#Rocket Modules & Space Stations.
1 messages · Page 5 of 1
I reconceptualized
you what?
no more "3 types of stations"
"testing purposes"?
you are joking, right?
no
that is the plan
im confused
you cannot change the size of worlds, so each station starts with its max size already, with the space that is unlocked by upgrading the station blocked with forcefield
and the size cycling was from testing that system
but you made choosing space station types???
thats leftover from the original idea
since im totally remaking that screen anyway, no point in changing it
you will only be able to build 2 space stations then
5
how
by building them?
they are to big?
limit will be a special resource
I have been doing that for a year now
worldgen is
tetris of all worlds + some extra space for rockets in vanilla
I added some more space + interior shrinking for (next to) unlimited rockets
and now I will just increase the number
how can i see the world map without neutronium blocking again?
as I said- I added a bit of space
primarily for AI rockets
turns out i actually had 3 instances of RE
one in steam, one in local, one in dev...
i also had 2 fasttracks
oh
falling to land?
problably no valid landing spot
even after clearing the neutronium and sheild in debug
(yes i know the shield reforms)
ye, I haven't updated the railguns to the new system
what's currently in work right now.
construction system, derelics
whats derelics
content
ahh content
I will drop further details when its more complete
earlier it made me restart my game for this mod and now my game keeps randomly closing
without a crash?
are you randomly pressing alt-f4?
every mod makes you restart your game after disabling/enabling it
no i occasionally get random closes, but its usually due to the computer im using,
was i supposed to do something with this?
no
no
it just closes after like a minute
and its starting to piss me off
place log here
Windows:
C:\Users\%username%\AppData\LocalLow\Klei\Oxygen Not Included\Player.log
Mac:
~/Library/Logs/Klei/Oxygen Not Included/Player.log
Linux:
~/.config/unity3d/Klei/Oxygen Not Included/Player.log
i think door + ssff is causing lag
can you tell me what kind of mod it is, I looked all over the workshop and still can’t see it
if you mean the space station - thats this mod
the feature is still work in progress so the config option for it is hidden in the config menu for now
fun fact: there are 65 people in this thread
Fun fact: there are more then 30k ppl had visited the mod
24k unique visitors
fun fact: Rocketry expanded is the leading cause of crashes for oni on my pc
stations are disabled for a reason
hehe
hey how do i access RE config ?
mod's entry (config button), or local config (at Documents\Klei\OxygenNotIncluded\mods\config\Rocketry Expanded\config.json)
thx
how can i get access to the logs?
and i just paste the logs?
you pull the file into discord textbox
and where do i access it after i download it...
you shouldnt download anything
yes
SimMessage: Assert failed: contents_temperature <= SIM_MAX_TEMPERATURE
sim crash
something is hotter than 10k Kelvin
So i should just go into dev mode and cool it down?
how do you have something that hot even
is there a conduction panel somewhere at the grid border?
i dont use conduction panels
ohhhhhhh
i know the problem
i was testing some steam generators in my world and put the temp pretty high near the core and it kept heating
im a retard
so what is 10k kelvin in Fahrenheit?
im american
even muricans use °C and K in scientific setting
and °C is K - 273.15
?
oh
10k K is 9726.85°C
i cant find the 10k kelvin 😢
ight
wait how tf do i do that...
Documents\Klei\OxygenNotIncluded\cloud_save_files\[SteamAccountID] for cloud saves
Documents\Klei\OxygenNotIncluded\save_files for locals
... where do i put that
same place you put the log
ok
also that sim crash happened over 1 minute after load, so idk if there is even one
?
did it crash while you were heating it with debug tools?
?
hit windows E, then paste C:\Users\%Username%\Documents\Klei\OxygenNotIncluded\cloud_save_files into the address bar
do i open auto save or the SAV file?
whatever is most recent
k
i was doing a long mission\
dont mind the dev pump
i only wanted to use that for this mission and nothing else
they are helping find this 10k kelvin spot
(debug + sandbox)
sandbox is off
Wait what? Temp more than 9726C° crashes the game?
now i wanna try to melt my dupes
the other is that, even if it wouldnt crash because of the temp, it would crash because genetic ooze melts into itself, causing an infinite loop that then crashes the game
So he used debug pump in non sandbox world?
