"If you want to build a interplanetary empire you have strip mine a few places, you know to raid and plunder" It's confirmed, Francis uses warhammer 40k as inspiration...
A man too ashamed of his altruism to be honest about his intentions. And too aware, both of himself and the world around him, to buy nto the propaganda.
If you want to make sure everything is stocked inside the Spacefarer before the rocket automatically takes off, you can use an Automation Broadcaster connected to your fridge and/or Smart Storage Bins. When filled, this would send green to a Receiver connected to the platform, just like the way you did it but with an And Gate between. Also, you could simply restrict the door to the bathroom to stop those pesky poopers :)
You should be able to unload the tungsten to a liquid reservoir on a couple of mesh tiles in a vacuum (letting you empty the liquid cargo container quicker!)
@@Tamizushi based on what jf mentioned in the video it's gonna be complicated at the least. Haven't played much with the rockets myself, but rn I don't see a way for single rocket to automatically go to more asteroids
I know you have all the power in the world, but that plug slug storage point, you could pop a wire underneath where they (presuambly) sleep to harvest their resting power. Not sure if they stack on one tile like that, but if they do that could be a significant amount of power in the night cycle. And if it's only a little, well waste not, want not.
In my Last playthrough the slugs didn't pile, they sleep next to each other. If theres no space, they won't produce power. And they only give ~60W/s if cramped, hungry and wild. But maybe it was changed, my info is about 6month old...
@@grandfremdling3841 in regards to them piling into one tile, that's still not happening. Power production, on the other hand, I've got no clue as I tend to just tame a few, then get tamed eggs in for the meat. Last time I tried anything with them, they ate all my ores, gave very little hydrogen, and the power production was only supplementary in a very small way. Not really worth the effort.
I think you're going to want to use a memory module thingy for the rockets so you can stop them from launching automatically before you get the chance to stop it - like - even if the rocket is in space you could flip a switch and _know_ the rocket won't launch the next time it comes back until you turn the switch on again
Just so that you are aware, if you aren't already : In the Public Testing, Klei made Grooming actually give Ranching XP, and fixed the uranium door beeta trick.
@@zncon It wasn't in this video, but a few episodes back. But basically the bettas would take 10 kg of uranium from the door, but the door would reset back to 100 kg of uranium next time it was used.
Klei is finally getting around to making grooming give xp? I took a quick look in the steam workshop and the Ranching Skill Increase mod that I've been using to fix it was uploaded over three years ago, in april 2019.
@@pluralofmad8977 the ranching skilling is one of a plethora of issues that Klei has put on the back burner since launch. Glad to see they're finally doing something about it, maybe there's hope for the general core coding to be improved aswell, specifically on loading a late-game colony ^^
I thought they would never fix ranching exp, I had given up, truly it must be the end times. Also this makes ranching less of chore to hire for. Right now you have to get someone with a high skill out of the gate, no exceptions.
I think that Francis has to go inside the Reactor again. When deconstructing the bridge, a small amount of nuclear waste landed to the left of the pump into the steam corridor which constricts the flow of steam to one tile. Shouldn't be much of a hassle at first but if all power come from here then maybe after a while the bottom row of steam turbines will run at a reduced rate and might cause brownouts.
+12 piloting is not as good as 3 interests with starry eyed. Once that one is trained up in athletics+machines, they can go do some building missions aswell as mining POIs
Three interests are the key to late game picks in my opinion. We lock them in a rocket with a hamster wheel while they do cargo runs. By the time they get out they are 20 athletics, 20 machinery and 20 piloting. Give me a dupe with interests in Buildings, engineering and suit wearing/supplying and they will have +8 mood from skills and have no problems being a build, dig, mechatronic while living quite happily out of a rocket. Special mention for "Kitchen menace" gives a +1 food quality which with berry sludge translates to +4 moral.
Been a while since I made a rust melter, not sure we need one just yet. I'm going to focus on the sour gas boiler for now. ruclips.net/video/FskmQq4BiGw/видео.html&ab_channel=FrancisJohn
Hey Francis, you should increase that liquid valve that’s sucking water out of the steam room since the steam turbines won’t be running all the time. Also, you should put some liquid reservoirs between the rocket unloader and the liquid valve so that the molten tungsten can unload faster and still not break in the pipes.
