@@mazfars it is interesting that he ignored this comment, maybe he just didn't see it but it's the most liked one and I posted it immediatly after the video came out
I read 99% of the comments, but I would spend a lot of time to respond to them all. I started using the grounded option after these comments popped up;)
A couple of things. If you can use oxylite, that is significantly better than an o2 diffuser. (less footprint, less materials needed on board) There is no need to bring bleach stone for your sanitizer station. My starry eyed dupe was up in space for 15 cycles making data banks and never went through the entire thing. Also, when your rocket is landed, set it to grounded on the crew control, and it will prohibit the rocket wall bathroom from being the hub of social activity :) Just found your channel and I really like your attention to aesthetics. I am right there with you. Looks great!
Artifact analysis is done by decorator dupe. Allow him researching in priorities. ... Buildings inside landed rockets can be disabled for all dupes by clicking Grounded button at rocket control station.
Maybe to help the off gassing, you could swap the storage containers with the driving thing, or replace the top right carpet tile with an air flow tile
Nice design :-) - Researcher needs Aesthetic design to analyze artefacts in station. - When you've build Decontamination Shower, I remebered I've never used it properly. This time I have few of them right at entrance to my living module and i just love them - they disinfect both dupe and anything hes holding in his hands, this way no germs can get inside my living module :-) - You can use Grounded mode (in Rocket Control Station), which disables toilets etc. while on ground. It even forbids taking things out of container (fridge for example), while still allowing to store things in them. - There's no need to switch to crew before launch - crew will always automatically board the rocket. - Maybe i am wrong but is carbon dioxide able to reach pump? Since there's just one airflow tile, isn't right down corner occupied all the time with oxygen? Keep them coming, these days I can't have dinner without your channel :-)
On account of the CO2 extraction, I was thinking the same thing. Airflow tile above the pump, aswell as the current on the left, allowing some flow past the sensor
Switch power cable because of decoration value. Also control temperature when landed by adjusting water and oxygen temperature outside the rocket. Also switch all pipes to golden radiant)
I also love to put carpeted floors for my dupes XD it says their toes are tickled when they walk there. Juuust so adorable! >___< Looove watching/listening your plays as I work!
I’ve seen rocket designs use an air pump with an atmos sensor. They disable it at first to let a layer of C02 build up one tile. Then they set the atmos sensor to sense when that layer gets too much co2. It will consistently pump out only co2, but the downside is you have to have a layer of co2 at the bottom which doesn’t look pretty, another con is that off gassing near it can mess it up too.
I wanted to ask how to make a good vertical Atmo suit dock room and how to cool water. for reference I am at cycle 100 and don’t have plastic yet but can get it one I get the dock
Loved watching the series so much that I decided to buy ONI for myself lol! I've been having a blast but I'm always stressed cause I'm a bit of a perfectionist and so it's hard to handle stress and messes and germs and everything all at once, but I'm taking my time on baby mode and just trying to enjoy the journey!
Congratulations, you've joined the dark side. ONI is a fantastic game (prefer booting this up instead of any of the AAA titles, e.g Dying Light 2, AC Valhalla). For the OCD of cleaning everything all at once: fight the urge. Early game is usually chaotic. Start with getting a pitcher pump for H2O, and Wash Basin with Outhouse. Once you have a latrine (look at the room overlay tooltips in-game for a guide) get some cots. This is usually, depending on the map, manageable within the first cycle. From there, priorities and schedules (and ofc; food) and you're set to explore and progress to mid-game. Hope this helps your early-game, and maybe others might wanna chime in with more tips (like linking YT tutorials and guides). Have fun, and good luck 😁 Edit: this was assuming you play on default settings in Survival, or No Sweat. Higher difficulties, it's basically the same, just even more chaotic until you've stabilized your colony.
@@salemprompthous3820 hey, I've made my world on the no sweat difficulty and progressed to around cycle 60 or 70ish I think? I've got a LOT of research done, but in contrast it feels like I don't have much works around the base done(such as expanding and building). I think i might not have enough dupes, I'm at like 5 right now I think? I'm finding it hard to really progress due to not knowing what I need at this stage in the game, I guess since there's not much pressure on oxygen and food, it's made it easy to neglect those, but theres also my ignorance on the best ways to provide those things right now. I dont really understand ranching, and I'm scared of getting other gasses like hydrogen and natural gas in my base, along with bringing back slime lung as well. I dont understand what it does or how to contain it, so I've just avoided it.