yes
debug pumps are locked by what the name suggests; debug mode
ask mr W0DKA here
im asking him
im back
got bread
anyways i was using debug mode for a test in a steam pump cuz i suck and then i got it a bit to hot
dont ask how it got that hot
where is that steam pump located
i didnt use a pump
no tile or building is over 3000C
oh i meant to say a steam generator
i got rid of it
...
everything melted so i tiled it off with debug solid shit
where
y u no use plastium
idk
i did it once near a steam gyser and again at the bottem but not as hot
it heated it self the rest
SimMessage: Assert failed: contents_temperature <= SIM_MAX_TEMPERATURE
its in the oil well isn't it
ah fuck
no i haven't checked yet
ah
waiting a lil bit for game to relaunch
kk
I have to say, this base is a beautiful clusterfuck
yeah
thats why i abandoned it
that random radiator at -162C
i just left it there ngl
ive never seen a superconductive asteroid with a frozen core
oh LOL
i was wondering why it froze aswell
... ye
happens around what i think is around the 3rd or 4th
my guess is meteor oob
hm
that was a accindent i didnt see...
debug drawn or natural meteor accumulation?
damn
nope
i think i might of figured it out
still crashed after removal
there is debris above the ice blob
no
oh
that would have been fixed opon removing the ice blob
mae is just in hell
lol
She shall pay for her sins against the colony
for being to stressed and breaking the kitchen glass
kinda interesting it defaults to that for cryopod dupes
yea
well it just now happened for me it took about 2 minutes
wasnt paying attention to cycles
what cycle did this happen for you?
& was it perhaps related to the extended spacefarer module finishing?
thats strange
ada is a slave for the food as the others wont
sike, they were all meeps
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
has it still not crashed for you?
nop
strange
check the player log for your version of the world
maybe somthing changed
brb
.976 wtf
I like my cycle counter to be very accurate
has it crashed yet?
nop
1114
nothing of that sorts
oh
I also disabled my custom sim a while ago so thats not preventing the crash either
ooh
yea it just crashed for me again
cycle 1107
idk whats happening and why its working for you but its really annoying
is it related to the extended spacefarer module finishing construction maybe?
no
it was crashing before that aswell
well fuck
i think i figured it out
that is.?
well all i really know is i left the world open before a mod update or som shit and i think if i load before that it will fix it
wot
interesting, now I got it too
?
the crash
ah
its certainly a candidate for "accidentally crashing the sim with temperature modifications"
my pc if having a storke
фр
my pc switched to russian
ight bye
thanks for the help
worked?
if it survives the cycle without crashing it was that mod
Yea that was it
how do you turn on space stations?
local config "SpaceStationsAndTech":false >> "SpaceStationsAndTech":true
not a good idea
its too likely to crash
when I finish it
the only part of space stations that seems finished is the research part
its not :>
keys for the temporal tear
is the research not done or is the research not the only thing finished
not done
what does that mean?
in essence, something like this:
pog
That’s so fuckin random
do you think most of the space station stuff will be done before the next chaos crew?
or is there too much unpolished and unadded stuff
What happened thursday August 24th 2023 at 6:33 Am...
lmao
Correction, 8:33
timezones
hello everyone i have look over the thread and have to say it looks realy cool, is there any info on when the space stations will work?
When they are done
🙃
when you need to have points to unlock points
LOL
Critter cargo bay is vanilla now
Hello friends! It's public testing time for our October 2023 Quality of Life update! In this minor update, we're fixing bugs, making UX improvements, adding new buildings, introducing a free recycling system for cosmetic skins, and more. These updates are for both the base game and Spaced Out! DL...
KEKW
its TINY!
It can hold 1 critter or can it hold more?
1 critter
and I will have to look at it in more detail, but I think it will suffer from the same problem my original module had - bees dying from old age during the trip
Oh, and all rocket mods broke
:despair:
because klei removed entries from certain building cost arrays, leading to a value no longer existing
(╯°□°)╯︵ ┻━┻
correction: satellites and RE broke, AI rockets is fine
because of that change
back in biz
yup.. critter can die in it
Skull
so... Ill probably keep the stasis module in the mod
maybe give it a new anim/height reduction
they lost that malus with the rework
more importantly tho: conveyor loaders ARENT machinery anymore
malus?
the opposite of a bonus
oh
eh, any chance we can get some automation ports for rocket status?