Have you thought about using the beeta and Saturn critter trap trick for resin production? In terms of the plants you can run with no labour or cooking, it's one of the best (400 cals a cycle per plant, for 20kg a cycle PW, and 12,000kcal per harvest) even without the hydrogen production, and the tree doesn't care about food quality
@@salemprompthous3820 yeah, makes it much more interesting It does care about calorie density tho, since it eats at a fixed g/s rate, so low calorie food can only go so far
@@HappyGingerWolf that I hadn't noticed, actually. Guess I should give it another go with testing 😅 Edit: just usually set up a starvation vole-farm on the tree planet. One 0%wildness egg alongside a relatively small regolith shipment, and the tree just eats what the caretaker dupe don't need (which means the tree eats about 85-90% of the total meat production, if I remember correctly)
@@salemprompthous3820 the tree can only eat 50g/s of food (30kg/cycle, not including resin venting) whether it's 6000kcal/kg or 400kcal/kg But until you hit that cap, it doesn't matter what you feed it
If you stay exposed in that spot for 600 seconds you will have absorbed 1300 rads. That makes it pretty handy to work out tolerances. You can handle 33 rad environments all day due to losing 33 rads to the toilet . Up to 133 rads if your on rad pills. Any consistent exposure after that and your going to start accumulating them. Rads suits triple how much you can handle by giving you 66% rad resistance. Eating fish adds an additional 20% resistance so 86% reduction in absorption. Meaning if we sat in 1300 rads all day with the stacked resistances we would end up absorbing 182 rads.
with 600 hours i still havent explored space/sent out a rocket pre dlc, idk what im so scared of, but it feels like a big step to take. my last playthrough i had my rocket built a fueled by cycle 100. just blows my mind how much of the game i havent done by not exploring space. i think my want to play around with thermium will finally be what push's me
Rocket automation is easier when you don't have to sent 4000 radz every time a rocket land haha great episode, I'm glad this is going to be a long series
Really love following along (though lagging behind) your progress through the series! I think rocket automation could be done better if really needed, but if it works then yeah stick with it. PS Any plans to check out the new test build and maybe do a short video on it over the weekend for next week?
Have not looked at the new build though I hear they fixed ranching exp which I'm really looking forward to. Not sure it really needs a video I though that and the uranium ore door feeding beeta trick was fixed.
if you make a hydrogen powered setup in the ice planet you could theoretically automate the iron sending by building some of those interplanetary launchers
That is on the list, but after we have the sour gas boiler completed. Then we will set up a small colony there who's job it will be to fire Iron back home.
Can you put a liquid tank before the liquid unloader for your rockets? Would let you unload quick, but then still only do 1 kg per second to the steam room.
The liquid unloaders need direct contact with the platform, and pulls directly off any storage modules on the rockets (same basics for the rocket loaders, just in reverse, obviously), so the storage tank can't get any priority before that
Put the tank after the unloader in the vacuum of space and it's working great as a buffer. We had to move the liquid valve a bit but that was pretty easy.
I seriously considered it but that would be a lot of effort right now. There are only two volcanoes on the map, the minor one is on the oil planet would be difficult to use, the major one is in our industrial sauna!! So we would have to go with a metal refinery powered one, they take a lot of time to warm up. After we knock out the sour gas boiler I might be tempted.
You know now that you we seen you deconstruct that bridge you know everybody's going to tell you to fix that aqua tuner right? (In the nuclear power plant)
Considering how painless it was with Millington I opened the doors briefly, fixed the pipe (not aquatuner) and swept up all the salt. Place is now spotless, fixed and locked.
I feel like you should add a way to keep your dupes from getting roasted on take off if they are just passing to a ship, to use the b room, under one launching. Its high risk medium likelihood making it a big threat imo, although I don't know how badly scorched they can get in a lead suit by a hydrogen rocket.
Volcanoes are just crazy, I have about 6 on on my third planetoid, I visit it every so often and come back with hunderts of tons uf refined metal^^ (I should make a contraption to automatically losd it into a rocket at some day though) Edit: if you want to find specifig eggs, add them to the resources view on the right side, then click onto it and the camera jumps to the egg
After realized we could spend a few minutes in there without totally cooking we went back in and fixed and tidied the place up. That liquid blob is gone now.
I have not messed with the rocket programs too much I have a question... When you are unloading that liquid tungsten you said all of the bases are connected to the unloader I see that is true. But it is out pretty really slow like you said. If I was to put more than one unloader there will they link up? Basically how can I empty my rockets automatically faster
Yes, in fact you can put as many loaders and unloaders as you like to speed up the loading and unloading. My water rocket has 8 loaders for a single platform on the water planet and 8 unloaders on my main base which takes about 1.7 cycles to load or unload 81 tons of water vs the 13.5 cycles it would take with a single loader/unloader. To save on electrical infrastructure on the water planet, you can have the pumps run when the rocket is en-route and store up water in liquid tanks. Then have the pumps turn off while the rocket is there and the loaders are running and have the tanks empty into the the rocket. This means that instead of needing 3,840 watts to load the rocket for 1.7 cycles, it spreads that to 1,920 watts over 3.4 cycles so that everything can be run on a single conductive wire.
To add on Andrew Robbins reply, the loaders/unloaders are limited only to what they're filtered to, and the hard-coded 10kg liquid pipe / 1kg gas pipe / 20kg solid rail. It can all be increased with more loaders/unloaders of any type and/or filter.
FOR THE ROCKET AUTOMATION You can use counter and no gate for rocket automation, it is a good idea to send 1 more than it is known how many times they can mine. nice idea to add an alarm to the counter reminds you to free the dupe when the asthyroid mining is done 😃.
