build menu?

dawn cairn
#

remaking the docking screen

sour magnet
#

👍

wise ibex
#

anyone got any good designes for the expanded rocket module?

#

thinking about sending one off on a steam engine to collect some stuff and then colonise

#

(pls ping, also is this the right channel?)

#

nvm not mining, just colonising

dawn cairn
#

Update 2.7 released, fixing a few crashing bugs with the docking system

#

Full Notes:

New Features:

  • Drillcone Mining now recieves a boost from the pilots Flying and Digging Skills (can be toggled in config, enabled by default). AI rockets get a reduced bonus
  • Added "Drop All" to Fuel Loaders, Cargo Loaders and liquid fuel tanks
    liquid Rocket Fuel Tanks will no longer fill with liquids that arent rocket fuel (combustible liquids and hydrogen)
  • The Radbolt storage module can now refuel the laser drillcone during flight

New Module:

  • Liquid Chlorine Oxidizer Tank: a stepping stone towards liquid oxygen, liquid chlorine has a oxidizer efficiency of 3 (oxylite has 2, liquid oxygen has 4)

Fixes&Adjustments:

  • Remade the Docking Interface with custom UI
  • fixed the vanilla bug of oxidizer tanks losing their contents on loading the game when "copy settings" from a different oxidizer tank was used to set their settings
  • fixed an assignment bug with docking when blowing up rockets
    added a few materials that count as "Radiation blocking" for the plated nosecone
  • fixed neutronium alloy not inheriting any overheat temperature (like +200 of steel). Also its very pretty now (+100% decor bonus)
  • fixed a OnLoad crash with active dockings
  • adjusted cost of small liquid fuel tank to be more in line with the large liquid fuel tank
  • camera will no longer glitch out inside smaller rocket interiors
  • added cargo unit settings
full laurel
#

@dawn cairn

dawn cairn
#

full crashing log please

full laurel
#

it doesnt generate a log

#

for some reason

dawn cairn
#

Log

#

not crash message

full laurel
#

oh ye my bad

#

anyway figured it out

#

i had ai rockets disabled for some reason

#

thanks and sorry for the ping

dawn cairn
#

np

cosmic onyx
#

@dawn cairn Do you have any soonish plans for an ion engine/ion ring module? I know it is a future possibility

dawn cairn
#

plans - yes,
soonish- probably no

dawn cairn
#

A new DLC needs space stations and linkable crew capsules. This is sort of a natural extension of the expanded rocket interior.

Having two capitals on top of each other should allow you twice the space vertically inside your rocket. This would be super useful for colonizing new planetoids or long research missions. Honestly I think this could be added to the spaced out DLC but it is essential for the space stations.

Space stations with more space between planetoids seems like the logical Next step for ONI. The way I'm picturing this is they add three new rocket components, the deployable space station hub, the dockable space station hub, and the space station hub. The deployable hub would be a rocket component like the Rover module, but instead of deploying a Rover to an adjacent planetoid you would deploy a dockable space station hub to an adjacent empty space tile. The dockable hub would have 2 rocket platforms and 2 rocket components attachment sights. The hub would have 4 rocket component attachment sights. Both components would have a small interior like the solo spacefarer nosecones that could be assessed by docking a rocket.

New rocket components can be added to the space station by doing a space walk in the jet suit. These components can include command modules to expand the living space, liquid gas or solid item storage, batteries, solar panels, or even rockets and fuel tanks to make the space station somewhat Mobil. However unlike a rocket a space station cannot land on a planetoid. I would leave the limitation of one engine per space station because I think it would make them appropriately difficult to move and disincentives using them as rockets. You could also build a space station adjacent to an asteroid to mine it for resources.

#

To make space stations useful you need to change space in the DLC. In particular you need more space. At minimum there needs to be more distance between the end game objective and the nearest planetoid than a maximally effect rocket can traverse on a one way trip. This would force a player to build at least one space station to finish the game. My suggestion for changing space would be to have multiple planetoids orbiting stars with lots of space in-between stars. 3 or 4 stars with 2 or 3 planetoids each would work well. Each star would have a gravitational influence on a hexagonal region, maybe 8 to 12 tiles wide. Each planetoid, asteroid, rocket, or space station would move one tile per cycle around the star in a hexagonal pattern. Objects outside the influence of a star would remain stationary. This would make navigating space far more interesting.

So ya that's basically it. I think space stations could add a new layer to the game in the same way rocketry did in Spaced Out. There are a lot of elements of the existing game elements that would synergize well with space stations. Rocketry automation would become much more useful, extremely difficult planetoids would become much more viable for terraforming, and some of the less useful plants and animals would become more useful as a means of creating a sustainable space station. I can't wait to see what the oxygen not included team comes up with next!

