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Telescopes, Space Scanners, Regolith management & Solar : Tutorial Nuggets : Oxygen Not Included
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- Опубліковано 29 лип 2020
- Last video I got done before holidays, next video will be monday. When you first start on space you have to deal with Telescopes and the game instantly gets very complicated very quickly. You have to learn how to survive in space and deal with the almost constant bombardment of meteors. We first cover how to do it on the cheap. Then we move on to automating bunker doors with space scanners to provide us protection form the meteors while allowing us to harvest sunlight for solar power. Of course this requires dealing with regolith which is and of itself the most complicated part of dealing with space. Robo miners to the rescue which introduces the further complication of cooling in vacuum.
Save Game file
drive.google.c...
Show Building Ranges Mod
steamcommunity...
Scanners and interference reference sheet
forums.kleient...
/ francisjohn
Credits song - Dan Lebowitz - Surrender
Damn i nailed the order without even knowing this tutorial:
-build the observatory below the ground
-remove the observatory
-forget the observatory
-build a solar farm underground
-build the rocket
-get power up there
-get a cooling system running because the power converter keeps melting
-scrap said system and just move the converter into the isolated control room
-almost asphixiate my colony
-save my colony by building a second oxygen plant within 5 cycles with yellow alert
-almost run out of power because the generators weren't refilled for 5 cycles
-build the antenna as a deco object
-run out of coal
-wait its cycle 300 why am i still only using coal
Perfectly normal. The only odd thing is what your doing in space at cycle 300 :)
You have a gift for storytelling.
I honestly can never thank you enough for this series of tutorials, I have fallen in love with this game in a major way and I absolutely could not have progressed as far as I have without your help! If I might be so bold as to make a request, I would love a tutorial of setting up a power brick to go along well with my industrial brick. May your whiskey be smooth and potent!
cringe.
@@phire3408 nou
The trick with the power brick is the design of the power spine (which needs to basically follow your transport tube network). First you need to graduate from coal to a Full Rodriguez SPOM with 7 (the maximum that fits) H2 generators in a power room. It is the best form of energy and should be the go-to until you need water for something else. Next is petroleum. If you look at FJ's industrial sauna design (Oassise playthrough for instance) the Lower levels of his industrial brick are Petroleum generators. These need 2kg per second petroleum so a 1 pump boiler can feed 5 of them continuously. But power is intermittent so build storage and 8 generators connected to automation to shut off when your battery box is full but restart when your fuel storage fills. Storage and shutoffs are also important because most designs are not "black start" so if something falls over you need a reserve of coal, H2 or petroleum for a restart / stabilisation of your power systems.
Glad you made an update video to space tackling.
I honestly find it unnecessarily complicated how the scanners work, especially since scanner range and telescope range aren't shown in-game for some absurd reason. But alas, that's ONI for you.
Also, that Regolith collection system seems like a perfect fit to use a Sweepy in, if Sweepy actually had a decent carry weight. They really need a buff.
“There’s been whole maths... done on this.” Francis John 2020.
Another amazing tutorial. Your Mid-Game hump tutorial helped me get to space, and now with this tutorial I should be able to conquer it!
Glad to hear it, I'll do Voles next. Without them you end up with way to much Regolith.
I looked for exactly that. thank you!
So... i destroy everything ... for the 5th time and this time it'll work.
Only the fifth? 😋
You got to pump those numbers up!
Even using debug mode to design a build then make a blueprint, i still end up destroying and recreating things
glad we're back
Another mod recommendation - “No Manual Delivery”. It adds the “allow manual use” checkbox to EVERYTHING. I grabbed it at first because I wanted to do a lot of regolith collection and dupes occasionally got caught in the loop you’re talking about.
But it’s amazing for stuff like mass moving resources and general automation.
For me it’s the same level of “this should be part of the base game” that the building range mod is.
