My brother I appreciate what you're doing despite the small amount of views. I learned some things in areas I thought I had down after 200 hours. Solid stuff. Keep at it. There were a few parts that went too quick, but overall it's solid.
Your videos are extremely useful. You provide all the important information- somehow doing a deep dive while simultaneously moving quickly and efficiently through each relevant topic. The way that each video is neatly divided into different chapters means that it’s not even hard to find the information I need at any time. Thank you so much for what you do.
I got into this game very late but I wanted to thank you so much for this video. It's comprehensive, to the point, and doesn't involve half an hour of miscellaneous gameplay to skip through like the others I saw described as "guides." Very nicely done.
Sir, yours are the best ONI videos imo. Clear, concise information without the feigned overexcitement or over the top radio DJ impersonation. Nice work and much appreciated!
You're a GEM! I've been playing this game on/off for a good number of years, only recently making it past day 1000 (from lack of knowledge/understanding about sustainability), and I never set foot in space (or exposed tiles) before this past week. I still feel like a complete newbie to the game after 1000+ hours played, cause it's SO INVOLVED and "how would I ever know all of this stuff!?" Now I'm handed SUPER useful information on a level where I don't have to be a dev or an actual scientist to understand, just explanations to the game that I honestly have needed for SOOOO long! Thank you so, so much for making this game even more enjoyable for me, and for taking the time to do all of this!
Damn good videos buddy. I love it that you get straight to the point. As somebody else mentioned, we do not have to endure 10 hours of irrelevant game play to get to what we want to learn. Happy to subscribe.
Something to add is that artifacts retrieved from space POIs have a certain chance to drop vacillator recharges (used in the neural vacillator to upgrade dupes) when analyzed in the artifact analysis station.
Yep, and getting Deep Diver's Lungs and Sunny Disposition from the vacillator helps tremendously with rocket travelling dupes. So it's quite useful to get analyse some artifacts to beef up your travelling dupes.
Having the Oxylite on ground level can delete CO2, yes. But this likely leads to overpressuring the interior and causing unnecessary stress for the Dupe. It is recommended to put the Oxylite higher inside the rocket.
I like building electrolyzers inside my rockets. They take up some space and heat the interior but don't require special resources and are extremely reliable and sustainable. I will also have the liquid inputs/outputs connect to my cooling system while the rocket is landed to cool it.
Another quick tip for adding oxygen, you can use an algae terrarium! It has an interesting effect as it doesn't get over pressurized. so you put a terrarium in there and wait until the oxygen inside is like 10kg in each tile or more. Yes it will give popped eardrums, but it really helps early game
don't forget that you can use containers of oxylite, and polluted dirt for a sublimation station, for oxygen. also, i use the lower powered craft as emergency transports, and other transit systems for my secondary planetoids, which is undeveloped.
You can also use the spice grinder with the "freshener" to preserve food in the refrigerator (with power and normal atmosphere). Food in the refrigerator has 13% of decay in normal atmosphere, but Freshener reduce the decay by 13% resulting is a 0% of decay.
Having only recently started playing Spaced Out DLC, I've been using this video as a reference (particularly the table at 10:25). However, I think there's an error in the Small Petroleum Engine section, or at least a partial error. The right column says that you need a large solid oxidizer tank in order to have 20 hexes range, but if you're using Oxylite instead of Fertilizer, the small oxidizer tank is enough, since it only needs to store half the mass of the fuel, which it does (450kg of Oxylite to 900kg of fuel; in this case, you don't need to fill the engine tank at all). This series of tutorials is top-notch quality; very professionally done and to the point. Good job. Edit: Writing this comment (in particular, the "you don't need to fill the engine tank at all") made me think of something. What if we did use the Large Oxidizer Tank and filled both the Large Fuel Tank and the engine tank with fuel, and then filled the required amount of Oxylite, namely 675kg. Sure enough, the range increased to 30 hexes! With all these rocket parts installed, this rocket doesn't have room for any extra parts, but it can be used as an explorer (with a telescope inside), courier or colonizer before you research the Large Petroleum Engine (which is a hefty tech to research).
One mistake I spotted - dupes will refill containers even while rocket (and said container) are grounded, it only forbids them to take thing from container.
Well pointed out. This is something that I hadn't appreciated before I made the video but have learned since. Both fridges and storage bins can be loaded with the grounded setting, not emptied.
