Astro Colony

Astro Colony

Not enough ratings
Early game play
By Ready2produce
The guide I wish existed when I made my game purpose.

Early game cut-off: All nearby planetoids attached to space station.

For non hard-core players of this type of game: Oxygen consumption = Off.

Format: Divisions of increasingly narrower focus.

Use 'Layout' section to navigate between divisions and sections.

Use Shift + Tab to access this guide while playing the game.
   
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Layout
How to navigate sections in this guide.

FOREWORD A Division is a a lead section followed by topic sections.

Topics: Reference, Guide approach, Keyboard, Road map, Settings, Notes example.

ACCLIMATE Enable tutorial bot (A-Bot) and Enable booster: On.

Topics: Devices, Dashboard.

PRACTICE Playing with Booster setting On.

Topics: Short view, First devices, Basic science tech, Scaling up, Energy, Transition.

REDO Using the knowledge gained in the practice game play.

Topics: First science, Manufacturing, First bar supply, Thrusters, Second constructor,
. Second level, Nearby planetoids, Distant planetoids, Power balance.

SUPPLEMENT Support for the initial transition into the middle game.

Topics: Acknowledgments, Derivative.
FOREWORD
A Division is a a lead section followed by topic sections.

A lead section is in capitals while a topic section begins with a capital.

First step: Click 'G' and review contents of the game Guide.

My objective is to eliminate the guesswork (trial-and-error) of game playing.

Topics:

Reference: Video creators you could watch and content summary.
Guide approach: Three consecutive games aimed at explaining game play.
Keyboard: How keyboard keys are used in the game.
Road map: Courtesy of Astro Developer.
Settings: Available options on game play.
Notes example: A collection of information simplifying game actions.
Reference
Video creators you could watch and content summary.

DisturbedZL: Many videos but somewhat erratic.
Glidercat: Good solid strategy but only two videos.
Lord Helbinor: Focuses on specific topics.

Umop-apisdn https://www.google.com/search?q=astro+colony+start+guide
Guide approach
Three consecutive games aimed at explaining game play.

Despite guides, videos and discussion posts, the explanation for those inexperienced with survival-building games of this genre was inadequate.

My method is to use lots of images paired with text to make it clear what to do next.

Early game play definition: start with nothing through support astronauts.

I disagree with the notion that, if you make a mistake, you start over with nothing.
.
Learning steps:

Use A-bot (dumb name) tutorials for basic understanding of the game devices.
Single (player) astronaut construction of single level space station.
Two level space station with a complement of astronauts to do the science..
Middle game transition using Discussions content.

I recommend disabling A-bot tutorial and relying on this guide, instead.
Keyboard
How keyboard keys are used in the game.

Use Space to disconnect from platform and WASD to navigate to asteroids.

Clicking LMB to break asteroids: automatically saves in inventory.

, Target circle from white to yellow – tap asteroid lightly … otherwise it moves.

B Blueprint Blueprints are available from the construction menu.
E Device access Click device and click 'E' for device access and icon for inventoty.
G Guide Guidebook: When you need tips.
I Inventory Use the list icon to initiate/terminate resource processing.
K Construction Select the device from the menu.
M Space map Requires electric thrusters.
Q Quit Reset to default display focus.
T Technology Research requires science points from asteroid extraction.
X Gravity boots Walk on the surface.
Alt Control height
CTL Create multiple items at once.
Escape Game pause.
Shift Accelerate booster.
Space bar Jump higher.
Tab Guidebook: When you need tips
Road map
Courtesy of Astro Developer.

https://steamproxy.com/app/1614550/eventcomments/3496509339510304483

Img: https://clan.akamai.steamstatic.com/images/40809781/b5f7be4d68b6a2abfc8c5d31f14336f2ae3f003f.jpg

Dedicated servers got pushed after the Architecture update.
There are many QOL changes, multiplayer implementations, and end-game improvements.
It's very important to do it right. It's the best moment to finally move to UE5.
Settings
Recommended while learning:

Oxygen consumption: Off to avoid dying quickly.

Enable tutorial bot: On - annoying game feature.

Enable booster: On – You fly faster..

Free construction: Off - no research required.
ACCLIMATE
Enable tutorial bot (A-Bot) and Enable booster: On.

Gathering resources for device/item builds: carbon, ice, copper/iron ore.

Topics:

Devices Strategy for using your resources.
Dashboard Clicking 'I', 'T' and 'K' for: Inventory, Technology and Construction.

A lot of your early play time is chasing asteroids for resources and science points.

Use Inventory to convert resources, Technology for research and Construction for devices

There is a lot of technology: to view all click F1, F2, etc. … 1, 2, etc. to select item from hotbar.
Devices
Strategy for using your resources.

For each device: research, construct and install then add resource needed.

You can use the device/object (Fx + y) hotbar or click 'K' to obtain the item you want.

Click LMB to install the device/object on the platform, click 'E' for device access and install resource.

Interconnect devices/objects in order for devices to operate.

Additional resources needed: iron/copper wire, iron plate/rod/pipes.
Additional objects needed: Water tank.

Oxygen generator. Uses ice to create oxygen. Will need an energy source.

Carbon reactor Uses carbon to create electricity. Requires copper wire from inventory to connect electricity to other devices. Connect Oxygen generator to Carbon reactor for electricity.

Smelter Requires carbon & iron plate in order to smelt iron rod.

Ice breaker Uses ice to create water. Requires copper wire to receive electricity from carbon reactor.
Connects with Water cell(s) via iron pipes. Water cell(s) made from iron bars. Iron pipes made from iron rods.

