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Oxygen Not Included

Found 10 results

  1. Hello old timers ! Yes, I mean -> You Here are some noob questions (not sure the archived threads I looked up are accurate, so here is a new one): * on a 37% network (alertes for meteors 1 to 74 sec before) can I switch one scanner (out of 3) to detect a returning rocket? It does not change the 37% network value so I assume once you have a functionnal netwok, it's the same for rockets and meteors. Correct? EDIT: nope. Need another scanner dedidaced for rocket. * how to detect returning rockets during a meteor storm? The network % is now zero. Short answer is then: you can't Again, digging in the archives, it seems there are three ways: 1/ the hard way. A bit out of my league. No even sure it's up to date. 2/ A simple way (thanks to Francis video, this year): a covered scanner but space access on it's right wing. Not sure it work as scanner base is never exposed itself to space, or if partial opening to space on the right gives more than 0% quality scanning. And as for detection during meteors shower, it adds 0% network to .. 0%. EDIT: this is correct, this scanner in the image below is convenientely near the rocket but could be antwhere in term of quality (always 0%). 3/ Same source as above: let the scanner out in the open, and repair as needed. this one is garanteed to work, but repair and space taken are a bit of a downside. Do experts in rockets have a fourth, elegant, idiot-proof (like myself) solution? Thanks a lot for reading !
  2. Hello, Not figuring out the wiki data, I turn to you to make sens of the space scanner. First verification, can I assume no heavy machinery interference here? Pink rectangle is 15 tiles around the scanner center (31x31). Ladder, pipe, gaz tile, mesh tile, are present (should not affect), door and statue removed later (no effect on scan quality), The quality should depend on the sky exposure: Four columns exposed (or 14+15+15+13 =57 tiles) => scan quality 17%. Seven columns (11+12+13+14+15+15+13 = 93 tiles) => scan quality 30%. Nice. But how does this fit with wiki's calculus? That's were i'm lost. "for each .. tile" looks like a surface to me (surface of a cone). 57 tiles (4 columns) => 17% quality 93 tiles (7 columns) => scan quality 30% "+3.3% for each successive tile" does not correlate well with tiles. That should give 100%, not the case. Can it be +3.3% per column exposed to the sky? 4 columns x 3.3% = 13.2% + 6.7% for center tile => 19.9% (observed = 17% quality) 7 columns x 3.3% = 23.1% + 6.7% for center tile => 29.8% (observed = 30% quality) Any help, advice would be appreciated For reference: wiki https://oxygennotincluded.gamepedia.com/Space_Scanner video on the set up by Tony, smart automation by Gus, scanner ideas by Brothgar
  3. Boy would this make my life easier. What I'm talking about is just a sloped tile that objects slide down so I don't have to constantly sweep or build an elaborate autosweep system for. .Or maybe just a triangle shaped tile (like you might see in the game Terraria)
  4. The idea behind comets is to create a random source of resources that does not depend on filling the galactic map with everything. They are just like normal planets for rocket missions, except they spawn and despawn in a random way. Comets have three major phases: - Approach. During this phase a comet may be discovered and analyzed using the telescope. You don't know when a comet will show up, so keep the telescope busy! The telescope will reveal some details about the comet type and potential resources. As a bonus it offers a renewable source of science flavored XP. - Active. During this limited window a mission may be sent to the comet. Rewards are random, bountiful, and don't normally respawn. The comet is a 1-shot pile of resources. - Leaving. During this phase rockets may complete their missions but no new rockets may be sent. Once the comet is gone, it is gone and the colony must await new RNG comets. other options: - Comets typically have very low gravity, which dramatically reduces the fuel required for missions. This can be simulated by keeping the km distances in the low to medium range, or by reducing the penalty of cargo modules, or something like that. Players may wish to have special rocket designs handy for looting comets. - World gen traits include having few comets, many comets or being lost in a barren void of space that ONLY has comets.
  5. Hi guys, I have decided to take a different approach to space cooling. I basically drop petroleum on my robo-miners to cool them. The door below the miners stay open closed for a short time after the bunker door opens to give miners time to.. mine. After a few seconds (160s) the doors will open and drop the regolith down. When the doors are open closed, petroleum keeps dripping on the miners for cooling. It stops when they close open. Space-scanners are not affected by open doors so they work ok. Petroleum drips down to a chamber with a pump that pumps it back up. It if is hotter then a threshold temp. it is dropped to space. *** UPDATED VERSION ***
  6. Hi guys, I have a system that pumps LOX to my rocket but the pump is up all the time and I would like it to work only when the rocket is docked/waiting for more LOX. Is there any automation that can check if the rocket is in dock?
  7. I'd suggest adding gameplay value to late game by changing the whole aspect of space destinations exploring/excavation. In my opinion, the magical off-screen space action (got to volcano planet - here are your tons of molten magma) does not fit the notion of the game. We already have biomes and features to correspond with the majority of the space bodies... Using the volcano planet example - upon reaching the destination - create a small world similar to Vulcanea with magma vents and extra volcanoes, and produce some "rocket reached destination" notification, to zoom into the new mini map (time on the mother asteroid is frozen in the meanwhile) and make the player ponder how to pipe the molten goodness into the rocket using limited resources we brought along and anything that we find on the mini map. Several added bonuses here: 1. The traits of the astronauts (dig/build/carry...) will matter once more, 2. The different space targets will present diverse (and in some cases extreme) challenge and have a danger aspect about them 3. Choices matter. Do you spend your limited time and resources to mine the noibium or to drain the magma pool for the artifact at the bottom
  8. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 70828 Issue title Bee Mine serious bug Steps to reproduce Bee mines doesn't deplete while kept in backpack they swarm out kill almost everything so free loot, unless you misclick a bee with a weapon equipped Describe your issue I built 10 bee mines and kept them in my backpack and in my normal inventory in order to unleash them all on 3 spider queens. While going to the battlefield i stopped near pigmen to recruit them as cannon fodder. While approaching the first pigmen (while giving him meat) bees started to swarm out in increasing number and wiped out all the village My bee mines didn't get depleted from that and kept spawning bees I rushed straight to the spider queens and with the same tecnique (going very close to them) i spawned something like 300-400 bees. all attacking spiders and everything that come close to me,neutral creeps and spiders alike. Seems that this bug can affect the difficulty of killing almost anything, nothing can stand against a swarm of bees that size without the effort of gathering them one by one.
  9. A little broke ATM and am a bit tired of restarting every 16 minutes. Anyone got a spare key to give away?