@@GCFungus I really like what they did there... I use gas cargo canister (as I disliked inability to control how much oxygen get stored inside rocket) with gas input inside cabin (so i do not need gas loader by platform) and storage of water in pipes (I am even using sink as i wanted to eliminate dupe work as much as possible) - each time my 3 dupe work rocket lands on main planetoid, oxygen, water and fuel gets refilled automatically and thanks to priority 9 on refrigenerator, food is brought very quickly too. On other planetoids, where is access to water, similar oxygen and water refillement takes place.
I still can't figure out rocket interiors. I have no idea what the intake and output bits do (output I get, obviously), either the buildable ones or the ones that already exist within the interior. I pumped in water to a cargo tank thinking that I could use that to fill up the toilet, but nothing happened. I think maybe the only way to have water in the interior is to pump it into a reservior.
So the interiors have 2 built in gas connections and 2 built in liquid connections, which you can see in the respective overlays on the outside and inside of the module. If you connect those up you can bring liquids and gases straight into the modules. If you use a cargo tank, then these are loaded and unloaded via the loader and unloader buildings, and to bring those contents into the rocket requires an interior port that has to be built on a wall.
The height limit is set by the engine type, so if you're using earlier engines then you can't build it very high. You need to unlock the later game engines to get more height, and you can check on your current and max height if you click on the rocket engine. The other thing you might want to check is that it isn't obstructed. It's very easy to accidentally put a ladder segment where you need to build a rocket part.
It's been a few years for me. I remember building bunker doors the very top of the map border to prevent regolith buildup from meteors. Is this still a functional strategy?
Yes, I did cover that in the meteor showers Tutorial Bite, but that is a little bit out of date now. Bunker tiles will definitely stop meteors but clearing them out is a bit more tricky now as some meteor shower types leave solids that don't fall by themselves so they basically have to be mined. You can also use meteor blasters, I find those quite convenient.
It depends on how much oxygen you supply and by what method. If you just use oxygen in pipes then your dupe won't last very long, but it's a quick a simple way to get some data banks. However you do it, you will certainly need multiple trips to get so many data banks, as some of the higher tier technologies require hundreds by themselves.
It depends what you mean by protect. Assuming you have meteor showers on then yes you should protect against those. For your dupe living areas then you will want to make sure they can run well without too much input, as rockets and other planetoids definitely pull your focus. But as long as you have some dupes left to run the base, then you don't need to do anything specifically before doing rocketry, assuming they're running alright in the first place.
A fifth type of rocket is the one you build with no intention to send it in space just because rocket modules can be more efficient than their normal building conterparts.
That's true, and I think this kind of build has become much more popular since I made this guide - it was really not common at the time. Fortunately that's quite a straightforward idea, but I agree it would have been a good inclusion.
It's a tricky one. The 'easy' answer is to make it out of thermium if you can get it. Another way is to actively cool it with the conduction panel, which may be able to keep it cool enough during the temperature spike at launch. Also it would help to get the exhaust deleted to space as quickly as possible, so build where there is no backing. Other than that I don't think you have much choice, and I imagine it's particularly difficult with the hotter engines for example the radbolt engine.
@GCFungus well at least I know its nothing I'm doing wrong at least. I haven't tried the conduction panel yet. Will it work in a vacuum or does it still require some form of liquid on the ground and a drywall?
@@Kraytex1 Yes exactly, that is why it was introduced so it works in a vacuum. The only issue is that it transfers heat quite slowly, so it may have issues with peak heating on take off. But I'd hope that cooling it down afterwards should get it cool enough to protect against the next one.
Finally I'm trying to use rocketry in ONI spaced OUT ! Any ideas for designing a silo close to the base (I like the idea) ? I'm trying to find a way to manage heat properly to avoid any melting. Like a silo double-layered with insulated tile and a layer at the bottom of steel coupled to a cooling system.
I ran through a number of options in the rocket tunnel tutorial bite, if you want to capture the outputs. If not then simply put it in a spaced exposed area and leave the 9x3 area below clear and you should avoid any problems.
Yes and no. It certainly does take a lot of research to get access to the drillcone and rockets to use them, but it depends where you want to end your run. There are certainly goals you can have that go longer than space mining, but if your goal is to make a stable base then this is unnecessary.