Asteroid catcher From iron bars – requires electricity. Target asteroid and capture. Can process one asteroid and hold another to process next – ore goes to inventory.

Review other technology and devices you wish to utilize.
Dashboard
Clicking 'I', 'T' and 'K' for: Inventory, Technology and Construction.
This is the inventory after the first few asteroids where extracted: iron/copper ore and carbon.

Only iron/copper bars can be made: the crafting window is opened/closed using the list icon.

Notice the switches at top left for ending/starting iron/copper bar crafting.

Locked means no resource available/technology not enabled: smelting is an advanced crafting.

Notice that iron/copper bars are used to create wires and plates.
Notice that there is a 'Handcrafting wire' technology which follows the 'Oxygen' technology.

Top right of the image shows 25 science points are available to be spent enabling technology.

Enable the 'Oxygen' then the 'Handcrafting wire' technologies: now you can craft wire from bars.

Bottom left there is a slider to access later technologies – only 4 science points were used.

I'd extracted more resources so am crafting wire from the bars then creating new bars.

The idea is to have a supply of ore, bars, wires and any other resource that I need.
I've selected Utilities which shows Electricity enabled and Water disabled.

Electricity gives access to the carbon reactor and copper wiring.

The carbon reactor requires carbon to create electricity and copper wiring to transfer it.

Notice that there are other features of electricity which require additional technology.
PRACTICE
Playing with Booster Setting On.

The player begins with a small single level space station with a useless (extra height) ramp.

The first objective is an automated way to convert asteroids into resources.

Short view: summarizes the steps in PRACTICE game play..

First devices in Short view gives you a sense of the technology you'll be using.
Basic science tech in Short view is a step by step way to get started.
(u]Scaling up[/u] in Short view is about transforming from basic to advanced resources.
Energy in Short view is about focusing on balancing energy production and consumption.
Transition in Short view outlines the completion of the Early game.

The Booster technology should be a tether to the space station rather than the weak transport device in a space oblivion eager to swallow a player – it's not realistic to the tech likely to be used.
Short view
summarizes the steps in PRACTICE game play.

First devices gives you a sense of the technology you'll be using.

Minimal devices: Carbon reactor, Asteroid catcher.
Next tech: Metal bars and advanced science points.
Miscellaneous: Conveyor, Storage
Beyond space station: Attaching planetoids to space station.

Basic science tech: is a step by step way to get started.

Pick breaking asteroids: need to stay close to platform to avoid oblivion fate.
Powered catching: 2 stack asteroids leaving time for other game play.
Conveyed catching: processed resources conveyed to Carbon reactor.
Smeltered catching: Carbon to Carbon reactor and rest to Smelter.

Use Energy-Energy changes to monitor power production / consumption balance.

Scaling up: is about transforming from basic to advanced resources.

Engineering science: route Smelter bars into a Laboratory.
Mirror catching: Adding automatic catcher and upgrading manual catcher.
Doubled smelting: Attach Carbon reactor, Smelter to Automatic catcher.
Plate creation: Convert bars into plates using Constructor.
Wire creation: Convert plates into wire using Manufacturer.


Energy: focusing on balancing energy production and consumption.

Energy changes: impact after each step completion.
Create Hydrogen: Use Automatic catcher to create hydrogen and faster plates.
Player supply: Doubled up Smeltered catching to balance power production / consumption.

Transition: outlines the completion of the Early game.

Strategy: Rule of thumb on getting and attaching planetoids.
Planetoids: Attach the nearby planetoids to the outermost edges of the space station.
Multiple docks: Fitting multiple planetoids to the space station.
Navigation: Some general tips on reaching more distant planetoids
First devices
Gives you a sense of the technology you'll be using.

Minimal devices: Carbon reactor, Asteroid catcher.
Next tech: Metal bars and advanced science points.
Miscellaneous: Conveyor, Storage.
Beyond space station: Attaching planetoids to space station.

Carbon reactor
Choose a space station area where a Carbon reactor and two Asteroid catchers can be placed close together and adjacent Asteroid catcher doors have room for a mutual conveyor belt.

The conveyor belt will fill a Storage container.

Click the Carbon reactor icon then click again when the outline is green and placed where you want.

With the Carbon reactor selected, click 'E' for interior access then the highlighted icon for inventory.

That bottom right 'N' area in the Carbon reactor
image is where the copper wire is placed.

Click the carbon and drop it into the crafting window: you'll need to resupply soon.

There is a limit to how many devices a carbon reactor can power.

Asteroid catcher
The Asteroid catcher cannon can process one captured asteroid and hold a second asteroid.

Asteroid processing is quick.
I've selected Devices which shows Asteroid catcher enabled after its technology was enabled.

Notice that the Asteroid catcher is connected to the Carbon reactor by copper wiring.

You could return to Construction-Utilities and click the copper wiring icon after crafting enough copper wiring to connect all devices.

Once the Asteroid catcher tech is enabled the Resource bar provides access to copper wiring.

Clicking the middle right icon in Asteroid catcher access activates the Asteroid catcher cannon.

Only asteroids within the Asteroid catcher cannon's scope can be captured.

Click 'Q' to return display focus to the space station.

Resources must be moved into Inventory for space station access but conveyors can move resources between devices.

Next tech Metal bars and advanced science points.
The Smelter can be fed by Asteroid catchers by conveyor belt and send results to storage.

Notice that iron/copper/gold bars can be created in the Smelter either by manually moving from inventory to top of access window or via conveyor belts.

