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Other Projects => Other Games => Topic started by: Criptfeind on February 15, 2017, 08:19:29 pm

Title: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 15, 2017, 08:19:29 pm
(http://i.imgur.com/KuWB8t5.png) (http://forums.kleientertainment.com/topic/74071-oxygen-not-included-pre-release-alpha-available-now/)

Oxygen not included, Klei entertainments new game was released into alpha today.

It is a colony management game, inside a massive asteroid a strange gate lights up, depositing 3 duplicants and a box of rations into a chamber that, luckily, has enough oxygen, for now at least. You control the duplicants, setting orders for them to do various tasks as you manage your resources, mining out areas, making food, beds. You'll have to start producing oxygen shortly, as the oxylite rocks will quickly exhaust themselves. You'll also need to find ways to power your machines and gather water for your plants and dupes as you branch dig out and explore the asteroid. The game models both gas and liquid flow, which becomes very important as you have to manage your air, trying to keep it pure of toxins and carbon dioxide and with plenty of oxygen for your dupes to breath.

Right now there's not a huuuge amount to the game, I played for about five and a half hours, and in that time I think I managed to more or less see most of what the game has to offer thus far.  There's some balancing that needs to be done, and obviously a lot of content needs to be added before it's a full game. But despite that it's fun, or at least I had a lot of fun, managing my dupes and exploring the area, setting up ways to get more resources to keep myself going. Currently the game costs 20 bucks, and you have to buy it from their forum, logging on with your steam account. I dunno why they did such a strange thing rather then just letting you buy it from steam, I'd conjuncture to keep it to a relatively small audience as they work on the alpha before they do a full launch into early access (what a strange way to say it... "Full launch into early access." But I guess that's how games work these days.) on the steam store.

Link to post where you can buy it from. (http://forums.kleientertainment.com/topic/74071-oxygen-not-included-pre-release-alpha-available-now/)

Anyway, I figured since we don't have a thread for this game (afaik?) I'd go ahead and make one, so that if anyone is interested enough to buy into the alpha (like I was) they could find out how to buy it and perhaps we can talk about our experiences or whatever.

I've played one game so far, lasting the whole 5.5 hours I played. During it I found that my whole group more or less was on constant 100% stress, but apparently that didn't matter to them that much, it certainly didn't seem to do much until the end (where I guess it sorta killed me). I ended up dying when I ran out of power. I burned up all my coal and the hydrogen generators were... Fairly useless. I couldn't use the hamster wheels for power since the super stressed dupes would keep breaking them. Eventually I gave up trying to fix the situation and waited for them to all starve to death.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ollobrains on February 15, 2017, 11:42:26 pm
reserved ( watching with interest)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sensei on February 16, 2017, 12:48:54 am
Heh, the need to dig around to find air to breathe underground seems pulled straight from the Dungeon Keeper-knockoff Lego Rock Raiders (https://en.wikipedia.org/wiki/Lego_Rock_Raiders_(video_game)). I actually loved that game as a kid so it'd be cool if this captured some of that, with an adult-friendly level of difficulty.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 16, 2017, 04:50:20 am
Ah yeah Lego Raiders - I really liked this ones gameplay vids, too and I've been stalking it ;)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Yolan on February 16, 2017, 06:22:03 am
Cool. Purchased and installed. Just because its Klei. I'll share some thoughts later.

EDIT: Klei
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 16, 2017, 07:29:43 am
Since it's by Klei and it's cheap, I decided to grab this. Will post my impressions later.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 16, 2017, 09:13:49 am
I liked the video they'd put out awhile ago, and klei makes neat things with neat arts. Gonna get it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Puzzlemaker on February 16, 2017, 10:54:58 am
I really want to buy this game, but I also don't want to get burned out on it before they release the full game. 
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 16, 2017, 10:58:41 am
Wish it would tell you what a building inputs and outputs (liquid wise) before you build it, but it is usually always dirty water.