This really skims over three other uses of rockets. Passenger rockets move dupes between colonies. With just the spacefarer and engine the can move pretty fast, but still consume the same amount of fuel. Cargo rockets move materials/resources between colonies. Late game, it can make a lot of sense to have different colonies specialize in making different things, but of course you will need rockets that specialize in moving things. Of course interplanetary launchers make for a good alternative if you have the radbolts. Though cargo rockets can double as passenger rockets. This video only briefly mentions cargo loaders. Maybe make another video for inter-colony logistics.
Great video. Thank you. I love these tutorial bites. Without you and a few other creators, I'd never be able to figure this game out. Are you still working on the liquid O2 and hydrogen video?
I have a question. Just beat the base game and downloaded this yesterday. When ur on a different planetoid u just landed on and ur doing ur start up steps, does activity stop on the others or no I should pay close attention to anything that needs it?
Great video, gonna try your models. Could you perhaps include a save file? or show the gas and liquid pipes overlays. Thanks, love your videos especially the tutorials. keep it up
you missed something, theres currently an exploit where u can deconstruct walls and windows of the rocket allowing u to build in the vacume of space cause game genrated the rocket on the same map as everything else in the game, thus its buildable.. this allows one to create anything they want on the inside with that level of space. Like a spom and co2 skimmer, great hall and private bedrooms, infinite storage for all things, and full power array to power just about anything. I personnally want to try the exploit with an interplanetary launcher to see what happens if i fire from the rocket module.
I am aware that this was possible, but I thought they had patched the ways to do this. If you know a way to still do this then by all means please share, I'd be interested to know! Although I probably wouldn't use it myself as it completely breaks the rocket designs.
how come your loader doesnt get broken when the rockets are launching? i used to play the cracked one so i thought it was just a bug so i bought the game since i realized it is worth buying 😅 still it breaks everytime the rocket launch
The overheat temperature for these is 2000 degrees C, so I doubt it is overheating and breaking. Therefore I suspect that the issue you are having is melting in the rocket exhaust, which can be up to 1727 degrees C. Lead and Aluminium are high melting risks, Gold and Copper aren't great, and Cobalt and Iron are marginal. If you want to be sure that they won't melt, then use steel, tungsten, niobium or thermium - that should fix the problem.
Not yet - I'm going roughly in game order for a playthrough which is why I made the DLC rocketry video first as its accessible from the mid game. In the base game it's definitely a late game topic (more or less as late as you can get), so I haven't gotten to this yet (it is still in the plan!). At the current rate it will be a number of weeks away, but I'll get there eventually, stay tuned...
4:14 This is not recommended though, because it will make your rocket looks super weird and extend the length of the pipes to fuel and oxidizer tanks, which increase the amounts of thermo conducted to the liquid inside of pipes and may possibly break them in result.
I do recommend it because it's 4 tiles of extra pipe vs. having dupes travelling the extra distance over and over as they build and use the rocket. It certainly does look a bit odd, but I don't believe there is a significant thermal issue with the piping - using insulated pipes of igneous rock is sufficient for water,petroleum and oxygen gas. For liquid hydrogen and oxygen, this could be a minor issue when circulating in ceramic insulated pipes, but the extra length will make little to no difference. Once initialized the pipe will cool and shouldn't cause any further issues.
I covered that in the oxygen section around 6:16. Having a gas vent at the bottom of the module will delete small carbon dioxide packets that are breathed out.
Not as far as I am aware, it's still working in my current playthrough. Did it definitely say died of suffocation? Also was there oxygen in the atmosphere for them to still breathe?
@@GCFungus Yeah just came here to say the same thing, my dupe died too but perhaps it was because my rocket was in a vacuum? I'll need to test again with an oxygen atmosphere to check if the atmo suit trick still works.
This guy's great with the content. You just need to always listen to him at 0.75x speed. He speaks a bit slurred, his S's are all whistled and likes talking too quickly when using technical words.
@@GCFungus Woah, didn't expect a note from the man himself. Hope I didn't hurt your feelings too much with the feedback, just being honest. Genuinely appreciate your hard work and the time you put into these guides. Hope life treats you well. :)
Other games tutorials: see? Easy. It's not rocket science.
ONI: literally rocket science
ONI has been one of the most complicated games I know. Lots of stuff to learn, lots of stuff to figure out.
@@arigatoespacialsuperadmiti7316 That's the most fun part about ONI. When you finally understood something after trying out different methods.
