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16 hours ago, minespatch said:

"Radioactive ranchers" sounds like a hardcore country album.:wilson_ecstatic:

Country is everyone sad. Dog dies, truck dies, love interest leaves you. I figured what if they were happy ranchers ... jolly even. It could be a new flavor. Green Apple already looks a little radioactive. (Squints at picture suspiciously).

 

 

rancher.PNG

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11 minutes ago, RageLeague said:

Don't worry about there not being niobium geysers. You can still smelt 100kg thermium to 100kg niobium for some reason, transmuting all your tungsten to niobium.

But it misses the fun of taming a niobium geyser. :livid:

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1 hour ago, TripleM999 said:

I assume, niobium geysers are gone.

NoNiobiumGeyser.jpg.65f8a4b0af06e4bd09f7b89985125822.jpg

The description also sounds more like "there is niobium, but not infinite." Although "rich" is relative with 30kg tiles.

Thanks for reporting the seed, I've changed the Niobium Volcano to be guaranteed in the next update.

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I kind of feel like niobium volcanoes are not needed with there already being tungsten geysers. On the other hand it maybe gives a bit more of an incentive to put a semi-permanent base on the magma planet (though it's still not needed).

Speaking of geysers, shouldn't there be chlorine vents on the gassy moo planet? There is quite a bit of liquid chlorine, but it's still finite.

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Hmm. Looks like for about half of the planetoids, permanent independent survival is still not on the table, except with extreme measures as they have no geysers or only ones not conductive to survival.

Cooling is uncritical as electricity is plenty. Food would be wild plants. Either no toilets/outhouses or toilets with pwater cleared up by boiling or outhouses with dirt from rotting and then composted wild plants. But Oxygen? The only thing I can think off would be Oxyferns.

15 hours ago, Sasza22 said:

I`m pretty sure in the dlc they are going the way of splitting the basic resources between planetoids and "forcing" us to hop between them to gather all the stuff we need. It looks planned for progression: 1st planet has the basic resources with coal for power, 2nd has oil for the petrol and plastic tech and the 3rd has radioactive stuff that will likely be a new tier. Then the outer 3 seem to be made for niobium, fullerene and isoresin; one for each.

Perfectly fine with me, but only if there is a way to make fully automated transfers between planets. At the moment the rocket automation does not really seem to cover that.

There still is the "Interplanetary Launcher", which you cannot build yet and which seems to need some kind of "packager" that packs payloads into cans. But it looks to me like automated interplanetary materials transfer is planned.

Edited by Gurgel

The sucrose engine art is looking kind of unpolished on my system.

There's also no indication of what happens to fuel or what have you when you deconstruct an engine...

Could someone explain how to reclaim the co2 from a co2 engine you want to deconstruct?

The rocket control module ( or steering wheel ) should convey what the currently configured rocket burden is - this is hard to figure out from the tool tips, and it seems the math is questionable.

There should be some notification when you have constructed a module configuration that is as good as it can be for the rocket burden - otherwise there's wasted time deconstructing a module that puts you over burden ( it is post-checked in the rocket checklist , not pre-checked )... it's a preflight check list not an after the fact oops list I hope. That over burden warning seems legit to give before attempting to assemble a module that would overburden the engine. 

If this is how it already works, my apologies. It clearly feels / seems like you can build a rocket that can't fly. This isn't a bad thing, but it lends to the notion of having a staging area that is not part of the launch pad. I guess the side loading modules are alluding to this as the staging area but the whole thing has a tendency to get scorched and it would be nice to have an easy to access bay for each module - what I'm suggesting is being able to move one module from one pad to another.

I think more complicated or larger rockets should get a bigger pad. The smaller pad could be used for storing rocket parts and launching the smaller rockets - the gantry crane could assemble the rockets that go on the larger pad, etc.

There is also some mystery as to whether the loading and un loading ports work without their respective bays or tanks built. I haven't tried but it would be nice if that's already a thing - they would supposedly connect to the exterior element ports directly then?

..and the virtual planetarium! For the sake of my poor sunburned duplicants, please make the telescopes capable of remote control by this thing. Ribbon wire auto ports maybe? An either/or configuration. 

Edited by The Plum Gate

I wanted to report missing all of the volcanos and geysers on the newly generated map yesterday, thankfully I didn't as they magically appeared today:D on the save I made yesterday.

Anyway.. I have generated a map (SWMP-C-392145368-0) that has (by my rough calculations) 30'000kg of graphyte, not in tiles, but digged out. At first I thought "wait, that's rubbish?!", but then the math came along: 30'000kg of graphyte can be turned into 33'333.333kg of fullerene which then can be turned into 3'333'333.333kg of super coolant.

I wonder if anyone ever made 3.3M kg of super coolant.

On 2/13/2021 at 10:39 AM, Gurgel said:

But Oxygen? The only thing I can think off would be Oxyferns.