#

^ this is something I found browsing

#

allthough the way stations will be implemented in RE differs from whats described here, the part about multiple starts is a very interesting concept to explore

cosmic onyx
#

although to be fair, RE's extended spacefarers module allready offers enough space for 3 dupes with all the luxuries while colonizing

dawn cairn
#

and space stations are something that is coming

#

at some point

#

in the future

narrow frigate
#

this may be a feature already but a "launcher module" which could take solids/liquids/gas from storage and launch it similar to the interplanetary launcher

prime hedge
#

It sounds like a long range orbital orbital cargo module

#

I'd think it's would fit better with a "cluster bomb" style monouse rocket that deploys when out of fuel

#

Like this

dawn cairn
#

orbital cargo module

dawn cairn
narrow frigate
#

Yeah but it would be longer range more like the interplanetary launcher, that one just delivers cargo from orbit to the surface

#

I’ve never really used that though, it might already fulfill the purpose I’m thinking of

dawn cairn
#

it works exactly like that, you load it with the cargo you want to send down, fly to orbit, deploy and it fires payloads to that planet

#

afaik it even works with roundtrip function

narrow frigate
#

Yeah, I was thinking something that could shoot the materials from mining to a planet without having to be in its orbit, but it’s probably redundant

dawn cairn
#

... interplanetary Launcher?!

prime hedge
#

wtf is this conversation

sour magnet
hollow sierra
#

Would it be possible to have liquid/gas loaders and unloaders for the dupe modules (space farer module etc.)?. The last rotating non cooling loop around the rockets is the one for toilet water.

dawn cairn
hollow sierra
#

I have no idea how a door might help keeping the toilet water from slowly cooking while it sits in the pipes.

hollow sierra
dawn cairn
#

not intended as counter argument

#

more like "how to solve that issue"

hollow sierra
#

For me it's an alright limitation but I see the point of bug reports because people don't realize the implications. The solution would probably be something like a replacement for the liquid ports inside the rocket modules to allow the selection of materials which should be all by default.

dawn cairn
#

thats not a problem here (?)
the main issue I would have to solve is how to handle multiple connected rocket pads, with each rocket maybe requiring different inputs

#

one possibility could be an opt-in system

hollow sierra
#

How do the loaders handle it? It looks like the cargo bay decides what can be loaded while the loader just takes whatever is in the pipe or on the rail.

dawn cairn
#

the loaders do nothing on their own

#

all the logic sits in the rocket platform, it draws from the internal storages of the loaders

hardy forge
#

game crashed when trying to switch modules when the module was deconstructed...

#

it said tinyyetbig so i assume it RE

dawn cairn
#

assumption correct

#

I have no idea what causes this :(

#

some sort of shitty race condition I fail to repro

dawn cairn
#

I reverted a couple of things, this crash should no longer occur

hardy forge
#

this looks goofy

dawn cairn
#

the f a s t

hardy forge
#

got the same crash when abandoning ship (hadn't updated RE yet)

dawn cairn
#

then do that

#

someone else who also had the crash said it was fixed after the update

#

talking about crashes, Klei Forums are not looking good atm

prime hedge
hardy forge
#

true

pine oasis
#

So smol

#

Me likey

chrome grail
#

How is the progress on the mass driver?
(or is it gonna be a seperate mod?)

dawn cairn
#

separate mod

prime hedge
#

Mass driver?

sour magnet
#

Mass driver?

hollow hollow
#

Mass driver?

native temple
#

Mass driver?

clear elk
#

driver mass?

willow umbra
#

Drived mass?

dawn cairn
#

rail gun

sour magnet
chrome grail
#

gun

hardy forge
#

Mass driver?

hardy forge
#

the radbolt loader is really nice because its automation technically accounts for the rocket being on the platform

sour magnet
#

Did you just

#

Builded the github

dawn cairn
#

lul

hardy forge
#

i meant to send that to my friend who also plays oni

#

(i like digging)

sour magnet
#

Bro deleted that message faster that my dad left me 💀

hardy forge
#

but it did suprise me when the game didn't crash

sour magnet
#

so you did build the github

#

otherwise i don't know how did you get space station to work

hardy forge
#

eh, no

#

now just how to do anything with it

#

the size of the station keeps changing

dawn cairn
#

but thats the thing - not ready for release, active development

#

the changing thing happening every few seconds is just the test method for that

#

Good news; found the cause of the linux native crash

#

harmony bug

hardy forge
#

fair, but cool

hardy forge
#

i can still do some stuff till its released

dawn cairn
#

rocket loading, refueling, roundtrips and railguns within the station should work btw

hardy forge
#

i see that but i can dock more than one ship but the ship that got there second can't go in/out after being docked with a second space station docking door

dawn cairn
#

wym?

