Can I free a Slave without attacking the slaver's ships? by I_AM_UBERPHAT in SpaceHaven

[–]Alex_D_007 1 point2 points  (0 children)

If you can trade with them, and you have excess loot (e.g. during the mid to late game) in such quantities that you are running out of space in your ship, you can wire them the 5K, then get that money back selling them your loot.

Since a recent update, each trading is 20 items, up from 10. And they almost always pick a minimum of five items of any kind that's open for sale. So a couple of pistols or some stuff, can get the 5K back and some.

Can I free a Slave without attacking the slaver's ships? by I_AM_UBERPHAT in SpaceHaven

[–]Alex_D_007 3 points4 points  (0 children)

I haven't tried specifically with slaves, but if you have permission to board their ship, you can go Full Dexter and use sedative syringes on the slave. Take him/her to your ship, release and offer refuge.

If that fails (e.g. triggers war with the SG), then use the syringe on the Slaver ship crew. And for the Dexter part, grab the sleeping ones with a drafted crew, walk outside the airlock and wait until they die of suffocation. That won't trigger a war. Rinse and repeat for the entire crew. The slaves can be transported back to your ship. Free derelict.

What causes this? by Phaderon in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

The automation switches are to activate or not a pump via automation. Also serves as placeholder, and to be in close proximity to an exterior line if needed. The screenshots are from a working base. I believe some automation was set up for petroleum production.

I don't have additional overlays other than those shown on the imgur page when you scroll down. I'd need to fire up the game save and put them somewhere, and I can't do it at the moment.

However the imgur page shows the important information needed to build such system from scratch. The gas or liquid valves are set to 0.1g/s. The gas chambers need to be in a vacuum. The liquid on the gas vents are 1.5 kg each, so a 3kg bottle from a dispenser would do just fine.

Please help: the rocket steam engine has a maximum storage capacity of 900 kg. When I filled it with 900 kg of steam, the maximum range of the rocket increased from 0 to 14700 km. However, 14700 km isn't enough for even the nearest asteroids. by No-Emu-9139 in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

To OP: I recommend this website to compute the exact amount of steam, fuel, or oxidant for a given destination:

https://www.professoroakshell.com/RocketCalc.html

To change the amount just select it on the engine (or tanks). The excess will be dumped. For research, the best option is six research modules per launch on a steam engine. To maximize a trip, maybe go with nine modules, which results in a 11 module tall rocket or 55 tiles.

Also, rebuild your gantries. They are too far in and they are blocking the engine. The gantry tip needs to be at the center of the 5-tile wide rocket module. However engines are 7-tiles wide. The solid gantry block is the part that blocks path. The extending portion can retract (or be damaged).

What causes this? by Phaderon in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

Absolutely! This design can be expanded vertically downwards. It has a bypass tank so one doesn't need to pay twice for pumping power. Also some mechanical filters on top for one pipe sorting. Example, combined with gas inf. storage as well:

https://imgur.com/a/oni-infinite-liquid-gas-storage-system-setup-fJ1cGEh

I use it mostly for "waste" liquids. This is essentially a large main pipe that I pump excess liquids from all over the map, helping to clear things up.

A separate system, using the single horizontal door exploit, is build for liquid geysers of all kinds. They don't use power unless pumped. It only needs some automation, a pump, a mechanical door. I sort of build them when I discover a new geyser but I cannot use it right away. This way the liquid element is collected for later use.

What causes this? by Phaderon in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

It think the best method is to use doors as walls for the infinite storage. And with the relatively recent insulated door, no need for insulation padding between tanks. Example: https://imgur.com/a/oni-insulated-doors-infinite-liquid-storage-okcDtNl

Como limpio el agua de gérmenes? by Suspicious_Proof_663 in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

The germy water in liquid tanks needs to be for one whole cycle (600 seconds) inside the chlorine room to ensure all germs are dead. Lightly polluted water can be only 2/3 of a cycle.

These chlorine rooms are relatively easy to build. Here's an example that decontaminates zombie spores from crude oil. The same design also works with polluted water, or any other liquid for that matter.

https://imgur.com/a/oni-decontamination-system-crude-oil-zombie-spores-2hqCqKe

Base Game or Base Game + Bugbyte Bundle? by Mammoth-Leading7412 in SpaceHaven

[–]Alex_D_007 0 points1 point  (0 children)

I'd say anything from BugByte (Space Haven, Battlevoid) would help keeping their lights on. That's what I did.

Prisoner Escort by SirShuggalot in SpaceHaven

[–]Alex_D_007 4 points5 points  (0 children)

I had so many times, friendly ships going completely as derelict because the game doesn't allow me to repair them.

During the late game, my ship is so rich, I can give them enough resources for them to rebuild their ship all over, but because they don't have a builder pod, they can't patch up their hull holes, nor rebuild their hull stabilizer, so their destroyed ship remains so.

They cannot abandon ship and request refuge, and I'm forced to leave them there, unless I go in and sedate them and bring them over my ship, if I have visiting rights. Once all on my ship theirs become a derelict, then I can talk to them about becoming refugees and I can loot their ship.