*Automated Canisters* as well
So important, very nice for coal generators as well
Is there any mod that allows you to stop/completely stops dupes from doing something what a mechanical arm can do? Like I have a mechanical arm that puts cooked food/ingredients in a conveyor loader/grill, conveyor loader is set to allow manual use so that dupes dump any food/ingredients that rot ousidet of my deep freeze box, but then they'll also try to pickup food that's in mechanical arm's reach, the food that has been cooked, and this takes both dupe time and time overall because an arm can and would have done that way faster
@@kurushimee auto sweepers can reach diagonally through a box like this from any corner:
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◼ ◼
◼
but duplicants can't, just stick a conveyer chute in that one tile and let the dupes dump any dropped food back in there. For food that rots in there I stick in an bin outside, the arm will grab any spoiled food and stick it in there, to get around dupes not being able to reach the food I put in a fridge set to ~3 kilos of cooked food, the arm will stock the fridge from the storage when needed. Now you have one tile of infinite food/ingredient storage and one arm loading the grill, the fridge, and the rot pile bin :)
@@mylesgarrett5961 no I meant like the cooked food out of grill/gas range drops on the floor, and if duplicant wants - he can get the job of putting that food in my deep freezer instead of my grill, that's what I don't want - for them to do anything that my automation can do. Otherwise I'm already using this design for my deep freezer yeah
I can’t describe how much I needed this
Space mechanics are so fun to manage! Can wait for Klei to rework the whole thing
Not in vanilla
I thought I knew space backwards and forwards (mostly from your last tutorial on the topic over a year ago now), but still learned something new.
The timing of this couldnt be better. Just started looking into space stuff and ive been looking for a comprehensive vid for a while. Thank you!
You are a literal life saver, I was just about starting to consider space in my current "first decent" playthrough. Thanks!
Glad I could help
Same, i just build my first big Statue, got my petroleum production running and wanted tu build a spaceship next :-)
tbh my biggest takeaway from this video is that you don't need an aquatuner for the mining laser cooling loop. A self-cooled steam gen setup is apparently enough on its own. Free energy, too.
Yeah, that surprised me too. But it makes sense. You need so little cooling for them after all. They only run a little bit now and then
Something that I didn't properly notice watching this video at first: the mention that regolith cools down the sweepers and dispensers. This is very important, as if your setup (as did mine) has one of them protected from regolith, it will never have any way to cool down and will break eventually.
By the way space in this game is kind of the point where you discover *everything* needs to dump its heat somewhere somehow.
Thanks for the very helpful video!
perfect timing on this video. thanks for the great tutorial. answered basically all my wtf is happening questions.
I love your talking speed. Much more information input per second. It´s like reading. Tutorial is also great.
As someone who is about to do space for the first time I can really appreciate the 'dumb' methodes you've listed. Space is the biggest hump/learningcliff by far after the early game. Perhaps even more then the early game...
This was the hardest tutorials to make, took me a week of testing to figure all the stuff out. Space is really hard in this game.
@@FrancisJohnYT regolith keeps breaking the wireing in the doors, do i have to spend a never ending amount of steel to keep them going?
Thank you so much for the video, I cannot find any other video that explained as well as you do. Really needed this before I started space venturing!
I do feel like they need to make a few more in game tutorials, space is a bit of a learning cliff for a lot of people.
Very useful info as usual! Thanks!
If I may add something... one scanner (at 100% quality) alone has a detecting range of 34s-200s. 2s out of 166s, or 1/84 chance of failure. Now that might be small enough, but, you can improve it with a second scanner, even with 0% quality. That's because it shares the same detect range. So, the chance of both scanners missing the shower is 1/7056. For a starting minimal seutp it's more than enough, you might not need to extend the miner/bunker setup over the 2nd scanner, just place it far away enough from the 1st not to interfere with it.
I always put a buffer gate after the not gate. Usually set at min range - 40s (of course for 2 scanners up). This way I maximize energy production by solar panels. It serves almost no purpose if you don't do solar. That said, w/o solar you open the doors only for the telescope, or do the bunker trick you showed at the start. You don't need doors. I won't touch rockets because it's a subject on its own.
I don't understand what you mean by 2 scanner being better that 6. The two scanners setup can (and will) detect meteors when far away, even @199s possibly. The bunker doors close, and they sit there waiting for the shower to start, and they may loose the signal. The chances of both of them loosing the signal at the same time, causing the doors to reopen is greater than the chance of 6 scanners loosing it. If you do use a buffer gate, with 2 still you can't close the doors too late, leaving a much larger window for failure. The 6 scanners setup is safer, if you add the buffer gate set at 160s, you have very small 4s window (you could reduce it even further), and all 6 of them have to loose the signal in those 4s.
