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temple posted:You don't need to know science. Its simulation with toy physics so its fun to play around with fake chemical properties. There are no chemical reactions. At most states of matter will change. So if you understand gas, solid, liquid; you are mostly there. And there lies the problem for me, as the daughter of a chemist, I shamefully don't really understand gas, solid and liquid
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# ¿ Jul 18, 2017 16:17 |
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# ¿ Apr 25, 2024 03:34 |
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You may be able to switch into different jobs but at the same time there are times when you'll want more than one of any given job as well.
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# ¿ Jan 29, 2018 18:40 |
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According to the experts on Discord, the Steam Turbine is impossible to make unless you’re in debug mode.
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# ¿ Feb 9, 2018 05:14 |
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Do you folks solve water placement issues before developing your base or after? ie before the 30th cycle.
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# ¿ Feb 11, 2018 16:31 |
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Rule #1: NO FARTING DUPES!!
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# ¿ Feb 15, 2018 14:45 |
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Main Paineframe posted:There's way too much stuff gated behind plastic, which is endgame tech right now. Yeah I finally made a bunch and felt like I won the game.
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# ¿ Feb 16, 2018 15:54 |
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Splicer posted:I liked the jobs dictating priority / 1 to 5 * priority thing and I'm sad they reverted it. I suspect it’s coming back, it just wasn’t clear enough for some players apparently. I think if they could communicate it better, it’ll be fine.
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# ¿ Feb 16, 2018 21:36 |
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You folks think there’ll be more tools to combat heat eventually?
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# ¿ Feb 18, 2018 17:38 |
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Things have changed. The upgraded jobs dupes want better food otherwise they will stress big time. Get Blossoms going ASAP.
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# ¿ Feb 20, 2018 19:28 |
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Hamelekim posted:I don't know about that. But that means you have a dedicated artist whose gone up the job tree. I don't want to have to commit to that so I do the food thing. Always interesting tradeoffs in the game .
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# ¿ Feb 20, 2018 21:36 |
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Hamelekim posted:Yeah I always get an artist to do paintings for me. Usually creativity at 5 or 6 base level. It makes a huge difference in game to happiness and I don't notice the impact anywhere else, at least not yet. Maybe it's affecting my game once the tech tree is done? I know my base is going to get untenable, mostly because I don't know the game that well so I always want diggers, builders, gofers, and a researcher. An artist seems like a wasted body, since I need the dupes to level up as fast as possible. But the beauty of the game is that you can play a number of ways!!!
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# ¿ Feb 21, 2018 00:34 |
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dead comedy forums posted:I am all in favor of awesome space machinery that laughs at physics if makes this more fun, tbqh. They also could be great endgame goals in future updates! Count me in. I do not need a chemistry lesson when playing this game, although it's nice that it generally gets the chemistry right.
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# ¿ Feb 23, 2018 16:15 |
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You need a farm guy to get more seeds, that said I haven't been doing a comparison. I usually bring in a farm guy once I have 6 dupes or so.
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# ¿ Feb 25, 2018 15:50 |
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Fungal spores won't use planter boxes. If you are trying to minimize the space your base takes, tiles will let you only use 3 air spaces instead of four.
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# ¿ Feb 26, 2018 15:19 |
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Splicer posted:Is there a "replace" option anywhere? I accidentally used gold amalgam for some wires and I want to swap it out for copper without having to babysit it. Nope. Also assuming you have any interest in exosuits, you never want to use more copper than you absolutely need to, as atmos suits require copper.
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# ¿ Mar 26, 2018 14:22 |
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CuddleChunks posted:Chlorine can go straight to hell. The preview for the Ranching update MK II will be streamed on Twitch and Steam today on Kleientertainment's channel. 3:30pm PDT.
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# ¿ Apr 19, 2018 15:26 |
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Yeah it's what's getting me to consider having a Farmer off the bat to get them to Rancher ASAP.
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# ¿ Apr 20, 2018 14:19 |
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I’ll use loud sleepers, just put them somewhere else.
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# ¿ Apr 20, 2018 19:11 |
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enraged_camel posted:Does the sandbox mode let you place geysers? I played for 26 cycles and then realized there is only one water geyser on the whole map and it's really far away. Why would you need a geyser in sandbox mode?
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# ¿ Apr 21, 2018 21:09 |
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Do you folks want stuff about the latest preview in spoiler tags?