I don't think complete self-sufficiency is necessary or even desirable (from a game design POV). Supply runs could be part of the gameplay. Could be like with the ISS where water is shipped up, electroylized and the hydrogen either vented to space or processed further.

On 2/13/2021 at 11:37 AM, sakura_sk said:

Was that "instant build" notification always there and I missed it?!

Isn`t that a debug thing?

On 2/13/2021 at 10:39 AM, Gurgel said:

There still is the "Interplanetary Launcher", which you cannot build yet

It seems to be tied with the nuclear tech so we will need to get the nuclear reactors first.

3 minutes ago, Sasza22 said:

Isn`t that a debug thing?

Debug as in "having debug.txt" like the dev-mug in sandbox or "ctrl+f4 instant build"? I just enabled sandbox mode (not backspace debug or ctrl+f4)

Debug ctrl+f4 has the notification below in launch sequence :D (don't know why...)

Spoiler

image.png.01e349e89d71ea616bee1bac1d8dcf96.png

 

2 hours ago, Steve8 said:

I don't think complete self-sufficiency is necessary or even desirable (from a game design POV). Supply runs could be part of the gameplay. Could be like with the ISS where water is shipped up, electroylized and the hydrogen either vented to space or processed further.

As long as you can fully automatize them...

3 hours ago, sakura_sk said:

You mean like that ? I would estimate that pool around 300t (300.000kg) not 3M :lol: 

Yep, seen that one. But 3'333'333.333kg is 3'333.333 tiles, so not sure if the pool from the video is 3333 tiles, actually I've counted, that pool is 43x8=344 so 344tonnes or 344'000kg :D 

On 2/13/2021 at 1:39 AM, Gurgel said:

Hmm. Looks like for about half of the planetoids, permanent independent survival is still not on the table, except with extreme measures as they have no geysers or only ones not conductive to survival.

Cooling is uncritical as electricity is plenty. Food would be wild plants. Either no toilets/outhouses or toilets with pwater cleared up by boiling or outhouses with dirt from rotting and then composted wild plants. But Oxygen? The only thing I can think off would be Oxyferns.

Perfectly fine with me, but only if there is a way to make fully automated transfers between planets. At the moment the rocket automation does not really seem to cover that.

There still is the "Interplanetary Launcher", which you cannot build yet and which seems to need some kind of "packager" that packs payloads into cans. But it looks to me like automated interplanetary materials transfer is planned.

It's not easy, but it's possible due to pips.

1) Electricity: Trivial

2) Food: Wild from pips

3) CO2: Pump to space

4) Polluted water: Pips->Wild arbor trees->Lumber->Ethonal->Polluted Water

5a) Water: Polluted water->Gulp Fish->Water

5b) Water: Polluted Water->Steam->Water

5c) Water: Lumber (See 4)->Distillery->Polluted Dirt->Crabs->Sand->Water Sieve

6a) Oxygen: Water->O2

6b) Oxygen: Lumber (See 4)->Distillery->Polluted Dirt->Subliminator->Polluted Oxygen->Liquid Oxygen->Oxygen (Not recommended)

2 hours ago, Lupbert said:

4) Polluted water: Pips->Wild arbor trees->Lumber->Ethonal->Polluted Water

You are right, I missed that path. Probably because the only time I went Nosh Beans, it was a huge effort for little return. If this is to make water, things become a lot easier because there is far less need for cooling. 

17 hours ago, Gurgel said:

You are right, I missed that path. Probably because the only time I went Nosh Beans, it was a huge effort for little return. If this is to make water, things become a lot easier because there is far less need for cooling. 

 

Actually, I'm afraid it makes the heat worse, because burning the ethanol for polluted water (and power) is really toasty.  On the bright side, you can use that power to cool it.  Still, Spaced Out lets you make lots of power with glass.

4 hours ago, Lupbert said:

Actually, I'm afraid it makes the heat worse, because burning the ethanol for polluted water (and power) is really toasty.  On the bright side, you can use that power to cool it.  Still, Spaced Out lets you make lots of power with glass.

Well, we will see. The problem with Nosh Beans is that you need a constant supply of really cold alcohol. I imagine water is far easier to do. I will definitely try it out when they have finished messing with the world-gen.

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I've been using Lumber->...->Sublimator on the forest/aluminum asteroid, but I've been having trouble coming up with a useful, low-dupe-labor source of Sand.

The Pips running around my base are producing large amounts of Dirt, which cooks to Sand at achievable temperatures.  I haven't yet found a way to do that usefully though, as it seems like the conversion always results in a tile instead of debris, which means I both lose half the mass and have to set a dupe to mine it.  Maybe a Thermium Robo-Miner after I get some Niobium?  

Edit:  Hmm, that would take a lot of Pips.  I'm trying to get two Sublimators with enough uptime to produce 1kg/sec O2.  Which means I need 800kg of Sand/cycle, 1600kg of Dirt, so 80 tame Pips...  

Edited by Pyrex042

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