Laboratpry
Generate engineering science – Storage container feeds the Laboratory and Carbon reactor powers it.

Laboratory allows later technology to be unlocked by science points.

Asteroid catchers are feeding Smelter which in turn feeds the Laboratory.

Because other devices are creating other resources, such as wires, plates, gears and screws required by science more advanced than engineering science, it may be convenient for you to have more one Laboratory on the space station.

Refer to the Basic science tech section for a clearer understanding of how the devices in this section are connected for power and resource distribution.

Miscellaneous: Conveyor, Storage.
Enable Logistics tech: the Construction-paths
contains the Conveyor belt icon and Construction-device contains the Storage container icon.

In right image there 3 conveyor paths from the Asteroid catchers, each leading to a Storage container.

If a resource item isn't moving, you need to change a conveyor belt's direction by rotating (clicking 'R') the conveyor belt's direction.

Enable Logistics blocks tech so that you can block resource items you don't want entering the Smelter,

Place a blocker at the exit of each Storage container and select ice and carbon to be blocked.

Add Smelter and Carbon reactor then feed Smelter using conveyor belts.

Finally (not in image), feed via conveyors, Smelter results to a Storage container.

Beyond space station: Attaching planetoids to space station.
Place Harpoon connector on the edge of the space station and target a planetoid – using Carbon reactor to power the Harpoon.

Another Harpoon connector is used on the planetoid to dock the space station.

There will be other device support strategies proposed.
After the space station Harpoon connector is powered, click bottom right icon then click the
planetoid you want – will stop close enough to the space station (save frequently) that you can jump up and land on the planetoid to power up a second Harpoon connector click on Dock icon.

The planetoid will move toward the space station and connect create a bridge.

Nearby planetoids are much smaller than the space station.
Basic science tech
A step by step way to get started.

Pick breaking asteroids: need to stay close to platform to avoid oblivion fate.
Powered catching: 2 stack asteroids leaving time for other game play.
Conveyed catching: processed resources conveyed to Carbon reactor.
Smeltered catching: device combination used many times in this guide.

Pick breaking asteroids: need to stay close to platform to avoid oblivion fate.

Don't chase asteroids, look for ones approaching the platform.
Setup inventory ore → bar Target iron, copper & carbon asteroids: accumulate basic science.
Activate first technologies: Oxygen, electricity, Hand crafting wire & Asteroid catching.
Resource objective: 9 iron bars and as much carbon as possible.

Powered catching: 2 stack asteroids leaving time for other game play
In this step only (yellow) power is attached.

Save before placing device and reload if needed.

All processed asteroid resources remain in the Asteroid catcher's buffer – you must move any carbon to the player's buffer then to the Carbon reactor's buffer.

Only closest doors will be connected next

Continue smashing asteroids to get enough basic science points to create copper wire.

Make sure, in placing devices, that there is enough space to walk around each device.
Align adjacent power points to minimize copper wire required.

Next technologies: Smelting, Logistics & Hand craft plate

Copper wire is used to convey electricity and iron plate for floor and conveyor belts.
Wouldn't wireless electricity be the actual technology used?

Conveyed catching: processed resources conveyed to Carbon reactor.
Conveyors are located under construction-paths: each conveyor unit requires one iron plate.

Each conveyor belt has NSEW directions: the path in the image has down, left and up directions.

A second path connects with the path shown in the image to convey all but carbon to the Smelter.

The doors in the Asteroid catcher will use a blocker or a pusher logic block in order to move ice to the ice to the Ice breaker and carbon to Hydrogen generator.

Smeltered catching: device combination used many times in this guide.

The Smelter can convert iron, copper and gold ore
to the corresponding metal bar.

The laboratory uses iron & copper bars to create Engineering science which is later required by subsequent technology.

The blue square is a pusher logic block used to re-direct all but carbon from the Carbon reactor.

It pushes all but carbon down to the lower conveyor belt that begins the path to the Smelter.
Smelter can later convey iron, copper bars to the Laboratory to create Engineering science.

Optionally, a blocker logic block at the Asteroid catcher's left resource door can be used to prevent ice going to the Smelter.

Other devices will create more advanced resources for advanced science so more than one Laboratory will be required on the space station.

If you connect all electricity conveyance then more than one Carbon reactors saves you hassles.

Next technologies: Water, Water transportation & Hydrogen.

These technologies appear earlier than necessary since using the Asteroid catcher's right resource door to push the ice into the Ice breaker is prevented by railings and inability to extend the floor without the Wall technology which I think should be a 'given' technology.

Sorry, but I'm going to comment on game design when I disagree with it
Scaling up
Transforming from basic to advanced resources.

Engineering science: route Smelter bars into a Laboratory.
Mirror catching: Adding automatic catcher and upgrading manual catcher.
Doubled smelting: Attach Carbon reactor, Smelter to Automatic catcher.
Plate creation: Convert bars into plates using Constructor.
Wire creation: Convert plates into wire using Manufacturer.

Engineering science: route Smelter bars into a Laboratory.
See Basic science tech-Smeltered catching for insertion point.

The Basic science tech devices were placed in an space station open space close to one side's edge due to the limited station starting space.

Disabled Wall technology prevent enlarging the station space so the Laboratory is placed below the Smelter.

A blocker logic block allows only iron and copper bars to pass through the Smelter output resource door.

A pusher logic block is placed on the conveyor belt leading to the Smelter input resource door (not shown) to direct iron and copper bars into the Laboratory.

The unused Laboratory resource door probably won't be accessed by this guide..

