#Rocket Modules & Space Stations.
1 messages · Page 4 of 1
not much energy left there to radiate away
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...
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
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
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
What do you expect it's stone cold
Radiators are niche, for bigger applications it's better to build an ATST
It has bigger room in terms of power
did you not read what i am trying to use it for?
also again i was just clarifying that i wasnt mis reading it
they do but will be under bunker doors
Ah clear
they become bunker tiles when fully retracted
but stop cooling right?
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 🙂
yes
kk
ok but that just doesnt make sense in my head
i get why it would cool more slowly via conduction
but why radiation
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
no i get that
ig that makes sense though
hotter things glow cuz they give off more radiative heat
Kinda no but yes
Some ideas for new propulsion:
- 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?
- Laser Thermal Rocket - uses lasers to heat a monopropellant. This is a thing that exists at least theoretically.
would be funny if it was a co2 engine with a microwave strapped on it
- 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.)
on of these gasses would have to be added for that engine: helium (He), neon (Ne), argon (Ar), krypton (Kr), xenon (Xe), and the radioactive radon (Rn). seeing as its a Ion engine i feel xenon would fit. Because you know... KSP
- 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.
helium was just removed from the game lol
AFAIK, some mods that add helium back still work (aka, 'Helium Extractor' and 'Helium Reborn'). So would being 'removed' really be an obstacle?
didnt say it was an obstacle just found it funny
- 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.
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?
There would be more engines than modules if Imalas adds all of them
this is the crucial point right here
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
Pretty sure newtons third law makes that one impossible
its an IRL thing?
so i dont think the engine is impossible but rather ONI rocket coding not allowing for it
What does the laser drill cone do
mines POIs
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 ...)
Doing exactly what the drillcone do, but using radbolts
rather than diamond
yeah
btw progress on space stations?
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.)
smaller update? we need more info
btw railguns??!!
holy shish
bruh we will finaly be able to shoot meteor in space (YEAY) !
Finally a use for all the useless pure copper?
What things are you working on currently
stuff
usage: small base in space/orbit, new tech that has to be conducted inside
how to make: unlock tech, build space station constructor module, load resources into rocket, start construction at desired location
Would it be possible/too complicated to add a module or ability for rockets to do relay refuels for rockets sitting around in space?

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
Oh, really?
Wait space stations?
What do space stations look like in the dev build?
interior is like a very large rocket interior
but with nothing in it besides the "core" building
Oh

Imagine if we had rogue dupes
Like the duplicator has gone rogue and the dupes aswell

Imagine you see a rogue dupe trying to attack one of your dupes
Is it a known issue for this mod to take up a lot of space btw
Shove them into the interplanetary launcher
or my chlorine gas chamber
This mod is one of the suspected ones in my list to make ONI use up a lot of memory is all

its 20 mb..
?
If one were to try making the dupes cat..dupes
Catgirls, catboys, cat..creatures
One would have to draw over every frame of animation
not really
Oh?
dupes are modular in their animation and have a "default dupe"-animation where they override the components
so if you go creating a hairstyle, you "just" need to draw it in the ~5 different poses that exist for every hair style
I like how in rimworld we call our colonists pawns and in oni dupes
But lore wise it makes more sense how dupes are controlled
lol
In Rimworld, they're pawns because they're the lowest rung in the social ladder, with you at the top. They're their own people. In ONI, you control duplicated people, hence, dupes? :)
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
Automated rockets are now also done - setting up roundtrips with a station as target location is now possible
also rockets targeting a space station will automatically try to dock to it
K
What if one could set a collision course with another rocket
no.
Fair enough
Powerful no, i assume its been asked many times
Along with similar ideas
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.
is already implemented

use the modified cluster location sensor, choose a location and disable every other checkmark
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
space station leeks
What even
Nah that's peak funi mate
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
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
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.
its less buggy than the alternatives
what are the alternatives?
weird custom resource selection with prob. tons of edge case bugs or a production building with a ton of recipes
1 is buggy and 2 is annoying to navigate
making a building drop an item is very easy and basically bug free
and the building material selector makes it very convenient to select recipe resources
Honestly just putting resources in a cargo bay and building a station is too easy (for me). Making the "components" planet side might be a little complicated to code but seems more realistic.
ah. probably your method is much better
its less complicated to code than the cargo bay method, and I agree on the "too easy" part
the main concern I heard so far is "making a large component only to split it down into smaller parts for transport is unrealistic"
realism is not 'really' a focus here.. as long as its explained
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?
