Oxygen Not Included

Oxygen Not Included

Rocketry Expanded (DLC)
878 Comments
Sgt_Imalas  [author] 20 Jul @ 9:51am 
is updated. use mod updater
8bitlikadam 20 Jul @ 6:50am 
Dinosaur update pls <3
ElrondHubbardClone 17 Jul @ 9:04am 
anybody have a layout for the Extended Spacefarer Module so I don't have to think for myself? :)
Sgt_Imalas  [author] 13 Jul @ 5:54pm 
base game is not supported.

if you are referring to spaced out vanilla; update your mod with mod updater
BlackIce 13 Jul @ 1:10pm 
The latest version of the base game deactivates the mod (which I love - great job btw!) at game start.
Vladimir Bergholtz 13 Jul @ 10:56am 
Damn sorry man, I mistook the missing port signal for the tank being empty...........
Sgt_Imalas  [author] 13 Jul @ 10:20am 
there is probably a blob of the wrong liquid stuck in it
Vladimir Bergholtz 13 Jul @ 10:17am 
The liquid rocket fuel loader doesnt seem to work. Ive connected Petroleum to my port and it doesnt transfer it to the tank using the big petroleum engine. The gas loader behind it does work though
Sgt_Imalas  [author] 11 Jul @ 12:26am 
it is intentional - it burns something like petrol engine.
Zalassy_ 10 Jul @ 11:32pm 
Great mod, i was wondering if its a bug or not, why does the Natural gas engine requires an oxidazer tank? Its not in the information of the engine nor the requirements
Celador 8 Jul @ 10:01am 
@Sgt_Imalas Ok, thanks. Hopefully will reach rockets for once to even try them.
Sgt_Imalas  [author] 8 Jul @ 9:52am 
it temporarily reuses the anim.
its function is entirely different; it allows placing tiles/transit tubes on its 2 central tiles
Celador 8 Jul @ 8:38am 
@Sgt_Imalas Is there a difference between that part and vertical rocket port adapter? They seem identical. Is it just accidental duplicate?
Sgt_Imalas  [author] 8 Jul @ 8:37am 
mainly missing its anim and strings
Sgt_Imalas  [author] 8 Jul @ 8:37am 
I am aware.
its a wip building that I forgot to disable last update
Celador 8 Jul @ 7:01am 
Just in case - disabled all other mods and checked, yeah, it's still there.
Celador 8 Jul @ 6:46am 
For some reason with this mod enabled - I have a part in Rocketry unlocked right upon colony start and it's missing strings. I've checked - and it's a copy of vertical rocket port adapter. I tried fresh colony, and yeah - it was still there, right upon starting.

https://imgur.com/gJRhJUC
Sgt_Imalas  [author] 6 Jul @ 6:09pm 
thanks for the feedback!
Sgt_Imalas  [author] 6 Jul @ 6:07pm 
a life support nose cone has been in in conception for a while now; I plan to add that eventually
Allmoz 4 Jul @ 11:42pm 
As a side note, I loved the idea of the Solar nosecone. Both the Basic Nosecone + Spacefarer module start feeling a bit underpowered once you start getting the more advanced ones and it gets hard to justify to build one. The Solar nosecone is a step in the right direction, a non livable nosecone with extra utility. I would suggest adding other variants of the Solar Nosecone, like a gas storage nosecone, a liquid storage nosecone, or a cargo storage nosecone. Hell, you could even combine them into a single life support nosecone capable of carrying small amounts of water/oxygen/oxylite/algae, just enough to support some cycles in space without having to sacrifice rocket modules or interior space to store those life support resources, they would make supplying them easier via cargo loaders. Current cargo modules are just way too big in both capacity and height, perfect for mining and moving cargo, but not for storing life support resources.
Allmoz 4 Jul @ 11:38pm 
The command modules unlocked with the Luxurius Liv'in Space tech are insane.

Plated Nosecone is easily the best module for non Drillcone rockets, its bigger than a standard Spacefarer module by a couple of tiles while also shorter by 1 module height than a Standard module + basic nosecone.

Extended Spacefarer module feels like a mini asteroid on its own.

The Luxurius Liv'in Space tech could easily be in the 250 databank research tier and still be totally worth it to rush it just for how good those modules are.
Allmoz 4 Jul @ 11:37pm 
Ive been playing a bit with the mod and have some feedback:

Extended solo nosecone: This one is good. Fits right into that spot where the basic solo nosecone just doesnt cut it but the Spacefarer module is way too big for your needs. Its also unlocked just around the time when you are still playing around with short rockets. For providing a single dupe with all the tools it needs this one is perfect.

Stargazer nosecone: This one is weird. Even if you sacrifice the top 10 tiles with solid tiles to deal with the light issue you still end up with 44 buildable space on a 3 height livable nosecone. For comparison, the extended solo nosecone is 1 module taller, only has 40 tiles and has a more awkward layout. This one definitely needs to be higher in the tech tree, its way too good for how early its available, you only need super computer tech. Should be right there in the Luxurious Liv'in Space tech along with the Plated and Extended ones or at least right after Celestial Connection.
Sgt_Imalas  [author] 2 Jul @ 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 2 Jul @ 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 1 Jul @ 7:17am 
OK :meephappy: Already unlocked
Sgt_Imalas  [author] 1 Jul @ 4:48am 
That srud9is wip, once its finished you find that in a derelict, rn you analyze artifacts
夏目まさる 30 Jun @ 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] 30 Jun @ 4:38pm 
yes
ibfolk2c 30 Jun @ 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] 30 Jun @ 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 30 Jun @ 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] 27 Jun @ 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 26 Jun @ 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3509538154
Zergologist 21 Jun @ 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] 21 Jun @ 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] 21 Jun @ 2:40pm 
Mod: the fuel tag is changed from petroleum to combustible liquid
Zergologist 21 Jun @ 1:03pm 
Is that a base game thing or something that this mod adds?
Sgt_Imalas  [author] 20 Jun @ 7:41am 
Yes
Zergologist 20 Jun @ 6:48am 
Can biodiesel be used as a petroleum alternative in rockets?
adamok5002 18 Jun @ 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 18 Jun @ 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] 18 Jun @ 6:40pm 
ah, no wonder noone reported that
adamok5002 18 Jun @ 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] 18 Jun @ 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 18 Jun @ 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] 1 Jun @ 12:36pm 
saw it.
will be added to RE port buildings next update
mementh 1 Jun @ 12:11pm 
Rocket port buildings no longer exchange heat with the environment. in latest patch notes.. !!
Sgt_Imalas  [author] 27 May @ 3:06am 
for larger buildable interior there are space stations (40x40, 70x70,100x100)
Sgt_Imalas  [author] 27 May @ 3:01am 
the plated nosecone also has a larger than normal interior
Sgt_Imalas  [author] 27 May @ 3:01am 
there is an extra large interior:
Expanded Spacefarer module