- an output port inside the rocket on whether the rocket is docked
- an input port inside the rocket and one on outside to communicate status like if food fridge/oxylite/algae is stocked full, etc.
o no
oh no
^
beeg crash box
will use RE on the next chaos crew seed
possibly found (and fixed) the issue that causes rockets interior ports to delete liquids
liquids in the pipe?
liquids in the interior port
there is a bug that when there is a rocket in space, activly dumping liquids in its interior (in space, it gets spewed out to the tile above it),
then all landed rocket interiors that have their ports blocked on the outside, will start dumping liquids too
ohh, nice
Rocketry Expanded v.2.7.1
- Updated to work with the new Update
- increased the extra reserved grid space during worldgen for certain future project
- fixed the vanilla bug that rocket conduit ports would leak liquids under certain circumstances when landed + pipe blocked
- (hopefully) fixed for the freezer access hatch
- fixed a rare crash with the starmap location sensor
- Rocket destination selector now shows the POI instead of "empty space" if you set it as destination
- coal generator module now has a configurable mass delivery threshold
- fixed generator modules consuming resources while paused
- removed a few instances of light log spam
- ||Interplanetary Launchers should now work inside and with space stations||
- ||space stations wont cycle their size anymore||
Now we wait for factorio-train type scheduling system for rockets :)
nice
didn't fix this though
the targeting beacon says it works, but payloads aren't coming down to the station 😦
are those existing payloads?
like did you shoot them after the update or were they already chilling there?
Finnnally
before the update, new payloads also get stuck
hmm
is it because of the forcefield?
it obstructs flight point, just like the rocket that can't get to the rocket platform because it is obstructed
no, they should bypass it, I have code for that in place
ooh
maybe its the beacon
in my tests they rained down, but I might not have had a beacon in place
so maybe I forgot to add that bypass code to the targeting of beacons
imma decon the beacon then reload
POG
probs just a patch for the new game update
||Also made space stations flip sizes again, but i know exactly why||
yup, I need my testing and that flip thing was manually disabled
and then I reactivated it for testing again
and forgot to turn it off for the toilet fix
Hello, is this space station and which mod?
found the reason for it
payloads work when the station is in orbit around the launch planet
needs some additional patches
so it should work for me now?
no
(unless you recompile the latest state of the mod from GitHub)
(then yes)
nothing pushed to live
the mod is >26mb, >50mb with previous release archived version, so I avoid updating as much as possible (especially since the problem of mods not updating properly got even worse with the last game update)
in theory
the project is set up that you just have to connect file references in directoryBuilds/targetd
but then I started using publiciser so it has to create the publiciser filed afterwards, since RE depends on them
i need tinyyetbig and Rocketry expanded right?
0_o
but you need the entire solution for references
cant rename the folders
i love rabbit holes
kills git history
its the bomb mod
in the solution its renamed properly
similarly the "space station"/"starmap expansion" projects contain nothing
updated dll
neat
the timers are off by 1 hex
because for asteroids, they arrive when hitting an orbit tile
and cant have that with stations
but the tooltip calculation isnt patched yet
I'd say maybe you should drop beta stuff in his own server to avoid confusion
There is?
yes
cannot link it as linking to other servers is blocked on
this one
a link is on a few of my mods in the bug report section
(put it on your self introduce)
maybe a good idea
ok (wish i knew sooner)
mainly for beta tests of mods/mod updates, crash reports and sometimes sneak peek images
is ladder adapter?
wait wat
1 wide rocket platform?
in regard to dupe climbing behavior
cant construct this
dupe can stand on it, but i though you meant 1 tile rocket platform as in you can build rocket on it
other rocket related news:
"Changed how rockets check for a clear path to space when launching, to be consistent with how they check when landing. It now checks the widest module."
-> rocket shaving is ded
noooooo
but hey, now rockets have this fancy width preview
but at what cost
no
They are not even the same language
DST isn't in C#?
