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Oxygen Not Included

Found 10 results

  1. Hey ppl its me again, today i was thinking about food for astrounauts, so you could basically have a new recipe for them, or just use the berry sludge that never spoils as food source if it someday got implemented :).
  2. My Dupes keep delivering oxylite even when the rocket is not there!
  3. Hi guys. After countless hours I was able to fully automate my rocket launcher. Here is a general description of how it works: I have 4 main components: water-clock that counts time from when the rocket is ready to start to when it is back in the dock. For me that's 46kg water-clock time. Rocket starting indicator - this module is on a 75 sec timer. It will be active when the rocket is ready and stay active for that 75 sec. Rocket is docking indicator - this module is activated when the water-clock hits the target. It will stay active for 100 sec. Both indicators will make the Gantry close and dock door open when active. Rocket is not in dock indicator. This part is only active when a rocket is not docked (that is - it is starting, in space or landing). It is activated when a rocket is ready to start and reset when it bunker door start to close after landing. There are also two additional modules for steam generation and steam capture that are active when rocket is docked. Those are not esential to the build and can be skipped. This works perfectly but you will need to calibrate the water-clock first. It is activated when the rocket is ready to start by closing the water-clock trap door and starting the pump. When the rocket lands it will open the door and stop the pump again. Or gate on top of th screen can be ignored. I forgot to delete it. Hope this helps - regards Automation - no rocket in dock: Automation - rocket docked: No rocket docked: Rocket docked: Water and cooling system: Vent system:
  4. Hi, I just brought fullerene from a space trip. It is stuck in the conveyor receptacle and I don't see any way to store it in containers ( I see no entry) What am I supposed to do ? Paradise.sav
  5. Inspired by the @biopon post Detecting incoming rockets with 100% certainty at 0% network strength and @WanderingKid post Gantry Automation for auto fueling and automation, and my improved version of LH +LOX [Design] LH+LOX+Steam Turbine, under you have the simplest automation for rocket fueling and launcher. In spoilers more details: How it works: The rocket arrive at base and activate the atmo sensor set at over 1000 kg. When the sensor is deactivate activate the and gate and start pumping the LH and LOX from the reservoirs. When all the hydrogen and oxidizer tank is full, the element sensor reset the toggle gate and stop the pump. If the cargo is empty the rocket is ready to go. I used wolfram rails for auto unloading (still in progress of being builded) Now the rocket is ready to go. I didn't use any gantry. After the dupe is on board i deconstruct it. As you see i wired the input and output rocket port whit the bunker doors directly and the output of the toggle circuit. When the rocket is ready it open the door then start and go. The rocket wont start if the doors aren't opened. After the rocket is launched the space scanners detect the outgoing rocket. Under you have the reset atmo sensor wired whit a 10 s filter (in case some meteorite hit the area) and a buffer at 15 s for maintaining the reset until the rocket goes over the bunkers doors, and the scanners don't see the rocket any more, then the bunker doors are closed until the scanners detect the incoming rocket. (see biopon topic for more details) The LOX get back to the condensing chamber and from there to the storage LOX tank (the gravitas facility re purposed). The LH goes to the evaporation chamber and from there back to the condensing chamber ( i have some broken ceramic pipe) In the Steam turbine area I have 3 aquatuners 1 for LH, 2 for LOX, 3 for further cooling the LOX, and the 4 will be for cooling my future solar panels. My plan is 4 rockets (1 part Hydrogen and 3 Oxygen) so for get rid of the excess oxygen I have 1 Hydrogen rocket and 3 petroleum rockets (now only 3) All is build in survival mode, In the right you have the petroleum storage area, methane condensing chamber, and methane evaporation chamber for feeding my 11 natural gas generators. The sorting cargo and evaporation area will be moved in the right. As i said i prefer the 40k planets for isoresin and niobium, instead of 10k (to much refined carbon), because what i get along that rare resources (methane can be melted and natural gas used, ice, get melted and water used, solid oxygen melted, and converted to LOX, solid CO2, melted and converted to oil or polluted water) and for fullerene i go for the 30k planets (steel for anything, copper wires, glass for solar panel or crushed to sand) My plan is to use the heat for the rocket to further heat the future magma pool under the rockets (for melting purpose), and the heat from the bunker tiles in the silos to be transformed to power in my future steam generator cooling bunker. This is all enjoy it and thanks again to @biopon and @WanderingKid for the inspiration.