Next technologies: Construction, Automatic catching & Manufacturing.

The space station railings can't be deleted until the Wall technology is completed.

Mirror catching: Adding Automatic catcher and upgrading manual catcher.

Before replacing the manual catcher, add an Automatic catcher next to the Laboratory so that resources are being collected while you are replacing the manual catcher with an Automatic catcher.

Reset logic blocks whenever you want to change resource flow – example: you need a resource in the player's buffer more than going to Laboratory, Constructor or Manufacturing.

Do a save prior to creating the each Automatic catcher in case you make an error in placement - that way keep the resources handy and you get the result you want.

Next technologies: Parts & Block – Delayed: Scanning, Robotics.

An Automatic catcher creates 20% basic science vs Asteroid catcher creates 100% basic science.

Doubled smelting: Attach Carbon reactor, Smelter to Automatic catcher.

Increase the creation of bars – result shown in next image;

Next technologies: Vertical construction.

Now the ramp can be completely removed.

Plate creation: Convert bars into plates using Constructor.

Mirrored Smeltered catching + Laboratory with Smeltered catching + Constructor.

The Automatic catcher was created in the previous step.

The station space was prepared by removing all railings; the ramp was removed and one space station side was expanded by adding more flooring.

The Automatic catcher left door blocker logic block prevented ice and carbon being sent to the Smelter.

The Automatic catcher right door blocker logic block allows only carbon being sent to the Carbon reactor.

The Smelter right door pusher logic block allows only iron, copper and gold bars going to the Constructor.

Next technologies: Engines, Docking & Solar energy – Delayed: Chemistry (need dirt).

Wire creation: Convert plates into wire using Manufacturer.

The main reason for attaching the Manufacturer to the constructor is to create gold wire to construct Solar panels to supplement the electricity being created by the Carbon reactors.

The station open space is filling up so a lot of iron plates are needed to extend the station space and there is likely a need for copper plates soon.

So, use a blocker logic block to prevent iron and copper plates entering the Manufacturer.

Add another Automatic catcher + Carbon reactor + Smelter to balance power consumption and increase player bar supply.

Convert gold wire into Solar panels for an additional power boost.

Next technologies: Hydration, Human migration & Colonists training.
Delayed: Advanced Mining, Advanced smelting, Blueprints, Hangar.
Energy
Focusing on balancing energy production and consumption.

Energy changes: impact after each step completion.
Create Hydrogen: Power to move the space station.
Player supply: Doubled up Smeltered catching to balance power production / consumption.

Energy changes: impact after each step completion.

Smeltered catching: production 10 / consumption 5

Asteroid catcher + Carbon reactor + Smelter

Engineering science: production 10 / consumption 10

Asteroid catcher + Carbon reactor + Smelter + Laboratory.

Mirror catching: production 10 / consumption 14

2 Automatic catcher + Carbon reactor + Smelter + Laboratory

Doubled smelting: production 20 / consumption 17

2 Automatic catcher + 2 Carbon reactor + 2 Smelter + Laboratory

Plate creation: production 30 / consumption 28

3 Automatic catcher + 3 Carbon reactor + 3 Smelter + Laboratory + Constructor

Wire creation: production 30 / consumption 33

3 Automatic catcher + 3 Carbon reactor + 3 Smelter + Laboratory + Constructor + Manufacturer

Create Hydrogen: production 39 / consumption 44

4 Automatic catcher + 3 Carbon reactor + 3 Smelter + Laboratory + Constructor + Manufacturer
Ice breaker + Hydrogen generator

Player supply: production 74 / consumption 60 – 14 Solar panels

6 Automatic catcher + 6 Carbon reactor + 4 Smelter + Laboratory + Constructor + Manufacturer
Ice breaker + Hydrogen generator + Recycler

Create Hydrogen: Power to move the space station.
This is an experimental sketch (verified) – you know enough now how to adapt to your needs.

Rather than the Asteroid catcher in the image, you'll be creating an Automatic catcher to supply ice to the Ice breaker and carbon to the Hydrogen generator.

The first pusher logic block pushes ice and carbon to the right and the second pusher logic block pushes carbon down away from the Ice breaker.

I recommend replacing the first pusher logic block with blocker logic block excluding everything but ice and carbon.

The small square between the two devices is a water tank which I think should be optional – requiring only one water pipe.

The blocker logic block on the left resource door should exclude ice and carbon – use an unused Smelter resource door for the ores.

You'll probably will need to expand station space near the Automatic catcher in order to place the Ice breaker and Hydro generator.

Next technologies: Aluminum, Advanced docking, Decoration.

Player supply: Doubled up Smeltered catching to balance power production / consumption.

Maintain a large supply of iron, copper & gold bars and recover resources via Recycler (not shown).

Massively enlarged station space before placing the devices.

Two Automatic catchers at the middle left using blocker logic blocks to allow carbon to enter Carbon reactor above / below the catcher.

Blocker logic blocks to prevent the carbon entering the single Smelter.

The Smelter right resource door can supply another Laboratory.

I consider most of the delayed tech Middle game issues for another guide.

Added 5 more Solar panels.

Next technologies: Hangar & Spacecraft.

Delayed: Scanning, Robotics, Chemistry, Advanced Mining, Advanced smelting, Blueprint
Transition
Outlines the completion of the Early game.

Strategy: Rule of thumb on getting and attaching planetoids.
Planetoids: Attach the nearby planetoids to the outermost edges of the space station.
Multiple docks: Fitting multiple planetoids to the space station.
Navigation: Some general tips on reaching more distant planetoids.