DST is Lua
just curious
Is it Lua with a core C++ engine or is it just entirely in Lua?
to cite a dev:
The Don't Starve engine is custom-built in C++, and has been ported to a bunch of different platforms. Most of the gameplay code is written in LUA, which is great for portability and iteration.
since making power on a space station will probably be hard you should make a type of reactor that can be made for stations
- Helium3 refinement
oooohhh
Great, the new "Cargobay installed" condition for drillcones is always active - even if no drillcone is installed, its just hidden from the ui
and fix finished
"Fixed" 🎉
ok
Stuff I'm currently distracted with:
spaced out starmap preview/builder for CGM
brutal, Klei better implement your mods to game at some point as vanilla content
I don’t think they will
uh well something happened
what
that looks like you're on an old version
pre November update version
or even pre October update
i used the packed snacks update on the github
whatever update added the critter cargo and moved all the module cost arrays for no reason
weird
used this one
yea
log
wait i should check if i waited for the entire thing to finish unzipping
theres no log
ill try to get the crash again
theres no player.log
there has to be
player <- thats the log file
you have file extension names disabled
player == player.log
dmed you the log
pog
very pog
.... whoa
Vertical pog adapters
That’s always fun
~~ when hydrogen generator module~~
200w, 20g/s
One tile
Similar in art to the steam one but silver and with a tube filled with a pink substance that goes up and down
Like base hydrogen generator?
yes but for rocket
vertical port adapters are slowly taking form (another beautiful range of buildings drawn by @native temple)
is the height modular? like you can specify how many tiles it should go up?
the red vertical piece is a 1x1 building
the X/cross piece is 3x2
(orange tint due to material color mod)
ooh
damn that actually looks nice
this could get very interesting 🙂 ty Imalas
Now you're almost thinking with portals.
Because damn. That's getting close to teleportation. :)
True, but... to paraphrase Megamind... it's a teleporter alright, but not a portal.
What's the difference?
Presentation!
question: is ion engine complete or not?
...or will be vertical port adapter made first?
Question: Can it teleport bread?
Ill do you one better: Is there bread?
(it was tf2 reference)
Thanks
I'll do you one better: Why is Pepper Bread?
Feb. QOL update has arrived and RE got a new release version:
Rocketry Expanded v2.8:
New Buildings:
- Vertical Rocket Port Adapter & Vertical Rocket Adapter Piece: allow connecting rocket ports vertically
Fixes and Adjustments:
- fixed POI Capacity scanner not exchanging heat and being invincible
- added a patch that prevents a vanilla crash when planning a new module that would overlap with free floating planned parts
- changed drillcone and drillcone service module auto load from a button to a checkbox for better clarity
- liquids and gasses held in the exterior portion of spacefarer modules are now insulated from the exterior
- Rewrote the entire docking system to fix a number of bugs with it, docking doors should no longer bug out on loading.
- rocket docking tube now has to be attached to the interior door, but it wont block other buildings anymore
- Derelict descriptions have been adjusted to not say "requires drillcone for artifact gathering" as this was factually wrong.
- removed fix for interior ports leaking as this is now fixed in the vanilla game
- fixed layering of wall adapter
Station Alpha:
- test space stations can no longer be spawned indefinitely on the same hex
- added ui config option to opt into space station testing
- rocket platforms can now be built inside space stations
- once the required science is unlocked, you can now upgrade your space station (currently at no cost for testing), this increases the interior size outwards
- roundtrip mining with space station docking should now be functioning
turns out, the last update broke something in the docking system -_-
im working on a fix, please dont try using it
some additional module storage info in the module preview
i would love a way to fill up rockets with fuel from the inside but i dont know if you would make this cus there is already space stations but i was thinking about this idea because you can bring fuel from other rockets and bring it over with docking to fill up a stranded rocket
no that would be broken
besides you can tow stranded rockets
well yea i suppose
oh, havent tried that, its definatelly a better system
one small petrol engine uses 45kg fuel per tile. a single fuel storage contains 5T of fuel
new update released, 2.8.3:
New Features:
- Module Storage Preview: the build preview of rocket modules now gives information about the modules internal storage capacity. Includes cargo bays, batteries, radbolt storages, critter modules, fuel tanks and oxidizer tanks
- Rocket Loader Buildings now have a logic output for "currently loading". Note that this should be used with a buffer gate, as it can flicker when used with multiple rockets. This can be toggled off in the config
Fixes & Adjustments
- fixed rotation display of radbolt storage module
- added "copy settings" to radbolt storage module
- fixed the building conditions (red list of failures) in the rocket build menu not refreshing properly
- moved logic port of radbolt loader one tile up
- large oxidizer tank now properly starts off with 1350kg set in the filter if the buff is active
- added the new width visualizer to all new spacefarer rocket modules
- cleaned up a few lingering handles
- added compatiblity patch for Hydrocarbon Rocket engines
is ion engine/booster still being worked on?
