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Oxygen Not Included - space colony sim from Klei

Discussion in 'Strategy and Simulation' started by LESS T_T, Jun 13, 2016.

  1. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    Have to say though, despite the fact that the game was made more forgivable and there are still hardly any 'long term goals' for you to accomplish other than giving voice to your autism, letting loose of the autism is still really freaking addicting.

    Cycle 50 or so, I think to myself: "Well I have stable oxygen production, there's no way I can run out of food, power is plentiful, there's really not much point in taking this much further. But eh let's just dig out some tunnels in whatever direction."

    100 cycles later i'm building a yuge plastics production infrastructure around a crude oil geyser and already planning what big thing to do next :neveraskedforthis:
     
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  2. Multi-headed Cow Cipher

    Multi-headed Cow
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    Pretty much, yup. I'm somewhere around cycle 350 and despite saying I was going to take a break, I keep poking at it. The stopgap measures for the heat crisis worked great (Got 7 exosuits in an 11 dupe colony at the edge of the base now, so they can go down and toil in the hell that is my power and metal/plastic manufacturing), the emergency farm is working peachy (Went from desperately collecting every scrap of food on the map to sitting around fat dumb and happy. The base heating up to the point that crops wouldn't grow was the biggest kick in the pants) and I've started some minor cooling of the base itself by producing oxygen with an electrolyzer, piping it through one of those cooling machines on the map (Powered by the hydrogen of the electrolyzer of course) and then making a giant run of insulated pipe to keep it cool until it's vented into the base. Especially because algae is getting scarce now. I can produce a bunch of it with slime since like I said, my map is absolutely fucking PACKED with slime biomes, but mass-mining slime just for algae isn't that great.

    Next few things on the agenda are either setting up a steam turbine/crude oil heating rig, or possibly rejiggering my petroleum plant so I can stick a power station in there, and maybe route some more heavy watt wire around so I have a more unified power grid. Since currently I've got roughly... 4 power systems I think, and a 5th that's self-contained. Smoothing out my power wouldn't be a bad idea, I still have an ocean of crude oil but I've noticed it dropping even with an oil well running 24/7 so it might be a concern. Could also reach a second oil well but I'm not sure if I'm that thirsty just yet. I'm procrastinating on the steam turbine cooling rig since I know that's going to involve a lot of trial and error and making dupes run all over the place but I'll probably get to it eventually.
     
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  3. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    tfw you've just finished setting up your autistic infrastructure

    and you see this

    [​IMG]

    [​IMG]

    Edit: Oh dear me, nvm I'm dumb :lol: never seen an "active period" as weird as this
     
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  4. Space Satan Arcane

    Space Satan
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    Actually that is a dangerous one. Leak constantly emits oil. Extremely hot oil. This shit can boil your base in to time so better utilize this oil fast to petroleum and then to plastic or fuel
     
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  5. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    Fortunately this entire enclosure is a loooong distance away from the base proper. I think I should be fine (famous last words).
     
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  6. Hellraiser Arcane

    Hellraiser
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    That's what, something above 300 kg/s of boiling oil per cycle? Not great, not terrible. Could use it to power a steam turbine almost passively with some automated mechanized airlocks to purge/refill the heat exchanging chamber.
     
    Last edited: Sep 2, 2019
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  7. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    I made jetsuit docks. Says they need petrol intake pipes to work... but they don't have a liquid intake slot, only a "filtered output" (??).

    Wot now :neveraskedforthis:

    edit: yeah guess it's a bug, the 'filtered output' slot is the intake
     
    Last edited: Sep 8, 2019
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  8. Raghar Arcane

    Raghar
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    Well, it's only 3xx g/s, not 3 kg/s. While it's nice for base cooling, its relatively weak stuff.

    [​IMG]

    300 g/s of crude will not power even 1/3 of that ONE wire.
     
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  9. Raghar Arcane

    Raghar
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    I made first device to make liquid hydrogen, and it's snowing hydrogen. Hydrogen snowflakes are falling into hydrogen liquid.
     
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  10. Space Satan Arcane

    Space Satan
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    Simplest waterlock toseparate gases
    [​IMG]
     
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  11. Hellraiser Arcane

    Hellraiser
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    https://forums.kleientertainment.com/forums/topic/115715-oxygen-not-included-roadmap-february-2020/

    DLC in development, targeted for Autumn release with new systems, will be revealed probably in the symmer. Hoping for RADIOCTIVITY and NUCULAR since I think radium is present somewhere in the game data but unused. Also because random natural nuclear decay heat sources (or even natural reactors) would be lulzy to tame. Also it would be the most... rad.

    :yeah:

    Also Combat, because there is a very basic version implemented which seems to scream that they planned it but never got around to fleshing it out. I want to launch rocket with space pirate duplicants to raid shit.
     
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  12. Raghar Arcane

    Raghar
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    I wanna more explosions. And slimelung that's lethal without EXCESSIVE hospital space, or massive quarantines. And more restrictive tech tree to push you into trouble with setting up quarantines.

    Also I wanna water locks to stop working.
     
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  13. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
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    Enjoyed this game a lot. Still, I feel like it starts to get pointless once you get over the whole "I am now self-sufficient" cliff. There's simply not much endgame, the reason to launch a rocket is to... get resources that already exist in abundance? Just having atmo suits lets you mine more mineral and ore resources than you should ever reasonably need.