  6. So I finally created fully automated Rocket Launching and Landing System. Videos of Launching and Landing is at end Requirement : A Scanner Network of 6 Scanner for prediction of incoming objects with 100% efficiency (if lower then timing in gates have to be set very carefully). Right Side Circuit is for Rocket Launching and Left Side Circuit is for Rocket Returning and Gantry Opening and Closing. Features : 1.Rocket becomes able to Launch When User had authorized the Launch(Lower Right corner Clock Sensor). 2.Rocket becomes able to Launch When No meteorite Shower(Lower Right corner AND gate right Input). 3.Rocket becomes able to Launch When Rocket is Ready for Launch and its Output Port becomes Active(Middle Right Side AND gate Left Input) (Rocket INPUT and OUTPUT port is in Center) 4.Bunker Door Opens when all three above condition are satisfied [i.e. Output from OR gate(Connected to door, Right Side Second gate from top) becomes Active which is receiving Active input for either rocket launch or rocket return(Explained later After Point No.9) from each of its input ports]. So in actual first three cases are for setting up the condition favorable for launching the rocket and bunker door opening and actual rocket launch happens when....(Explained later Point No. 7) 5.Also As soon as rocket is ready Gantry is closed whose input comes from Memory Toggle Gate followed by a not gate.You can see Output from Rocket Port Split into two one goes to Launching System(Point No. 3 above) and others goes to Left Side from top 3rd automation wire to Set port of Memory Toggle gate which makes its output active and after that NOT gate makes it Inactive which goes to Gantry input ant it is closed (Memory Toggle gate is in Upper Left below Scanner and just right side of it is NOT gate). Here it has to be used a Memory Toggle gate because gantry is to be kept closed till rocket had returned and then open it after rocket landing (Explained later after Point No.9 ) 6.Space Scanner(set to detect rocket) only becomes Active when Gantry is closed meaning either Rocket is in Space or Going to be launched.For it to be happened Power Supply of rocket is Resumed and Paused by a power switch whose input comes from Gantry condition followed by a NOT gate(NOT gate and power switch is in Lower Left Corner). 7.Now After Point No. 4 Output from OR gate also goes to a Filter gate then to input port of Rocket. Filter gate adds a delay of 40 seconds(Bunker Door opening Time) for becoming its output Active after its Input had become active and Bunker Door had Started to Open. After 40 seconds door had opened and and filter gate output had become active so does the Input for Rocket Becomes Active and Finally Rocket is Launched . 8.After rocket is Launched the Output from Rocket Output port becomes Inactive So the both Inputs of OR gate becomes Inactive So does for Doors and it is closed.Also Note that the Output from Rocket port becomes Inactive after sufficient time enough for rocket to get out of Launch Tube and go above Doors in Space, as soon as it becomes Inactive doors can start closing and not collide with flying Rocket. When Rocket is returning we want: 1.The Bunker Doors To Open - Seems simple as output from scanner becomes active so we can connect it to OR gate with an delay of 160 seconds [200(Advance Prediction) - 40(Door opening) = 160] provided by filter gate and open the door but be careful and watch it is more complex than it seems and It took me a lot of time to figure it because of lot of uncertainties like: Meteorite shower comes during warning, Meteorite Damage when door is opened, etc.... 2.The Gantry To Open After Rocket Had Landed - We can provide the output from the scanner which becomes active if a rocket is incoming to gantry with some delay to open the gantry.I have tasted that at 100% signal strength 200 warning time is for rocket to enter inside the map and after that more time is needed for for rocket to land on platform on which it was build.Also the Output from Scanner will be active for entire period of 200 sec of warning and after till it had landed on its platform.So gantry should open after 200 sec + landing time.For me Landing time after 200 seconds was somewhere between 35 to 40 seconds and I took it about 40 for well beyond safety .So Gantry should be opened after 245 Seconds 5 seconds to make sure rocket had landed. I think Landing time may also vary upon position of Platform in Map if someone had checked it let me Know. As it can't be achieved with one gate (as>200) So had to be used two continuous gate in output of scanner before going to gantry. If You only want to know the Delay Time between Rocket Detection and Bunker Door Opening i.e. time to be given to filter gate Go to Bold and Underlined statement just above Point No.9 Because Believe me Below section for reason is going to be get Interesting . Uncertainty to be considered and its effects for opening of bunker doors: 1.Rocket Incoming is detected by rocket scanner After a meteorite shower had already been detected