Good morning Echo! I find it exciting to see your starter colony filling up and creating the need to explore and potentially settle on a new asteroid. Keep up the great work, and as always loved the episode! 👍🚀
For the critter breedong rooms. Attach a critter sensor to the incubator together with the timer and a and gate. Now you can set it to only incubate if there are no critters in there. now you do not create tooany critters, and never have to do the manual culls
Can confirm: Cartographic module is the reason planets get randomly detected. I've had it happen a few times, but it never happens when I don't use them.
I had the same problem and I built an other landing pad bellow, then some building to connect it from bellow, but then the rocket could not detect my liquid oxidizer tank and had a range of 0... I abandoned the idea of big rocket and just use radbolt engine ^^ launching it to space before is a better idea that I didn't had
Creating super efficient power grid: build power feeder cluster with one smart battery and the number of power transformers you want to feed you main grid with--> feed the rocket platform grid with power transformers-->distribute it via outgoing power transformers. This will allow all the generators connected to smart battery turn on when the smart battery is not full, but you feed the main grid with power that is limited by feeder transformers. I usually build more transformers/more powerful transformers+attach one battery to resource that i have most abundant. Usually i do 1 smart battery per resource type. So i.e. 4 hydro generators connected to 1 smart battery, connected to 2x4k power transformers (or 4x1k PT) feeding the receiver power transformers with 2x2k cable (you can connect 2x1k transformers to one 2k cable, which will not burn your grid). On the main grid, i have transformers that will drain those 2k cables, and feed it to main grid which is connected to rocket platform with 20-50k cable. This setup allows you to automate rocket batteries (that have 5x the capacity of normal smart battery) with a workaround.
So in short. With this setup you can have automated power grid with i.e. 5 batteries, that has capacity of 21 smart batteries (or 9 batteries with capacity of 41 etc.). :)
having a "staging planetoid" with a skeleton crew that provides the basic supplies like water and food would be interesting, i don't know what methods of transportation there are for planet-to-planet supply transfer, but you could reduce the surface used, on your starting planetoid, by rockets to just one cargo rocket which also transfers the pilots to the staging planet may be too convoluted of a system though, i don't know how automated you can make the loading and unloading of rockets or if you can build dupe teleporters and stuff
@Echo Launch the rocket > rebuild > land at new platform. also you can stop drowning the slicksters and have all the overflow carbon dioxide go to the hatching room. that way you dont need more ranches and get more oil.
ever thought of keep those pips wild critter than raise and butcher them? they just live and reproduce 1 in their cycle. it's really hurt my eye seing that scene
First again i think :D Edit 1:For the spacefarer module i think you should make it go to orbit and then move the rocket platform Edit 2:Just realized my idea doesnt work
@@Purplesou345 Launch the rocket into orbit, build a lower rocket platform, land the orbiting rocket on that platform and then simply switch the engine out with a new one. That should work, I have done it multiple times myself.
Can't you just automate the jumbo battery as a "power generator"? not sure if it's more efficient, but I'm thinking something along the lines of: solar panels pump their power into the jumbos, the jumbos are NOT on the main grid but instead connected via a transformer and have the transformer(s) connect to the main grid with automation wire to a smart battery to keep track of levels. This way the jumbos don't charge via main grid, just via panels and with the smart battery you can prioritize the power source being the jumbo batteries.
You can send the rocket to space, rebuild the platform lower and then land it down on new platforms. Then you can just replace the engine
Why didn’t I think of this. Thank you for filling in my brain gap.
glad i read comments i was typing this and about to hit send
@Brad, me too lol
Glad to know someone hopped on this
You can simply launch the rocket and build the platform lower, land it there, and replacing just the engine doesn't destroy the spacefarer module
that supersuit clip was great, glad you kept it in
Good morning Echo! I find it exciting to see your starter colony filling up and creating the need to explore and potentially settle on a new asteroid. Keep up the great work, and as always loved the episode! 👍🚀
I like this series. I struggle with colonizing new asteroids so this is somewhat helpful for me.
For the critter breedong rooms. Attach a critter sensor to the incubator together with the timer and a and gate. Now you can set it to only incubate if there are no critters in there. now you do not create tooany critters, and never have to do the manual culls
The cuddle pips!! 😩 How could you!?! 🥺
Can't wait for next episode, where hopefully _noone_ d!es. LOL. Tyfs. Hope you're having a good week, Echo!
All those cuddle pips
Now they are cuddle bbq. :)
@@EchoRidgeGaming The tastiest of floofs I'm sure.
we need a Tucker who is a mechatronics engineer and a Phlox which is a doctor now.