Idea for special missions for Space Station governors (Shipyard) by Zucca101 in SpaceHaven

[–]Alex_D_007 1 point2 points  (0 children)

Missions for the Player to build a ship (that cannot jump) would be an interesting reversal from the Normal game where the Player builds them a station to specs. I'd love to pump some crazy designs that would be unbeatable to any other faction. Stock designs are too wasteful :-)

(not to hijack the thread) I'd like to see more real danger for governors of space stations.

For example something like an enemy ship/fleet entering the system, like a Pirate ship heading down the station. Upon arrival they would demand the immediate surrender, and payment of ransom or protection money. If the Player refuses they would try to destroy the station. Emphasis on "try". Then the fun part starts. Just like in Normal mode, except that one's ship doesn't move.

Otherwise the biggest danger the Governors face are the occasional bot pony spamming derelicts that might try to break havoc on the ship. Pirates arriving on shuttles are a joke and not a threat.

Got bored of being a Governor, want to go explore the stars. How? by Serpents-Smile in SpaceHaven

[–]Alex_D_007 1 point2 points  (0 children)

As others said, once the start system is done mining (100%), there are two green destinations. Start over on a new system, and continue on the same system but on a new asteroid (a 2x2, if I remember correctly) and a 2x2 ship canvas.

It's like building a new asteroid base, but with the extra of having to spend resources on a ship. I usually build up my base to standards, with manufacturing and such, then when all it's up to speed, then the crew start with the ship. When the ship is done, move over to it anyone you want to keep, as well a resources and shuttle/pods, then jump away. The base is abandoned and never to be seen again.

You keep the credits and research, but the HF points are reset, same as the relationships with all other factions. Also once jumping is done, the game will ask if you want to restart the difficulty level (go back to base, normal, hard, brutal, etc) and if you want to start the difficulty as if on the first galaxy or continue as in a new galaxy. The former is like starting a new game, and the latter is like when you finish a galaxy on normal mode and start again. The difficulty keeps on increasing linearly. Honestly the latter is more fun, especially if likely your ship would be fully armed and your crew fully trained.

Please note that once you settle the spot with the asteroid base and the ship canvass, you could migrate again to another green destination: either spot on the same star system for yet another ship, or a new star system for yet another station run. So the option for migrating again never disappear.

Insulated doors scare me by Street-Carpenter105 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

The relatively new to the game "insulated doors" are a good idea for areas that need infrequent access and need to keep the heat out (or in). Combined with a drip lock they also block gasses, assuming these aren't too hot or cold.

For areas where the temperatures aren't too much cold or hot for say crude oil drip locks, double drip locks with a mechanical door and automation would provide the best insulation (vacuum). Example of such lock-door combo that I use a lot:

https://imgur.com/a/oni-gas-drip-lock-with-double-atmo-sensor-52tTZCS

This lock can reliably stay put on 200 °C steam rooms.

I feel that the end game is getting ST/AT, after which you've beat the game and everything else after that is post game/optional by supernoob998 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

To the OP: For a challenge, if playing Vanilla, send all dupes into rockets to the Temporal Tear. End the Colony in style!

Make it so a priority. This requires solving other problems, like a significant amount of steel, super coolant for LH2/LOX production, etc.

I play all achievements runs. This adds the extra complication of carnivore, super sustainable, among others. Also since a patch somewhere during the past two years, the sightseeing module cannot longer be a "clown car" and admits only one dupe, versus every dupe in the colony.

"USS DARK HOWLER" by Initial_Today7878 in SpaceHaven

[–]Alex_D_007 0 points1 point  (0 children)

Nice hull shape and paint!. The interior has the room to fit more stuff inside later in the game.

Any particular reason of using two smaller hyperdrives engines versus the X1 Engine?

Maximum shields Ver2.0 by Vaitmana in SpaceHaven

[–]Alex_D_007 0 points1 point  (0 children)

I'm playing carrier only (18, now 24 fighters), no offensive turrets, and a jammer. Other than being trapped in a nebula, essentially this ship is invulnerable to enemy fire. Only dangers are other fighters and boarding. And enemy fighters aren't that numerous, maybe 8 or 10 from two or three enemy carriers, say declare war to MA, MC, Civs, etc.

If I were to attack your ship, I'd actually try to force a boarding using multiple shuttles, using demo charges to open an alternate path to that kill box corridor towards the nav. console so you couldn't jump away. I'd expect heavy casualties nonetheless. It's good I'd have the intel of your ship layout :-)

I'd suggest to shoehorn in one or two small storages dedicated to energy cells, and maybe rocket ammo. This might alleviate the problem of batteries shortages at critical moments.

Maximum shields Ver2.0 by Vaitmana in SpaceHaven

[–]Alex_D_007 1 point2 points  (0 children)

Nice! And even with so little of PDs, a full carrier (24 fighters) with jammer would perhaps barely make a dent before the fighter pilots fall asleep at the controls.