Loading refills the guys Air, so if you are very presistent you can build your entire thing without making oxygen.

Algea seems mostly useless, even with air and light, but the options are fairly limited. Co² moves so very slowly, that even with a shaft every 5 titles it won't move down fast enough without pressure from elsewhere.

Oh and if you spam Algea like I did, it will overpressure your cave and you won't be able to pump/move air around and basically die because the masses of oxygen keep the co² in akward places.

Vomit seems to explode out over like 12 titles and takes years to mob up, ugh.

Next time I will certainly build more like this:

Living Areas
####Stuff Area
########Algea Area + Farming + shit
########################

in open areas, so the co² filters down. Several levels/many rooms seem to always cause some issues...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 16, 2017, 11:33:55 am
Wish it would tell you what a building inputs and outputs (liquid wise) before you build it, but it is usually always dirty water.

I'm sure it does do this, when you click on something to build it, it will give you an info panel that details all of it's inputs and outputs. This panel does disappear once you've moved your mouse off the building selection window though.

(http://i.imgur.com/CuAHHk7.png)

As for the rest, I found algea to be really good for scrubbing the co2 out of the air, it's important to note that Co2 will go down and o2 will go up. I found that having my beds arrayed in a stack with the occasional gas permeable tiles to allow airflow and the algea farms below works really well. Stuff below the algea farms will slowly fill with Co2, but everything above stays nice and fresh.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 16, 2017, 11:41:48 am
I have found it really easy to handle stress. At first, you'll want cots for everyone ASAP. Later on, you'll want to build a shower too. Bad sleep and filth seem to be the main sources of stress.

The only main problem I ran into was running out of water. My reservoir is currently half of what it used to be, and I don't see any way to get more water that doesn't involve purifying it (which is slow) or exploring and pumping it back to the base.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 16, 2017, 12:14:34 pm
I found stress quite hard to handle once you start digging into the tainted water. Setting up pumps in it will inevitably give most of your dudes a fairly big stress penalty that lasts for a very long time, and. I think a bug...? Happens when they (I think this is the cause) go above a certain threshold that reverse the benefit they get from good decor into more stress. These combined make it very hard to keep stress low when you're purifying water, and if you don't manage to keep it very low, it's basically blown for good.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 16, 2017, 12:25:33 pm
I found stress quite hard to handle once you start digging into the tainted water. Setting up pumps in it will inevitably give most of your dudes a fairly big stress penalty that lasts for a very long time, and. I think a bug...? Happens when they (I think this is the cause) go above a certain threshold that reverse the benefit they get from good decor into more stress. These combined make it very hard to keep stress low when you're purifying water, and if you don't manage to keep it very low, it's basically blown for good.
Showering remove the dirty water modifier. I've observed my dupes immediately going to the shower when they are done working in areas with dirty water.

Has anyone found any "bleach stone"? I have no idea what that is, because I've found none.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 16, 2017, 12:42:31 pm
Man Letsplays of this are hilariously garbage in their first videos.

Though I do have to say that it seems like quite a few people only luckily stumble into how some blocks are oxygen producers.
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 16, 2017, 12:44:39 pm
ptw this looks hilarious
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 16, 2017, 12:45:56 pm
Showering remove the dirty water modifier.

Ah, I wasn't aware of that, I thought they only reduced the chance to get diseased, I've made showers before and it didn't prevent the sorta infinite stress spiral, but perhaps that's because I made them too late into it. I'll give em a try.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 16, 2017, 01:16:58 pm
Wound up having this huge cave under me. Pretty neat.

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 16, 2017, 01:17:55 pm
Wow Aklyon you really messed yourself over by digging away a lot of your oxygen generation.

