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Titan
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4.424 MB
Mar 14, 2024 @ 9:35am
Jan 10 @ 9:32am
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Titan

Description
This is an attempt at Titan with conditions as close to the real thing as the game engine will allow.

Atmosphere:
- 95% Nitrogen,
- 5% Volatiles

At the (very low) ambient temperatures volatiles will tend to freeze out into liquid fog, meaning these percentages will vary over the day/night cycle, and the vapour effects seem to generate increased buoyancy when near the ground (nothing I can do about this!).

Ideally the ambient temperature would be a few degrees lower but this results in volatiles freezing out during the night. Whilst this looks awesome, it also spawns tens of thousands of ice objects which crashes the game after the first frame is rendered and they start to fall. I suspect if it worked they would also hurt, a lot. As a result I've had to bump the temperatures up a few degrees to prevent it from happening. Don't worry though, it's still plenty cold enough!

Ores:
The frozen hydrocarbon surface has reserves of usable ices and hydrocarbons (coal) but only scant ores, deposited by metorites but dig below the surface and you'll undercover a frozen sea of water ice and beneath that a rocky core rich in minerals.

Gravity:
Gravity on Titan is 1.352m/s/s which is only about 14% of Earth (or about 84% of the Moon's gravity). Combined with the thick atmosphere things will feel very light on the surface
(note however that once inside a room the game engine magically gives you normal gravity - also nothing I can do about that)

Starting Conditions:
Modified starting conditions to swap out solar for wind power (trust me you're not going to see much sunshine on this map!) and to provide a deep miner which you can use to extract metals from the core

Watch:
Watch on Youtube at https://www.youtube.com/watch?v=IOvOcLjMvyw
35 Comments
Lost_Octagone Jun 14 @ 7:02am 
I was wondering weather this world will be updated to account for the new terrain gen system?
God, owner of the Universe May 28 @ 2:03am 
I don't oppose some adjustments of the deep miner ores, but it was a fun / finally quite different experience to have to cope with the low rates.
anonymous_6669 May 28 @ 1:18am 
2. spawn rates for silver, cobalt, nickel are too low:
before editing my worldsettings.xml I had 1 silver per ~500 other ore.
this means that for adv.alloys one needs multiple drilling/centrifuge rigs and common ore becomes a waste product, hand-mining with a color ore scanner is extremely lacking in these ores as well, I may have had a bad spawn but the xml file lists extremely low values even compared to base game where people already say those ores are too rare.
As the mod's dev said they want the player to rely on drills I would suggest updating the ore rarity values for deepmineables.

This is because the early-mid game progression bogs out when you have almost no rare ores which you need to produce more rare ores which results in a tedious deadlock.
anonymous_6669 May 28 @ 1:18am 
So I've ran into a map-specific issues:

1. gasses (e.g pollutant) can't be disposed without creating ice when vented into the atmosphere, the storms won't despawn it and it will lag out the game.

solutions?: voiding ice by feeding it into a recycler or putting a chute thru bedrock to void the item.
Please tell me if this works!
anonymous_6669 May 11 @ 7:32pm 
That is messed up bruddha, let's hope they just terminate everyone's private licenses or pirate the poop out of them.
FYI I didn't kno the game runs on 30k per year, that's wild and must mean they have like 3 dudes working on it. The sheer skill involved in programming all that in unity of all engines is crazy, speaking from experience as an assembly programming autist.
God, owner of the Universe May 10 @ 9:16am 
Whenever that next official update may be ... Unity threatened RocketWerkz on 9th of May 2025 they'd revoke their Unity access on 16th of May. Reddit post by Dean Hall (Rocket, CEO): https://www.reddit.com/r/gamedev/comments/1kiyh0m/unity_is_threatening_to_revoke_all_licenses_for/
anonymous_6669 May 10 @ 8:50am 
I forgot to mention this only happens on the beta branch, please take it as a clue that the mod will likely break again with the release of the next update due to some terrain system changes, as expected honestly.
anonymous_6669 May 10 @ 8:35am 
{EXCEPTION] NullReferenceException no terrainSettings data found error on world creation specifically on your titan map.
XanWolf Mar 31 @ 8:59pm 
I just went to try to do this and in the pre-flight checks, I noticed that the airlock supplies are geared for a basic airlock -- which seems to be for station locations without atmosphere. In another crate, there is the advanced airlock supply board; but still only one set of active vent and passive vent. Please consider tossing the "airlock" card, moving the "advanced airlock" card to this crate and upping the number of vents to support the advanced card.

Thank you for taking the time to do this mod!!!
PtDaFool Mar 10 @ 4:52am 
This is a great take on starting conditions. An interesting 'non-standard' way of beginning things.

Might say a touch easier, or a touch harder depending on one's knowledge of the game. The cold is certainly a challenge, but no more so than it would be on Europa. There's ways and means to heat things up - far easier than it is to cool off on Venus that's for sure. Congrats on an excellent modded world!