Strategy: Rule of thumb on getting and attaching planetoids.
Before you create your first Harpoon connector, make sure you have plenty of hydrogen to create Thrusters.

Left image: left side = electricity, right side = thrust – its position doesn't matter since the control decides how your space station moves.

Top right icon applies current settings to all Thrusters.

Middle position means the forward direction of your space station.

Steps to attaching nearby planetoids:

1. Harpoon a nearby planetoid – it stops still an inconvenient distance away.
2. Use Thruster(s) to align lowest planetoid surface just below station flooring – you want the higher ground surface closely aligned with the Harpoon connector.
3. Extend flooring out from station until the lower planetoid surface can be reached from the flooring.
4. Make sure have carbon (unless planetoid has carbon) to power the Carbon reactor (or gold wire for 5 Solar panels) needed to power planetoid Harpoon connector.
5. When both Harpoon connectors are linked, recover the carbon then delete the Carbon reactor and any excess flooring.
6. Use the flooring to return to the space station.

It may be necessary to terraform (use flooring) the planetoid's space in order to place the Harpoon connector on the planetoid including using flooring to permit an electrical connection be made.

Planetoids: Attach the nearby planetoids to the outermost edges of the space station.
Place Harpoon connector on the edge of the space station and target a planetoid – using Carbon reactor to power the Harpoon.

Another Harpoon connector is used on the planetoid to dock the space station.

There will be other device support strategies proposed.
After the space station Harpoon connector is powered, click bottom right icon then click the
planetoid you want – will stop close enough to the space station (save frequently) that you can jump up and land on the planetoid to power up
a second Harpoon connector click on Dock icon.

The planetoid will move toward the space station and connect create a bridge.

Nearby planetoids are much smaller than the space station.

As you can see, the composition of each nearby
planetoid is different.

Two sides of the space station have planetoids attached to it.

The easiest way to power Harpoon connectors on the space station is to extend copper wiring between Harpoon connectors.

Navigation: Some general tips on reaching more distant planetoids.
The left image is a map version of a distant planetoid which was originally about a light year away – station above it.

The right image is the actual planetoid next to the station – facing opposite side.

Notice that the space station in the above left image appears almost inside the planetoid – that is because the planetoid's surface varies wide in height.
The left image shows where the distant planetoids are relative to the space station.

The top listed planetoid is next to the space station – clicking a listed planetoid reveals the resources the planetoid has.

The thrusters are in groups of three thrusters pointed in opposite directions – that is because you may want (middle control position) to fly forward or backward.

Notice in the upper left image there is a whitish, rounded arrow arrow pointing left – that is the current direction the space station will travel.

Select a front or back thruster and a direction with very low power then use 'M' or map to check which direction the space station is 'pointed to' according to that rounded arrow – click the icon to select all thrusters in the group.

Reset the thruster group to full power once the arrow points where you want to fly.
THE REDO
Using the knowledge gained in the practice game play.
Image from loabearwolf in “power transmission through the docks” thread.

This game version prepares for the arrival of the first astronaut by adding a second level and constructing an organic space using planetoids.

Except for new game play methods, you'll need to refer back to the previous game documentation.

First science: Generate Engineering science from two Asteroid (Automatic) catchers.
Manufacturing: Create iron plate and copper & gold wire from two Automatic catchers.
First bar supply: Use two Automatic catchers as iron, copper & gold bar supply.
Thrusters: Second bar supply and use of ice & carbon to create hydrogen.
Second constructor: Create iron rods and plates – storage container of ice & iron rods.
Second level: Add second space station level for all the amenities required by human beings.
Nearby planetoids: Acquire resources needed to support astronauts.
Distant planetoids: Attaching planetoids light-years distant containing new resources.
Power balance: Verify power production / consumption balances: if not add solar panels.

First science: Generate Engineering science from two Asteroid (Automatic) catchers.
The left image is placed at a station edge the Laboratory is farther into the station.

Leave a single space between the Asteroid catchers to use a single conveyor path for both.

The idea is to generate two sources of carbon and create bars useful for additional devices like the Laboratory.

The Automatic catcher tech requires Engineering science that is generated by the Laboratory.

The Laboratory consumes iron & copper bars leaving ice and gold bars in the Smelter.

Only logic block blockers are used in this step.

Two Carbon reactors use the carbon.

Left image idea used over and over.

Manufacturing: Create iron plate and copper & gold wire from two Automatic catchers.
As you can see from the images, the initial devices have resource dependencies.

The iron rod from the Smelter requires carbon and
iron plate – the Constructor iron plate requires iron bar from the Smelter.

The iron rod from the Smelter creates steel screws required by the Manufacturer to create gears.

The Constructor plates create Manufacturer wires.

The advanced versions likely have an even more complex interrelationships.

Requires complex conveyor belt placement.


The Automatic catcher should be available near the end of this step - replace Asteroid catchers with Automatic catchers.

The left image comes from the earlier Practice division, I recommend the First science strategy - substituting Constructor and Manufacturer for the Laboratory.

The Smelter feeds the Constructor the bars and the Constructor feeds the Manufacturer copper & gold plate – keep the player supply of iron plate for conveyor belts and flooring.

The railings can't be removed until the Wall tech is completed so I recommend feeding the first catcher carbon to a nearby Carbon reactor – note: affects the power production / consumption balance.

Ignore the Smelter's second receiving door- using it consumes station space.

First bar supply: Use two Automatic catchers to create iron, copper & gold bar player supply.

