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About AndreyKl

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  1. That makes steam engine very very tempting for me. Instead of making multiple trips with carbon one, it will be one long trip, but with multiple liquid/gas cargos, for a fuel price lower than small petroleum engine. And if the table to be believed, it's now faster as well, which opens some more options - more than a tile per cycle means that steam rocket is now good enough for short range (1-2 tiles) transportation without bothering about food, which in turn means that it's easy to automate for short trips, a 'heavy burden' competition for carbon and radbolt rockets. And probably very good for some drilling. Looks like carbon rocket also got a boost, which is nice, more effective mass-passenger transport for short range. Radbolt became more tempting as well, but personally I probably won't bother for a while, steam and CO2 ones win in setup speed and have enough of a range for most needs. I see no significant uses for petroleum ones sans some very long range exploration, carbon rocket might need a small range downgrade to make small petroleum rocket more competitive. P.S. Still no error-free option to pack food of sufficient freshness and calories before trip and steam rocket is the most sensitive to that. There is no liftoff price, is it identical to travel price?
  2. I'm not sure what the problem is... You can place a telescope inside rocket and it takes a while to scan everything. There is a cartographic module, if you have that, it scans nearby tiles and supposedly you can pass trough unrevealed ones (haven't tried, telescope was enough for me so far)
  3. RL compressing does not reduce mass, only size. If you compress 1t of carbon, it still stays 1t of carbon, just in smaller volume. Also simply deleing 3t of carbon will add an effective heat deletion mechanics. The remaining mass should be outputted as something.
  4. I find the issue to be not in height (doesn't really matter to me besides convenience of placement), but in fuel/engine efficiency. Basically if I want to transport couple dupes from one location to another, lets say 4 tiles away, a petroleum rocket will be way too expensive. CO2 rocket will use 100kg of CO2 - simple to set up bog standard CO2, steam rocket will use same mass (admittedly too slow as a dupe transport), but small petroleum one suddenly will require 300kg of fuel plus oxidizer. While price of 300Kg renewable petroleum is negligible overall, it still requires infrastructure on top of that, needs oxidizer and is still slower that CO2, so converting petroleum to CO2 (300Kg to 75kg CO2 plus 112,5kg pwater, plus saving on oxidizer) is preferable most of the time for me when I don't need larger range or module count. P.S. A 'tiny petroleum engine' if that's a copy of CO2 engine, plus a bit of range would be really nice.
  5. Agree. Battery consist of two vertical coils, I think a wider (and probably lower) variant of this module with horizontal coils would have fixed the issue nicely. Another, wider solar module won't be out of place either.
  6. I think this radiators and collectors should be part of SO without any need to modify something. Building temperature control is very tedious and repeatable in SO (since you need at least as many as there are asteroids). Low-tech and low-player-effort solutions like vacuum-radiators will simplify that. Generators are extremely unbalanced as is, plus they have tune-up... While I understand the appeal, I think this will backfire with exploitable perpetual-machine loops.
  7. Agree, it's very annoying when I have to constantly make sure tiles and wires are made from right materials. In one case tiles run out of sandstone (because planetoid had 0 sandstone, but I was building on bigger planetoid using sandstone) and auto-switched to limited supply of granite which I was keeping for d├ęcor buildings. I had to rebuild the tiles later to reclaim granite. In another case wires switched to iron that was meant for steel production. Either planetoids should have individual settings or buildings should not switch automatically. That switching is more harmful than useful.
  8. Sounds like an interesting challenge. But I feel like it will depend a lot more onto rockets and as result require a lot of improvements to rocket automation first. Like having more signals from rocket, just to know when rocket is landed, LS inside stable e t c. Routes will be nice as well: Go to B, pick up refined gold, drop LS, go to C, drop part of gold, refuel. Return to A refueled, drop extra fuel and drop gold, pick LS supplies. And probably general cargo improvements as well. While capacity of rockets is sufficient, automated loading/unloading leaves a lot to be desired in speed (especially for gas, and there is no gas storage large enough to receive all that gas) and flexibility. Sending specific amount can be a micromanagement nightmare, and since smaller asteroids have less resources, managing and distributing those will be more important. Would be very nice to have some kind of 'advanced rail loader' or 'queue loader', where you add something like 20t of sand, 20t of sandstone, 2t or refined copper, the loader will treat this as a queue (probably with a way to set it to repeat mode or 'restart on signal').
  9. It appears to work based on storage priority, not on sweep priority. Here is another example of priorities not working right, the single yellow alert priority should have been the first one, yet for some reason it is not the first one: I was very surprised, this valve was built and set to 2500 over 5 cycles ago, for some reason errand was not done, I set it to yellow alert, yet nothing changed. I increased "toggling" priority and it fixed the issue (even without the alert). Obviously I should have set "toggling" to be higher in "Priorities" from the start, but I think most players would expect '!!' priority to be absolute "do now", not rely onto normal priorities.
  10. That's actually an exploit, despite not using fuel, rocket exhausts collectable gas, which can be turned back into fuel in some cases. On the other hand it seem to be problematic to empty modular cargo, not without lifting off and landing back.
  11. It is technically possible to automatically cool rocket interior by getting solid or liquid co2 into the rocket (as example) and then pumping co2 gas out. But such automation is going to steal space from already limited module. Some external cooling would be a nice option, like some pipe-gantry analogue with input and output for coolant, attaches to rocket when it lands. But an radiator array module might be an option as well. Or may be a setting for fittings to pump into/out of external radiators?
  12. Some kind of asteroid with 'expansionist' flora and fauna would be nice. Crawling wines and stingers) Since it's not part of main asteroid it won't ruin the playthrough even if it will force player out, will just make reclaiming asteroid harder.
  13. One more issue with orbital cargo: when rocket returns and lands, orbital cargo immediately re-requests resources, not harmful since you can get those back, but a bit annoying unless you are trying to deliver something like oxylite or food (it stole my whole stash of medicines). While using orbital cargo is magnitude faster than cargo bay (due to not needing to wait for unload) I seriously doubt anybody will actually deploy it regularly due to unpacking time. So I feel like scheduling payload should be either one-time only thing or be toggleable to be one-time (unless some kind of packaging station will be responsible for scheduling payloads).
  14. I assume that there should be an artifact on each planetoid, is that correct? I revealed whole of Barkiel by this point, but I don't see anything resembling an artifact. There are 3 gravitas 'poi' on the map: generator room (with room's door not having drywall tiles and venting gas); barracks; a table.