Oxygen Not Included

Oxygen Not Included

Rocketry Expanded (DLC)
856 Comments
Sgt_Imalas  [author] Jul 2 @ 2:33pm 
- it costs glass; that makes it less available. also you have a somewhat unique light situation inside to handle
- same thing -> costs glass, thus higher tier upgrade to regular one, provides some power
- the modules are identical. the wide module exists for people that want to make an "all 5 wide module" rocket that isnt disrupted visually by a 3 width solar panel module
- 1-3, should be in the module description. spaced out oxidizer dont provide direct range increases, they just become more efficient, so you need less of it per kg of fuel
- tech tree is a busy place, not many locations where you can add new techs. effectively they are one tier lower than what they look like
Allmoz Jul 2 @ 12:56am 
Is there some place where you keep documentation? Trying to find info on some of the modules withouth having to go into sandbox mode.

A couple of questions if you dont mind.

- Whats the catch with the Stargazer Nosecone? Its smaller in height than the Extended Solo Spacefarer Nosecone, yet it has more interior size (at least according to video)? Why should I bother with Extended or basic Spacefarer nosecones once I unlock this?

- What about the Solar Nosecone vs the Basic Nosecone? Is it just an straight upgrade?

- Whats the difference between Solar Panel Module vs Wide Solar Panel Module?

- What are the numbers on Liquid Chlorine as oxidizer? Is it 1 to 3? Does it offer range increase similar to LOX?

- Why are the fuel loaders so deep into the tech tree? Altought convenient they are not particularly game changing like other late techs. All the other loaders come way earlier in the tech tree, is there any particular reason for this?
夏目まさる Jul 1 @ 7:17am 
OK :meephappy: Already unlocked
Sgt_Imalas  [author] Jul 1 @ 4:48am 
That srud9is wip, once its finished you find that in a derelict, rn you analyze artifacts
夏目まさる Jun 30 @ 9:13pm 
How to unlock the first deep space technology, it need build Quantum Computer, but build this building need the technology
Sgt_Imalas  [author] Jun 30 @ 4:38pm 
yes
ibfolk2c Jun 30 @ 4:37pm 
Is this mod safe to add to an existing save? Nothing mentioned it explicitly but some things implied it could be added without breaking an existing save
Sgt_Imalas  [author] Jun 30 @ 2:32pm 
that is correct, because it isnt a vertical adapter, it reuses the animation because there isnt one yet.

it allows construction in its center 2 tiles instead, allowing transittubes to cross
DaftValac Jun 30 @ 2:24pm 
That particular rocket port adapter building doesn't work vertically, it won't link with other vertical port adapters. Just in case anyone is wondering why their vertical adapters aren't linking.
Sgt_Imalas  [author] Jun 27 @ 8:47am 
Thats a new wip rocket port adapter building that I forgot to hide when the hotfix broke the mod and I had to update
Stroomschok Jun 26 @ 7:30pm 
There seems to a bug with missing text strings for one of the modules, bugging it out. It says it's the .NAME, .DESC and .EFFECT for the RTB_CONNECTORBYPASSADAPTER that are missing. I don't actually recognize which module that actually is but it is also immediately shown from a fresh game start under the rocketry tab, which I'm guessing it shouldn't without any research.

Tested with the mod in exclusion so not caused by any conflicts. Could be weird with missing strings anyway, but perhaps it's what was causing the module to show.

Playing with all DLC (including the new Prehistoric). Here's a screenshot.
https://steamcommunity.com/sharedfiles/filedetails/?id=3509538154
Zergologist Jun 21 @ 2:42pm 
I think the mod options should be updated to reflect that as ethanol is no longer the only combustible liquid anymore
Sgt_Imalas  [author] Jun 21 @ 2:41pm 
That makes it abe to use the same fuels as the petrol generator, which is currently petroleum, biodiesel and ethanol
Sgt_Imalas  [author] Jun 21 @ 2:40pm 
Mod: the fuel tag is changed from petroleum to combustible liquid
Zergologist Jun 21 @ 1:03pm 
Is that a base game thing or something that this mod adds?
Sgt_Imalas  [author] Jun 20 @ 7:41am 
Yes
Zergologist Jun 20 @ 6:48am 
Can biodiesel be used as a petroleum alternative in rockets?
adamok5002 Jun 18 @ 7:53pm 
@DaftValac head to the github and download the latest auto-build, issue is fixed in it and the steam version is probobly not going to be updated for a bit due to it being in the middle of a large feture addition. link to the auto-build you want will be in the bug report i submited in the issues section
DaftValac Jun 18 @ 7:40pm 
I'm just running into the cartographer module causing crashes too.