Same as Player supply in the Practice division except better device placement.

Make sure there is plenty of space in the center of the station for later oxygen barrier insertion

Thrusters: Second bar supply and use of ice & carbon to create hydrogen and later items.
The right image modifies the left image by replacing one of the Carbon reactors with an Ice breaker + tank and Hydro generator.

The player now has a Smelter dedicated to creating iron, copper & gold bars for the player's inventory and a supply of hydrogen available to create Thrusters.

I recommend being generous with spacing between devices.

With one Carbon reactor, the power production /

consumption balance is, again, affected.

When the gold wire supply supply in the Manufacturer has accrued, start building solar panels to restore the power production / consumption balance.

Second constructor: Create iron rods and plates – storage container of ice & iron rods.

Similar to Manufacturing device placement except storage container rather than Manufacturer.

Use Constructor to feed Smelter iron plates and Automatic catcher for carbon required to create iron rods – a storage container is required because only 6 items can be blocked at Smelter.

Only one Carbon reactor exacerbates the power imbalance so 12 solar panels are used to restore the power balance.

I recommend delaying placing the Recycler until there is a power surplus.

Second level: Add second space station level for all the amenities required by human beings.
You'll need to use Constructor & Manufacturer to accrue screws and gears for ladder creation.

Use glass walls and floor tile to separate Automatic catchers at the side edges from inner station – avoid placing a glass wall that blocks a conveyor belt.

Place ladders as close to second level as possible.

Placed 2 hibernation chambers and the school – need aluminum to create kitchen – delayed canteen and study placement..

Need roof (delayed) to block asteroids within second level: currently asteroid location doesn't matter.

Image taken from above second level looking down: jumping stops when done below second level flooring.

Glass walls are a minimal support placed at corners: the idea is not to block first level travel.

The flooring stops at Automatic catchers to avoid blocking asteroid retrieval.

Nearby planetoids: Acquire resources needed to support astronauts.
Aluminum required to create kitchen and create simple food prior to farming.

Hydro generator can be used to create simple foods and kitchen ingredients.

Four, small nearby planetoids were retrieved and attached to one side of the space station.

Attach planetoids against each other so that they merge as the two rightmost planetoids do in order to minimize the gaps between them then terraform to make the surface as flat as possible.

Carbon reactors were used to power the Harpoon connector that docks with the space station.

First step is to construct opposing thruster groups of five supported by additional solar panel power so that space station can navigate to/around a harpooned planetoid to get best attachment point.

The Harpoon connector can jammed into the planetoid so docking is not immediately necessary – planetoid must be docked later when you want to navigate to the next planetoid.

The next step is leveling surface so that flat is available to place the docking Harpoon connector.

Disconnect the power to the docking Harpoon connector and remove carbon from Carbon reactor.

The only new resource is basalt for the astronaut's tonic – basalt is mixed with the planetoid dirt.

Delay mining the other resources for later in the game except the carbon.
THE REDO extended
Content exceeded a single section's capacity.

Distant planetoids: Attaching planetoids light-years distant containing new resources.

The closest distant planetoid was 'Chaos path' at 2.22 light-years away – it has aluminum and uranium – the kitchen requires aluminum.
That circle at the bottom of the right image means the planetoid is 'above' the space station in space.
The first step is to make the space station's and planetoid's horizon line about the same but keep the planetoid 'above' the space station.

Select either thruster group, using one thruster at low thrust to find best of left, forward or right to point toward the planetoid in the map then go to full thrust with the group to fly close to the planetoid.

You can use the other thruster group to fine-tine the horizon match but stay below the planetoid to keep it visible from the space station when it is close.
Lined-up planetoid with space station Harpoon connector (small attached planetoid on the right) then leveled ground on planetoid in order to place docking Harpoon connector.

There is plenty of resources on the planetoid so use drills to acquire it: you want all the top size aluminum and uranium – a lot is hidden in the dirt.

You'll spend a great amount of time terraforming – changing hills into farming space.

Four nearby plus one distant planetoid provides plenty of space to create food for the space station astronauts: travel to the other planetoids to augment your resource cache – add a second oxygen generator to cover all the attached planetoids.

Disconnect power from Harpoon connector(s) to use for other purposes: This something I didn't do so I consumed game time unnecessarily

You are now ready to create the other astronaut items such as the kitchen and move the tonic from the Hydro generator to the canteen – there was plenty of basalt on 'Chaos path' to create the (first food) tonic for the first astronaut.

Construct the dock and summon the first astronaut.

Power balance: Verify power production / consumption balances: if not add solar panels

First science: 2 Asteroid catchers + 2 Carbon reactors + Smelter + Laboratory.
Manufacturing *1: 2 Automatic catchers + Carbon reactor + Smelter + Constructor + Manufacturer
First bar supply: 2 Asteroid catchers + 2 Carbon reactors + Smelter
Thrusters: 2 Asteroid catchers + Carbon reactors + Smelter + Ice Breaker + Hydro generator
Second constructor *2: 2 Asteroid catchers + Carbon reactor + Smelter + Constructor + Storage
Add barrier: Ice Breaker + Oxygen barrier
Nearby planetoids *3: 5 thrusters + 5 thrusters + 5 Harpoon connectors
Distant planetoids: Disconnect 5 Harpoon connectors + Ice Breaker + Oxygen barrier

20/12 → 30/32 → 50/43 → 60/61 → 70/67 → 82/82 → 122/122 → 122/103

*1 Not enough room on side border for second Carbon reactor.
*2 Carbon + iron plate used to create iron rod – ice & iron rod sent to Storage.
12 solar panels required to balance power production / consumption.
*3 Requires 40 solar panels to balance power production / consumption.
SUPPLEMENT
Support for the initial transition into the middle game.