yes
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
and with the material selector of buildings stuff like refined metals can then be selected at the construction
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
thats excactly the plan
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
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
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"
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 .
didnt know we are playing kerbal 😦
lol
stations are kinda 2-part
the "core" is what is made with these modules, it is what makes the starion entity on the starmap
and then you have the interior, which you will build normally, stating off with an empty world, only with the 'core' inside of it
so you build the components of the core, put them in a rocket and make it construct the station
then, the "multiple launches" part comes from you constructing the actual interior
I could make that "in space construction* require 1 delivery PER core component, but that sounds rather tedious
or does it?
so if i understand right you would have to launch a rocket multiple times with a module that carriers the core components?
and roughly how many core components would there be
the question is, would it be fun
prob. 3-5 for a smol station
more for large ones obv.
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
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
each holding the parts for one module each
yeah that would be cool
or/and I could make station component cargo bays in addition
if you make a new cargo bay i wouldnt make it hold too many components
ye. still 1/cargo bay
should be some challenge to it
just that it might not take up 7 rocket height
seems legit
so you can either make .. f.e. 2 constructor modules, or 1 constructor + 2 core component cargo bays
but these cargo bays wouldn't be able to do parallel construction tasks
ah choices yeah that is what i like
ooooo that looks cool
that thing stores then one pile of core-component-parts (enough to make one module) and reassembles them while in space
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
only modding
lol okay
I last played when I was annoyed that there was no AI rocket module
and thats where it started
ah
I will play again when beached releases
okay, i was asking cuz i was wondering if you had any tips on how to use the scan satellites(like placement)
beached?
the scanning is just a fancy addon, the main purpose is relaying logic broadcasters
akis DLC-size ocean themed asteroid mod
check his discord for impressions of that (he links it under his mods)
I have a second type of satellite planned, laser lense (accumulates light in orbit and beams it down), but that has been sitting there 3/4 done for quite a while now
so beam solar power?
that will be sweet
that either scatters it for solar panels or further focusses it to heat the tile below it
like an dyson sphere but just the concentrator?
eh, more like a few extra solar panels strapped to a satellite
dyson sphere is an entirely different dimension
If I scroll up to far, discord crashes
Fr
dyson swarm? (aka not going to happen)
very accurate assessment
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
its a contestant for "additional satellite types after laser satellite"
also it wouldn't be a classic dyson swarm as there is currently no "sun/star" poi
rather it would function as a rad collector, built around the temporal tear
but as Pether said, not a high priority
that is: Space stations and everything around it + potentially "shipping route manager"
(those would share a lot of Ui)
trade route manager? thats a new thing, what is that thing?
waypoints
How would a space station work?
scroll up
that doesn't explain much for me ;p
more than 2 points on the routes of automatic rockets
oh. nice!
Oh damn that cool as heck
these are 3 different buildings that share their temp anim and need all to be constructed for the split button to become active
I’ve been wanting this for a million years.
I can’t wait for spaced out Oceania
its far more than that
spaced out oceania could probably be made in a weekend or two
beached has been in development for more than a year now
updating that screen here a bit
filter implemented
it's broken, none of the results contain "co2" string
I will come back to that offer
.
.
.
can you not?
sorry
...
Two outputs?
artifact and mass
kewl
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:
next update, docking will allow towing of stranded rockets
Sweet! Ur getting short on features to add to game now arent u? 😅
orion engine
from my unfinished explosives mod
has become my debug engine with 900engine power
Update 2.6 is now released
Can you add the translate folder for us?
nothing is stopping you for adding one on your own
but not 100% of strings are translateable
i understand but how am i doing? 😄
Will it support like this? i mean is it work
translation template is found under Documents\Klei\OxygenNotIncluded\mods\strings_templates\rockets_tinyyetbig_template.pot
i mean will it detect the new folder
yes
ahh okey i will try
I asked this before but not on this thread, and it may feel gamebreaking but i think people would love it.
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.
If you are space mining I think you are far enough in the game that this isn't really a gamebreaking addition at all.
personally for me it sounds too cheesey and makes game far too rewarding
the entirety of rocketry expanded is a little OP lmao
^yes
^ no
"OP" is subjective. one could say that RE makes rocketry much easier in ONI by adding much required QoL etc, and "Making Easier" = "OP"
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
And thats my goal - providing qol improvements and vanilla-like additions to the game, keeping the balance somewhat vanilla-like
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
removing the capacity limit of drillcones does not fall under "keeping a vanilla like balance"
I was referring to this:
wasn't trying to disprove your point, more like elaborating on my decision
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"
@cedar flower go use drill cone service module, you can now increase its capacity to 10tons
in mod config
Not what I need sadly
That's the worst way you could've read that but whatever.