One thing you could have addressed is power distribution. You can't power a full setup with 2kw wires, you need transformers (which need to be cooled etc.) Of course if you have solar panels you have battery banks but they are not necessarily in space.
yep, you are totaly right, if you use the buffer gate. he probably forget the set up when you calculate the time to have max solar energy or (more probably) it's too complicated and he wanted to be more a nuget tutorial that a full detailed one. i personaly prefer the 6 one o even 7 if i have the space (to lower the chance of forgeting the shawer). if you are alredy puting the miner for the regolith and for solar why not XD.
you can't power buncker whit the 2kW anyway, and you already putting a battery box, just do it all together XD
Tackling space is the only time I've felt overwhelmed in this game.. ever.. so thanks for this tutorial
Aaah the space . . . The most painfull biome to fix mistakes . . .Thank you very much
you did explain all the stuff that some of us that have 1000 plus hours have discover ( painfully ) during several runs. I might use this video to show people in the forums asking noob questions all the time
31 seconds later, I see this.
First time for me: First. Hollaaaaaa!
Also. Francis, you are the king!I loved your minibase thingie!
Your vids are even more interesting than the game, keep it up!!!
Visually, glass is transparent to us. But a telescope needs the upmost optical care to work, and RF waves have a hard time penetrating through a different refractive material and still give you the same result. Thus it actually makes sense that glass doesn’t work to me in either case.
True for the space scanner. You'd the mesh tiles would cause issues with the telescope though
Watching this at 1.75x speed is very amusing. And still, I can understand everything, so kudos!
When I edit I'm to impatient to watch the whole video, so I play it back at double speed. I now watch almost everything on double speed, my friends think I need help :)
@@FrancisJohnYT Well, it's either that, or we need time, because we're always out of time. Especially, if the job is based on deadlines, you start living in a world where everything is just speed up 2x :D
This is really helpful considering I just breached the surface in my game.
I been into space for a while on multiple maps. But I still got some new tips. Thanks
FJ, king of how to do stuff in Oxygen Not Included.
oh my goodness THANK YOU!!!!!! I just started playing ONI a few weeks ago and have become absolutely obsessed with it, but my space systems have been super trial-by-error for the most part, your videos help SOO MUCH!!!!!!!! Can't wait to get my first rocket launching!
Love your stuff FJ, you've saved so many of my bases
I'm using 100% network quality in my game. I have a filter for 130 seconds, then a buffer for 50 seconds. This seems to prevent the issue with the doors re-opening immediately after closing. I also have a few regolith cruncher doors set up.
The filter / buffer pair is an absolute solution to the issue of false-negatives he brings up. You detect the shower 200 seconds out, the filter starts the doors closing at 70 seconds, the doors finish at 32 seconds, and the buffer makes sure they stay closed for 50 seconds after that. You're now 18 seconds into the shower, and the scanners will all be sending "detected" signals even though scan quality is now 0%.
It's straightforward, and I'm baffled that John simply gave up on a decent solution, and recommended the much-inferior 2 scanner setup instead.
Perfect timing.
Excellent content. Very concise, good demonstrations, good explanations.
Only things this is missing is the savegame file in the description ;)
(These have helped me a bunch in the past actually, hope you'll put it up)
Sorry about the delay, was on holidays and a bit slow on the responses. Save game file is not linked.
You're like the Scott Manley of Oni
That's a huge conpliment
If you use thermium you could use a sweepe to move the regolith to one end than a sweeper to move it in to an automated despencer
Theoretically maybe, but sweepy is really slow. There is *a lot* of regolith. It's more for low volume items. Cleaning up messy floors is about the only use case. I use it to clean up left over food in the dining room for example.
BTW I just wanted to say I have been experimenting with your design and it's quite possible using a few tricks to have steel autosweepers. It means you're gonna need more than one steam turbine and you will have to actively loop your petroleum loop to cool the autosweepers and the bunker doors. It actually works better if you divide into smaller loops and if you use Naphta instead of petroleum. The fun part is you end up producing a lot more power thanks to the steam turbines.
How does it work? Presumably you need to have petroleum on the floor to transfer the heat away from the sweepers, but then surely when the regolith falls down it pushes that away? Also, the heat from the regolith surely overheats the sweepers almost immediately?
Just made it to space, closed off the top of the map with bunker tiles (will replace as needed with bunker doors) and so I started checking out this video. However it seems the latest update changed some of this? Is there a new setup that works better or more compactly?