Oh I have melted a bit of rust back in the day, it's a huge investment though. Takes a butt ton of steel and we would need a volcano or a metal refinery heat source. ruclips.net/video/FskmQq4BiGw/видео.html
To be able to use nuclear waste in an aquatuner without it ever leaking off and take dmg from time to time, u can use as input to the thermo aquatuner ( pipe with thermosensor , liquid shutoff(connected to pipe thermosensor). The output of the liquid shutoff goes into the aquatuner, the input pipe continues and briges onto the cooling route of the cooling loop ) Hope I made it clear.
Thing is, though, liquid nuclear waste will always spill from any building, whether that's a liquid storage tank, aquatuner or any other building that has an internal storage-buffer (like the aquatuner, when it processes any liquids for cooling, the liquid is temporarily stored in the building). If the liquid is inside at the time the spill is coded to occur, it will spill out, no matter how much fiddling one does. This is why that bridge from the pump was in place, so it'd refill any missing liquids in the loop
Then I'd really like some links to pictures with automation and pipe overlay, cause I tried setting it up using your description, and the aquatuner spat out it's content like it's always done
I'm guessing you're playing on one of the vanilla-type starts, but dlc size? As Daniel Friesen said, the oil planets aren't connected that way on the specialized dlc starts (like FJ's playthrough here: this starting planetoid is only available as a dlc size (small), which adds more than just a few extra challenges to the game
If I zoom all the way out so I can see the whole base, magma to space I get 30 - 32 fps, though this is when I first start it up. Who knows what it's like after a few hours play.
When you limited your turbine output, you didn't add an overflow for those pipes, which will back up and block both of those steam turbines. Edit: nevermind, you put automation on to turn those off later in the video. I should have finished the video before commenting.
LOL. I tried makeing a FJ nuclear reactor with 10 turbines. It blew up right away. I'll have to see what I didn't do right. I've stayed away from nuclear in this game because it seems to be way too fiddly, however, I really need more rads to make diamond drill heads and launch rockets until I can get LOX and LH2.
Either you didn't supply enough water or you most likely overpressurized the steam room which prevented the research reactor to dump the 400C water and that caused overheating. It's not that awful if you keep few things in mind.
@@curiavoca You don't need a convoluted overengineered boiler for power, just a oil refinery or two will provide more than enough petroleum to generate enough power for anything you could conceivably require.
@@curiavoca not really. Petroleum boiler is rather simple and easily controllable. With reactor you need either super coolant or need to deal with corrosion of aquatuner. Also you cannot regulate the output easily. I get that people don't want to deal with research reactor. It's not that simple and failure is costly.
@@the_tiny_Rambo My guess is the water ran out right away. I had a few emergencies pop up right at the same time I turned on the fuel drop off bucket outside the reactor room. There was no steam so it wasn't overpressurized yet.
Please address the ceramic to the Radioactive asteroid Drenchalian, consider how frivolous I am with resources it should last us maybe two projects tops :)
Hm... okay, Francis, i want you to fix some stuff like water siphoning from a steam room. First, why not build permanent cooling solution for it? just an aquaturner with a bit of super coolant and you got a system that will last FOREVER. Also install a liquid bypass after a shutoff valve so you could run these two steam turbines non stop even if you don't siphon water out of it , instead of them flickering on and off constantly. There is also a bunch of other minor things that you could've got better in THIS VERY episode but decided to go "eh, i'm gonna abandon this asteroid anyway ( *in 500 CYCLES* ) so why bother with _good_ solution, where i can do _good enough for now_ , not like it's gonna bite me in the butt somewhere in the future, right? "
Water cooling solution for the polluted water tanks steam siphon thing installed. I let them turn on and off as we don't need any more cooling in the sauna, if the temperature gets to high we can see about changing that.
I mean you could, but you could just fire the liquid if you wanted. You could only fire 10kg per second as opposed to 20kg but that should not be an issue. Would need to store it in liquid tanks in a vacuum though.
@@FrancisJohnYT i personally would go with the frozen stuff simply because i get distracted easily in this game and would have a larger span to handle the stuff before it vaporize. (i know the loss of H an O would be half,in my case i will say "better half than nothing" :D )
2 года назад
There's a mod that makes pressure sensors unlimited. But you might count that as making the game easier?
If you are talking about the steamroom: a Sensor ist only usable Up to 20kg. In the room there is atm 500+ kg. I think: The room will most likely melt if there is only 20kg pressure left.
@@FrancisJohnYT i am not trying to be rude here..just asking. but all you did was delete the bridge right? if you just used to pliers mod to just snip the pip at the inputs bridge that would of done the same thing right?
@@richard2mitchell 07:00 have a look at the piping, anything we do to cut of the bridge either severs the cooling loop or the nuclear waste disposal pipe.