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
there wont be a space station mod
ah that's a rip
all part of RE
oh
what do you think is the docking system written for
lol fair
:D
Anyway, I genuinely fail to see what makes diamond delivery from inside the spacefarer cabin so broken
^
I mean, to do that
you require neutronium holes
as well
to ship out the materials back to the main planet soooo
for normal gameplay it really wouldn't be a huge difference
(You'd still need to land the rocket, fill it up with supplies unless you have an AI pilot)
as in cargo loader, do you mean I can use a conveyor receptacle fitting to fill it?
If so then that's perfect
cargo loader=the thing you attach to a platform
Yeah so that's not inside the rocket then 😦
lemme check that...... ok, it's not a cargo bay
Thanks 😄
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
freezer eats 3 height
and will (at some point) consume power
height is the true balancing factor here, as there is no consideration for this module in the vanilla balancing (as it doesnt exist)
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
so you might switch out the gas cargo, requiring you to go oxylite o2 instead
or you know, just put a infinite oxygen storage in the rocket
or sacrifice some range by switching out fuel
I do get your point though
I still fail to see why the diamond inside rocket cone idea is so gamebreaking
that goes into "glitch abusing" territory again, since that is not considered in vanilla balance either
Idk, infinite storages are pretty balanced to me, but it's a annoying topic lol
the core design principle of the drillcone is "mine a set amount of stuff and then come for reloading diamond and unloading mined material"
Your diamond drillcone service module already expands the set amount of stuff (at the cost of height, yeah)
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
correct - you have to make the rocket dedicated to mining only
it has to lose some max range for it
You are the mod author though, and it's just an idea, if you don't want to add it it's your choice 🙂
more mined, but with a more limited range
another limiting balancing factor - poi capacity-> you are supposed to switch between different pois
now you can make them infinite, but that option is disabled by default for a reason
"endlessly sitting on a poi as a mining outpost" doesnt sound like that
if it's not infinite and the POI runs out you are limited at the recharge speed
Thus you would still move around
Most importantly though
unless you abuse glitches (which apparently is out of the scope) there is no way to ship the items back to a planet
Thus you'd have to make landings anyway right
Just a little less frequently than if using a drillcone service module
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
Maybe make it like 6 tall so it's less appealing than the service module
or I add it to the service module
with a config.
even better
that is disabled by default
yayy
is it currently working or
is that a thing that'll be coming soon
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
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
RE debug feature
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
Thanks @dawn cairn for all your amazing updates to this and other mods !
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)
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
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)
Dude will implement a neural network with satellites 💀
yay! range extension needed to make it useful for sure. loving the fully automated launch pad features , by the way!
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 .
^
YAY!
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.
no
There is also better rocket controls in the workshop which puts the checkpoint into controlled/uncontrolled buildings for grounding.
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?
both capsuled need to have a dockig bridge built inside
washing machine rocket module!
what is anteprima???
Means a preview
ohh
correct, no more dirty atmo suits
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 :/
DGSM isn't world generation, it stands for duplicant generation settings manager
are you on Preview branch? that not supported
(also no, you dont want all the worlds of you dont want to play with single digit fps or have a nasa computer)
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.
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)
I was surprised it managed to generate the map.
thats usually not the problem
the problem is the simulation load once a certain number of planets has been discovered
I had the assumption the overall worlds map size is fixed and thought it would run out of space.
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
@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.
updated AI brain module
Weeeeeeee I'm very happy this turned out very good
(the brain flickering at the start is a gif artifact)
Thanku
@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
in theory the service module should have priority, cargobay fills it thats full
it did not
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?
yes
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?
i leave it as default
looked at it again, yup, I messed that up
it goes by module list order (older modules = earlier in list)
behavior will be adjusted next update
Gotcha
so it prioritizes drillcone service modules with diamonds
A fill level sensor would be good
So that we can stop filling it with diamonds instead of constantly recycling lmao
element/mass sensor on the output + some logic
Tru
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?
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
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.
+?
I see a lot of ideas of this list had been changed
Ay how long you been around these parts?