hardy forge
#

i have 2

#

but the dupe from the second rocket can't enter the station even when docked

#

ive tried saving and reloading

dawn cairn
#

cant replicate

hardy forge
#

hmm

dawn cairn
#

door not reachable inside?

hardy forge
#

imma try building another dock thing

#

wiat no your right

#

or not

dawn cairn
#

they need to be able to get here

hardy forge
#

oh

dawn cairn
#

so the mesh tile blocks it

#

(I had to offset that since it would override the module door teleporter when placed next to it)

#

aka this combination

hardy forge
#

hmm

#

i believe the cause is deconstructing a rocket docking station while its disconnecting

#

but why was BIC blamed?

dawn cairn
dawn cairn
#

saveLoad between deconstruction and new construction should circumvent that

hardy forge
#

ok thank you

#

didn't read the seccond message... (hi bubbles)

hardy forge
#

would be nice to be able to move the starting docking port

dawn cairn
#

not gonna happen

prime hedge
sour magnet
#

it is from builded github

dawn cairn
#

they differ from rocket tubes

hardy forge
#

the magic material that blocks off the rest of what the station could be doesn't entomb... interesting

#

is this not supposed to work?

#

also i can't find where the payloads are going on the station

dawn cairn
#

right, those methods need patching too

prime hedge
#

I had an brilliant idea for space station special drywall. (3x4or 2x3) That is glass made semitransparent with bones

#

It will make the 'space station feeling much more real ig

#

Instead of using the rocket "biome" background lets make it pre-build with those smooth drywall

dawn cairn
#

there wont be any rocket biome inside the stations

prime hedge
#

I still don't know what are going to looks like with any pre-built setup or no pre-built at all

dawn cairn
#

nothin prebuilt, except the "core"

#

atm that "core" is just a single docking port

#

bound to change tho

prime hedge
#

Then I guess my 900 billion Dollars idea is going to be a modhmm

prime hedge
hardy forge
#

that 'single docking port' can't be deconstructed or moved atm

#

but with the way duplicants can hop 2 tiles, its not in the way

dawn cairn
#

core goes into the center

#

(also it has a floor below it)

dawn cairn
prime hedge
hardy forge
#

you can do that with the buildable ones too

dawn cairn
hardy forge
#

space station docking doors have their own back wall. interesting

dawn cairn
#

yes

#

adding manual backwall would break the anim

#

so I blocked it and have it work as backwall

prime hedge
#

I think the idea that need an engine to upkeep is kinda good, but rocket in oni can just stranded in space, so the requirements for keep in space is bit weird. I think it would be good that it need a propellent to move in the star map but need nothing to be 'stranded' is enough to me

dawn cairn
#

just pretend rockets and space stations are orbiting asteroids

#

and pretend they have atmospheric drag

#

rockets are smol- ignore the drag

#

station are large - cant ignore the drag

#

(rockets also can land; have engine burning animations, when they are stranded without fuel in orbit)

#

so a fair bit of rocketry is simplified for gameplay purposes / has a distinction mechanics != "lore"

#

(kinda related; I also have the idea to make a "solar system" star map mode:
when generating, there is one (or even multiple) "Stars".
these then have planets and POI orbiting around them, so the star map is constantly changing)

#

but thats just an idea for now

prime hedge
#

immagine the lag
The design goal is keep the fun part but try to eliminate the tedious part. I had think to use electric as a upkeep method but just shovel some solar panels for this sound very boring.
So I have concluded that if it have a upkeep timmer that call for fuel, maybe use like 100kg for couples of cycles then stop until the next upkeep timmer and need to consistent burn fuel for moving around in starmap sounds a interesting idea.

dawn cairn
#

essentially that is the idea

#

but not on a timer

#

instead its a constantly decreasing "orbit stability"

#

and firing the engine increases it

#

so you dont need to fire the engine constantly

hardy forge
#

What if the station is centered in between 2 planetoids
like this

dawn cairn
#

random

#

each tile will have a corresponding asteroid the station will start to crash into when the orbit stability has deteriorated

prime hedge
#

I had fail to think if it going to be a engine building that Mount top-down like revered steam turbine or something attached to the core

prime hedge
dawn cairn
#

yup

#

probably even with a dedicated sensor building

hardy forge
#

would it be possible to make it so that if there is only one docking station, then it becomes the indistructible one, but if there is more than one then they then neither of them would be indistructible

dawn cairn
#

no

dawn cairn
hardy forge
#

oh neat

sour magnet
#

superstarlex, how did you build re?

hardy forge
#

i don't want to share it as it might start to put too much pressure on Sgt_Imalas

hardy forge
dawn cairn
#

I guess the railgun beacon is working?

hardy forge
#

no, still says no line of sight, this is waiting till it does work

#

imma try the railgun by itself again

dawn cairn
#

ah ok

hardy forge
#

wait whats the blue diamond, is that glass?