My brother I appreciate what you're doing despite the small amount of views. I learned some things in areas I thought I had down after 200 hours. Solid stuff. Keep at it. There were a few parts that went too quick, but overall it's solid.
How many views did the video have 2 years ago?
Your videos are extremely useful. You provide all the important information- somehow doing a deep dive while simultaneously moving quickly and efficiently through each relevant topic. The way that each video is neatly divided into different chapters means that it’s not even hard to find the information I need at any time. Thank you so much for what you do.
Always happy to help, I appreciate the kind words very much!
This needs more views due to its simplicity. Now I can go to space and really enjoy the DLC.
I got into this game very late but I wanted to thank you so much for this video. It's comprehensive, to the point, and doesn't involve half an hour of miscellaneous gameplay to skip through like the others I saw described as "guides." Very nicely done.
Sir, yours are the best ONI videos imo. Clear, concise information without the feigned overexcitement or over the top radio DJ impersonation. Nice work and much appreciated!
Excellent video. I'm 1400 cycles into my colony and only now reaching for the stars.
That's as good a time as any, I hope it goes well!
You're a GEM!
I've been playing this game on/off for a good number of years, only recently making it past day 1000 (from lack of knowledge/understanding about sustainability), and I never set foot in space (or exposed tiles) before this past week.
I still feel like a complete newbie to the game after 1000+ hours played, cause it's SO INVOLVED and "how would I ever know all of this stuff!?"
Now I'm handed SUPER useful information on a level where I don't have to be a dev or an actual scientist to understand, just explanations to the game that I honestly have needed for SOOOO long!
Thank you so, so much for making this game even more enjoyable for me, and for taking the time to do all of this!
That's why I made the channel, so I'm very glad and happy that I can help you enjoy this amazing but sometimes tricky game!
I recently started playing ONI and these tutorial bites are really helpful, great stuff !
Damn good videos buddy. I love it that you get straight to the point. As somebody else mentioned, we do not have to endure 10 hours of irrelevant game play to get to what we want to learn. Happy to subscribe.
I'm glad I watched this before trying to yolo blind build a rocket! So complicated! Thanks for the vid!
Thank you very much for these series even tho I have over 500 hrs in whenever I reached the mid game I reach a hard block especially space travel
SAAAME! It get really overwhelming to manage several colonies at once
Very nice video. It's very clear, and complete. The only thing I'd mention is automation, but probably that deserves its own video...
Automation will get it's own tutorial bite, but to be honest I don't use a whole lot in rockets here.
Something to add is that artifacts retrieved from space POIs have a certain chance to drop vacillator recharges (used in the neural vacillator to upgrade dupes) when analyzed in the artifact analysis station.
Yep, and getting Deep Diver's Lungs and Sunny Disposition from the vacillator helps tremendously with rocket travelling dupes. So it's quite useful to get analyse some artifacts to beef up your travelling dupes.
Very useful information! Thank you for the video
Having the Oxylite on ground level can delete CO2, yes. But this likely leads to overpressuring the interior and causing unnecessary stress for the Dupe. It is recommended to put the Oxylite higher inside the rocket.
2:24 the dupe gave you the look when you almost crush them. that was funny lmao.
I like building electrolyzers inside my rockets. They take up some space and heat the interior but don't require special resources and are extremely reliable and sustainable. I will also have the liquid inputs/outputs connect to my cooling system while the rocket is landed to cool it.
Yes, it is definitely a valid solution, but you need to account for water storage and cooling, as you mentioned.
I really love and enjoy your tutorial bites! They are monumental in helping me understand and enjoy the game. Thanks for the great content!
Impressive tutorial! I'm reaching space soon, will probably watch it several times :D
Another quick tip for adding oxygen, you can use an algae terrarium! It has an interesting effect as it doesn't get over pressurized. so you put a terrarium in there and wait until the oxygen inside is like 10kg in each tile or more. Yes it will give popped eardrums, but it really helps early game
Or you can just use a high pressure gas vent instead
@@pedrolmlkzkthat uses plastic and research
Early game + rocketry = interesting...
don't forget that you can use containers of oxylite, and polluted dirt for a sublimation station, for oxygen. also, i use the lower powered craft as emergency transports, and other transit systems for my secondary planetoids, which is undeveloped.
amazing style. very comprehensive tutorial. thank you.