also what about these? #1022206643624222791 message
could you add a drillcone that can fill up 2 large cargo bays worth of space?
also uses twice the diamond
but just harvests more stuff
planned
@dawn cairn sry for pinging but I wrote a translated PO file for your R.E mod. but I still cannot find how to apply it in-game. here is a po file.
you put it in the "translations" folder of the mod
with the name equaling the language id
I think in this case; "ko_KR.po"
thank you, I successed
How about adding that translation to a basic mod folder? (:
its always modfolder/translations
thats how the game loads translations for mods
ill be adding this one to the next RE release
Since now there is a bigger solar panel maybe their output and cost could be scaled? For smaller decrease cost and leave power output and for large increase output but leave the cost
Oh, btw I have graphic glitches with the middle cistern on the chlorine tank, solar panel and battery charge indicators. I will enclose screen shots asap.
No
The module only exists because klei hasnt fixed the meter bugs yet so I cannot work with skins
Which is also the cause of the other issues
So this is a known issue. Ok
- Artifact loader buildings
- deployable ultra wide solar panel module
- drillcone mk2 (incl. Neutronium Shaving)
- manual drill (rocket interior building that allows early game space mining via dupe labor)
pog
very excited to see that solarpanel and manual drill module
what research level will the manual drill be locked behind?
The dupes yearn for the resource clouds
Wouldn't this be overpowered compared to orig drillcone? (if it still needs diamond then ok)
all dependent on rates
for example I could make it be like a grappler the dupe controlls, but the rate is dependent on the max mass of the space poi
so uranium poi only gives a few hundred kg per cycle
so now your resource the mining depends on is dupe life support
Clever but it still would be at least in pair with orig drillcone in lategame due to ability to sustain dupe in space near indefinitely
But ye, efficiency would be not that great
that is then again balanced out by the additional space it needs inside the capsule
So it is planned as a command module? Interesting
Oh, I see
or ceiling
Btw, it is not about this idea but about the existing expanded spacefarer module, it is intentional that you have made the top portion only 2 tiles high?
you mean the window module? yes
1 height on the outside equals 2 tiles height on the inside
Shame that the wall toilet has 3 tiles high and cannot pierce 2 tiles wall, such a great spot for it.
manual drill trains excavation
ultra wide panel? is it in game already 👀 ?
no, its my todo list
oh
Any plans for either a module or feature to allow the Engine to draw eligible fuel from available Storage Tanks?
Example being a Gas Storage filled with Steam automatically refilling the Steam Engine without having to land and connect the two with pipes
No. That would be brokenly op
Ah shit wait you're right, the Cargo Tanks have way more storage than the Fuel Tanks
I was only thinking about Gas Cargo for Steam Engine (...which would still give it 240 Hexes of range so fair enough)
Maybe a module that slightly increases the inbuilt storage of engines that come with them? Well there's one for Co2 but not sure if there's one for Steam
none for steam currently
Any plans for one like that for Steam?
It's not essential or anything, just curious
potentially
somewhat related question, does the radbolt storage module extend the radbolt engine range or is it only for the laser mining cone?
only laser drillcone
got it. thank you!
Silly question, but this seemed most related to with RA:
Any plans to somehow make Data Banks usable or even valuable after finishing all Orbital Research? Sort of like how Neutronium Dust is used
maybe
Is there way to make starmap bigger?
CGM
Is there a method to automatically unload resources from the Cargo Modules of a Rocket docked to a Space Station, or is that not present yet?
attach cargo loader to the station docking port
or make rocket platforms
thank you!
just to double check the rocket fuel loader does not work with a steam rocket? or im going to guess with any that have an intake port
it should work
yup, working as it should
so are you saying it works with a steam engine?
yes
hm
it should load all fuel tanks, even those embedded inside of rocket engines
do you have "rocket umbilicals" mod enabled?
i have no idea what that is
some (now hidden) mod that has a conflict with fuel loaders
im going to send the rocket back up and deconstruct that pipe and see if that helps
any chance that there is a wrong gas stuck inside the fuel loaders gas storage?
shouldnt be. i cleaned all the other gases many many cycles ago
do i need to exit for it update?