@@naefaren3515 Disclaimer: bit of a long one, if you'd rather not read it all, I'd suggest looking into some tutorials on YT. @Francis John's channel has a bunch, both general guides and straight up "how-to"s. He's where I've learned most of the basics, and a lot of the more advanced mechanics. His way of progressing might feel a bit off-putting, as he's more of the "build it functional, re-do it later" and not the "let's do it right the first time" type. So, here goes: Yeah, I was reluctant at first to deal with slimelung, but it's mostly harmless. Place some storage bins submerged in liquid, high priority (high being 6 and up) and only store slime. That way the slime won't offgas and spread it's germs. Deodorizers near the slime biome to produce some clay, aswell as clean oxygen (in which slimelung will die off), and placed in tight chokepoints between your base and the slime/polluted H2O. On the note of ranching, it's quite simple (this room layout is from @Francis John, so if you have issues with my explanation, I'd suggest having a look at his "show and tell" 😅 ) atleast for Hatches: dig out a room of 100 tiles (25x4) with doors to seal it in each end (or a wall in the back, all depending on your layout). Right up to the entrance, critter drop-off (with these settings; 7 critters, hatch and hatchlings, auto wrangle surplus. Will also need a dupe with Ranching I skill), storage bin with what you feed hatches (generally you'd want to morph them to stone versions, which is sedimentary rock), then the grooming station where ranchers will "groom" them, making the critters tame after a few cycles. This will, in total, take up 5 tiles horizontally, after which you'd place another door, then rotate a door to horisontal above it, which will stop the hatches from "jumping the fence". Flooring in this 5x4 area should be filled in with tiles of any sort, hindering the hatches to burrow. If done right, this will leave you with a Ranch-room of 96 tiles, which supports 8 hatches, and is the maximum size of this room-type. The rest of the room, however, can be used for other things, like a rock crusher or research, even some farming (anything defining another type of room (massage table, power tuning station, farming station etc.) will overwrite the grooming station, stopping the taming process). Outside each ranch, in separate rooms that is, you'd want about 5 unpowered incubators per dupe/ranch, and have stone hatch eggs on continuous. So if you have 5 dupes, one ranch would be okay, two would be better. Once you have stone hatches, feed them any of the "raw mineral" type you have the most of, igneous rock would be the better option if you have a volcano (magma freezes into igneous rock), but taming volcanoes is a whole other issue in itself. All hatch eggs should be removed from the ranch immediately, as 7 hatches in one of these Ranch-rooms will be cramped with 1 egg (cramped debuff overwrites the buffs from being tame, and you'll lose out on the massive egg-production). If you have mechanized arms and conveyors, these can automate the extraction of eggs, leaving you the option to have 8 hatches per ranch. With mechanized automation, place the eggs in a pool of liquid, where dupes can still pick up eggs in order to resupply the incubators, they'll automatically drown once hatched, automating the culling process at the same time. All hatches of the regular and stone variants, will excrete coal, which can be used in coal gennies or refined to, well, refined coal in kilns. Refined coal is used in the production of steel. Egg shells should be set to infinite in the rock crusher, as you'll need the lime for steel. And that's the basics of hatch ranching. If you feed stone hatches with raw ores, they'll eventually drop smooth hatch eggs, which needs raw ore in their feeder, and excrete 75% of the ore as refined metal type, so if you have a LOT of sand, feed them iron ore, giving you refined iron, also used to make steel (rock crushers give 50-50 between refined metals and sand, so smooth hatches are generally only used for the "Down the Hatch" achievement, nothing more, as the sand is used in deodorizers and water sieves). Sage hatches eat too much of dirt, though they do excrete 100% of that dirt as coal, dirt is generally preferred to be used for other things, like farming and research, so all sage hatch eggs can be either placed in the "evolution chamber" to drown when hatched or cracked for raw eggs to be "grilled" into omelettes. Meat into Barbeque is the better option, though. More kCal from meat than eggs. If you've read ths far, I hope it was atleast helpful.