I'm trying to set up my cargo rockets so that they never have to leave the rocket. Currently I'm using pacu farms for food, but I'm going to figure out some electrolyzer setup so that they only ever have to refuel with water. E-Z rocket automation
I'm not exactly YT friendly, I turn off all the mid roll add stuff so YT are not making as much as they would like from my stuff. I don't blame them it's just business.
oke i made you nuts whit my comment´s that i deleted. but why not whit a valve to requlate the steam in the steam room. why not make it whit a shut off liquid valve whit presure sensor in the steam room and a over flow so when close it dumbs then the water back in the steam room from the steam turbine so never look back again.
For a pressure sensor to work (without any extra mods), the room needs a lot of depressurization. A sensor only goes to 20kg, while each tile in the room has 500kg, and rising, thanks to the salt water geyser that won't overpressurize untill there's 5t of gas around it.
"If you want to build a interplanetary empire you have strip mine a few places, you know to raid and plunder"
It's confirmed, Francis uses warhammer 40k as inspiration...
Just Ciaphas Cain, when it comes to Warhammer he is my inspiration.
A man too ashamed of his altruism to be honest about his intentions. And too aware, both of himself and the world around him, to buy nto the propaganda.
If you want to make sure everything is stocked inside the Spacefarer before the rocket automatically takes off, you can use an Automation Broadcaster connected to your fridge and/or Smart Storage Bins. When filled, this would send green to a Receiver connected to the platform, just like the way you did it but with an And Gate between.
Also, you could simply restrict the door to the bathroom to stop those pesky poopers :)
ooo, I hadn't thought of using those inside a rocket :D
i always love that point in FJ videos where the principle goal of the game has been achieve, so now it's time to go completely overboard :')
You should be able to unload the tungsten to a liquid reservoir on a couple of mesh tiles in a vacuum (letting you empty the liquid cargo container quicker!)
Then again with the refill rate it probably isn't an actual drawback necessitating a different solution.
@@the_tiny_Rambo Is it possible to set the rockets to mine one POI, then come back, then mine another POI and come back again in a loop?
@@Tamizushi based on what jf mentioned in the video it's gonna be complicated at the least. Haven't played much with the rockets myself, but rn I don't see a way for single rocket to automatically go to more asteroids
You can also daisychain a few port unloaders to unload in parallel, doubling (or more) the speed of getting it out of the rocket
@@Tamizushi no, you can only set one target automatically, and set it to a return trip
I know you have all the power in the world, but that plug slug storage point, you could pop a wire underneath where they (presuambly) sleep to harvest their resting power. Not sure if they stack on one tile like that, but if they do that could be a significant amount of power in the night cycle. And if it's only a little, well waste not, want not.
In my Last playthrough the slugs didn't pile, they sleep next to each other. If theres no space, they won't produce power. And they only give ~60W/s if cramped, hungry and wild.
But maybe it was changed, my info is about 6month old...
@@grandfremdling3841 in regards to them piling into one tile, that's still not happening. Power production, on the other hand, I've got no clue as I tend to just tame a few, then get tamed eggs in for the meat. Last time I tried anything with them, they ate all my ores, gave very little hydrogen, and the power production was only supplementary in a very small way. Not really worth the effort.
Each slug needs it's own space to hang from so we could only tap one of them.
I think you're going to want to use a memory module thingy for the rockets so you can stop them from launching automatically before you get the chance to stop it - like - even if the rocket is in space you could flip a switch and _know_ the rocket won't launch the next time it comes back until you turn the switch on again
Or a simple AND gate with the switch (allowLaunchSwitch ∧ readyRocketOutput -> sendRocket)
Pliers mod has to be good for something
Just cut the wire with pliers mod
The pliers mod really does save so much time.
This is my favourite playthrough by far.... The size at which you are thinking is the best part! Can't wait to see the factory planets.
since you did all achievements, you should do the challenge of getting all shine bug colors
Just so that you are aware, if you aren't already : In the Public Testing, Klei made Grooming actually give Ranching XP, and fixed the uranium door beeta trick.
Is there more info on this door beeta trick? I'm not familiar with it, and must have missed it if it was discussed in the video here.
@@zncon It wasn't in this video, but a few episodes back.
But basically the bettas would take 10 kg of uranium from the door, but the door would reset back to 100 kg of uranium next time it was used.
Klei is finally getting around to making grooming give xp? I took a quick look in the steam workshop and the Ranching Skill Increase mod that I've been using to fix it was uploaded over three years ago, in april 2019.
@@pluralofmad8977 the ranching skilling is one of a plethora of issues that Klei has put on the back burner since launch. Glad to see they're finally doing something about it, maybe there's hope for the general core coding to be improved aswell, specifically on loading a late-game colony ^^
I thought they would never fix ranching exp, I had given up, truly it must be the end times. Also this makes ranching less of chore to hire for. Right now you have to get someone with a high skill out of the gate, no exceptions.
I think that Francis has to go inside the Reactor again. When deconstructing the bridge, a small amount of nuclear waste landed to the left of the pump into the steam corridor which constricts the flow of steam to one tile. Shouldn't be much of a hassle at first but if all power come from here then maybe after a while the bottom row of steam turbines will run at a reduced rate and might cause brownouts.