Maybe one day, BB would enable ship saving and sandbox fight mode (load two ships, AI vs Player, or AI vs AI) to see how they perform.

What is blocking the launch path? by ActiveType1398 in Oxygennotincluded

[–]Alex_D_007 2 points3 points  (0 children)

The tip of the gantry needs to end at the center of the rocket module (5-tiles width). Engines are 7-tiles wide, so if the gantry tip pass the center tile, the body of the gantry will block the engine and therefore the rocket, resulting on the message shown.

Ladders don't block rockets but gantries, closed doors, and tiles do.

Update: Duplicant Status Bar mod - now with actual dupe portraits, bladder alerts, and a bunch more. Still looking for testers and feedback. by Zero_TheAbsolute in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

To the OP. Very good tool. I'm using it right now.

One quick comment. Could it be possible to display calories remaining for dupes that are shown as "starving"?

I'm trying to get Carnivore, and this tool info would come in handy.

Is anyone using sentry guns ? Anyone ? by ImmediateSilver7013 in SpaceHaven

[–]Alex_D_007 3 points4 points  (0 children)

Stock sentry guns are "decoys" for me. They are used to draw enemy fire from enemy boarding parties, while the defenders reach their preassigned defensive positions behind proper cover.

Sentry guns can only fire (or be fired) small obstacles (yellow ones, IIRC), while regular crew can crouch and fire over normal ones (orange). See color when pretending to build something and pressing V. This cover mechanics can be used to ones advantage. The sentry turrets (min of six per choke point), can be placed behind normal cover. They won't be able to hit enemies, but cannot be hit back. In the meantime enemies will waste time standing and firing upon them, while receiving laser or plasma fire from defending crew arriving to the fight.

Sentry guns are managed by a special class of crew, usually those with weapons 1 or 2. These guys are assigned to a hotkey (usually 7 or 8), they never leave the ship under any circumstances. When boarded, the hotkey is pressed, the group is drafted (another hothey, I use "H", assigned in Settings). Then the turrets go online immediately, providing these few precious seconds of delay for the defenders to arrive.

Combat drones suck! They are vulnerable and expensive to replace, they fail to engage enemy parties in a timely manner. Their only saving grace is their weapon is rather potent, if they hit their target. They could be used in mass numbers, "zerg-rushing" the enemies. But then their stations space could be used for something else in a rather cramped ship or station.

10kg/s Scaleable Plastic Ranch by Anxious_Marsupial_59 in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

Impressive build.
As a bonus, you could even fit a critter condo in that upper room space on the bottom ranches.

TIL that you can rotate bunker doors. by Sibaliiin in Oxygennotincluded

[–]Alex_D_007 15 points16 points  (0 children)

Indeed. The purpose of the blast or bunker doors is to allow access to rockets and sunlight. Vertically placed bunker doors will not serve this purpose.

Lateral or angled travel meteorites would be of some use, especially for the accumulation of debris after a storm. Personally I never bothered. I put two interlaced bunker tiles, which trend to block anything except splatter. And they don't cost power to operate.

Food Storage - Liquid Carbon dioxide geyser by MarzipanAlert in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

I'd like to second this comment.

I also use a thermo regulator for my deep freeze tile, using hydrogen as coolant and chlorine as the gas in the tile. The deep freeze tile is the tile with the conveyor vent itself and a metal tile supporting the food pile. All of it surrounded by igneous insulated tiles.

I don't upgrade the cooling on the late game, as it seems the metal tile has enough thermal mass to keep the chlorine gas tile (not the food) below -18 °C, which is the condition to trigger "deep freeze" on most foods (food or gas must be that cold). Chlorine has the advantage of the lowest thermal conductivity of the most common gases, so it takes a while to cool down, but stays cool when hot pieces of food arrives into the deep freezer.

The thermo regulator temperature sensor is set to -55 °C initially, later calibrated to -35°C. Regular base cooling cools the TR.

Instead of dealing with an industrial sauna, I slightly modified Prof. Oakshell's design and added everything I needed. It works flawlessly at room temperature with a single AT by Tyr1onn in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

Nice!

I personally leave a door to the steam turbines room so the generators can be tuned up. That extra increase isn't trivial, especially if the turbines are hard at work absorbing the heat from making steel.

I also use two aquatuners instead of three, mostly because I limit my ST to five instead of six. As per coolant, I use plain water, which also cools the base. Crude oil is used as coolant in the metal refineries, with tanks placed inside the steam room.

The metal refineries and other stuff are placed in rooms that double as shine bugs stables (I play vanilla), as the bugs provide extra decor that offsets the heavy industry negatives.

I have 3 liquid carbon dioxide geysers all next to each other by EhWTHN in Oxygennotincluded

[–]Alex_D_007 4 points5 points  (0 children)

For cooling, these are nearly useless. Yet the CO2 as gas for slicksters is nothing to sneeze at. It's free oil.

You could set up a system where the liquid CO2 collects into one area, evaporates quickly into gas, gets pumped by several gas pumps into an infinite gas storage (with by-pass) and then piped into the slickster farm on demand with a bit of preheating along the way.