@@naefaren3515 on the note of extra hands for building and digging, generally I usually get my first three starting dupes situated with amenities (latrine, mess hall and barracks) and food, then expand that to accomodate atleast 3 more dupes, then use those 3 new ones to expand the base, both in terms of buildings and in terms of food, and then take on new dupes, trying to specialize into general expansion aswell as planning for a rocket-program. Specializing your printed dupes isn't really something that's necessary on the default and No Sweat difficulties, though chosing good starter dupes is highly beneficial throughout your entire play. Personally, when starting a new run, I usually go with 2 build/dig dupes, where one of them has Mechatronics Engineer and the other has Electrical Engineer starter skills (assuming you have the Spaced Out! dlc), and the third is usually my dedicated researcher, preferrably with either Plumbing skill or Operating preference. After starting the game I'd suggest to keep an eye out to printing one dupe with Cooking and one with Ranching, and steer clear of Narcoleptic no matter how good they are otherwise. All this (except the Narcoleptic part, I guess) is just my preference, though, and NOT to be taken as a "do this, or you won't make it". Given you're doing a No Sweat run, it's a lot less risky to try out some things, given No Sweat difficulty settings are set to "minimal". They all eat less, consume less oxygen, gain less stress and when you get to Atmo-Suits, they will lose a lot less durability. All my tips have been towards Default settings in Survival, so the previous ranching tip (or rant 🤣 ) regarding number of ranches/incubators is actually a bit overkill. 2-3 incubators per dupe/ranch should be more than enough to sustain your colony of 5. Will take some time before those eggs turn to meat though, so keep the farms running until you start getting meat. Hope you're having fun with the game. Temp.controlling the base (also something both @Francis John and a bunch of others have) was my main way of losing colonies at first, hope you fare better 😉
You could add a battery in place of the storage bin you were using for chlorine to provide a buffer that should allow you to use the telescope but you get to keep the painting at the bottom of the rocket.
I'm not sure what the temperature is of the oxygen and water going in but if it's still temperature controlled you could use it to help cool down the rocket during landings for as long as you've got the smart battery
in the rocket you could add a telephone in place of one of the storage bin, or even a painting. You don't need it powered or even on the ground. It should give you +3 for the great hall
Doesn't the telescope count as an industrial machinery building? If not, then a great hall would be possible. Though, it also comes down to: is the extra 3 morale even needed?
@@salemprompthous3820 i think only the gaz pump is counting. Well with +3 you can increase the amount of work time and get more of these sweet data banks... Not really game breaking but if you aim for the ultimate rocket you can consider it
Might try some radiant gas and/or liquid pipes to even out the temperature with the smart battery. Short-term, it would definately cool the interior down (atleast with the 10°C oxygen), long-term, maybe not so much. Guessing the module will get re-designed at some point, anyways, so long-term might be a moot point
You could use a not gate and set the gas element sensor to oxygen so the chlorine will get pumped out as well. Or you can just skip bringing bleach stone.
Absolutely crazy episode, love the way your genius mind does these brilliant creations, I'm especially fond of the rocketry part so I was very happy today :>>> Keep up the awesome work!!!
@@Nathans-Sandbox oh.... I never knew it... 2 things.. 1. Great that u read and acknowledge the comments 2. For pure scientific missions, disabling the control station still makes sense.
Elli has a much nicer little space capsule this time. I wonder if you could make, like, a mobile base that way? Just build a bunch of rockets like that, and then once at a new planet, land a whole fleet of rockets + crew and never have to build a real base.
@@Nathans-Sandbox ich spiele dieses Spiel schon lange,fast seit Anfang an. So habe ich das noch nie hinbekommen.. kannst du dir auch vorstellen ein Tutorial zu machen? Wie man was am besten löst?
Make sure your dupe has the necessary skill, that you have plastic on board and that you didn't accidentally disable the machine, that's all I can think of that could go wrong on the top of my head.