by scanner network (Vice versa of this is always safe you can check): In this case rocket landing time will always lies after the doors of scanner networks had closed fully (as both prediction time was same of 200 sec),Then after that signal strengths will fall 0% and the rocket scanner will loose its signal for rocket incoming and bunker doors will not open (As I have tested that the signal for rocket incoming doesn't hold in scanner till the rocket had landed unlike meteorite shower in which signal of shower is hold up in scanner till it is over if otherwise let me know). But this can be overcame just by adding two buffer gate for 250 seconds (two gate is needed as >200 sec) holding up of Active signal from scanner. So now we are able to even open up the doors for incoming rocket whose signal is received just before the start of meteorite shower or fully closing of scanner network doors and signal strength loos to 0%. well the Rocket whose detection time is after that are still in unsafe zone breaking of Bunker Doors. But we also know that each shower in Meteorite Season is of about 100 to 400 Seconds long according to ONI Meteorology by R9MX4. First consider smallest Shower of 100 Sec in this case time for signal strength for staying at 0% is during the entire period of shower plus some time after which scanner network become active (i.e. most people keeps that time of 50 seconds 40 for door opening and 10 for falling of regolith on ground). So After 150 second the signal is restored again to 100%. Considered the Rocket which was scheduled to be detected just after closing of bunker door of scanner network now after signal gain it had still left 50 seconds [200(Prediction time)-150(time after which signal is fully restored in case of 100 sec shower) = 50] before it comes to land so it will be instantly detected after signal gain and doors had to opened in next 50 seconds unlike the normal cases when door had to be opened in 200 second. So now comes the decision of deciding the delay time for bunker door opening after rocket detection that we talked above in section about what we want if rocket returns (Point no.1 which is in Bold letters). However earlier in that section we said we can keep it 160 second just by subtracting 40 sec of door opening time from prediction time of 200 sec but now had only left with 10 sec [50(time after which door to be opened)-40(Bunker Door opening time)= 10] to provide for filter gate.If we give 0 Second delay than in case of 110 sec shower can also be overcame safely. Now with 0 seconds as filter gate input we check for longest shower of 400 second and which rocket incoming cases can be survived. For 400 sec shower signal lost time is 450 seconds [400(shower duration)+50(time after which scanner network restart). So among all rockets incoming after signal loos or door closing of scanner network for this 400 sec shower, Safe Rocket Incoming will be those whose detection time is 110 seconds [200(Prediction time)-50(time after which scanner network restart)-40(Bunker Door opening time) = 110] before the ending of the 400 seconds shower. And It will remain same as 110 seconds for all shower smaller than 400 seconds up to shower of length 110 second for which all rockets incoming will be safe. So for maximum safety of Bunker door we get that With 0 second as delay i.e. Filter Gate Delay Time between rocket detection and closing of bunker doors The Rockets which will break the Bunker Doors are those which is scheduled to be detected just after fully closing of scanner network door and before the 110 seconds of ending of shower for shower of greater than 110 second lengths 2.Meteorite Damage: As Just above we said that 0 second as filter gate input will be good and maximize the time for safe rocket landing but Also in Normal cases of No Meteorite shower It will keep the door open for 290 seconds [250(time for which Rocket scanner gives active signal as explained in above section of what we want if rocket returns (Point no.2 which is in Bold letters)) + 40 second(Bunker door opening time) = 290] plus 250 seconds of buffer gate cool down time So max time of Gate left open is 540 seconds during which it can take damage if possibly any meteorite shower starts to happen. During meteorite session breaks last for 300 to 1200 seconds so for 540 second their is a good chance of starting a shower. But if Rocket incoming is detected just before the fully closing of scanner network door or signal lost to 0% or just before start of Meteorite shower which all three are same, then With Certainty as shower had already came For The entire time of 290 seconds All things inside launch tube will have a chance to take meteorite damage and be destroyed. But if you have least items inside the tube and all walls are made of bunker tiles then it will be still OK to give 0 seconds as delay. Be careful with placement of Rocket detecting scanner because if it is inside launch tube and it gets destroyed by meteorite shower then whole things can reset. In my case I had placed it under