Excellent, as always
My first rockets (which are the only I've made so far...) used gas canister release thingies to release oxygen
Thank you for this amazing video!
now the dehydrated food can be used as non spoilables inside rockets
You can also use the spice grinder with the "freshener" to preserve food in the refrigerator (with power and normal atmosphere). Food in the refrigerator has 13% of decay in normal atmosphere, but Freshener reduce the decay by 13% resulting is a 0% of decay.
Well done. Answered a lot of questions I had.
Having only recently started playing Spaced Out DLC, I've been using this video as a reference (particularly the table at 10:25). However, I think there's an error in the Small Petroleum Engine section, or at least a partial error. The right column says that you need a large solid oxidizer tank in order to have 20 hexes range, but if you're using Oxylite instead of Fertilizer, the small oxidizer tank is enough, since it only needs to store half the mass of the fuel, which it does (450kg of Oxylite to 900kg of fuel; in this case, you don't need to fill the engine tank at all).
This series of tutorials is top-notch quality; very professionally done and to the point. Good job.
Edit: Writing this comment (in particular, the "you don't need to fill the engine tank at all") made me think of something. What if we did use the Large Oxidizer Tank and filled both the Large Fuel Tank and the engine tank with fuel, and then filled the required amount of Oxylite, namely 675kg. Sure enough, the range increased to 30 hexes! With all these rocket parts installed, this rocket doesn't have room for any extra parts, but it can be used as an explorer (with a telescope inside), courier or colonizer before you research the Large Petroleum Engine (which is a hefty tech to research).
IMHO oxygenite as oxydiser can be easily skipped in favour of liquid O2 since supercoolant is so easy to get from PoI
Cheers gc keep em coming great work
One mistake I spotted - dupes will refill containers even while rocket (and said container) are grounded, it only forbids them to take thing from container.
Well pointed out. This is something that I hadn't appreciated before I made the video but have learned since. Both fridges and storage bins can be loaded with the grounded setting, not emptied.
@@GCFungus I really like what they did there... I use gas cargo canister (as I disliked inability to control how much oxygen get stored inside rocket) with gas input inside cabin (so i do not need gas loader by platform) and storage of water in pipes (I am even using sink as i wanted to eliminate dupe work as much as possible) - each time my 3 dupe work rocket lands on main planetoid, oxygen, water and fuel gets refilled automatically and thanks to priority 9 on refrigenerator, food is brought very quickly too. On other planetoids, where is access to water, similar oxygen and water refillement takes place.
Very good tutorial!
Thanks
I still can't figure out rocket interiors. I have no idea what the intake and output bits do (output I get, obviously), either the buildable ones or the ones that already exist within the interior. I pumped in water to a cargo tank thinking that I could use that to fill up the toilet, but nothing happened. I think maybe the only way to have water in the interior is to pump it into a reservior.
So the interiors have 2 built in gas connections and 2 built in liquid connections, which you can see in the respective overlays on the outside and inside of the module. If you connect those up you can bring liquids and gases straight into the modules. If you use a cargo tank, then these are loaded and unloaded via the loader and unloader buildings, and to bring those contents into the rocket requires an interior port that has to be built on a wall.
I just pressurize the crew cabin to 20kg and let the dupes have popped ears the whole time /shrug
They don't need eardrums where they are going
@@pedrolmlkzkWhat? Could you repeat that louder?
Great guide!
How do i increase the height limit of the rocket parts? I can only build smaller rockets than schown in the video
The height limit is set by the engine type, so if you're using earlier engines then you can't build it very high. You need to unlock the later game engines to get more height, and you can check on your current and max height if you click on the rocket engine. The other thing you might want to check is that it isn't obstructed. It's very easy to accidentally put a ladder segment where you need to build a rocket part.
Thank you!
It's been a few years for me. I remember building bunker doors the very top of the map border to prevent regolith buildup from meteors. Is this still a functional strategy?
Yes, I did cover that in the meteor showers Tutorial Bite, but that is a little bit out of date now. Bunker tiles will definitely stop meteors but clearing them out is a bit more tricky now as some meteor shower types leave solids that don't fall by themselves so they basically have to be mined. You can also use meteor blasters, I find those quite convenient.
Perfect. Subbed
So on your research rocket, with that much oxygen, how long can dupe stay in space? Do you need multiple trips to get max research?