no, the log gets written live
sry i havent played with the logs before
log_prev exists from the previous instance
okay ill check that in a sec
ideally send the main log file after you've done the stuff ingame and before any restarts
okay im getting ready to send it up again so i can try refueling again
okay so no pipe this time and still not loading
sry to be of little help
thats the date from the prev log file
the regular log file has
Date: 03/18/2025 16:59:32
weird cuz ive restarted a couple times today
yup; those modified dates are rather old
huh didnt even notice
now the quesion is-did the game fail to write the logs due to insufficient file permissions or did it write them somewhere else
i started steam as admin cuz i was having trouble with the file permissions for some mods not loading
hm
im having the PC search now for a newer version
its a full laptop so it might take a bit
also windows search...
luv me some voidtools
hmm havent seen that one before..ill check it while im waiting lol
it uses the harddrives file index (or creates one depending on drive type) for instant file search
pretty much linux search speed
oh strange. its under my kids profile. let me switch over to get it
this one should be the correct one
lol quite a bit bigger
not a complete old man. just slow on the uptake sometimes lol
lol sure...let me switch back to her account. pretty sure that is where its gonna be
also it seems like OneDrive is active there btw, that might cause issues in the future
Save path: C:\Users\[name]\OneDrive\Documents\Klei\OxygenNotIncluded
yeah i can see that. ive been trying to help her out with this save but ive been playing on my win account with her steam acct. guess i should be playing on her win account
anyways brb
hmm that is strange. that was the most current there but im on 542
is there any newer autosave?
hmm
and yeah none on mine
this is from my windows account where ive been playing
seems to have stopped saving on my profile a while ago
anyways ty for the help. i will do some more trouble shooting and let you know if i figure anything out
well
i appreciate your time
is that still the same setup as in your current world?
yeah
then it makes sense why it doesnt load
1st time ive used any of your platform buildings
and thats a rather annoying ui bug
oh?
vertical port pieces can only connect to other vertical port pieces and the "+" adapters
the visual bug here is the fact that the bottom ones dont register as not connected
the gas loaders work tho?
but essentially you need this here
and isnt that the t connector?
which is a bug
weird
but essentially this is a "it shouldnt be connected but it is partially due to a bug" situation
the vertical ports are supposed to only work like this:
oh okay i can do that
was going to put a liquid lock where the insulated loader was anyways
yeah i saw it. dont have that much steel production yet
also i have the suppose notification mod so it doesnt bother me 😉
btw since i have you here. does the docking port work?
it should
cool cool then im gonna try that out as well
docking two rockets together syncs their speed and allows to transfer dupes
it also allows towing stranded rockets
oh that last part is sweet.
been using this mod for a long time mostly for the build menu changes and the other rocket engines. decided to give the rest of it a go recently
i love pretty much all of your mods tbh
but im sure you can see i have quite a few of them install 😄
indeed
if i can ask you for a favor, could you take a minute and see my couple of suggestions and at least let me know if they possible and how difficult you think they would be
https://discord.com/channels/282741876224688128/1358319980977848440
https://discord.com/channels/282741876224688128/1357841934697234552
partitioned storage is probably a pita
okay. ty
i was afraid of that
i was debating if it wasnt too hard to try and dust off my modding noobness and give it a try
the source is there at least https://github.com/kat0r/oni_mods/tree/main/ImprovedFilteredStorage
and its even MIT licensed
so it could be worth a try
i will have to do a ton of reading in the modding channel. i havent modded anything in like 10-15 years
looking at those comments; the crash might be fixed just by updating the plib nuget package
the crash msg posted there is caused by the sidescreen restructuring which requires that update
thats umm...peters? mod
a library mod that is usually included as a NuGet package
okay
i know a lot of mods use that lib
they are a solid tile correct? no gas passing by them?
they are not solid
that might be worth sth to add; a 1x3 vertical piece that allows construction of something in the middle of it
vaguely like this
oh. awesome.
tomorrow Ill release that VFNT update that adds dynamic build requirement indicators to all relevant buildings
and then I'll look into those bypass connectors
VFNT is the new visual mod?
yes
oh i like that one very much
im not usually one for visuals in oni but that one is very nice
i cant hardly draw stick figures so i dont blame ya for having someone else do the art
I really like that wall/floor requirement indicator I wrote today/yesterday
that will help so many newer players
especially old gas reservoir would have massively benefited from it
new one is clearer
yeah
wall toilet gains a lot of clarity imo
it requires a floor, but the built in indicator is missing that
huh never thought to try and place it above the floor
❤️
that was a lot easier to create than anticipated-now it just needs a custom anim
finally I have a way of allowing transit tubes to cross connectors
thats awesome. will make things easier fur sure
Would that replace the wall connectors
anyone have a colonizer interior for the expanded space farer they dont mind sharing....im stumped at where to start with it. also if this is an unwanted post Imalas just tell me and ill delete it
@stoic lark I have an ok-ish one but it uses infinite storages. If you are fine with those I will send you later
@stoic lark baracks + great hall + washroom (water and oxygen from ports into inf storage)
ty
I can send you full layout into pm if you wish
if you would like. this at least gives me something to visualize...i just couldnt see where anything would go.