Unless Oxygen rocks go away on their own... Which... I wouldn't be surprised if they do.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 16, 2017, 01:32:17 pm
Unless Oxygen rocks go away on their own... Which... I wouldn't be surprised if they do.
They slowly evaporate, generating oxygen in the process. I don't know if digging them also releases the O2 or not.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 16, 2017, 01:35:33 pm
Yup, if you dig them up they still release the O2. Although I think you loose some of the rock to the void (IE: you dig up a 50kg block and maybe only get a 30kg rock) but they release it much quicker, since the amount they release is based on surface area.

Doesn't matter much either way, the oxylite is really just a very early game stop gap to give you enough o2 until you get your algae up.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 16, 2017, 01:36:30 pm
But isn't Algae a limited resource too?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 16, 2017, 01:37:13 pm
But isn't Algae a limited resource too?
Yup. But colonies consume them really, really slowly.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 16, 2017, 01:42:24 pm
Everything is a limited resource, the death of your colony is inevitable eventually, at least how the game currently is.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 16, 2017, 01:56:42 pm
Wow Aklyon you really messed yourself over by digging away a lot of your oxygen generation.

Unless Oxygen rocks go away on their own... Which... I wouldn't be surprised if they do.
They do, and I've hardly dug up any oxyite. Pretty much all the consumable ore is coal.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 16, 2017, 01:57:26 pm
Well I am going to stay out of this game until it stops being a "Long road to death" game. :P

Those ALWAYS rub me the wrong way.

I understand that the game will probably always force you to move further and further for resources mind you. I'll just wait until it has an endgame or a way to not eventually die.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Puzzlemaker on February 16, 2017, 03:12:42 pm
I haven't bought it, but I thought you could compost and recycle all your materials?


Edit:  Looks like sustainability is one their roadmap of stuff to add.
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 16, 2017, 10:38:53 pm
Strangely enough it tells me that my specs aren't good enough despite blowing the required ones out of the water. Also crashes when selecting New Game, so that's not a good start.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 17, 2017, 03:09:07 am
Alpha stuff, eh? I had run into some crash points, too - also it seems to really enjoy a restart every now and then to keep everything fresh, kinda like prison architect...

Edit: And another save that crashes 5 sec after load...

Using titles that allow gas to pass as floor with a big farm undernearth makes things nice - sadly once you start to mess with liquid flows, filtering and all that the game usually shits itself...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Drakale on February 17, 2017, 05:19:05 pm
This game got good potential.

I'm kinda stuck in my first game since I ran out of coal and I cannot possibly sustain my colony with the hamster wheel. I tried the hydrogen generator but it won't run for any length of time on the weak hydrogen gas I got floating around. Definitely agree that there need more option to sustain the ecosystem, it quickly get to a point where you need to expand really fast to get resources and any mistake or unlucky placement is hard to recover from.

I think my next game I'll try to enclose my living space with a good oxygen management system and not print new replicants quite as fast.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 17, 2017, 05:29:36 pm
This game got good potential.

Funny thing is that this game has been made before. It was called Diggles :P
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 17, 2017, 05:35:16 pm
Never heard of that, neon.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 17, 2017, 05:42:32 pm
Never heard of that, neon.

Old old game about Dwarves who are tasked by the gods to chain up Fenrir and in return they are bestowed really awesome beards.

It features some charming humor but mostly really bad humor and the game's biggest weakness is pacing...
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 17, 2017, 06:25:10 pm
Diggles was fun but flawed and suffered from serious performance issues.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Retropunch on February 17, 2017, 06:57:09 pm
PTW because it's Klei who pretty much tie with CDPR for the mantle of the greatest developers ever.

However, as with Don't Starve, I'm really worried I'll burn myself out with it. I played DS really, really early on and completely burnt myself when it was good (but not amazing) - came back to it recently and was blown away though. Sorta don't want the same thing to happen with this.

Any news on multiplayer?