It depends on how much oxygen you supply and by what method. If you just use oxygen in pipes then your dupe won't last very long, but it's a quick a simple way to get some data banks. However you do it, you will certainly need multiple trips to get so many data banks, as some of the higher tier technologies require hundreds by themselves.
Do I need to protect the base with something before I go into space and start building rockets?
It depends what you mean by protect. Assuming you have meteor showers on then yes you should protect against those. For your dupe living areas then you will want to make sure they can run well without too much input, as rockets and other planetoids definitely pull your focus. But as long as you have some dupes left to run the base, then you don't need to do anything specifically before doing rocketry, assuming they're running alright in the first place.
I'm not seeing any toilets. How are you suppose to handle dupe waste?
The wall toilets are best, I would include them in your rockets.
A fifth type of rocket is the one you build with no intention to send it in space just because rocket modules can be more efficient than their normal building conterparts.
That's true, and I think this kind of build has become much more popular since I made this guide - it was really not common at the time. Fortunately that's quite a straightforward idea, but I agree it would have been a good inclusion.
You could make a tutorial bite on "indoor rockets"
Anyway to stop Cargo loaders/unloaders from over heating? Making them out of steel but, I still have a problem of them melting after several trips.
It's a tricky one. The 'easy' answer is to make it out of thermium if you can get it. Another way is to actively cool it with the conduction panel, which may be able to keep it cool enough during the temperature spike at launch. Also it would help to get the exhaust deleted to space as quickly as possible, so build where there is no backing. Other than that I don't think you have much choice, and I imagine it's particularly difficult with the hotter engines for example the radbolt engine.
@GCFungus well at least I know its nothing I'm doing wrong at least. I haven't tried the conduction panel yet. Will it work in a vacuum or does it still require some form of liquid on the ground and a drywall?
@@Kraytex1 Yes exactly, that is why it was introduced so it works in a vacuum. The only issue is that it transfers heat quite slowly, so it may have issues with peak heating on take off. But I'd hope that cooling it down afterwards should get it cool enough to protect against the next one.
@@GCFungus tyvm, I appreciate the reply.
Finally I'm trying to use rocketry in ONI spaced OUT ! Any ideas for designing a silo close to the base (I like the idea) ? I'm trying to find a way to manage heat properly to avoid any melting. Like a silo double-layered with insulated tile and a layer at the bottom of steel coupled to a cooling system.
I ran through a number of options in the rocket tunnel tutorial bite, if you want to capture the outputs. If not then simply put it in a spaced exposed area and leave the 9x3 area below clear and you should avoid any problems.
So... in a sens, mining point of interest is just super late game?
It kinda sucks, once you've reached that point isn't the game kind of over?
Yes and no. It certainly does take a lot of research to get access to the drillcone and rockets to use them, but it depends where you want to end your run. There are certainly goals you can have that go longer than space mining, but if your goal is to make a stable base then this is unnecessary.
This really skims over three other uses of rockets. Passenger rockets move dupes between colonies. With just the spacefarer and engine the can move pretty fast, but still consume the same amount of fuel. Cargo rockets move materials/resources between colonies. Late game, it can make a lot of sense to have different colonies specialize in making different things, but of course you will need rockets that specialize in moving things. Of course interplanetary launchers make for a good alternative if you have the radbolts. Though cargo rockets can double as passenger rockets. This video only briefly mentions cargo loaders. Maybe make another video for inter-colony logistics.
Great video. Thank you. I love these tutorial bites. Without you and a few other creators, I'd never be able to figure this game out. Are you still working on the liquid O2 and hydrogen video?
Thanks for the feedback! Yes, the liquid hydrogen and oxygen tutorial bite hopefully won't be too long now, maybe a couple of weeks all being well.
@@GCFungus sweet. Thanks!
do you know if the suit trick has been patched?
I don't believe it has been.
I have a question. Just beat the base game and downloaded this yesterday. When ur on a different planetoid u just landed on and ur doing ur start up steps, does activity stop on the others or no I should pay close attention to anything that needs it?
All of the planetoids run at the same time, so you need to be good at multi-tasking!
@@GCFungus thanks. Can always count on your tutorials and you!