Can confirm: Cartographic module is the reason planets get randomly detected. I've had it happen a few times, but it never happens when I don't use them.
Thanks for the tip. I am going to investigate more in that direction.
I had the same problem and I built an other landing pad bellow, then some building to connect it from bellow, but then the rocket could not detect my liquid oxidizer tank and had a range of 0... I abandoned the idea of big rocket and just use radbolt engine ^^ launching it to space before is a better idea that I didn't had
Creating super efficient power grid: build power feeder cluster with one smart battery and the number of power transformers you want to feed you main grid with--> feed the rocket platform grid with power transformers-->distribute it via outgoing power transformers. This will allow all the generators connected to smart battery turn on when the smart battery is not full, but you feed the main grid with power that is limited by feeder transformers. I usually build more transformers/more powerful transformers+attach one battery to resource that i have most abundant.
Usually i do 1 smart battery per resource type. So i.e. 4 hydro generators connected to 1 smart battery, connected to 2x4k power transformers (or 4x1k PT) feeding the receiver power transformers with 2x2k cable (you can connect 2x1k transformers to one 2k cable, which will not burn your grid). On the main grid, i have transformers that will drain those 2k cables, and feed it to main grid which is connected to rocket platform with 20-50k cable. This setup allows you to automate rocket batteries (that have 5x the capacity of normal smart battery) with a workaround.
So in short. With this setup you can have automated power grid with i.e. 5 batteries, that has capacity of 21 smart batteries (or 9 batteries with capacity of 41 etc.). :)
Interesting take on power setup, I like it.
@Echo Ridge Gaming this happens if you accidently or intentionally enter Debug mode via Backspace. Thats probably how you discovered Floodina
Haven’t been in debug mode on that map in a few episodes. Def wasn’t in debug when it was discovered. Thanks for the theory though.
having a "staging planetoid" with a skeleton crew that provides the basic supplies like water and food would be interesting, i don't know what methods of transportation there are for planet-to-planet supply transfer, but you could reduce the surface used, on your starting planetoid, by rockets to just one cargo rocket which also transfers the pilots to the staging planet
may be too convoluted of a system though, i don't know how automated you can make the loading and unloading of rockets or if you can build dupe teleporters and stuff
I like it.
Echo in space
bingo
Is the hidden Echo the one floating in space during the credits?
bingo
@@EchoRidgeGaming Bye echo! (And St Patrick after that)
Blueprints mod works perfectly, as of now.
maybe you can build the new rocket before you destroy the spacefarer module and then just copy the interior of the first one
smart batteries also leak energy a significant amount less comapred to the other batteries.
Perhaps Floodina is next to one of the other maps and you did a build that overlapped into it. Sometimes that kind of weird clip can reveal new areas.
Good theory
@Echo Launch the rocket > rebuild > land at new platform.
also you can stop drowning the slicksters and have all the overflow carbon dioxide go to the hatching room. that way you dont need more ranches and get more oil.
pretty good idea!
Rebuild the pad while the rocket is in space... should work, but I don’t have the DLC.
lol, he needs a tether!
Pokeshell or Oakshell for your Ethanol Destiller?
👍
@17:48 You're welcome!
lol
ever thought of keep those pips wild critter than raise and butcher them? they just live and reproduce 1 in their cycle. it's really hurt my eye seing that scene
You can deconstruct Rover and get 100 steel back to build a new Rover...
Rover reincarnate!
First again i think :D
Edit 1:For the spacefarer module i think you should make it go to orbit and then move the rocket platform
Edit 2:Just realized my idea doesnt work
yes this should work
No bcs then how does he put the new engine
@@Purplesou345 after he will launch the rocket to orbit he can deconstruct the launch pad to lower level
@@ilaiweintraub6058 He still wants to put the engine there but can't bcs the rocket already has a engine
@@Purplesou345 Launch the rocket into orbit, build a lower rocket platform, land the orbiting rocket on that platform and then simply switch the engine out with a new one. That should work, I have done it multiple times myself.
Can't you just automate the jumbo battery as a "power generator"? not sure if it's more efficient, but I'm thinking something along the lines of: solar panels pump their power into the jumbos, the jumbos are NOT on the main grid but instead connected via a transformer and have the transformer(s) connect to the main grid with automation wire to a smart battery to keep track of levels. This way the jumbos don't charge via main grid, just via panels and with the smart battery you can prioritize the power source being the jumbo batteries.
is that echo in space at 21.07? i hope he has plenty of o2.
bingo
!dwu
By cycle 1000 I have supercoolant+ therminum this is a very late game exploration