Oxygen Not Included

Oxygen Not Included

Rocketry Expanded (DLC)
904 Comments
Sgt_Imalas  [author] 4 Sep @ 5:26pm 
docking was primarily added for the space stations.
rocket docking is just a secondary effect
really legendarier Sage 4 Sep @ 3:25pm 
thought this wasnt added because i just watched some of luma's vid on it so i assumed it wasnt added into the mod this is probobly as close of the idea of space stations in oni that are either small or big or in between
Sgt_Imalas  [author] 4 Sep @ 12:04am 
thats already a thing.
really legendarier Sage 3 Sep @ 8:43pm 
this is something you should add to the mod docking to another rocket sharing the same tile so there's lots more flexibility for people and it probably wouldn't be too hard to code
Jaggid Edje 23 Aug @ 5:58am 
@dalvi, yes. I added it to my current playthrough at around cycle 500 and it worked fine doing so.
dalvi 23 Aug @ 4:53am 
Will this mod work for existing world?
Sgt_Imalas  [author] 23 Aug @ 4:31am 
No it didn't.
Use mod updater and turn off OneDrive
colt2013tx 22 Aug @ 5:23pm 
I love this mod, but it stoped working for some reason, and it had no error message
Andynee 19 Aug @ 4:54am 
my liquid cargo are carrying more than its capacity o.o
Sgt_Imalas  [author] 6 Aug @ 5:19pm 
there will be an adapter that allows placing tiles/tubes on its central tiles
NorxMAL 6 Aug @ 3:17pm 
Is it possible to get a Rocket Port Transit Tube adapter? :)

So you can have the transit tube go through a long row of port adapters :)
Sgt_Imalas  [author] 4 Aug @ 10:43am 
sounds like a good idea indeed
Doc 4 Aug @ 9:31am 
Hey Big fan, Thanks for all the mods really.

Recently i noticed data banks can't be auto delivered to the robo pilot module via cargo loader,just auto sweeper, like diamond to the drillcone can't on vanilla and it's a mod feature (i believe at least), felt like that could be a nice addition, ty again.
Sgt_Imalas  [author] 4 Aug @ 6:10am 
Terrestrial artifacts are 2 points.
Overall its a filler solution
通宵不熬夜 4 Aug @ 2:45am 
Thank you for you explain.
通宵不熬夜 4 Aug @ 2:44am 
one artifacts equal to one deep space insight,we need 153 artifacts to complete all the research.it's my understand.
Sgt_Imalas  [author] 3 Aug @ 11:36pm 
analyzing artifacts
通宵不熬夜 3 Aug @ 9:24am 
hi,how to get the first deep space insight ,to use the deep space analysis station
水沝淼㵘火炎焱燚 3 Aug @ 1:27am 
Quantum Computer prompt: This colony is lacking in display.
Sgt_Imalas  [author] 29 Jul @ 12:06am 
Follow the klei troubleshooting guide to turn off your OneDrive, it breaks the mod folders
CalebFolks 28 Jul @ 5:14pm 
Randomly today the mod stopped working. The mod uncheckmarked itself and also won't let me recheck it. It keeps saying content changed, restart required, but that isn't working.
Vladimir Bergholtz 27 Jul @ 9:11am 
Also, the critter stasis module is not working for me right now. I wanna relocate some critters from an Asteroid to my home colony. A possible errand for relocating the critter shows up in the module tab, but it just keeps saying no pending deliveries, even though the critters have been wrangled. The vanilla module works fine after building it immediately after.
Sgt_Imalas  [author] 27 Jul @ 8:58am 
found the problem most likely
Vladimir Bergholtz 27 Jul @ 6:08am 
The output port of the unloaders seems to not be working some of the time. I have a setup where a solid unloader is supposed to reset a memory toggle and sometimes it does not send a green signal when unloading. So far I havent managed to reproduce the cause for tthis. I can screenshot the setup if you want
Sgt_Imalas  [author] 23 Jul @ 12:48am 
Yes, known issue, its a wip building that sneaked in last update
I simply cannot find the time to update the mod atm.
Icewave 22 Jul @ 9:57pm 
Currently there is a missing string for all values on the RTB_CONNECTORBYPASSADAPTER. It seems very broken, everything else works great. I have done a force update and a unsub/resub to ensure nothing is on my end that is causing the issue. Neither worked. Let me know if you need more info to replicate
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?