The grounded option in the rocket control station makes it so that dupes can fill any storages and deliver anything that is needed in the rocket but they cannot use buildings like the toilet or take materials out of storages. Also i would suggest not putting bleach stone in the rocket. They do not use a ton of bleach stone with the hand sanitizer so you do not need to worry about it running out while in space. The other nice thing about grounded is that you do not need to change it in space as everything is open for use by the astrodupe and once it lands it turns back into a grounded state
Du brauchst die Gebäudeteile beim Landen nicht abschalten dafür gibt es in der Raketenkontrolstation den Auswahl Punkt "am Boden" dann sind die Gebäude bzw. Maschinen wenn die Rakete gelandet ist für die Verwendung verboten. (Lager werden trotzdem gefüllt) Desweiteren kannst du auch die Rakete auf "alle" stehen lassen nur die Besatzung ist wärend des startens in der Rakete und rennt sofort hin sobald du auf starten klickst :D
Für deine Artefaktstation muss dein Meisterhafter Künstler forschen dürfen sonst passiert dabei nicht, ist bei der Samen Erforschung das gleiche Betrifft dann den Landwirt
Thanks to ConstantinSensei (aka Rafet) for providing me this awesome design, had fun building it:)
Thanks!
You can use "grounded" option from the rocket control station so that dupes don't use facilities in it while it's grounded
This
@@mazfars it is interesting that he ignored this comment, maybe he just didn't see it but it's the most liked one and I posted it immediatly after the video came out
Nope he reads the comments
I read 99% of the comments, but I would spend a lot of time to respond to them all. I started using the grounded option after these comments popped up;)
A couple of things. If you can use oxylite, that is significantly better than an o2 diffuser. (less footprint, less materials needed on board) There is no need to bring bleach stone for your sanitizer station. My starry eyed dupe was up in space for 15 cycles making data banks and never went through the entire thing. Also, when your rocket is landed, set it to grounded on the crew control, and it will prohibit the rocket wall bathroom from being the hub of social activity :)
Just found your channel and I really like your attention to aesthetics. I am right there with you. Looks great!
Artifact analysis is done by decorator dupe. Allow him researching in priorities. ... Buildings inside landed rockets can be disabled for all dupes by clicking Grounded button at rocket control station.
Thank you for using my desing! You can also use a battery module with a solar module so you never run out of power.
And a battery module can be charged at the platform (which would also charge up the smart battery), making solar modules supplementary when in-flight.
He needed to change the battery model because of the engine he uses. It is not enough for those to have in the rocket.
@@dokka94 I used that engine too. I used battery module instead solar and artifact module.
Maybe to help the off gassing, you could swap the storage containers with the driving thing, or replace the top right carpet tile with an air flow tile
What a great episode for space exploration! Really liked the layout for the rocket
👍
I find it hilarious that the first painting in the rocket was of a screaming duplicant XD
That was great! Definitely the kind of artwork you want to expose yourself to when flying across space;)
Nice design :-)
- Researcher needs Aesthetic design to analyze artefacts in station.
- When you've build Decontamination Shower, I remebered I've never used it properly. This time I have few of them right at entrance to my living module and i just love them - they disinfect both dupe and anything hes holding in his hands, this way no germs can get inside my living module :-)
- You can use Grounded mode (in Rocket Control Station), which disables toilets etc. while on ground. It even forbids taking things out of container (fridge for example), while still allowing to store things in them.
- There's no need to switch to crew before launch - crew will always automatically board the rocket.
- Maybe i am wrong but is carbon dioxide able to reach pump? Since there's just one airflow tile, isn't right down corner occupied all the time with oxygen?
Keep them coming, these days I can't have dinner without your channel :-)
On account of the CO2 extraction, I was thinking the same thing. Airflow tile above the pump, aswell as the current on the left, allowing some flow past the sensor
Switch power cable because of decoration value. Also control temperature when landed by adjusting water and oxygen temperature outside the rocket. Also switch all pipes to golden radiant)
Is there a bigger decor buff than 12?
I also love to put carpeted floors for my dupes XD it says their toes are tickled when they walk there. Juuust so adorable! >___<
Looove watching/listening your plays as I work!
😉👍
You can disable the usage of the toilet while the rocket standing on the ground via the rocket control station.
I’ve seen rocket designs use an air pump with an atmos sensor. They disable it at first to let a layer of C02 build up one tile. Then they set the atmos sensor to sense when that layer gets too much co2. It will consistently pump out only co2, but the downside is you have to have a layer of co2 at the bottom which doesn’t look pretty, another con is that off gassing near it can mess it up too.