MissingMethodException: Method not found: bool .Instance.RevealCellIfValid(AxialI)
at BucketUpdater`1[DataType].Update (DataType data, System.Single dt) [0x00000] in <9dbd2ddc6e904050808ea00cdae92652>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00090] in <9dbd2ddc6e904050808ea00cdae92652>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x0002d] in <9dbd2ddc6e904050808ea00cdae92652>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00025] in <9dbd2ddc6e904050808ea00cdae92652>:0
at Game.SimEveryTick (System.Single dt) [0x0006c] in <de400b4adfd7413aba747f509f69c810>:0
at Game.Update () [0x0008e] in <de400b4adfd7413aba747f509f69c810>:0
Sgt_Imalas  [author] Jun 18 @ 6:40pm 
ah, no wonder noone reported that
adamok5002 Jun 18 @ 6:34pm 
did a touch more testing,not the robo-pilot, but the cartographer module causing it, will get you the crash log
Sgt_Imalas  [author] Jun 18 @ 6:29pm 
Noone has reported any issues with robo pilot modules so far.
are you referring to the modded or the bionic dlc module?

can you post a crash log on my github/discord?
adamok5002 Jun 18 @ 6:26pm 
likely that you already found this bug, but trying to use the robo-pilot module on a rocket will cause a crash when launching the rocket. only happens with this mod enabled, and happens with only this mod enabled
Sgt_Imalas  [author] Jun 1 @ 12:36pm 
saw it.
will be added to RE port buildings next update
mementh Jun 1 @ 12:11pm 
Rocket port buildings no longer exchange heat with the environment. in latest patch notes.. !!
Sgt_Imalas  [author] May 27 @ 3:06am 
for larger buildable interior there are space stations (40x40, 70x70,100x100)
Sgt_Imalas  [author] May 27 @ 3:01am 
the plated nosecone also has a larger than normal interior
Sgt_Imalas  [author] May 27 @ 3:01am 
there is an extra large interior:
Expanded Spacefarer module
Arcturas May 27 @ 2:51am 
I assume the absence of this is an intentional design decision - but would love to see an extra-large rocket interior for colony rockets. The vanilla "melt the walls" strategy is so obviously an exploit; but the rockets people build using this are also very interesting and cool. Would love it if these large-interiors were just very expensive (advanced materials to make it end-game only; and high burden to the rocket to make it a design tradeoff) and therefore something to work towards.
Templar May 21 @ 2:27pm 
oh im stupid i thought it took the minimum conductivity, thanks a lot!
Sgt_Imalas  [author] May 21 @ 6:59am 
you can edit the element yaml in the mod files, but that will be overridden each mod update
Sgt_Imalas  [author] May 21 @ 6:56am 
conduction panels use the mean conductivity, they can be used to cool alloy buildings
Sgt_Imalas  [author] May 21 @ 6:55am 
no.
it is intentionally that nonconductive
Templar May 20 @ 5:55pm 
any way to edit the thermal conductivity on neutronium alloy? it somewhat defeats the purpose of having +2000C overheat temperature if it barely transfers temperature therefore heating it until it turns into steel gas. maybe a config option for the neutronium alloy stats or just an update to make it equal to regular steel. please and thank you.
Sgt_Imalas  [author] May 1 @ 11:59pm 
not related to RE
sarkusvytautas May 1 @ 10:37pm 
Error in PlanScreen.PlanScreen.OnSpawn at (20.00, 84.00, 0.00)

System.NullReferenceException: Object reference not set to an instance of an object
at MaterialSelectionPanel.Filter (Tag _materialCategoryTag) [0x001a3] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at ProductInfoScreen.MaterialsMet (Recipe recipe) [0x00042] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at (wrapper dynamic-method) PlanScreen.PlanScreen.GetBuildableStateForDef_Patch1(PlanScreen,BuildingDef)
at PlanScreen.RefreshBuildableStates (System.Boolean force_update) [0x00098] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at PlanScreen.OnSpawn () [0x000da] in <5375d36347d34bc0b1ea487bdcad48e4>:0
at KMonoBehaviour.Spawn () [0x0005d] in <1f583ce96a48430ba66629e5477a0517>:0
Build: U55-663500-S
Sgt_Imalas  [author] Apr 19 @ 8:16am 
you need the config option enabled, then research it by undusting artifacts and create it with the new module
MiserableGamer Apr 19 @ 4:15am 
How do you make a space station for refueling?? Saw it mentioned in the comments
MiserableGamer Apr 19 @ 3:06am 
Open the Documents\Klei\OxygenNotIncluded\mods\mods.json file

Search for all instances of "status": 3

Replace with "status": 1

Save the file

Load the game
MatDiF Apr 15 @ 4:43pm 
SqL google that issue its not specific to this mod. If uninstalling and reinstalling the offending mod doesnt work you need to go into a test file and change a 3 to a 1 or something. It happens to any mod at random.
Sgt_Imalas  [author] Apr 9 @ 5:48am 
vanilla mod installation bug, unrelated to the mod itself.
use mod updater and skip that restart message with esc.
SqL ツ Apr 8 @ 5:53pm 
Game keeps asking for restart after installing the mod.
Andocromn Apr 6 @ 7:19pm 
Oh, I guess I'll have to wait for some mugs to regenerate...
Sgt_Imalas  [author] Apr 6 @ 3:20pm 
undusting artifacts atm (which is not the final way of getting them)
Andocromn Apr 6 @ 3:15pm 
How do you get deep space research points?
mementh Apr 1 @ 10:36pm 
would love someone that knows better to make a video to show that off cause my brain aint seeing it :\
Sgt_Imalas  [author] Apr 1 @ 2:46am 
You can either build a rocket platform or attach fueloaders to the station docking ports
mementh Mar 31 @ 10:28pm 
sgt, whats needed to refuel/transfer? build a rocket platform? is there something to do more research vs getting the artifacts?
Sgt_Imalas  [author] Mar 30 @ 11:50am 
you can refuel rockets there atm
mementh Mar 29 @ 7:35pm 
so i am getting a space station setup, what benifits/uses does it offer..
it has nothing setup/there? just a big empty space? do i need to add something else to it?