    Geysers trivialize the water input survival part of the equation too much. Especially Cool Slush Geysers. At least things like Cool Steam Vents add additional heat problems with its 110 C water output, but Cool Slush Geysers output -10 C polluted water so it simultaneously solves both your water and heat issues. IMO there should be some kind of pressure with regards to these geysers eventually running dryer on a more permanent basis, with more advanced space-age technology only obtainable by rockets to either extract more resources or better conserve the ones you have. As it is once I've achieved what is essentially FULLY AUTOMATED LUXURY GAY SPACE COMMUNISM my interest in continuing pretty much dies off. Even if you deleted cool steam geysers in an attempt to make heat management harder, the fact that the game has "heat deletion mechanics" (meaning heat isn't properly tracked such that your DTUs end up lower than they should be) makes what should be a long-term survival issue into a trivialty if you pay attention, and the amount of ways to delete heat is so huge that you are probably doing it in a regular base just by accident. Heat is also just too easy to ignore.

    Mealwood is kind of just too good. Taking zero water to feed dupes is too easy. At least its very heat-sensitive, but then that leads to the bigger issue: Hatches are way, way too good, and they aren't even heat-sensitive! It takes a bit longer to set up but it ends up actually being even less manpower intensive and more efficient, you just have to wait out long enough on mealwood to have your hatch population grow enough to sustain you, at which point your entire base can comfortably sit around 50-60 Cish with no issue at all if you wanted. OK, you still need a very small section either for Drecko or Reed farming to get fibre for your suits, but that's about it really. Even on the hottest map types dupes can kind of just run around most of the map with no issue even though its getting up to 65 C, which makes it all kind of trivial.

    Morale, stress and disease are all heavily underutilized. You won't have morale problems if you don't over-level dupes (which isn't really needed, the stat bonuses are pretty irrelevant so all you need are the job unlocks). You get enough free morale from the room bonuses to cover all you need to do whatever you want even while spending your whole game eating mealwood and with debris everywhere driving down your decor. No morale issues means no stress issues. Disease also becomes basically irrelevant by implementing a plumbed bathrooms which are one of the first things to achieve in a game. Even at the highest difficulty setting for all of them, it basically just means that you need full oxygen and no spills for dupes to walk through or their stress starts going up, but avoid that and its stable. Even if stress goes up a bit just spend a bit of time at the massage table.

    Power is also too easy. The fact that you can burn water into hydrogen and then use the hydrogen in a generator to generate net positive electricity feels way too easy (fairly certain its also highly unrealistic seeing as powerplants IRL running off water haven't taken over). From then coal is also way too easy to get from hatches while you'll also easily run across geysers that give more than enough infinite hydrogen or natural gas (and natural gas gives you water out of it which is even better). The heat from running these power is basically ignorable since you can just sit them outside your base. Again, the fact that dupes can operate in 60-70C environments just fine means that its just too easy to locate all your heat producers well outside your base where it doesn't matter. Basically its impossible not to have way too much power unless you don't know how to do the automation with smart batteries.

    Anyway, some screenshots. Map was Oassie with all difficulty settings on max.

    [​IMG]

    All you need is a rancher and literally sand to be fully food-independent up to a toasty 70 C. Protip: Husbandry skill is currently broken and doesn't level itself, so always go for a base 7 skill worker. Eggs are automatically picked up and delivered to the water incubation chamber where they hatch and immediately begin dying to become meat. Spare replacement eggs go into unpowered incubators which will hatch replacements for the breeding population once they reach their end of life. Each room loaded with 8 hatches will supply ~5,440 calories of food if barbacued. Should probably build another conveyor to bring the meat directly to the cook but it really doesn't matter.

    [​IMG]
    [​IMG]
    This is a bit of a clusterfuck that takes some explanation. I have three or arguably four separate water systems. Generic water storage (temperature whatever the fuck) which is the top line of reservoirs. Should be moved outside the heat-controlled part of the base which is the bottom line but at the same time its kind of something I can't bothered to redo all the pipe lines. The middle one resevoir is the cold water (~12 C), which is a circulating loop around the farms that I don't really need anymore. The hot water is far outside the base near the industry to the west. Both hot and cold water get new water from the generic water if their systems need more. Temperature controls route cold water to the aquatuner if temp >12 C to be cooled down to -2 C (apparently freezing point in this game for water is -3 C) in the aquatuner, which itself bathed in the hot water. When hot water (either in the industry area or surrounding the aquatuner) gets above 98 C it gets pushed out to the Electrolyzers where it is burned off and replaced with new generic water. Electrolyzers are one of those heat deletion devices, the hotter the water you feed them the more they delete heat, and if built with gold amalgam their overheat temperature is high enough that the 98C water cools it off enough to keep it below its 125C overheat point. According to the wiki a single electrolyzer running on near-boiling water like this counts as around -300 KDTU/s or around 50 Wheezeworts apiece. They don't quite run 100% because frankly their layout is a bit bad with how fluids work in Oxygen Not Included but not worth taking down to rebuild slightly more efficiently when my whole base is being properly oxygenated and heat controlled already.
     
    Last edited: Feb 20, 2020
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