I wanted to ask how to make a good vertical Atmo suit dock room and how to cool water. for reference I am at cycle 100 and don’t have plastic yet but can get it one I get the dock
Loved watching the series so much that I decided to buy ONI for myself lol! I've been having a blast but I'm always stressed cause I'm a bit of a perfectionist and so it's hard to handle stress and messes and germs and everything all at once, but I'm taking my time on baby mode and just trying to enjoy the journey!
Congratulations, you've joined the dark side. ONI is a fantastic game (prefer booting this up instead of any of the AAA titles, e.g Dying Light 2, AC Valhalla).
For the OCD of cleaning everything all at once: fight the urge. Early game is usually chaotic. Start with getting a pitcher pump for H2O, and Wash Basin with Outhouse. Once you have a latrine (look at the room overlay tooltips in-game for a guide) get some cots. This is usually, depending on the map, manageable within the first cycle. From there, priorities and schedules (and ofc; food) and you're set to explore and progress to mid-game.
Hope this helps your early-game, and maybe others might wanna chime in with more tips (like linking YT tutorials and guides). Have fun, and good luck 😁
Edit: this was assuming you play on default settings in Survival, or No Sweat. Higher difficulties, it's basically the same, just even more chaotic until you've stabilized your colony.
Hope you have tons of fun with the game!
@@salemprompthous3820 hey, I've made my world on the no sweat difficulty and progressed to around cycle 60 or 70ish I think? I've got a LOT of research done, but in contrast it feels like I don't have much works around the base done(such as expanding and building). I think i might not have enough dupes, I'm at like 5 right now I think? I'm finding it hard to really progress due to not knowing what I need at this stage in the game, I guess since there's not much pressure on oxygen and food, it's made it easy to neglect those, but theres also my ignorance on the best ways to provide those things right now. I dont really understand ranching, and I'm scared of getting other gasses like hydrogen and natural gas in my base, along with bringing back slime lung as well. I dont understand what it does or how to contain it, so I've just avoided it.
@@naefaren3515 Disclaimer: bit of a long one, if you'd rather not read it all, I'd suggest looking into some tutorials on YT. @Francis John's channel has a bunch, both general guides and straight up "how-to"s. He's where I've learned most of the basics, and a lot of the more advanced mechanics. His way of progressing might feel a bit off-putting, as he's more of the "build it functional, re-do it later" and not the "let's do it right the first time" type.
So, here goes:
Yeah, I was reluctant at first to deal with slimelung, but it's mostly harmless. Place some storage bins submerged in liquid, high priority (high being 6 and up) and only store slime. That way the slime won't offgas and spread it's germs. Deodorizers near the slime biome to produce some clay, aswell as clean oxygen (in which slimelung will die off), and placed in tight chokepoints between your base and the slime/polluted H2O.
On the note of ranching, it's quite simple (this room layout is from @Francis John, so if you have issues with my explanation, I'd suggest having a look at his "show and tell" 😅 ) atleast for Hatches: dig out a room of 100 tiles (25x4) with doors to seal it in each end (or a wall in the back, all depending on your layout). Right up to the entrance, critter drop-off (with these settings; 7 critters, hatch and hatchlings, auto wrangle surplus. Will also need a dupe with Ranching I skill), storage bin with what you feed hatches (generally you'd want to morph them to stone versions, which is sedimentary rock), then the grooming station where ranchers will "groom" them, making the critters tame after a few cycles. This will, in total, take up 5 tiles horizontally, after which you'd place another door, then rotate a door to horisontal above it, which will stop the hatches from "jumping the fence". Flooring in this 5x4 area should be filled in with tiles of any sort, hindering the hatches to burrow. If done right, this will leave you with a Ranch-room of 96 tiles, which supports 8 hatches, and is the maximum size of this room-type. The rest of the room, however, can be used for other things, like a rock crusher or research, even some farming (anything defining another type of room (massage table, power tuning station, farming station etc.) will overwrite the grooming station, stopping the taming process). Outside each ranch, in separate rooms that is, you'd want about 5 unpowered incubators per dupe/ranch, and have stone hatch eggs on continuous. So if you have 5 dupes, one ranch would be okay, two would be better. Once you have stone hatches, feed them any of the "raw mineral" type you have the most of, igneous rock would be the better option if you have a volcano (magma freezes into igneous rock), but taming volcanoes is a whole other issue in itself. All hatch eggs should be removed from the ranch immediately, as 7 hatches in one of these Ranch-rooms will be cramped with 1 egg (cramped debuff overwrites the buffs from being tame, and you'll lose out on the massive egg-production). If you have mechanized arms and conveyors, these can automate the extraction of eggs, leaving you the option to have 8 hatches per ranch. With mechanized automation, place the eggs in a pool of liquid, where dupes can still pick up eggs in order to resupply the incubators, they'll automatically drown once hatched, automating the culling process at the same time. All hatches of the regular and stone variants, will excrete coal, which can be used in coal gennies or refined to, well, refined coal in kilns. Refined coal is used in the production of steel. Egg shells should be set to infinite in the rock crusher, as you'll need the lime for steel.