"We need another pilot" skips a +12 pilot for a +1
and that one got starry eyes :D
You don't need speed (the ONLY thing that piloting skill gives) to mine an asteroid feild that only has like 60t of mass at all.
Anemic + only one interest.
+12 piloting is not as good as 3 interests with starry eyed.
Once that one is trained up in athletics+machines, they can go do some building missions aswell as mining POIs
Three interests are the key to late game picks in my opinion. We lock them in a rocket with a hamster wheel while they do cargo runs. By the time they get out they are 20 athletics, 20 machinery and 20 piloting. Give me a dupe with interests in Buildings, engineering and suit wearing/supplying and they will have +8 mood from skills and have no problems being a build, dig, mechatronic while living quite happily out of a rocket. Special mention for "Kitchen menace" gives a +1 food quality which with berry sludge translates to +4 moral.
The Gilded Asteroid Field shouldn't have any Cybermen - so at least you're safe from them there!
7:59 mellington certainly seems happy with their assignment!
Fear requires comprehension of the danger.
Episodes coming out so often, you're really spoiling us :D
If you want to get the maximum iron out of your rust, throw it in a suitably hot geyser/volcano to melt it. :)
Been a while since I made a rust melter, not sure we need one just yet. I'm going to focus on the sour gas boiler for now.
ruclips.net/video/FskmQq4BiGw/видео.html&ab_channel=FrancisJohn
Yay! Last day of trade school and mister john delivers another episode!
I think John may just forget or managing game load, just want to mention there are mods that improve temp display quality and increase valve range
i don’t know how you’re feeling about the one play through at a time change you made a little while ago but I’m loving it :)
Hey Francis, you should increase that liquid valve that’s sucking water out of the steam room since the steam turbines won’t be running all the time. Also, you should put some liquid reservoirs between the rocket unloader and the liquid valve so that the molten tungsten can unload faster and still not break in the pipes.
Pretty satisfying watching the ice planet melt
enjoy your weekend too francis, ty for the videos and continuing the series :D!
Laphroaig and Francis. Excellent evening
6:02 Pedro 😅
25:30 Snathro
10:04 all that piping is giving me a hankering for spaghetti...
Have you thought about using the beeta and Saturn critter trap trick for resin production? In terms of the plants you can run with no labour or cooking, it's one of the best (400 cals a cycle per plant, for 20kg a cycle PW, and 12,000kcal per harvest) even without the hydrogen production, and the tree doesn't care about food quality
I do love the fact that the tree only cares about ##kcal, and not food quality. Produces the same ammounts of resin no matter what it eats
@@salemprompthous3820 yeah, makes it much more interesting
It does care about calorie density tho, since it eats at a fixed g/s rate, so low calorie food can only go so far
@@HappyGingerWolf that I hadn't noticed, actually. Guess I should give it another go with testing 😅
Edit: just usually set up a starvation vole-farm on the tree planet. One 0%wildness egg alongside a relatively small regolith shipment, and the tree just eats what the caretaker dupe don't need (which means the tree eats about 85-90% of the total meat production, if I remember correctly)
@@salemprompthous3820 the tree can only eat 50g/s of food (30kg/cycle, not including resin venting) whether it's 6000kcal/kg or 400kcal/kg
But until you hit that cap, it doesn't matter what you feed it
7:51 Melington was extremely happy to be picked up for the job! In spite of potential consequences
I hope you share with us your playing in the background great job
that is why learning how to read units is important. per cycle refers to per 600 seconds. 1300 rads per cycle is less than 3 per second
If you stay exposed in that spot for 600 seconds you will have absorbed 1300 rads. That makes it pretty handy to work out tolerances. You can handle 33 rad environments all day due to losing 33 rads to the toilet . Up to 133 rads if your on rad pills. Any consistent exposure after that and your going to start accumulating them. Rads suits triple how much you can handle by giving you 66% rad resistance. Eating fish adds an additional 20% resistance so 86% reduction in absorption. Meaning if we sat in 1300 rads all day with the stacked resistances we would end up absorbing 182 rads.
احب كمية التعب الي تحطها بلفيديو ❤️استمر انشاءالله 100k قريباً🔥
8:30 I like to imagine that his geiger counter went out of scale haha
34:21 Sean-san?
with 600 hours i still havent explored space/sent out a rocket pre dlc, idk what im so scared of, but it feels like a big step to take. my last playthrough i had my rocket built a fueled by cycle 100. just blows my mind how much of the game i havent done by not exploring space. i think my want to play around with thermium will finally be what push's me
Rocket automation is easier when you don't have to sent 4000 radz every time a rocket land haha great episode, I'm glad this is going to be a long series
33:50 Makes me want to build dupe homes inside the giant water see and let them run through tubes to their work places. Aquapark!
Love the videos. Thanks.