This is pretty much still the standard, some people use door crushers to destroy the regolith it takes a bit more automation.
Their have been two big changes though.
Industrial machinery no longer impacts network. (So you can place stuff near the scanners now)
Telescopes can no longer be walled in. (They lose vision now)
if you have perfect scanner quality, all you need would be a Buffer gate followed by a filter gate. The combined time should be enough so that the meteor shower has begun.
That's fine, if you do it correctly. That's the thing we want to avoid tough, isn't it. Do less things, so less things can go wrong. We can always increase complexity, and more things go wrong. It's easy to do things, when you know how to do them. Know what I'm getting at?
Thanks man, I really needed this, I didnt know how scanners worked
This is great! Even though I have 200 hours in the game (well... that's probably not much by your standards) I didn't know half the things you explained. I was still trying to use CO2 to cool space setups, but this is much simpler! And the fact that regolith eventually gets knocked off the top of the C miners... that's just going to make collecting stuff SO. MUCH. EASIER.
yeah, when you have a place that can stuck a dup the dups will find a way to get there and get stuck, when you are building or digging large areas is a good idea to have plenty of ladders to keep them safe, you can deconstruct it after you are done.
that's what I was waiting for.
Yay more ONI!! Loved baby base sir!!
My setup was a telescope, one bunker door and a manual switch :)
i've build this setup before using one of your older video's. Its quite time consuming and I had some issues with powering the doors (not making them steel and they melt) but after everything was made out of steel it has worked wonders for me. I'm stuck with a ton of regolith now. I would really appreciate if you would make tutorial video on a regolith melter. I was looking at one of your older vids but just got lost in the process.
Me caveman. Me disassemble and reassemble auto miners to remove heats
I wish I could remember to do such things, I inevitably forget and my first indication is I run out of power as my whole solar array is clogged up with Regolith for the last 10 cycles.
I was expecting a jumpscare near the end but only got disappointed xD
using gate is also good
Francis you might consider redoing an advanced temperature control system for your tutorial nuggets playlist. Personally I do have the information already figured out because I’ve been playing and watching you play for a long time, but it took a bit of learning. (I’m talking about highly refined temperature control systems here. For instance my automatic sleet wheat/thimble reed/arbor tree/etc farms are controlled by temperature control systems that operate at exact temperatures. There is not even one degree of variation. I’m not sure, but I think some people might really benefit from this kind of information).
My setups are usually built pre-space. I use two aqua tuners and a tepidizer in a polluted water reservoir. For high temperature requirements (forming natural tiles in vanilla play through) I use petroleum reservoir, aquatuner and a metal furnace.
I'm going to cover some temperature stuff but I don't think I'll get that detailed.
Francis John do what you do. I truly love your work. I always look forward to your videos
Now that Conduction panels are in the game, it should be far easier to cool the autosweeper setup. probably still need steel for them, but way better than needing thermium.
Alright, tried it. yes, you will occasionally overheat steel autosweepers, even with aluminum conduction panels. darn.
Great info as always Francis. It's all amazingly helpful. Probably not the best place for this but would appreciate you doing a filler video for mods that you run on most play throughs. Still looking for some of the good QOL ones.
I'm very mod light to be honest, I only use a small amount and even then I get a few more crashes that I would like.
@@FrancisJohnYT I also only use a few mods in particular I'm curious which one you use for speeding things up.
@@dwainedeicke6176 In my more recent playthroughs I list all the mods I use in the description.
Drink tea not coffee
Speed Control
Pliers
Blueprints
Glad you are going back to doing these type of videos. Its always interesting to see how others manage various "obstacles" of the game. And to see the most "efficient" way :P
If you lack ideas for themes, i would like to see series broken down into:
Elements (sand, rocks, liquids, gasses): What are its uses etc..
Reactions: Hows does each element react and/or work with other type of elements. ie. burn polluted water and get? etc.
Maybe do a low material series, where the above is shown?
anyway, i really like your ONI content. Sadly i am over Rimworld myself, after countless hours and beating the game brutally :P
Great vid only 1 thing missing, the use of space scanners to detect incoming rockets. Would really appreciate a tutorial on this aspect as I have seen people putting them under bunker tiles etc and just wondered what the best positioning is for them. Great snippet about the cooling of the miners though, that one caught me out so is defo essential tip. Use your vids often in my playthroughs, loads of good info in them, keep up the good work.
