Oxygen Not Included

Oxygen Not Included

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Rocketry Expanded (DLC)
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File Size
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Updated
60.747 MB
20 Jul, 2022 @ 9:59am
19 Jun @ 12:30pm
76 Change Notes ( view )
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Rocketry Expanded (DLC)

In 2 collections by Sgt_Imalas
Mods made by Sgt_Imalas
56 items
Twitch Integration Collection
10 items
Description
Introduction
More Rockets - more fun!

This mod aims to increase rocket versatility by adding new rocket modules, rocket mechanics and in general adding to the experience of rocketry in Spaced Out.
While including a large number of features, the mod is higly modular so every player can choose for themselves what features they want to use.


Current latest Version: 2.10.3

Adds 4 additional Twitch Events to the Twitch Integration Mod!



Features
  • Interior Shrinking: Rockets no longer take up 32x32 Tiles, instead the interior size gets set dependant on the actual interior space used (disableable, a change only applies to newly constructed modules).
  • Removal of Rocket cap of 16 (This is possible due to the space saving from the interior shrinking).
  • Huge amount of new Rocket Modules -> look through the steam images for a list
  • Module Building Categories - no longer an endless scrolling fest
  • Generator Modules (produce power while not landed without the need to move the rocket)
  • Loader adapters - add ladders or insulated walls between launchpads without preventing loader access
  • Fuel Loaders - no more overheating pipes due to rocket start, just fuel them via these new loader buildings
  • Rocket Docking - Exchange dupes during the flight, rescue stranded dupes without blowing up the respective rocket, tow stranded rockets and more to come...
  • Habitat Power Plug - Connect the internal electric grid to the outside without the need for a battery module
  • Extended Rocket Stats in the rocket sidescreen
  • Better World Selector with collapsible categories
  • Tweaks to Vanilla Modules & Mechanics:
    • Cartographic Module Buff: The Cartographic Module will now functions as an automated telescope.
    • Petroleum Engines: Can now also be fueled with Ethanol
    • Large Solid Oxidizer Tank Buff: Capacity 900 -> 1350, this gives it 3x the capacity of one small tank while taking 2.5x height and weight of one (and gives a reason to use this module)
    • Rocket gas/liquid input/output wall tiles have their radiation absorption fixed and count as "Rocket Wall", thus allow the constructing of Fittings connected to it
    • Cargo bays insulate their contents and have their capacity buffed based on type
    • more wip.
  • each new module and most features can be individually toggled on&off / tweaked in the mod config.
  • Huge amount of bug fixes and performance improvements for the rocketry systems

Credits
Options made with PLib.
Animations for the a lot of modules were made by the wonderful 3GuB



Known Issues
  • Starfarer landing animation is glitchy - Basegame limitations do not allow extra animation there to fix it.
  • Game Crash on construction of an additional rocket - you used up all the grid space with 32x32 rockets, deconstruct some of those and it should work again.
  • Cannot place something in the rocket / space blocked / invisible mining tiles - game hiccup for not removing invisible world border neutronium, reloading fixes this.





Bug Reports & Local Download
You can find direct downloads for my mods here[github.com] (please notify me if I forgot to release new versions).

Please post bug reports and issues on GitHub[github.com] or on my Discord Server[discord.gg].
Always include the full player.log in a report: https://github.com/aki-art/ONI-Mods/wiki/How-to-send-a-log

Make sure you do NOT have the mod "Debug Console" enabled as it breaks the game's logging and makes the log useless for debugging!




Also check out these mods for more Rocketry Additions:



FAQ
What does "Interior Shrinking" mean for the game?
The Game runs on a grid of cells with a finite size. In Spaced Out, this grid is split between the asteroids, with some space remaining unused, thus staying available as "free grid space".
In the unmodded game, creating a rocket takes 32x32 tiles from that "free grid space" and makes a "mini asteroid"-Box at that location for the rocket interior.
Since the grid space is limited and each rocket takes some of that remaining space, the game has a limit of 16 to not run out of free space for rocket interiors.

my mod significantly reduces the amount of space taken for each (new) rocket interior by removing the empty space around the interior.
That way, you can create much more rockets, since each takes way less space from the remaining free grid space. This allows to disable the "16 rockets"-Limit without leading to "missing free space"-problems.

For comparison, this is the space taken by 9 normal sized rocket interiors:



This is the space taken by 16 shrunken (medium) interiors:






Do you like the mods I make? If you want, you can support me on Buy me a coffe[www.buymeacoffee.com] or Kofi[ko-fi.com] :D.
Do u like 3GuB's art and animations? you can support him on Kofi[ko-fi.com].
Popular Discussions View All (9)
5
22 Mar @ 5:09pm
Crash log on building 9th Extended Spacefarer Module
CrystalMoon
5
15 Nov, 2024 @ 1:44am
liquid spacefarer output port pipe breaking for no apparent reason
Oniwabanshu
4
4 Sep, 2023 @ 1:48pm
Diggable neutronium compatibility
modo_lv
856 Comments
Sgt_Imalas  [author] 4 minutes ago 
- 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 13 hours ago 
Is there some place where you keep documentation? Trying to find info on some of the modules withouth having to go into sandbox mode.

A couple of questions if you dont mind.

- Whats the catch with the Stargazer Nosecone? Its smaller in height than the Extended Solo Spacefarer Nosecone, yet it has more interior size (at least according to video)? Why should I bother with Extended or basic Spacefarer nosecones once I unlock this?

- What about the Solar Nosecone vs the Basic Nosecone? Is it just an straight upgrade?

- Whats the difference between Solar Panel Module vs Wide Solar Panel Module?

- What are the numbers on Liquid Chlorine as oxidizer? Is it 1 to 3? Does it offer range increase similar to LOX?

- Why are the fuel loaders so deep into the tech tree? Altought convenient they are not particularly game changing like other late techs. All the other loaders come way earlier in the tech tree, is there any particular reason for this?
夏目まさる 1 Jul @ 7:17am 
OK :meephappy: Already unlocked
Sgt_Imalas  [author] 1 Jul @ 4:48am 
That srud9is wip, once its finished you find that in a derelict, rn you analyze artifacts
夏目まさる 30 Jun @ 9:13pm 
How to unlock the first deep space technology, it need build Quantum Computer, but build this building need the technology
Sgt_Imalas  [author] 30 Jun @ 4:38pm 
yes
ibfolk2c 30 Jun @ 4:37pm 
Is this mod safe to add to an existing save? Nothing mentioned it explicitly but some things implied it could be added without breaking an existing save
Sgt_Imalas  [author] 30 Jun @ 2:32pm 
that is correct, because it isnt a vertical adapter, it reuses the animation because there isnt one yet.

it allows construction in its center 2 tiles instead, allowing transittubes to cross
DaftValac 30 Jun @ 2:24pm 
That particular rocket port adapter building doesn't work vertically, it won't link with other vertical port adapters. Just in case anyone is wondering why their vertical adapters aren't linking.
Sgt_Imalas  [author] 27 Jun @ 8:47am 
Thats a new wip rocket port adapter building that I forgot to hide when the hotfix broke the mod and I had to update