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# ¿ Apr 22, 2018 17:39 |
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Here is a set of guides that can help with that. Also the radiant pipes coming on Thursday might help as well, I'm getting ready to run an experiment with them (noting even after 650 hours I barely know what I am doing).
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# ¿ May 1, 2018 16:26 |
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Apparently (!) you need to use abyssalite in insulated pipes and all will be fine. I haven't tried it yet, but with the new sandbox option it's fairly easy to experiment.
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# ¿ May 1, 2018 16:44 |
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From a list of today's patch:quote:Thermal conductivity is now a log-average instead of an average
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# ¿ May 1, 2018 20:17 |
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Can you post a couple of images of this working?
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# ¿ May 17, 2018 16:41 |
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They changed the way the mechanical doors work by the way in the test build. So if you were using the four door set up to help keep gases out, basically it doesn't work anymore. I don't know if the water lock still works, I never got that to work easily, maybe I'll have to figure it out.
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# ¿ Jun 1, 2018 13:53 |
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My map didn't start with much water and now at cycle 36, I'm facing a severe water shortage. How can I fix this? Thanks for any help.
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# ¿ Jun 1, 2018 13:54 |
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Well I used the new reveal tool in the sandbox and there's only one steam vent way far away so time for a new colony. There were only three geysers on the map total, weird.
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# ¿ Jun 1, 2018 14:33 |
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Major changes today in the experimental branch.quote:Overall tuning to the power and fertilizer economies No more ferts for NG, early mid mode NG rest in peace.
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# ¿ Jun 8, 2018 22:17 |
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They increased methane gas output in geysers yesterday so it looks like they want you to further explore the map in the mid game, assuming (as in every friggin colony I've started in the last month) you don't get a NG geyser nearby.
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# ¿ Jun 13, 2018 14:54 |
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Shooting Blanks posted:This just popped up for me on Steam at $15 (40% off) - it seems like an interesting enough game, but is there enough replayability to make it worth it? I've watched a couple videos and it seemed interesting enough, just can't think of anything to compare it to really. I'm at 745 hours . And I'm sure there are plenty of people who have more hours. Depends on how you play it of course, but I like to start new colonies after awhile. It's a side scrolling base builder in the way of Rimworld and a little Factorio. I like it better than both of those; I don't care that much for the drama in Rimworld and the dryness of Factorio gets to me after awhile.
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# ¿ Jun 14, 2018 19:45 |
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Main Paineframe posted:Exosuits are a bit of a pain in the rear end, though - you have to run both power and oxygen out to the exosuit station, and it takes a fair amount of micromanagement or automation to get the dupes to use them effectively. They're prone to putting on the exosuit, mining one tile, then immediately returning to base - taking a different route back so that they don't pass the exosuit checkpoint and therefore don't take off the suit. You have to either carefully restrict entry/exit to the exosuit zone, or manually manage your exosuit-wearers. Yeah although with today's cosmic upgrade I don't see how your dupes can stay on the surface without them. Yeah they need to improve the AI of the dupes. I saw where they may increase the system requirements before the game goes to 1.0. This could mean that they would add multi threads (apparently the game is actually 32 bit) which would then certainly allow for improved dupe behavior.
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# ¿ Jun 14, 2018 23:46 |
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Ambaire posted:Just because a game is 32bit doesn't mean it doesn't have multi threads. And I'm pretty sure ONI does.. I did a little experiment with my 80 cycle 9 dupe base the other day, checked the processor usage and it was at 18%. Restricted it to 1 core and it dropped to 10%. I don't know if that's indicative of anything but it seems like it's using multiple. Also, Process Explorer said it had 9+ threads. OK, I thought a game needed to be 64bit to run multi-threaded, apologies.
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# ¿ Jun 15, 2018 02:27 |
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Back Hack posted:I just my colony death spiral out of control because I ran out of algae to feed my oxygen generators, but I got further than I’ve ever gotten before with up 18 duplicatants; so progress was made I say. My biggest struggle this whole time was dealing with power, I would never have enough of it, until I realized I’ve been messing this whole time and kind I figured this one little thing first. One day I'll even figure out what use transformers are for, I've given up understanding them and just use smart batteries and power generators.