Putting them on top and to the side of the rocket seems to work. There are just two free extra tiles there. Yes, they will be slow in theory, but rockets are detected a long time before they actually arrive. That also allows you to easily connect automation wires to the doors and the gantries.
is more simple than what you thinking... just put anyway near, they are using the same network power of the other scanner
edit: he'll probably speak about that in a rocket tutorial
very handy tutorial^^
Thanks!!
as always thanks for the video :)
Holy chocolate I'm sort of early! Hi there fellow ONI and FJ fans! I hope your day is good.
27:33 Missing the save game in the description.
drive.google.com/file/d/1jEY0Xcs3IEX2PsRGP9QwqCFyMDt4-6q9/view
Here you go
Your assertion that you don't want 100% network scan is incorrect. You can connect all the output signals together in such a way that the doors close when one detects. Then you use some combination of automation to delay closing as well as the re-opening. It helps for power failures too.
I comment to help statistics
Finally.
Love this!
cool
I kinda disagree that you should build a batterie box to complement your solar panels. Batterie boxes take a lot of metal to build for relatively little energy storage. I think of solar panels as a way to complement whathever other energy source I was using before. I can just use coal or natural gas or whathever whenever the sun is not shining. If I can rely on the sun 2/3 of the time, then it still means I use 2/3 less fuel.
I think the battery box is my factorio training coming out, solar without accumulators was not very viable. But you are right, in ONI it's a solid option.
@@FrancisJohnYT The standard steam-turbine/aquatuner cooling setup can also be slightly modified to store energy. The idea is to disable the turbines when batteries are high and to inject more water in the steam chamber when temperature is too high.
For comparison, 1 kg of 200 Celcius steam contains 425 joules of electricity when fed to a steam turbine, 1 kg of metal only contains 100 joules of electricity when used to build jumbo batteries, yet metal is generally considered more precious than water. You can get even better numbers by blocking an inlet or two.
@@Tamizushi I like the idea of using an ethanol chain as the battery for solar. You power distillers with the solar electricity and burn the ethanol on demand. An exploit-free ethanol chain is pretty much a zero-sum game because it needs quite a bit of infrastructure that eats the power of the generators. Like, the CO2 alone requires an army of skimmers plus some sieves to be dealt with. That makes it more of a battery than a power source.
Then of course, built in space, there is an easy and exploit-free way to get rid of your CO2 and now your ethanol actually boosts your solar's power generation by being power positive on its own.
@@kamalotkam This sounds completely reasonable to me. A single liquid reservoir full of ethanol contains the same amount of energy as 125 jumbo batteries. Plus you will get tons and tons of pdirt which can be used to ranch pokeshells for lime.
So consensus is either 2 or 6 scanners. I personally like 6 and automate with timers for maximum precision.
great video
Excellent content as usual Mr. Francis. Are there any bits that have been outdated since introduction of Spaced out / Radiation / update changes ?
This is pretty much still the standard, some people use door crushers to destroy the regolith it takes a bit more automation.
Their have been two big changes though.
Industrial machinery no longer impacts network. (So you can place stuff near the scanners now)
Telescopes can no longer be walled in. (They lose vision now)
Scanners and other buildings now show the ranges they need to operate.
@@FrancisJohnYT today i noticed another change with scanners. They dont work if you stack them under each other. The signal stais the same. Seems it only depens on sky coverage. But on the other hand, single scanner has better signal (24%). So less scanners needed, but have to be next to each other. (Hope it makes sense, not a native english speaker)
And i have one question. Does the detection time (you know, the 40-200 sec before meteors) work the same way with returning rockets? Or does it have fixed time independant of signal strenght?
i like your bild but what about a conveyor dor system at 19:00, where each dor in sequence will close after the next(delay filter) pushing the regolith (after its been broken up) in a direction. it requires no power, has no mass limit, can run during the night, and will not overheat so you don't need thermeum .
I thought they patched door crushers so now they destroy regolith? I could be wrong.
I still prefer to work inside the intended mechanics of the game though it's just feels right.
@@FrancisJohnYT the dors would only be used to move the nodes regolith. you would still use the ato miners to break them.
@@FrancisJohnYT just tested it, it still can push stuff
I really love and enjoy your videos and all, but is this tutorial really necessary when space is going to be revamped in like a month?