And that's the basics of hatch ranching. If you feed stone hatches with raw ores, they'll eventually drop smooth hatch eggs, which needs raw ore in their feeder, and excrete 75% of the ore as refined metal type, so if you have a LOT of sand, feed them iron ore, giving you refined iron, also used to make steel (rock crushers give 50-50 between refined metals and sand, so smooth hatches are generally only used for the "Down the Hatch" achievement, nothing more, as the sand is used in deodorizers and water sieves). Sage hatches eat too much of dirt, though they do excrete 100% of that dirt as coal, dirt is generally preferred to be used for other things, like farming and research, so all sage hatch eggs can be either placed in the "evolution chamber" to drown when hatched or cracked for raw eggs to be "grilled" into omelettes. Meat into Barbeque is the better option, though. More kCal from meat than eggs.
If you've read ths far, I hope it was atleast helpful.
@@naefaren3515 on the note of extra hands for building and digging, generally I usually get my first three starting dupes situated with amenities (latrine, mess hall and barracks) and food, then expand that to accomodate atleast 3 more dupes, then use those 3 new ones to expand the base, both in terms of buildings and in terms of food, and then take on new dupes, trying to specialize into general expansion aswell as planning for a rocket-program. Specializing your printed dupes isn't really something that's necessary on the default and No Sweat difficulties, though chosing good starter dupes is highly beneficial throughout your entire play. Personally, when starting a new run, I usually go with 2 build/dig dupes, where one of them has Mechatronics Engineer and the other has Electrical Engineer starter skills (assuming you have the Spaced Out! dlc), and the third is usually my dedicated researcher, preferrably with either Plumbing skill or Operating preference. After starting the game I'd suggest to keep an eye out to printing one dupe with Cooking and one with Ranching, and steer clear of Narcoleptic no matter how good they are otherwise.
All this (except the Narcoleptic part, I guess) is just my preference, though, and NOT to be taken as a "do this, or you won't make it".
Given you're doing a No Sweat run, it's a lot less risky to try out some things, given No Sweat difficulty settings are set to "minimal". They all eat less, consume less oxygen, gain less stress and when you get to Atmo-Suits, they will lose a lot less durability. All my tips have been towards Default settings in Survival, so the previous ranching tip (or rant 🤣 ) regarding number of ranches/incubators is actually a bit overkill. 2-3 incubators per dupe/ranch should be more than enough to sustain your colony of 5. Will take some time before those eggs turn to meat though, so keep the farms running until you start getting meat.
Hope you're having fun with the game. Temp.controlling the base (also something both @Francis John and a bunch of others have) was my main way of losing colonies at first, hope you fare better 😉
You could add a battery in place of the storage bin you were using for chlorine to provide a buffer that should allow you to use the telescope but you get to keep the painting at the bottom of the rocket.
I recommend adding a passive filter to your CO2 scrubber to keep any accidental O2 it picks up inside the capsule!
I will observe it, but I think we might be fine with the filter gate.
I'm not sure what the temperature is of the oxygen and water going in but if it's still temperature controlled you could use it to help cool down the rocket during landings for as long as you've got the smart battery
Nathan you should add the wall paper behind the the glass too, the pipes there don't look very nice
I like to think that Harold is the reason that at Ikea all toilets have a plastic cover with a warning: "Display only!"
Always waiting for more ❤️🔥
Good to know;)
I get a mini anxiety attack when you say "with that out of the way", early in the episode.