Great video, gonna try your models. Could you perhaps include a save file? or show the gas and liquid pipes overlays. Thanks, love your videos especially the tutorials. keep it up
I'd be happy to share - I can do via the discord here: discord.gg/bnqYAUTMmn
you missed something, theres currently an exploit where u can deconstruct walls and windows of the rocket allowing u to build in the vacume of space cause game genrated the rocket on the same map as everything else in the game, thus its buildable.. this allows one to create anything they want on the inside with that level of space. Like a spom and co2 skimmer, great hall and private bedrooms, infinite storage for all things, and full power array to power just about anything. I personnally want to try the exploit with an interplanetary launcher to see what happens if i fire from the rocket module.
I am aware that this was possible, but I thought they had patched the ways to do this. If you know a way to still do this then by all means please share, I'd be interested to know! Although I probably wouldn't use it myself as it completely breaks the rocket designs.
7:48 loading is always permitted for access restricted buildings.
Hold on a sec, who puts the crew module right after the engine?!?!
It just makes sense when you think about it!
@@GCFungusit's quicker to reach inside but it doesn't feel right. :D
Nothing about cooling the surroundings or what materials to use so everything doesnt melt.
how come your loader doesnt get broken when the rockets are launching? i used to play the cracked one so i thought it was just a bug so i bought the game since i realized it is worth buying 😅 still it breaks everytime the rocket launch
The overheat temperature for these is 2000 degrees C, so I doubt it is overheating and breaking. Therefore I suspect that the issue you are having is melting in the rocket exhaust, which can be up to 1727 degrees C. Lead and Aluminium are high melting risks, Gold and Copper aren't great, and Cobalt and Iron are marginal. If you want to be sure that they won't melt, then use steel, tungsten, niobium or thermium - that should fix the problem.
So did you cover the base game rocketry?
Can't seem to find the "separate tutorial bite" for it.
Not yet - I'm going roughly in game order for a playthrough which is why I made the DLC rocketry video first as its accessible from the mid game. In the base game it's definitely a late game topic (more or less as late as you can get), so I haven't gotten to this yet (it is still in the plan!). At the current rate it will be a number of weeks away, but I'll get there eventually, stay tuned...
Ah ok awesome ;)
4:14 This is not recommended though, because it will make your rocket looks super weird and extend the length of the pipes to fuel and oxidizer tanks, which increase the amounts of thermo conducted to the liquid inside of pipes and may possibly break them in result.
I do recommend it because it's 4 tiles of extra pipe vs. having dupes travelling the extra distance over and over as they build and use the rocket. It certainly does look a bit odd, but I don't believe there is a significant thermal issue with the piping - using insulated pipes of igneous rock is sufficient for water,petroleum and oxygen gas. For liquid hydrogen and oxygen, this could be a minor issue when circulating in ceramic insulated pipes, but the extra length will make little to no difference. Once initialized the pipe will cool and shouldn't cause any further issues.
Liquid o2 and h2 can be run 1kg/s on liquid pipes to ensure they never break but you'd need to vent out the excess
how do u deal with accumulated co2 at 14:50? good video btw!
I covered that in the oxygen section around 6:16. Having a gas vent at the bottom of the module will delete small carbon dioxide packets that are breathed out.
@@GCFungus I see, thanks. my bad.
Do rocket chimneys still work?
Yep absolutely, I plan to cover in a later tutorial bite!
pliss puedes activar los subt en español
Ahora tengo subtítulos con el traductor de Google y también agregaré a los otros tutoriales ¡Espero que sean útiles!
I think the suit trick is patched. My dupe died 😞
Not as far as I am aware, it's still working in my current playthrough. Did it definitely say died of suffocation? Also was there oxygen in the atmosphere for them to still breathe?
@@GCFungus you're absolutely right. That was my first rocket. Still learning. Thanks for all your videos!
@@GCFungus Yeah just came here to say the same thing, my dupe died too but perhaps it was because my rocket was in a vacuum? I'll need to test again with an oxygen atmosphere to check if the atmo suit trick still works.
This guy's great with the content. You just need to always listen to him at 0.75x speed. He speaks a bit slurred, his S's are all whistled and likes talking too quickly when using technical words.
I do also have subtitles for the majority of the tutorial bites that are accurate if that helps,
@@GCFungus Woah, didn't expect a note from the man himself. Hope I didn't hurt your feelings too much with the feedback, just being honest. Genuinely appreciate your hard work and the time you put into these guides. Hope life treats you well. :)
@@tatikagila5057 That's OK, I've had worse feedback and I can tell you aren't trying to make a mean comment but give honest feedback.
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Great Tutorial!