I wanted to redo the voles tutorial as it was horribly out of date. I started to do Voles and realized I had not done a tutorial on how to harvest regolith.
I get distracted easily.
Yay an oni video!
These four things are the simplest technology.
Instead of using miners, what about using horizontal mechanical airlocks to open and close to crush the fallen regolith? I've been doing that for my bases and it's power free and faster and required no cooling. Each open/close breaks one layer. You do need automation to setup the open/close cycles though.
I though that method now destroyed the regolith? or was that just a rumor?
@@FrancisJohnYT oh haven't heard of that. I'll have to observe it.
@@FrancisJohnYT Ah you're right! My doors are now destroying the regolith! Although sometimes they do leave a few debris of regolith, I think when there's something hidden in the tile to begin with. Sad day...
regolith keeps breaking the wireing in the doors, do i have to spend a never ending amount of steel to keep them going?
Thanks for uploading. I got the opportunity to view a rocket launch in 2018. Memorable experience. I uploaded a pretty fun video of the trip to my channel.
+1 inscrito
Jfc what a nightmare space is
It might take the robo miners to take several hundred cycles to heat up.. But it takes several seconds if the regolith piles against it and transfers heat..
Oh did they add those vision tiles to the space stuff? Oh a mod. Anyway. I didn't expect the line of sight to be centered on the edge of the telescope.
I have built the robo miners in the past and they work great. In my current build the petro that i use to cool the miners will not drop from broken pipes..and if i try to empty the pipe it falls as if it were moped up. did something get changed or am i missing something?
it took some investigation and some tinkering but i figuard it out, great tutorial, i've used it on every base..thanks
Space in ONI is a bit tough to get into, the whole cooling things in a vacuum is not taught by the tutorial stuff.
Glad it helped you out.
I think we can add an OR gate, so that if one of the 2 scanners detects the meteor, the door would close, without having both of them needing to send the green signal. right?
You can but then you are closing the doors earlier than you need to, remember worst case scenario they will both detect the meteors with time left to close the door.
Why not just leave the regolith where it is? Also, what does the regolith have to do with slowing your computer down (if your CPU is weak)? Lastly, if my computer CPU is not very good, what is the most processor heavy stuff in the game that I can control and maybe speed up dawn screen freeze. Thank you!
Sweeping all the debris into one spot is the easiest thing you can do to improve performance. For one thing it reduces temp calculations between the debris and the surrounding atmosphere. Secondly if your dupes are looing for something like building material to construct a copper ore door they have to do a search to find the closest ore and chose between all the different options. No choice required if it's all in one spot.
After sweeping it's best to avoid mixed gases and liquids.
hmm. last dispencer. why not make it into a conveyer deposit? to transport iron, gold and stuff? then everything is out of the way it's should be ok. no interference :)
Thx!
Regarding additional scanners beyond 2, why not put in a buffer gate, filter gate and buffer gate to make sure the bunker doors open and close when needed?
why does no one analyze the destination? i build a telescope, supplied it with oxygen, power, and it has 55% visibility, but no one wants to analyze it(i have field research of coarse)
You need astronomy not field research, it might also be priorities settings or the game could need a reload. Try setting the telescope to ! and check under the errands tab of the telescope, if a dupe is on the way it will show you. If no dupe is coming restart the game and try again. If still nothing either dupes cannot access the device, it's missing something (Power/O2) or none of the dupes have the necessary skills.
A little late to the video but can't you have mesh tiles above the scan area of the scanners and just never worry about the metors? Or does that still block view because it can't see the top of the map at all?
The mesh tiles would be destroyed by meteors so you need the bunker doors to stop that from happening.
@@FrancisJohnYT oh cool thanks.
Hi there great video. I really appreciate it.
I try this build. Works great so far. However there's slight problem. When the debris is too much collected on top of the bunker door. And when the door release it. Some of them still manage to pile on top of the miner. The miner couldnt mine it fast enough and get entombed. So dupes still have to come and help and repair. Is this avoidable?
If you keep the doors tight against the top of the map only 2 tiles of regolith can collect. If you have them lower than that you need to leave more space below the miners.
@@FrancisJohnYT thank you. I kept too much space from the red zone.
Francis, you are not cooling the auto-sweeper. It will overheat.
I also wondering if there is someway we reduce the amount of energy this layouts demand.