#

actually this stuff

dawn cairn
#

thats a force field

hardy forge
#

1 random hard crash later, done

native temple
#

Tbh Topless tiles looks not bad

chrome grail
chrome grail
#

hm i remember someone told me once you can do funky stuff with the blueprints mod

#

eh might be patched

hardy forge
#

already tried that

hardy forge
#

do you keep a changelog?

dawn cairn
#
  • comments for when I didnt knew about that feature yet
hardy forge
#

neat

hardy forge
#

i still have plenty of space but game crashes when i build another station 😦

dawn cairn
#

thats most likely not enough space

hardy forge
#

ohh right, the small is the same size as the large for now
because of the testing stuff

dawn cairn
#

no

#

it will always be that size

#

each upgrade then unlocks more of the space

rough axle
#

That neuteonium cube is the max size of a space station? Holy shit.

dawn cairn
#

atm its 100x100 buildable area, numbers are not final

hardy forge
#

so in reality only one station per save?

dawn cairn
#

no

#

5

#

probably

dawn cairn
hardy forge
#

yes

#

is there a fix

dawn cairn
#

ye.. Ill have to limit such games to one

dawn cairn
#

grid size is determined at map generation

#

RE adds a LOT of it for the stations

#

need to look into it, maybe I can manipulate the load

#

trying to change grid size during the game crashes it

hardy forge
#

duplicity?

dawn cairn
#

idk if that works, you can give it a try

#

Debug.Assert(vector2I.x + newWorldSize.x <= Grid.WidthInCells, (object) "BestFit is trying to expand the grid width, this is unsupported and will break the SIM."); this is probably crashing btw

hardy forge
#

backup save: check

dawn cairn
#

that could work btw

#

or it breaks everything as cells are indexed by a counter

hardy forge
#

fun

hardy forge
#

also the game seems to crash when you try to build a station in orbit

dawn cairn
#

wot

#

sure it isnt the "no space left" crash?

hardy forge
#

i just created a new world with re enabled and it crashes

dawn cairn
#

what crashes

#

because I have a station in orbit without problem

hardy forge
#

waa, 1 sec

hardy forge
#

odd, it works now but it did crash before

dawn cairn
#

still got the _prev log?

hardy forge
#

no

#

game crashed inbetween testing bc i forgot to re-enable RE on the crash screen

dawn cairn
#

/dev/ folder mods dont disable themselves on crash btw

hardy forge
#

but i can't move steam mods

#

wait no

dawn cairn
#

copy paste

hardy forge
#

i can

dawn cairn
#

2 instances of RE active

hardy forge
#

oh, forgot to disable the steamone

sour magnet
#

aren't you just replacing files of steam one to github's?

dawn cairn
#

there is no difference between steam and github version atm

sour magnet
#

wait what

hardy forge
sour magnet
#

wdym no difference

#

how does superstarlex has space station then

dawn cairn
#

hidden option

sour magnet
#

wait are you serious???

dawn cairn
#

has been there for a while

#

you wont find it in the plib options

sour magnet
#

so config file then?

dawn cairn
#

correct

sour magnet
#

yep i see

dawn cairn
#

hidden since the stuff is very unfinished

hardy forge
#

i like finding hidden stuff

sour magnet
hardy forge
#

why he red now

sour magnet
#

he likes red

dawn cairn
#

got blamed for crash I guess

#

funnily enough, you can make that name have any color

sour magnet
#

wouldn't that make it not be red when needed?

dawn cairn
#

red is never needed

sour magnet
#

*when it needs to be red because the game marks it

dawn cairn
#

just an indicator for "this mod may or may not have been responsible for a crash"

willow umbra
#

hello Sgt, can I help to find bugs?

#

if needed of course

dawn cairn
#

??

#

mod is out there

#

if you find bug - report it

willow umbra
#

it looks like I didn't understood the whole discussion

#

😑

dawn cairn
#

the discussion was about space stations, an unfinished and currently hidden feature

sour magnet
#

why does space station cycle through sizes?

#

is that testing feature

dawn cairn
#

because -------> wip

sour magnet
#

fair

dawn cairn
#

yes thats for testing

sour magnet
dawn cairn
#

yes, debug reveals it

sour magnet
#

btw, shouldn't space station be the size of it's size, not always high sized with more fields?

willow umbra
#

how you guys are having space station? is this now in the mod (I know I'm dumb)

dawn cairn
#

they are not finished