Title: Re: Oxygen Not Included: Alpha Release
Post by: crazyabe on February 17, 2017, 07:14:23 pm
P.T.W

I hope when this is mostly done this eventually goes to X-box1 or something like Dont Starve did, because it Seems really interesting.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 17, 2017, 08:08:31 pm
Any news on multiplayer?

I've not heard anything official (at least that I can find a source for) but this doesn't really seem like a multiplayer sorta genre. So I doubt it'll ever happen.

I'm kinda stuck in my first game since I ran out of coal and I cannot possibly sustain my colony with the hamster wheel. I tried the hydrogen generator but it won't run for any length of time on the weak hydrogen gas I got floating around. Definitely agree that there need more option to sustain the ecosystem, it quickly get to a point where you need to expand really fast to get resources and any mistake or unlucky placement is hard to recover from.

Yeah, I think right now running out of coal (or maybe water if you don't get purifiers running up pretty quickly) is pretty much the end of the game. I've heard talk of hydrogen generators, but I've done a lot of experimentation and I've never gotten them to work or actually see anyone else with a working set up. Afaik the gas pumping stuff just doesn't really work right now and probably gasses in general might need to be looked at first.

I think hampsterwheel base is possible if you're efficient and make a good use of your cheap power from coal to get enough resources that you can afford like half your dupes constantly running to power your base. But that's more holding pattern until you eventually run out of whatever contaminated water you've tapped in that time and then die anyway.

Edit: Unless you can get enough stress vomiters and actually make a water profit off them, I don't know if that's possible, but it's something I want to try.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Icefire2314 on February 18, 2017, 02:08:57 am
This sounds really cool, it's a shame I'm poor :c I'll buy it soon though
Title: Re: Oxygen Not Included: Alpha Release
Post by: Drakale on February 18, 2017, 04:01:42 am
I can confirm that it is much easier if you limit the colony to 4-5 guys. My living quarters are now well isolated from the rest of the cavern and i'm not wasting oxygen everywhere, and with enough art around everyone is at 0 stress. I barely started exhausting water and coal on this game too.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 18, 2017, 05:37:39 am
I think some of the issues could be solved if water sources had a little producer (like a water stone) and gas sources had the same - much like Oil in Factorio, which produces great masses at first, but gets down to a "minimum" income.

Hitting the Reject button a lot helps - but the challange is in getting as many guys as possible - I usually get to around cycle 30-40 and 10+ guys before the game becomes crash-logged.

Having a thing of just mounuments (deco range 8) between your cots helps a lot. I also found using several seperated Caves for Farming to be good, as if you put all your oxy-production in one area the air flow will mess up and you won't always have co² on the ground and o² "upstairs".

Also the game badly needs a "hatch" item, so you can limit gasflow without making L breaks in your ladder building.
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 18, 2017, 08:40:53 am
Apparently I don't have the SimDLL.dll it requires, and Google is only giving me worthless info.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 18, 2017, 09:34:58 am
Uninstall/reinstall : /? Sucks.

This is my current hellhole, sadly after a while new resources (water, coal) are to far away for duplicants to do much. The ladder above goes 2-3 screens high but they can hardly get up there before turning around for food & other needs. I built a shitter up there, but really it just makes waste rain down on the others coming up.

There is at least 15 or so dead duplicants around... I kinda let it run while I was out shoping and they surived somehow. No fresh water without Power, no Power without Coal, Coal is to far away. Hydrogen is used up all around... Just seeing how long it takes for em to die. Cycle 80 shortly.-

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 18, 2017, 09:44:20 am
I like the little dupe at the bottom, surrounded by toxic air in a crypt of his dead friends.
(http://i.imgur.com/5cDlffV.png)
"This is okay."
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 18, 2017, 11:22:13 am
Can someone gimme this file? C:/Program Files (x86)/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded_Data/Plugins/SimDLL.dll
File path included because just posting I need SimDLL.dll wouldn't help anyone.
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 18, 2017, 11:24:16 am
Sent you a PM
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 18, 2017, 11:40:20 am
So now this hellhole is beyond 100 cycles, morphs (creatures made of disease) spawn right in the middle of my bedrooms...