Hi Francis, would you consider doing a supplement to this video explaining exactly how the automation between the scanners and the bunker doors actually works? I have been using last year's video and I am almost finished the setup. I have found comments to this new video talking about getting the automation to work but it still isn't very clear to me. These are some of the questions I had. 1. Since the latest that 2 scanners would detect the meteor shower is 67 seconds will I want to build in a delay of 28 seconds so that they start shutting 39 seconds before the shower or do the scanners delay sending the signal to the bunker doors themselves? 2. Related to that question, if the scanners detected the shower immediately (200 seconds out) are they going to (a) Start closing immediately, or start closing after 28 seconds( if I have installed a buffer) and (b) if they have closed after my 28 second buffer leaving approximately 134 seconds left to go until the shower, will the bunker doors remain closed until the shower is finished or will the scanners loose contact due to the closed doors and signal the doors to re-open? And finally (3). What does change in order for the scanners to signal the doors to re-open? Is it (a) once they failed to detect the signal due to the bunkers doors being closed, or (b) is there a set period of time that they close for (which would cause a problem if they detect early). As you can tell.... I'm confused.... This is about my 6th attempt at a colony and my first attempt to get into space.... and I am going to succeed darn it!! I was very depressed to read that they are about to redo space in a months time. If the changes are radical I will be wanting to restart with a whole new colony. Waah!! My seed SNDST-A-1270186283-WSF (the easy asteroid) is really good as it has 2 natural gas geysers side by side quite close to your initial base as well as a hydrogen vent, iron volcano and 2 polluted water vents on the map. Probably the reason I have actually made it this far as power and water supply have been so easy! Love your videos. They have been very helpful to me. Obsessed with this game....
EDIT: Well, I powered it up. Still not sure exactly how it works....but it works with the doors staying closed for each meteor shower regardless of when it is detected. So maybe no video needed!
Woot.
Hey! Thanks for the tutorial, perfect timing since I was going to tap into space for the first time :) however, I do have a question about the number and arrangement of scanners. So 6 scanners allow the earliest detection of meteor showers, right? So why only use 2? Another question is why is stacking the scanners 15 tiles apart bad?
You don't really need maximum quality. The failure chance is very low once you combine several scanners. To start with you can just use one scanner if you only have some doors above a telescope for example. If anything gets hit it can be repaired or rebuilt.
The more scanners you use, the higher chance one of them *fails* to detect incoming meteors. Then it will send happily send "all clear" signal down the line and open the doors - just in time for meteors to hit.
Finally!!
Is a sweepy a good option for collecting the regolith?
What can airflow and mesh tiles be used in space? do they allow leakage of material in space or can I use them to airflow between rooms with back wall when building things in space? I like the DLC when it comes to space since you can better upgrade to alternative energy without things crashing those solar panels.
Airflow and mesh can be used in space, gas and liquids do not leak through the back of them.
@@FrancisJohnYT What about pneumatic door and open airlock, mechanical airlock, and bunker doors?
Epic
Weird, my doors don't auto reopen -.- i came here to see what i am doing wrong.
Automation wire to NOT gate to doors.
Radars detect, close doors, then doors stay closed forever. How do you get them to auto reopen without a timer? hummm
Francis John
thx
Nice :)
In some of your playthroughs I've seen you tuck in a corner and wall in the space scanner you use for the rocket silo doors. Does this by any chance also work for the space scanner exploit you mentioned?
Afraid not, those scanners are depending on other scanners network quality.
Is there a solution for the sweepers overheating? Yes with thermium they don't overheat till 975, but as its space, and sweepers make their own heat, they continue to heat till they pass 975 and break, then they have to be deconstructed and remade. Thermium makes it take longer to overheat, but doesn't solve the problem. Anything that does? They get too hot for a self cooled steam generator to keep up, plus its a pain to try and get a cooling loop onto them that wont evaporate the liquid, though not impossible.
The regolith from the meteors fall down on the sweepers when the bunker doors open, this keeps the sweepers at around 300°C so they never overheat!
@@Not_Aa_Bird Ahh, that makes sense. I still had mine overheating all the time initially though. Perhaps because I had a bit of a regolith backlog to get through. I ended up hiding them under the C's and liquid loop cooling them, which was a huge pain But now that it's caught up maybe I can move them back out and stop.