@dawn cairn something is broken
with the old drillcone rockets
with service modules
is this unpaused?
@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
tbh I have some concepts that are very similar
but nothing that will reach any form of release any time soon
@dawn cairn has the priority issue been fixed?
should have been
@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
is broke
What is "PDC-Module" in your TODO?
but why???
meteor defense
probably not
oops
depends on how I make that
Exception in RegisterBuilding for type Rockets_TinyYetBig.RTGModuleConfig from Rocketry Expanded
System.MissingMethodException: void
got this error
ok
Are space stations a thing yet?
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
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
Fuel Loaders, Cargo Loaders and liquid fuel tanks got a "Drop all" now
liquid Fuel Tanks no longer store any liquid, only rocket fuels
Does it break it?
no, it gets dumped into the world
any news?
Is it possible to drop it in bottle form instead of tile form?
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
progress?
He’s working on fixing CGM currently
I know this is kind of late to ask, but what font did you use for your mod icon?
Thank you, I really appreciate it
np
SGT, just wanted to update you on the progress- thanks to RE I finally have fully automated space mining without rockets landing xD
how?
do you mean that there is a rocket that flies to mining rocket and docks to it and then gets the resource?
im sure that this is not how it should look
no, the world uses a lot of special mechanics, among them "destroying the walls between worlds with radbolts and shipping them through"
ah
ship diamonds into the rocket via that hole -> put it in drillcone -> ship out resources
i knew that you can do that between worlds but i did not knew that you can do that with rockets
rockets are just tiny worlds at the right edge of the grid
yea ik
I couldnt have the docking tube appearing in other worlds so its cut in length, but usually rockets do not have spots where you construct one to see that
deconstructing rocket tiles like in that screenshot is not calculated for
??
yup
damn i broke my dupes
????
ok that is strange
i should probably just evacuate them
ok something seems off there, what exactly is happening here?
i selfdestructed rocket that was docked with this one and the animation just stayed
before that my dupes glitched and i had to selfdestruct
ah
that gives me a reference point
what is "my dupes glitched"?
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?
maybe later
assigning them to go through assigns them to the other rocket,
before undocking it tries to move each dupe to the rocket its assigned to
also if i press on ai brain module when it flies in space the game crashes
whatt
Log
also wym with "press on ai module" - on the world selector; on the star map?
world selector
^
it was like 40 minutes ago
bug report? iguess. missing string for liquid intake on small liquid fuel tank
yes it was just a random crash on testing branch
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
what do you press to remove the black fog?
to see the neutronium and planets at the side
ctrl + f
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
no
ok
planned in some way
Im designing a flight route planner
think factorio trains
there may be a spot in there for conditional targets
i have never played factorio
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
what about option to check automation transmitter?
Ill get to that when Im at that point
like: wait for: green on automation transmitter; then do: <something>
ok
how do?
@dawn cairn Two words: Power satellites?
planned
👍
Heck yeah :D
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
is this your doing? (the timer)
I think all meteor showers
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)
already in
I'd add a breathing animation for RTG when it's active when I have time
rocket modules and on-off animations dont mix well

i didnt see it, im blind af when it comes to the building menu i searches like 10 minutes for the masage table
Under the power category, radbolt engine tech
there is a search bar in the build menu?
remaking the docking screen
👍
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
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 crashing log please
oh ye my bad
anyway figured it out
i had ai rockets disabled for some reason
thanks and sorry for the ping
np
@dawn cairn Do you have any soonish plans for an ion engine/ion ring module? I know it is a future possibility
plans - yes,
soonish- probably no
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
although to be fair, RE's extended spacefarers module allready offers enough space for 3 dupes with all the luxuries while colonizing
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
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
that is a thing in vanilla?
orbital cargo module
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
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
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
... interplanetary Launcher?!
so you want interplanetary launcher as a module without radbolt requirement
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.
opens the problem: do all rockets want water input?
I have no idea how a door might help keeping the toilet water from slowly cooking while it sits in the pipes.
There is this. Good argument.
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.
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
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.
the loaders do nothing on their own
all the logic sits in the rocket platform, it draws from the internal storages of the loaders
game crashed when trying to switch modules when the module was deconstructed...
it said tinyyetbig so i assume it RE
assumption correct
I have no idea what causes this :(
some sort of shitty race condition I fail to repro
I reverted a couple of things, this crash should no longer occur
this looks goofy
the f a s t
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
its a missle not a rocket XD
true
How is the progress on the mass driver?