the bunker door which is not opened the rocket launching and landing as you can see automation wire is only connected to two bunker doors which are just above rockets. And Also even if it get destroyed and signals become inactive still all will remain fine as its output is connected with two continuous Buffer gate that we talked above point no.1. One other way of taking meteorite damage is when rocket had landed during unsafe time by breaking the doors and broken bunker doors allow the meteorite to pass through so it will damage the things inside launch tube. So From Above two points we can decide the delay time between Rocket detection and Door opening based on Giving Importance to: First How much long we want the Safe time window for Safe Rocket Landing without Breaking Bunker Doors (Broken bunker will also cause meteorite damage during shower) and Second How much meteorite damage we can afford inside Launch Tube during the time of door left opened. Longest Safe time window is possible with lowest Delay time of 0 second and Least Meteorite Damage is possible with longest Delay Time of 160 Seconds. For me After safeguarding the rocket scanner by not opening the Bunker Doors above it I didn't needed to worry about Meteorite Damage to any things like for Ladders. So I choose 0 second as Delay. 9.As soon as Rocket Incoming is detected before 200 seconds by the scanner its output become active and also output after two Buffer gate(two for holding Active input for 250 seconds long explained earlier for 250 seconds hold up ) become Active which splits in two First goes to filter gate which provide delay for door opening time i took it as 0 second (Explained earlier why 0 second) the output goes to OR gate in right which opens up the bunker doors and it is safe for doors for rocket landing.(Buffer gates are in Left side just below top Gantry and Filter gate is in Center) 10.The other Output which splits from buffer gate goes to two continuous Filter Gate which provide 245 seconds(must be less than 250 seconds of buffer gate hold up time) of delay for gantry opening. The Active output from filter gate will goes to Reset port of Memory Toggle which will set its output to Inactive and the Not gate connected to its output will give Active Output to Gantry and it will open up.(Filter Gates are in left side just below gantry and Memory Toggle is above it behind gantry and not gate is beside it ) 11.After Landing of Rocket output from scanner will become Inactive so does of buffer gate followed by filter gate then OR gate and then door will be closed.Max time for which door can remain open after rocket landing will be equal to 250 seconds equal to delay in buffer gates. 12.Also as soon as gantry is opened the output of NOT gate connected to gantry input becomes Inactive so does the input for power shutoff connected to power supply of scanner so power supply for scanner is paused and scanner is switched off.(Not Gate and Power shutoff are in lower left corner) Actually I have a three rocket adjacent setups and all automation were made of thermium to prevent melting. I also made a video of rocket launching and landing Launching Oxygen Not Included Launching.mp4 Landing Oxygen Not Included Landing.mp4 If You want Scanner Detector Network of 6 scanner for 100% efficiency Video of detector network working (My previous setup not of same that i used in above but both are same) Detector Network and auto regolith digging.mp4 EDIT: Later I realized that the two buffer doors combined delay time plus the time for which signal in rocket scanner remains active during launching (Yes also during launch rocket scanner gives active output for the period of time just after liftoff and till rocket goes out of map in space) can't be greater than 245 seconds of gantry opening time because due to fact that during launching rocket scanner active output and it will cause the gantry to be opened after 245 second of launching also which we don't want we only want gantry to be opened after rocket landing.so buffer gate delay time should be less than 245 seconds minus the time for which signal in rocket scanner remains active during launching. and this time for rocket comes to be same as landing time of 35-40 seconds.So buffer gate delay time reduces to 210 seconds (250(previous delay time) - 40(the time for which signal in rocket scanner remains active during launching) = 210 ). And reducing it will cause us to get decreased duration for safe landing possible time window. So now we have to give both buffer gate combined delay of 210 second or we can only use one buffer gate with 200 second. Now The Rockets which are not safe and which will break the Bunker Doors are those which is scheduled to be detected just after fully closing of scanner network door and before the 150 seconds of ending of shower for shower of greater than 70 sec [110(previous safe shower)-40(the time for which signal in rocket scanner remains active during launching) = 70]. But we already know all showers are greater than 100 sec so for all showers.