7:50 Use rovers for this job! They can deconstruct anything.
The beetas can actually harvest from an airlock door made from uranium, and the door will not be destroyed this way. Infinite enriched uranium fuel!
For now, it's a fix on the new test that's out.
You can make it so the restrooms in the rockets are private to the dupe in the rockets
Every time the rocket lands that gets reset.
@@FrancisJohnYT did not realize that
Really love following along (though lagging behind) your progress through the series!
I think rocket automation could be done better if really needed, but if it works then yeah stick with it.
PS
Any plans to check out the new test build and maybe do a short video on it over the weekend for next week?
Have not looked at the new build though I hear they fixed ranching exp which I'm really looking forward to. Not sure it really needs a video I though that and the uranium ore door feeding beeta trick was fixed.
10:48 yeah, water maze
if you make a hydrogen powered setup in the ice planet you could theoretically automate the iron sending by building some of those interplanetary launchers
That is on the list, but after we have the sour gas boiler completed. Then we will set up a small colony there who's job it will be to fire Iron back home.
@@FrancisJohnYT no need for a colony, just build a really long conveyor and launch it directly
You do not need to cool down the siphoned of water. Just pump the 95C into the Oxydizer.
Enjoying this now. Looking forward to Kenshi later.
Can you put a liquid tank before the liquid unloader for your rockets? Would let you unload quick, but then still only do 1 kg per second to the steam room.
...aaand eventually melt the heck outa everything.
@@mrShift_0044 keep it in space, next to where the rockets are on some mesh tiles, should still work
The liquid unloaders need direct contact with the platform, and pulls directly off any storage modules on the rockets (same basics for the rocket loaders, just in reverse, obviously), so the storage tank can't get any priority before that
Put the tank after the unloader in the vacuum of space and it's working great as a buffer. We had to move the liquid valve a bit but that was pretty easy.
You should build local harvesting stations to cut down on travel times.
Nice rocket design at 31:09... What timer settings did you use? i notice a timer to remove the co2 i think?
I set it to 60 seconds on 540 seconds off, but if you want you can remove the timer entirely.
1:50 1k Gametime on my own but never touched those Rust deoxidizers. Didn't know they produce iron! Duh!
Very easy to forget, I got a few reminders at the start of this series and used the early iron to make steel for a rocket.
I'm surprised that you are not making a rust melter honestly
Pretty sure that was mentioned as a future possibility in one of the previous episodes
I seriously considered it but that would be a lot of effort right now. There are only two volcanoes on the map, the minor one is on the oil planet would be difficult to use, the major one is in our industrial sauna!!
So we would have to go with a metal refinery powered one, they take a lot of time to warm up. After we knock out the sour gas boiler I might be tempted.
End game awesomeness
16 tons what do you get, another day older and deeper in debt.
You know now that you we seen you deconstruct that bridge you know everybody's going to tell you to fix that aqua tuner right? (In the nuclear power plant)
I saw that and it will bug me in my sleep. Please Francis fix it for us.
Considering how painless it was with Millington I opened the doors briefly, fixed the pipe (not aquatuner) and swept up all the salt. Place is now spotless, fixed and locked.
I feel like you should add a way to keep your dupes from getting roasted on take off if they are just passing to a ship, to use the b room, under one launching. Its high risk medium likelihood making it a big threat imo, although I don't know how badly scorched they can get in a lead suit by a hydrogen rocket.
Volcanoes are just crazy, I have about 6 on on my third planetoid, I visit it every so often and come back with hunderts of tons uf refined metal^^
(I should make a contraption to automatically losd it into a rocket at some day though)
Edit: if you want to find specifig eggs, add them to the resources view on the right side, then click onto it and the camera jumps to the egg
That blob of nuclear waste a the 9 minute mark, in the first row of steam. Won't it get in the way of the steam flow?
After realized we could spend a few minutes in there without totally cooking we went back in and fixed and tidied the place up. That liquid blob is gone now.
What happened to the O2 and H backup inventory you had in those gas tanks? They seem rather empty. Will there be enough fuel for the rocket program?
We have about 1000kg per tile of hydrogen at the bottom of the map in our saturn critter trap farm. I just have to hook up some automation to it.
I have not messed with the rocket programs too much I have a question... When you are unloading that liquid tungsten you said all of the bases are connected to the unloader I see that is true. But it is out pretty really slow like you said. If I was to put more than one unloader there will they link up? Basically how can I empty my rockets automatically faster
Yes, in fact you can put as many loaders and unloaders as you like to speed up the loading and unloading. My water rocket has 8 loaders for a single platform on the water planet and 8 unloaders on my main base which takes about 1.7 cycles to load or unload 81 tons of water vs the 13.5 cycles it would take with a single loader/unloader.
To save on electrical infrastructure on the water planet, you can have the pumps run when the rocket is en-route and store up water in liquid tanks. Then have the pumps turn off while the rocket is there and the loaders are running and have the tanks empty into the the rocket. This means that instead of needing 3,840 watts to load the rocket for 1.7 cycles, it spreads that to 1,920 watts over 3.4 cycles so that everything can be run on a single conductive wire.