I should design extended spacefarer interiors
and not only*
Hey Imalas. your new BP mod, does it read the old mods blueprints or do i need to recreate all new ones?
As this mod is based on the code of the original blueprints mod (big thanks to Mayall for allowing me to use it), all your existing blueprints will be compatible and able to use the material swap feature
so i just have to find where they are stored then. i seem to not have any. im sure its an issue with how im playing the game on the pc. anyways ty for the info as i guess i missed it
It uses the same path as the old one, mods/blueprints
im sure it does. but since i play on a different windows account than the steam acct saves to. it does stranges things
Same story as the recent savegame finding thing you had I assume
thats what ive figuring
not a big deal
once im back to playing on my PC ill have my old BPs
and in the mean time ill make some new ones for the kid
its pretty sweet tho. ive played with it a bit this evening
any plans on making a "slim" 3 tile nosecone module? i hate how goofy the rockets look when mixing 3 tile and 5 tile rocket parts. if there was a 3 tile nosecone it would at least actually be a little rocket-shaped
There are 2?
i dont mean crew modules, just a plain nosecone
as much as i like the style of the solo spacefarer nosecone and the expanded one they just dont have enough space
Ah
that would be cool, but what would be the pros/cons of the diff cones
Some reward for having all slim parts would be cool
A speed or fuel efficiency bonus, maybe even a cheaper launchpad so you don’t have to land 2 dupes at once to have enough metal
You could keep the same total area it takes up
So increase the height
Could be a trade off of taller rockets for being able to build more stuff in the area
Generally not good to have a taller one tho
The issue with it being completely generalized to being area based is that isn’t actually fundamentally any different than it being height based, it just makes narrow parts 3/5ths the size of wide ones compared to their current values arbitrarily
@dawn cairn i’ve been interested in finding a way to send a message to the Launch platform that this capsule is ready for launch (eg it has enough food, water, plastic, o2, oxylite etc.). It’s easy enough to bring together an automation signal, but getting it to the platform is tricky. The obvious solution of using a broadcaster means that you have to tie the rocket to a particular platform, which I find inelegant.
I think bringing the signal to the platform is better than just bringing it outside the rocket because of the different shapes and sizes .
Is this something you would like to attack or integrate since it aligns to some of your previous work? If not, I will probably take a stab at it. I wanted to give you first right of refusal.
yes
my idea for this issue is a logic input building (potentially ribbon) port thats constructed inside the rocket and can be configured with a name and rocket category to add a custom condition
It’s important that it works regardless of whichever platform the rocket is currently on.
The solution with the broadcaster ties the rocket to its particular platform .
I think if you can just bring that input to the platform ( or some building w a wireless automation port that canlinked to the existing platform ) it will solve 99% of the cases. It’s up to the user to decide what they consider the launch condition. that can be automation linked to the existing platform
the building goes into the rocket - registers its condition with it- the landing pad then grabs all of the conditions from the rocket
Sorry not following you. What’s an example of the conditions? Why do you need anything more than input automation port that gets to the outside ? Different rockets will have different “ok to launch” conditions even over their lifetime.
It does not require "going outside"
yes, that's exactly what i was envisioning!
Had the idea for that for a while, but was put off by the ui cost back then
Since then the iFew... Side screen has been added, that allowed me to fully use vanilla ui
Will be in the next mod update
now with a "custom" animation
and its released
were you working on that already when i asked or did you go from the idea to implementation in 1/2 day?
i'm like you now, i'm barely playing anymore, just modding! meta-ONI lol.
I had the idea for over a year now, as well as done the research on how to implement it in the past.
It was just on hold because of the UI requirement
you...thought thief 
Your question got me to reevaluate that state
And with the fewoption screen, all ui could be done in vanilla, so the hard part of it was gone
The implementation itself is fairly trivial
also helped that I had a rare motivation to work on RE atm
It wouldn’t be the first time Imalas created something in a few hours.