  7. Hi, I just finished and tested my rocket automation and wanted to show you hoping to get some feedback. Thanks to @shanemadden here: I finally got the last puzzle piece, I restarted (because my old base was ) and a week later I got it. This is my setup: Phase 1, prepare for launch: In this phase the rocket gets fueled. It is not ready, yet (R). But it is allowed to start (S). B1 and B2 are on because the rocket is on the ground for a while now (more on that later), thats why the Gantry is outside (G). Rocket Bunkers are closed (RB), no meteor shower incoming (MB). Phase 1, delayed: While waiting a meteor shower came. MB is off (this is connected to my other sensors), while the shower is ongoing the fueling was complete. Rocket is ready (R) but not allowed while these Meteors are there. Phase 2, Countdown: The meteor shower is over, MB is on again. R and S trigger countdown CD. The filter will give the rocket a Go signal after 50s. Enough to open RB and retract G. B1 is reset. The launch is imminent. It can't be aborted now. Phase 2B, launch: Phase 3, the rocket is away: The signal CD2 is buffered for some seconds more to make sure B1 does not get accidently set. I am not 100% sure if this is needed. Now we wait for this brave space dupe to return home. Phase 4, Rocket incoming and landing: The detector detects the rocket with it's detection detectors and RB gets on. The bunker is openend. B1 got set again. But the signal is delayed by 240s with two filter gates. This is to make sure the rocket is on the ground before the gantry G is opened. After that everything repeats. Here is my whole spaceport if anybody is interessted: I would appreciate feedback and suggestions to improve.
  8. I haven't found a good guide anywhere for how to do a simple setup with a rocket. I have tried building my first rocket but all the automations and new features are confusing me about how to even launch the ship. So far this is what I have for the bare bones setup. I have an astronaut almost ready but I can't understand how to connect the bunker doors with the scanner to close them when a meteor shower comes. Also, I understand if I am unprepared to start a rocket launch but my colony has become fully sustainable and the next venture is space travel. Would really love feedback or pictures on how to setup a rocket. Thanks again.