To add on Andrew Robbins reply, the loaders/unloaders are limited only to what they're filtered to, and the hard-coded 10kg liquid pipe / 1kg gas pipe / 20kg solid rail. It can all be increased with more loaders/unloaders of any type and/or filter.
6:10 "what happened to the hard names to pronounce" he says while he pronunces it as Pédhro
To be fair, I would've pronounced it the same way. What is the correct pronunciation?
@@2000Meilen ruclips.net/video/ziKMlcA1Un4/видео.html if it's Spanish
ruclips.net/video/h8Lkl2Bpq_E/видео.html if in Brazil
Voté for Pédhro!
God dammit even the easy ones are not easy ones.
Great
love you!!
FOR THE ROCKET AUTOMATION
You can use counter and no gate for rocket automation, it is a good idea to send 1 more than it is known how many times they can mine. nice idea to add an alarm to the counter reminds you to free the dupe when the asthyroid mining is done 😃.
If you want to check oxygen pressure, click an electrolyzer to see colours
You can also melt rust into iron. There are no byproducts and with a volcano no energy spent on it.
Oh I have melted a bit of rust back in the day, it's a huge investment though. Takes a butt ton of steel and we would need a volcano or a metal refinery heat source.
ruclips.net/video/FskmQq4BiGw/видео.html
Petition to have Francis cover the entirety of Coldora with Iron Tempshift plates at some point
To be able to use nuclear waste in an aquatuner without it ever leaking off and take dmg from time to time, u can use as input to the thermo aquatuner ( pipe with thermosensor , liquid shutoff(connected to pipe thermosensor). The output of the liquid shutoff goes into the aquatuner, the input pipe continues and briges onto the cooling route of the cooling loop ) Hope I made it clear.
Thing is, though, liquid nuclear waste will always spill from any building, whether that's a liquid storage tank, aquatuner or any other building that has an internal storage-buffer (like the aquatuner, when it processes any liquids for cooling, the liquid is temporarily stored in the building). If the liquid is inside at the time the spill is coded to occur, it will spill out, no matter how much fiddling one does. This is why that bridge from the pump was in place, so it'd refill any missing liquids in the loop
@@salemprompthous3820 It's the system i use and it works tho
Then I'd really like some links to pictures with automation and pipe overlay, cause I tried setting it up using your description, and the aquatuner spat out it's content like it's always done
@@salemprompthous3820 looks like my save is completely unnacessible. It doesn't open anymore but it should work.
Huh, my oil planet is linked to the first one with teleporters. I send all that extra water over from the first planet for all my oil pumping needs.
He's playing on one of the advanced maps where oil is only available on another asteroid. The one with the radioactive starting asteroid.
I'm guessing you're playing on one of the vanilla-type starts, but dlc size? As Daniel Friesen said, the oil planets aren't connected that way on the specialized dlc starts (like FJ's playthrough here: this starting planetoid is only available as a dlc size (small), which adds more than just a few extra challenges to the game
Can you tell me the Name of the Mod that calculates the average output of geysers?
"Geyser Calculated Average Output Tooltip" by Cairath
8:00 Fish reduces radiation!? Klei what!?
I know, they are obviously confusing fish with Vodka Stalker.
27:30 Automate the iron factory and shoot it back to the home asteroid?
It's on the list, but I have a sour gas boiler I promised to build first.
How much fps do you get on max speed while looking at your main base?
If I zoom all the way out so I can see the whole base, magma to space I get 30 - 32 fps, though this is when I first start it up. Who knows what it's like after a few hours play.
Francis how is Pedro rocket have a bedroom as it has no decor item?
Corner moulding in the top middle counts as a decor item. It's only 6 decor but the quality does not matter, just that it is a decor item.
When you limited your turbine output, you didn't add an overflow for those pipes, which will back up and block both of those steam turbines. Edit: nevermind, you put automation on to turn those off later in the video. I should have finished the video before commenting.
LOL. I tried makeing a FJ nuclear reactor with 10 turbines. It blew up right away. I'll have to see what I didn't do right.
I've stayed away from nuclear in this game because it seems to be way too fiddly, however, I really need more rads to make diamond drill heads and launch rockets until I can get LOX and LH2.
Either you didn't supply enough water or you most likely overpressurized the steam room which prevented the research reactor to dump the 400C water and that caused overheating.
It's not that awful if you keep few things in mind.
@@curiavoca You don't need a convoluted overengineered boiler for power, just a oil refinery or two will provide more than enough petroleum to generate enough power for anything you could conceivably require.
@@curiavoca not really. Petroleum boiler is rather simple and easily controllable. With reactor you need either super coolant or need to deal with corrosion of aquatuner.
Also you cannot regulate the output easily.
I get that people don't want to deal with research reactor. It's not that simple and failure is costly.