I’m convinced he can simply will mods into existence.
I have issues with the fuel loader. Once I disconnect the pipe from the liquid storage hydrogen flow stops, while the same action with the oxidizer loader causes oxygen to bypass the loader and correctly return to condenser
sounds like a bug/weird behavior of the pipe system (vanilla)
its probably related to the orientation of the pipes causing it to check different paths first
the one on the oxidizer has "up" and "left" connection, the one on the hydrogen has "right" and "up"
Why does this even matter?! Omg
bc it has to do the checks in some order?
same reason (gaseous) elements tend to drift to the right
🥲
Thanks
@dawn cairn in sandbox with exactly the same configuration it behaves opposite
Is it possible to make the fortified rocket platform unentombable? Since it already is immune to meteorite damage and needs 1200 of steel
Make it shake like a Bonbon Tree
that is a thing I had planned for a while
So, if you are planning to add this feature to fortified rocket platforms, then if I have one already entombed it will ignore that state once this feature is added?
Yes
Idea for AI controlled rockets: an AI brain module version of nosecone
planned
greenhouse module. it consumes CO2, water and maybe dirt/fertilizer, and produces 2-4 dupes of oxygen and some food, you have to provide a seed after initial construction, seed determines food gained and any extra material inputs needed
May you please clarify questions I have regarding the Advanced rocket platform. I am trying to set up automatic fueling of rockets with ribbon and so far I have faced these issues:
-
Rocket platform sets fuel and oxidizer as checked though amount of them is not maximum of what I have set (for example 580kg of 900kg of hydrogen and 145kg of 225kg is considered sufficient)
-
Rocket platform sets cargo manifest to false with rocket not present and if rocket has no fuel/oxidizer hence if at least one of rockets is not present fueling loop will continue to run
Maybe addition of polarity settings to Advanced rocket platform bits will solve those?
The checks are the same that are run for the side screen checklist.
Fuel and oxidizer checks are dependent on the distance it has to travel iirc
Yes I am aware, but that list is not specific regarding some entries 🙁 like fuel and oxidizer
I have checked the destination distance statement and you are correct. Unfortunately 🙁 auto fueling will not work. Thanks
Why wouldnt it?
It fuels up to the roundtrip distance or a single trip distance when that input override bit is set
That covers all automated roundtrip route fueling situations
I prefer to have a fully fueled rockets
If new destination is further then there will be not enough fuel for trip and I would have to wait
you can set a sensor after the fuel port to see when the tanks are full
Interesting approach
vanilla is the best mod
No, the checks always run for the destination; if that changes, the fuel theesholds in the check do so as well
And roundtrip only work between 2 destinations
Correct, it starts fueling again.
So either it is reachable within the max fuel limit or not
If it is; then the rocket will fuel up as much as needed
And that happens only when you change the target, which is something you rarely do with automation controlled rockets; since those are meant to run mining/shipping autonomously without interaction; aka on static routes
Ok, I see
Bio engine that is fueled by water + kcal
The engine design could be like a moo
Exhaust could be polluted oxygen or natural gas/sour gas
Radbolt chamber module cannot maintain its content without sun light and radbolts decay crazily fast. Since it has no power plug it is impossible to prevent radbolt decay in the night for example
You can connect you power grid to solar panel or rocket battery, I think both will work
Nope, that did not work, I have tested
I came up with the Biobot Module, which is like a rover module for biobots that can land on uneven surfaces...
Dumb Idea : Shine Bug Reactor Module.
just a seperate bio reactor mod and a natural gas engine would work better tbh
Bio reactor is in RL: chemical Processing biochemistry
How about the natural gas engine?
that has been in the mod for years
That's my bad then
hmm... maybe I can put some sour gas boiler output into a nat gas rocket
(As if you can't ranch the sulfur into sucrose, or lower the temps to get petroleum...)
a couple notes:
1: Advanced rocket platforms take 100kg more than normals, making it harder to constructo n land
2: Are normal and advanced platforms still immune to comets?
3: Why are the normal platform's ports in the center again?
- intentional.
- they can get buried by meteors. meteor damage cannot be enabled for rocket buildings
- never were
I thought there was a balance change that made the rocket ports move to the side...
no. that was only ever on the added platforms to not break logic ports on existing builds