  9. Hi all, Below is an image of a one-stop rocket fuel shop. It's built on the premise that rocket fuel creation requires two temperature extremes that can be brought together to compliment each other: LOX and liquid hydrogen require a lot of heat to be removed. Cooking petroleum requires a lot of heat to be added. I've seen some great LOX machines and a genius petrol cooker by R9MX4 that I think is still one of the most elegant machines in the game. So why not bring the two together? Inputs: O2 at 60C H2 at 60C Oil at 90C Electricity Outputs: LOX at -185C H2 at -255C Petrol at 250C This machine outputs more than enough to run 3 petrol-lox rockets non-stop, without any dupe input, and could easily be scaled up. The liquid H2 is just a bonus right now that isn't even piped anywhere. There's no glitchy heat deletion methods or steam turbine hacks, we're just using the heat taken out of the O2 to create the Petrol we want anyway. Happy to answer any questions but major points are: It's built in space and the vacuum is used to insulate perfectly, no need for fancy insulating materials. Items in the aqua tuner room and the petrol pump should be thermium (about 2.8 tonnes total) The LOX and H2 cooling loops use about 500kg of super coolant each. The oil cooker is self regulating, pump as much oil in as you want, the petrol layer above it stops more coming in once the single oil tile hits capacity. Math fun and why this works: So each liter of LOX you burn requires a liter of petroleum. The DTUs needed to be moved out of the O2 to create LOX are: DTUs = Mass * Temp Delta * Energy Density = 1000g * (-155-60) * 1.005 = -216,075 While splitting out the 1000g of Oxygen from water we'll also get another 125g of hydrogen which we want to cool down to -255. The energy to be removed is: DTUs = 125g * (-255-60) * 2.4 = -94,500 In total we need to put 310,575 DTUs somewhere. Conveniently, oil needs DTUs to become Petroleum. Assuming it starts at 90C and needs to hit 402.9C to transition into petrol: DTUs = 1000g * (402.9-90) * 1.69 = 528,801 At first glance it looks like the energy we take out of the H2 and O2 isn't enough to cook the oil to petroleum. This is where the radiant pipes through the already cooked petroleum come in. We take the rest of the energy we need out of the petroleum being created at 402.9C. At equilibrium every 1000g of oil being pre-heated will have 1000g of petroleum to receive its energy from: Each 1000g of oil coming through the pipes has total energy of: DTUs = 1000g * (363.15K) *1.69 = 613,724 Each 1000g of petroleum has : DTUs = 1000g * (676K) *1.76 = 1,189,848 So the total 2kg of fluid will have 1,803,572 DTUs: 1,803,572 = 2000g * xK * average(1.69,1.76) x = 522K (or 250C) Now with oil coming in pre-heated at 250C instead of 90C, we need a lot less energy to bring it up to transition temp for petroleum: DTUs = 1000g * (402.9-250) * 1.69 = 258,401 So now we only need 258,401 DTUs to cook the oil, and our H2/O2 loop is feeding us with 310,575; more than enough. What you do with the extra energy is up to you. Here I'm running more than 1000g of oil through the system since I have a couple jet-packs off screen. If there's still excess petroleum it is designed to drip off into space and delete heat that way. I know this build might not be for everyone. I have no petroleum power plants though so its no risk to me to have my petrol production tied to my LOX production. But I'm at a point in my own gameplay where I'm enjoying the challenge of moving heat to where its needed, instead of deleting heat in one place and creating it in another. Hope this was enjoyable/interesting for you. Again, happy for any questions/ideas.
  10. So, I've been doing a bunch of runs for the fastest rocket builds I can come up with. While I'm also showing off a little, I'm running into some concerns. I can Build, fuel, and ready a rocket by Cycle 90 or so. Here's an example of my last run: Strapping a telescope to it is not hard, especially if you only need it for a minute or three. However, the problem is trying to get Exosuit Engineer done faster. It takes roughly 55-60 cycles even for a supply interest for a dupe to master Exosuit Engineer. I've had some help opening up the experience system, and it's completely 'time in job' based for supply, as is most of them. Successful task completion doesn't matter for any exp gained, just how long they're doing the task(s) does. Additionally, while interest does help for supply jobs, the majority of the experience gained is passive, as active experience is set to VERY_SLOW. It's not too much later after that you can get your cadet trained and launched (7-10 cycles). My best speed so far was this run, where I got cadet trained at C116: Afterwards, you just race to the rocket that's been sitting there for nearly 30 cycles and can finally leave! While all this waiting time lets you start just playing around and building up a better radar/mining/cooling system for space, the time gate for rockets is not the materials to build it, but trying to get the dupe to get in there! So, I'm wondering if anyone else has done fast rocket construction and what has been your opinions/engagement of doing so?