Robotics tech is ignored and not all inbound doors were used: astronaut bottleneck to tech advance.

Acknowledgments: Experienced player advice.
Tips: Collection of middle game topics.

Acknowledgments: Experienced player advice.

Questarian "Farms/Ranching need a bit of improving" thread.
Ok, been sandboxing farming, and ya I gotta say both the farming and livestock systems really need to be worked on. A farm droid will happily a plant 15 x 15 area, but because of the timing cycle of both the droid and the crop, it can only handle about 3 wheat, 7 tomato, or 12 sunflowers. In order to start getting anywhere near a decent production rate I tried making a 1 block wide, 4 x 4 square of farm fields, with 4 farm units around it. That seems to be working, but given the water usage, especially when you move above wheat, or god forbid animals... which are functionally, and graphically, just hungrier plants....it seems like it would be difficult to scale up, that water usage would be really excessive, and that I'd need to harvest and process a ridiculous large amount of ice.

Questarian "Early game play guide" thread.
(Note: Excellent suggestion but see my Oxygen barrier tip.)

The way I've gotten around the power issue on large planetoid, particularly early game, is to blueprint a platform with 3 Autocatchers, set to carbon, and 8 carbon generators, set on a 2 x 4 row, with splitters set, from catcher to generator pairs, to:
(1,6,1), (1,4,1),(1,2,1),(1,0,1)

feed a few carbon into the generators to get the process started, and you have a inexpensive, easily repeatable, Self-generating power source on the planetoid. Put a storage container at the end, and set the splitters to carbon, and it's a convenient way to pickup the extra resources
Tips A to N
Collection of posts on a topic.

This content is meant to be expunged or re-written in my own words.

Topics: Advanced devices, Astronauts, Autopilot quest, Construction, Droid farming,
. Feed astronauts, Foundation, Mining Drones, Oxygen barrier, Oxygen tank,
. Storage capacity, Terraforming.

Advanced devices
The Advanced manufacturer requires the iron rod, titanium rod and the stone plate to be created so you need this device.

That quartz you need to feed the astronauts is easy to get and the trees you removed in terraforming can now be wooden planks.

Astronauts

You want to use the Dock to connect a planetoid which are using robots that are to move between the space station and the planetoid.

To get an astronaut click the plus sign to activate then the bar with the astronaut icon.

Minimum astronaut requirements: sleep box, library, study area, dining spot, tonic water supply.

Click the library and the astronaut's specialty and supply one or more sciences requiring an astronaut.

Autopilot quest

First of all the term autopilot is bit misleading, its not that you can point a planetoid on the map and tell autopilot to go there. Its a thruster control system, you build the auto pilot console and a bunch of thrusters in different directions and if build before enable them. Then you open the autopilot console and if you for example want to travel to the north west and up you move the squares to the northwest and up. The autopilot console will configure all the thrusters to move your base in the set direction. And if you tell autopilot to stop, it will shutdown the thrusters

Construction

"Picking" allows you to select the item under your cursor for building. Pressing the middle mouse button (ie, "clicking" the scroll wheel) will select the object you are looking at for building; it's a faster/easier way to select an item than opening the build menu by pressing "K", if you've already built something and would like to build another.

For example, if you have built an asteroid catcher, then wandered around and done other things, and you want to build some more asteroid catchers, you can middle-click on the existing asteroid catcher to quickly "pick" it instead of pressing K, selecting the "MINING" items, then clicking on the Asteroid Catcher in the menu.

You will have to have the knowledge to be able to make the item, it's not a cheat... merely an alternative selection method

Droid farming

From my first attempt, it definitely did appear that the droid that came first claimed all the plots within its range, which also happened to overlap where I set a second frame and ground tiles. though on a restart, I setup two farm plots, about 7 blocks away from each other, and noticed that each Farm droid will cultivate an area about in about a 6 blocks radius around the farm building. It doesn't fill out Immediate, but over a period of time the droid will plant out everything in that 6 block radius. It was an annoying discovery because I put the farm building too close to an edge wall, and I need to rearrange it
a bit, but I hate loosing the food production while I redo it. Thing is, I don't know what the efficiency difference is, if there is one. between a droid tending a large plot verses tending a small one. When I have a chance, I'm going to sandbox and test it out.

From when I was testing it, I found the droids take 6-7 seconds per action. For grain, that works out to being able to only handle 3.5(4) tiles of grain. They can sew more tiles than this, but in terms of efficiency, this is the most they can handle.

you need at least 5 or 6 tiles between adjacent farms to keep the bots tending only to their own crops. Another method is to stack them vertically, separated by ladders (not stairs) to prevent the bots from "taking over" other farms.

I've been sandboxing farming lately, testing things, and the area a farm controls is a 15 x 15 block area around it so, not including the connectors, that works out to 6 blocks from all sides except on the side with power, which is 5. The "safe" distance, where one farm droid will not touch the ground patches of other farm, is between 10 and 12, depending on how the farms are oriented to each other. The thing is, while the droids will go out of their way to plant every single ground block in that 15 x 15 block, they'll only actually tend and produce on a handful.

Feed astronauts

Using dirt, Circular saw and Hydro generator you can indefinitely supply tonic for the astronauts.

The 'Chaos path' planetoid is Terraformed into 92 X 92 flat land for crops and pastures.