(or is it gonna be a seperate mod?)
separate mod
Mass driver?
Mass driver?
Mass driver?
Mass driver?
driver mass?
Drived mass?
rail gun

gun
Mass driver?
the radbolt loader is really nice because its automation technically accounts for the rocket being on the platform
lul
Bro deleted that message faster that my dad left me 💀
but it did suprise me when the game didn't crash
so you did build the github
otherwise i don't know how did you get space station to work
the inner area is save lul
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
fair, but cool
i can still do some stuff till its released
rocket loading, refueling, roundtrips and railguns within the station should work btw
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
wym?
i have 2
but the dupe from the second rocket can't enter the station even when docked
ive tried saving and reloading
cant replicate
hmm
door not reachable inside?
they need to be able to get here
oh
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
hmm
i believe the cause is deconstructing a rocket docking station while its disconnecting
but why was BIC blamed?
collateral
current live version has a bug that causes it to crash as soon as you remove all docking stations inside a rocket and then build a new one
saveLoad between deconstruction and new construction should circumvent that
would be nice to be able to move the starting docking port
not gonna happen
Are those new sprite? I haven't try the docks yet
nope
it is from builded github
those are space station docking ports
they differ from rocket tubes
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
right, those methods need patching too
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
there wont be any rocket biome inside the stations
I still don't know what are going to looks like with any pre-built setup or no pre-built at all
nothin prebuilt, except the "core"
atm that "core" is just a single docking port
bound to change tho
Then I guess my 900 billion Dollars idea is going to be a mod
Is this going to alter the stabilizer (upkeep) idea we had before?
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
and that is intentional
core goes into the center
(also it has a floor below it)
I have not finally decided if I want to include the upkeep within the core or put it into a dedicated "station engine" building
There was a 📌 ed idea that there is going to be a core system for all the liquid/gas/ port with dock if I remember it correctly
you can do that with the buildable ones too
you simply attach loaders to the docking ports itself for that
space station docking doors have their own back wall. interesting
yes
adding manual backwall would break the anim
so I blocked it and have it work as backwall
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
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
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.
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
What if the station is centered in between 2 planetoids
like this
random
each tile will have a corresponding asteroid the station will start to crash into when the orbit stability has deteriorated
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
Signal port like smart battery
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
no
^
oh neat
superstarlex, how did you build re?
i don't want to share it as it might start to put too much pressure on Sgt_Imalas
I guess the railgun beacon is working?
no, still says no line of sight, this is waiting till it does work
imma try the railgun by itself again
ah ok
thats a force field
1 random hard crash later, done
Tbh Topless tiles looks not bad
a very very very stupid idea
use the blueprints mod to put a rocket platform
try it lol
no platforms in bp
hm i remember someone told me once you can do funky stuff with the blueprints mod
eh might be patched
already tried that
do you keep a changelog?
neat
i still have plenty of space but game crashes when i build another station 😦
thats most likely not enough space
ohh right, the small is the same size as the large for now
because of the testing stuff
That neuteonium cube is the max size of a space station? Holy shit.
atm its 100x100 buildable area, numbers are not final
so in reality only one station per save?
I guess this save got generated without RE active?
ye.. Ill have to limit such games to one
no
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
duplicity?
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
backup save: check
fun
also the game seems to crash when you try to build a station in orbit
i just created a new world with re enabled and it crashes
waa, 1 sec
odd, it works now but it did crash before
still got the _prev log?
/dev/ folder mods dont disable themselves on crash btw
copy paste
2 instances of RE active
oh, forgot to disable the steamone
aren't you just replacing files of steam one to github's?
there is no difference between steam and github version atm
wait what
huh
hidden option
wait are you serious???
so config file then?
yep i see
hidden since the stuff is very unfinished
i like finding hidden stuff
fair
why he red now
he likes red
got blamed for crash I guess
funnily enough, you can make that name have any color
wouldn't that make it not be red when needed?
red is never needed
*when it needs to be red because the game marks it
just an indicator for "this mod may or may not have been responsible for a crash"
the discussion was about space stations, an unfinished and currently hidden feature
because -------> wip
fair
yes thats for testing
umm
yes, debug reveals it
btw, shouldn't space station be the size of it's size, not always high sized with more fields?
how you guys are having space station? is this now in the mod (I know I'm dumb)
they are not finished
local config