@@the_tiny_Rambo what corrosion? mine is running fine since forever
@@the_tiny_Rambo My guess is the water ran out right away. I had a few emergencies pop up right at the same time I turned on the fuel drop off bucket outside the reactor room. There was no steam so it wasn't overpressurized yet.
francis john just a heads up your voice was going robotic throughout the video that might be something you want to look into
Can't you assign toilets so the other dupes will stop going in the rockets?
How would you feel about giving Dune: Spice Wars a go?
Looks ok but does not really grab me.
FJ we never have enough ceramic me with 180 tons of the stuff you want some?
Please address the ceramic to the Radioactive asteroid Drenchalian, consider how frivolous I am with resources it should last us maybe two projects tops :)
@@FrancisJohnYT I uhh may or may not have spent it all on a sour gas boiler sorry about that
@@redleicestercheesemobile I completely understand, happens to me all the time :)
Howwww do you not have more subs?!
@@d.6325 Oh I've probably watched for at least a year. He's just so damn good
Hm... okay, Francis, i want you to fix some stuff like water siphoning from a steam room.
First, why not build permanent cooling solution for it? just an aquaturner with a bit of super coolant and you got a system that will last FOREVER.
Also install a liquid bypass after a shutoff valve so you could run these two steam turbines non stop even if you don't siphon water out of it , instead of them flickering on and off constantly.
There is also a bunch of other minor things that you could've got better in THIS VERY episode but decided to go "eh, i'm gonna abandon this asteroid anyway ( *in 500 CYCLES* ) so why bother with _good_ solution, where i can do _good enough for now_ , not like it's gonna bite me in the butt somewhere in the future, right? "
Water cooling solution for the polluted water tanks steam siphon thing installed.
I let them turn on and off as we don't need any more cooling in the sauna, if the temperature gets to high we can see about changing that.
There is a mod to remove the sensor limits
Can you freeze oxygen and hydrogen and send it with the cannon? this would make hydrogenrockets on remote asteroids quite easy,wouldn´t it?!
I mean you could, but you could just fire the liquid if you wanted. You could only fire 10kg per second as opposed to 20kg but that should not be an issue. Would need to store it in liquid tanks in a vacuum though.
@@FrancisJohnYT i personally would go with the frozen stuff simply because i get distracted easily in this game and would have a larger span to handle the stuff before it vaporize.
(i know the loss of H an O would be half,in my case i will say "better half than nothing" :D )
There's a mod that makes pressure sensors unlimited. But you might count that as making the game easier?
I have used it before, but for now I'm happy with the solution. The pressure in there changes so slowly that we have hundreds of cycles to notice.
Why leave it to thousands of cycles when you can just hook up an atmo sensor to a shutoff?
If you are talking about the steamroom: a Sensor ist only usable Up to 20kg. In the room there is atm 500+ kg. I think: The room will most likely melt if there is only 20kg pressure left.
@@grandfremdling3841 oh, forgot the volcano. I set my more orthodox steam rooms to 17.5 kg yo that my plastic presses can vent into the room
@@CN-yb5gn yes, the volcano and maybe the tungsten might be a bit much for 20kg steam.
@@grandfremdling3841 tungsten would be fine, last spaced out run used three turbines to take care of a tungsten volcano
7:40 why don't you just use the plier tools on it?
There is no where to cut without breaking something. Either the nuclear waste will have no where to go or the cooling loop will stop running.
@@FrancisJohnYT i am not trying to be rude here..just asking. but all you did was delete the bridge right? if you just used to pliers mod to just snip the pip at the inputs bridge that would of done the same thing right?
@@richard2mitchell 07:00 have a look at the piping, anything we do to cut of the bridge either severs the cooling loop or the nuclear waste disposal pipe.
@@FrancisJohnYT oh I see.
I'm trying to set up my cargo rockets so that they never have to leave the rocket. Currently I'm using pacu farms for food, but I'm going to figure out some electrolyzer setup so that they only ever have to refuel with water. E-Z rocket automation
Kenshi!!M
youtube is suppressing your content. i havent seen it on the home screen for like 6 months
I'm not exactly YT friendly, I turn off all the mid roll add stuff so YT are not making as much as they would like from my stuff. I don't blame them it's just business.
@@FrancisJohnYT we appreciate that so much
rocket automation is very broken, once you automate you have to automate all of them and automate them on any planets they land on... so annoying.
Hey no Francis don't go copying britain now😅😂
Hi, early squad 😎💖
oke i made you nuts whit my comment´s that i deleted. but why not whit a valve to requlate the steam in the steam room. why not make it whit a shut off liquid valve whit presure sensor in the steam room and a over flow so when close it dumbs then the water back in the steam room from the steam turbine so never look back again.
For a pressure sensor to work (without any extra mods), the room needs a lot of depressurization. A sensor only goes to 20kg, while each tile in the room has 500kg, and rising, thanks to the salt water geyser that won't overpressurize untill there's 5t of gas around it.
Early!