See: Oxygen barrier about setting up the oxygen barriers.

The farming structures are energy pigs so you'll need to add additional Carbon reactors at each oxygen dome dome to power the structures..

See Questarian's suggestion in SUPPLEMENT-Acknowledgments.

I used 5 X 5 (15 X 15 max) for the wheat (soil) and 5 X 5 for the cow (pasture).

I built a robot assembler on the space station close to the 'Chaos path' planetoid dock.

A kitchen requires power and water so I placed it on the planetoid next to the barn.

I'm waiting until all 4 farms are built before assigning cook(s) to the kitchen.

Foundation

While building a foundation, use the scrollwheel on the mouse to switch between square and triangle foundations

Mining Drones

A few things to check:

You have to have selected the material you wish to mine.
The selected material must exist on the same planetoid the mine is on.
The selected material must be accessible from above.
The selected material must have a path to it (despite their appearance, drones do not fly).
The mine must be powered.

... stupid like mining bots only go to mines if the robot assembler is on the planetoid. quite a few other things like this as well that the game doesnt explain and you can't even find an answer on the net.

I don't even bother setting up mining operations on the tiny planetoids in those screenshots; by the time you set up the drills, run power and belts, and then move it all around to dig up all the resources, you could have just mined the entire microplanet by hand and been done with it. For that matter, I don't even bother with drills, any more... The mining drones are just a few more research unlocks, and much more effective in the long run (because you don't have to move them).
Tips O to Z
Oxygen barrier

Oxygen dome's radius expands to roughly 45 squares – just beyond my space station's 40 X 40 spaces.

Space station: Use the station 'flag' as location for first oxygen dome. If you expand the space station beyond 45 X 45 then you'll need more oxygen domes. Leave space nearby to attach Hydro generator when Hydrogen tech is completed.

Planetoid: My 'Chaos path' planetoid's flat plain is roughly 92 X 92 spaces or about 4 oxygen domes.

Notice that machines creating the barrier don't take up much space but the infrastructure supporting the barrier takes up a lot of space – two of those Carbon reactors are to power the attached farm.

Use Automatic catcher sending ice to Ice breaker, carbon to Carbon reactor and ores to Smelter for each oxygen dome you create: self sustaining.

Use the water tank to supply each of the different farming structures.

Oxygen tank From the “I hate survival games” thread.

The oxygen maker doesn't "fill you up" when you refill oxygen; you have to tap F several times to get your meter completely full.

Alternatively, simply turn off oxygen consumption in the toggles that appear when you start a new game. (Note: See FOREWORD-Settings)

The dev put oxygen management in, and there's already survival mechanics to keep NPCs alive, it seems obvious those features will eventually expand somewhat. Like I said, he already gave us a setting to turn it off if we want, and it seems safe to assume that choice will continue as well. So there's no problem here for anyone whether they like those features or not..

Oxygen management is limited to the very first 5 minutes of a new game. After that you have build a bubble and "automation" to keep it up 100% of the time for... forever.
Like I said: You could argue that being a "survival" aspect, but that would only be true on paper and certainly not within the gaming loop. Simply because Oxygen is not part of the gaming loop at all.
You just ignore it, because it is a non issue.

Storage capacity

I know that some players would like to have the option to limit storage capacity for items, so I will make it possible at some point.

Right now, early in the game, you need to use splitters to distribute resources or create self-sufficient smaller networks - like an auto asteroid catcher getting ice for water production.

Later in the game, you can use signal blocks to block inputs when the resource quantity is higher or lower than specified.

Terraforming
Flattening a planetoid in order to create food for astronauts is far more than moving dirt around: a lot of tech and ore removal required – once you've created a lot tonic for the astronaut(s), the basalt is needed by the farm.

The image is a view of the 'Chaos path' planetoid from as far from the space station as you can get – you are only seeing the second half pf the planetoid.

The upper plateau is flattened for a farm while middle and distant surfaces are still being flattened.

A smaller planetoid (top middle) creates a second oxygen barrier that covers the plateau.

A third oxygen barrier is needed to cover the second half pf the planetoid.

'Chaos path' has a lot of copper, aluminum, carbon and uranium to be removed and one gigantic hole.

I lowered the plateau one level in order aggregate dirt for the glass I needed after I'd raided the Asgard planet planetoid for everything but its iron and copper including a lot of dirt to fill in that gigantic hole in the middle of the 'Chaos path' plateau.

I didn't lower the plateau a second level because about half of the plateau is just one level.

The advanced Smelter, Constructor and Manufacturer are critical for the resources that you need.

You'll want to place a nuclear reactor on 'Chaos path' planetoid to power everything.

Remember, I'm still learning the game, so, I'm just making suggestions.
Notes example
A collection of information simplifying game actions.
The main point of game play notes is to provide reference to game knowledge that is handy to have while you are playing based on your game playing style.

Focus summarizes your current playing objective.

Notes organizes the goals in your objective. '√' means done.

Device uses single characters to identify devices.

Resources organizes collections of devices for each given resource production.

My space station first level is a four sided square so a 2 X 2 table shows adjacent / opposite sides.

Station border uses a 2 X 2 table to show outermost to innermost resource production locations.

Notice that 2 planetoids are docked at the space station.
1 Comments
Ready2produce  [author] 4 Sep, 2023 @ 8:47am 
I'm currently playing the middle game of the game in which I documented the 'The redo' division.

I define the Astro colony middle game using astronauts and robots to upscale the game technology.

I'll be upgrading the Supplement division as I learn more about the game.