Lmao me too. I'm like "NO NOT YET!"
😂👍
Artifact analysis needs tier 2 decorating
👍
Great video!
in the rocket you could add a telephone in place of one of the storage bin, or even a painting. You don't need it powered or even on the ground. It should give you +3 for the great hall
Doesn't the telescope count as an industrial machinery building? If not, then a great hall would be possible. Though, it also comes down to: is the extra 3 morale even needed?
@@salemprompthous3820 i think only the gaz pump is counting. Well with +3 you can increase the amount of work time and get more of these sweet data banks... Not really game breaking but if you aim for the ultimate rocket you can consider it
Might try some radiant gas and/or liquid pipes to even out the temperature with the smart battery. Short-term, it would definately cool the interior down (atleast with the 10°C oxygen), long-term, maybe not so much.
Guessing the module will get re-designed at some point, anyways, so long-term might be a moot point
Did you forget you can disable the rocket control seat in-flight to save time? At least, that used to work, last playthrough you did that.
The goal is to automate it, last time I had to actively interfere all the time to do the research.
You could use a not gate and set the gas element sensor to oxygen so the chlorine will get pumped out as well. Or you can just skip bringing bleach stone.
Absolutely crazy episode, love the way your genius mind does these brilliant creations, I'm especially fond of the rocketry part so I was very happy today :>>>
Keep up the awesome work!!!
Ooh, a new video
👍
A sugar engine with fertilizer oxidizer can hold more modules and can fly further
that picture is a master picace. if i coukd soell
spell if i could
You can disable the rocket control station to stop the dupe wasting time on it.
The rocket gets slower when on auto pilot, just something to consider when disabling the unit.
@@Nathans-Sandbox oh.... I never knew it...
2 things..
1. Great that u read and acknowledge the comments
2. For pure scientific missions, disabling the control station still makes sense.
Elli has a much nicer little space capsule this time. I wonder if you could make, like, a mobile base that way? Just build a bunch of rockets like that, and then once at a new planet, land a whole fleet of rockets + crew and never have to build a real base.
He had to leave Eli a present
👍
Absolut klasse
👍
@@Nathans-Sandbox ich spiele dieses Spiel schon lange,fast seit Anfang an. So habe ich das noch nie hinbekommen.. kannst du dir auch vorstellen ein Tutorial zu machen? Wie man was am besten löst?
Gibt schon ein Tutorial über alles eigentlich. Hier zeige ich mehr wie man es in der Praxis anwenden kann.
@@Nathans-Sandbox okay danke für die Antwort, werde mich dann auch die Suche machen...
Nathan's .Thanks,well ~ goodbye!,=)
👍
Yooooo
Hey
Hey hey
Heya
idk why my pilot dont do the orbital data collection lab :(
Make sure your dupe has the necessary skill, that you have plastic on board and that you didn't accidentally disable the machine, that's all I can think of that could go wrong on the top of my head.
@@Nathans-Sandbox tnx you saved my ass
The grounded option in the rocket control station makes it so that dupes can fill any storages and deliver anything that is needed in the rocket but they cannot use buildings like the toilet or take materials out of storages. Also i would suggest not putting bleach stone in the rocket. They do not use a ton of bleach stone with the hand sanitizer so you do not need to worry about it running out while in space. The other nice thing about grounded is that you do not need to change it in space as everything is open for use by the astrodupe and once it lands it turns back into a grounded state
Du brauchst die Gebäudeteile beim Landen nicht abschalten dafür gibt es in der Raketenkontrolstation den Auswahl Punkt "am Boden" dann sind die Gebäude bzw. Maschinen wenn die Rakete gelandet ist für die Verwendung verboten. (Lager werden trotzdem gefüllt)
Desweiteren kannst du auch die Rakete auf "alle" stehen lassen nur die Besatzung ist wärend des startens in der Rakete und rennt sofort hin sobald du auf starten klickst :D
Für deine Artefaktstation muss dein Meisterhafter Künstler forschen dürfen sonst passiert dabei nicht, ist bei der Samen Erforschung das gleiche Betrifft dann den Landwirt
1 Watt is 1 Joule per second, so saying you loose 20 Wats per second makes no sense 😅
😂