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# ¿ Jun 15, 2018 05:37 |
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1337JiveTurkey posted:Exactly what Sage Grimm said. Transformers are a 1 way bridge that takes 1kW from the high connection and outputs 1kW on the low connection. The low resistance wires that appear later can take 2kW before getting damaged. So to actually use those wires to their potential you need two transformers connecting to the same wire to move 2kW. Generally the high connections will connect to the same heaviwatt wire and all the generators will connect to the heaviwatt wire. This can all be hidden away since it's murder on the environment score for the local area. First, thanks everyone for the responses. Thing is though I research the ability to use Conductive Wire as soon as possible, which supports 2K on each circuit. I use coal generators outside the base to provide electricity to where I want it. I do extensive exploration to find coal so that I can do this. Given that, "The low resistance wires that appear later can take 2kW before getting damaged." I don't see any advantage? Look y'all I'm probably just stupid. Edit: I just read the previous response. Sounds like the transformers let the batteries smooth out the electrical draw?
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# ¿ Jun 15, 2018 15:16 |
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THANKS! Now I get it.
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# ¿ Jun 15, 2018 16:05 |
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EvilElmo posted:This game needs a tutorial, something to explain how all the various things work. Gonna work on a Steam guide and an accompanying video this weekend. It'll cover the first 50 cycles and how to get started. It's going to be using the simple game, because as any engineer can tell you (I worked for JPL for nearly 30 years and am the daughter of a chemist) the first thing you do when you are having trouble is simplify. I'll link to it later this weekend. The video is not a promise though as I'm brand new to videos.
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# ¿ Jun 16, 2018 13:33 |
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Here is a thorough early guide for ONI. I'm still going to do mine but it will be shorter and probably refer to this one.
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# ¿ Jun 16, 2018 15:10 |
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Sure although my guide won't go that far. What I'm seeing here and on reddit are people who can't even keep their dupes fed/oxygenated and my guide will be focused on the very early part of the game. So here's the outline Easy Peasy way of getting started in Oxygen Not Included Dupes: Do not take mouth breathers, irritable bowel, flatulent, narcoleptic, small bladder or anemic dupes to start. You want efficient dupes. You can take some of the others later, but really don't ever take a flatulent or anemic dupe. Main skill you want is Learning for at least one, and it should be at 4+. That dupe will be your researcher. The others should have some mix of construction, digging, and farming at 3+ to start. Start with a custom game, no stress or germs Toilets. You need two because they will go down from time to time Your first aim is to get power set up and then a research station Next is research and the job board. (I know some people run jobless for awhile but if someone is having trouble, they probably are better off with dupes with a dedicated priority). Assign jobs depending on skill level, not on interest unless they work together. Farming and then Coal after that While you are doing all this other stuff always be digging. Because of the way gases are handled, you need to set up areas that will oxygenate 'naturally'. Dig both down and up and be sure to dig copper and coal. Farming: Mealwood to start and then bristle blossoms. You'll really want plumbing for the liquid pump and interior decor for the floor lamps for the bristle blossoms. Be sure to look at the growth requirements, especially note that plants will not grow in heat. You want to research the entire left side of the research tree except ventilation and you'll want to get to the third tier of farming for the hydroponic tiles, which you will use for the bristile blossoms. For oxygen, if you dig properly you should only need one Algae deodorizer. If you really want you can use an Algae terrarium but it uses water which is not great for long term colony health. After the initial research, research the water sieve and sanitation to eliminate need for toilets. ***************** So that's about it. The aim is for someone to be able to get to having their dupes fed and watered so they then can either keep going with that colony or start a new colony with everything turned on and still be able to keep going. If you can't do these things then there's no need to discuss transformers cuz you'll never get there e: added anemic to bad dupes. Mayveena fucked around with this message at 00:11 on Jun 17, 2018 |
# ¿ Jun 16, 2018 23:25 |
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Yes as mentioned, that was an outline. The whole article will be bigger. Unless you are in sandbox or debug mode you can't start with automation wire . Remember this is addressed toward people who can't even get food going without their dupes starving to death, so adding stress/germs to that situation is just going to make things worse. I will certainly encourage them to move on to the full game once they have the basics mastered.
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# ¿ Jun 17, 2018 01:12 |
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# ¿ Apr 25, 2024 03:34 |
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I would think a guide called Easy Peasy wouldn't include automation? I use it for sure, but really that seems like a small detail for someone who can't feed their dupes. Last time I tried to use the smelter it was a mess. I should try it again though.
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# ¿ Jun 17, 2018 03:22 |