Big image;

http://i.imgur.com/LduAIfm.jpg

The bodys you see are often stacked pretty high, here is one with 4 people in it:

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Drakale on February 18, 2017, 11:40:53 am
This is my current hellhole

I'm impressed you lasted this long honestly, it's very hard to keep up with atmosphere if you don't enclose your generators in a tight space without pollutants. How are you getting enough alga for all those buildings?

Here is my setup, but it's a bit boring to play now. I could expand the amount of people, but i'll probably just wait for some bug fixes.
Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 18, 2017, 11:55:56 am
With the standard install, I can get up to the main menu before it crashes when clicking New Game. After deleting SimDLL.dll, I could get halfway through generation before it locked up. Fresh Windows install not that long ago so it's possible I'm missing something simple. http://pastebin.com/XJgQfx55 (http://pastebin.com/XJgQfx55)
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 18, 2017, 12:09:24 pm
Very nice setup, seems so orderly ; )

Algea was never a issue, I still got 3.5 Tons of it left laying around. Currently heading for cycle 120, now I just want to know how far we can take it. I'm not doing much except tabbing in every now and then and setting harvest priority to 9 and doing another "389 Titles away coal-dig-up"

There might be a bug where my guys can breath in 0.0 Vacum that is created when water splashes all over the place.
Title: Re: Oxygen Not Included: Alpha Release
Post by: eerr on February 18, 2017, 12:33:52 pm
But how do you burn coal with no oxygen?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 18, 2017, 04:38:09 pm
But how do you burn coal with no oxygen?
With Science!
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 23, 2017, 09:50:53 pm
The slow, eventual death of a colony because you can never get enough algae/water is saddening. Waiting to see if they put a machine that uses abyssallite to create water ala condensation. Or using food and water to create algae.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on February 23, 2017, 10:08:41 pm
The slow, eventual death of a colony because you can never get enough algae/water is saddening. Waiting to see if they put a machine that uses abyssallite to create water ala condensation. Or using food and water to create algae.

Abyssalite drives me crazy in how it should be doing a LOT physics wise :P

I mean it is one degree above absolute zero.

Yet the way it acts... I think it barely absorbs nor gives off heat. So in that sense it shouldn't get condensation.
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 23, 2017, 10:49:50 pm
The slow, eventual death of a colony because you can never get enough algae/water is saddening. Waiting to see if they put a machine that uses abyssallite to create water ala condensation. Or using food and water to create algae.

Abyssalite drives me crazy in how it should be doing a LOT physics wise :P

I mean it is one degree above absolute zero.

Yet the way it acts... I think it barely absorbs nor gives off heat. So in that sense it shouldn't get condensation.
It cools air for me, but it never seems to spread from the tiles right beside it. If we could mod I'd definitely slap on some more options for sustainability.
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 24, 2017, 10:48:50 am
Anyone else having a lot of problems pumping gas around? I'm trying to set up a semi-sustainable system but the pumps just stop working sometimes. Like it's sucking in gas and storing it as 'bottled oxygen' but never pumping it into the pipe. hm.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on February 24, 2017, 10:54:07 am
If you pump clean water into a water cleaner, you just get nothing back, beware of that stuff....

Air intakes usually suck everything away and you end up with a vacum and nothing moves : /
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 24, 2017, 10:57:34 am
I seem to inevitably run into a point where my base is too large for gas to circulate naturally so I get immobile pockets of carbon dioxide and pockets of max pressure oxygen. I was trying to fix that by pumping all the air through a filter that sends oxy to the top and carbon dioxide to the bottom to be consumed in my algae farm but instead I created a vacuum chamber. x.x
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 24, 2017, 11:10:44 am
I found gas in general is a little bit borked and that's why I decided to stop playing until a few patches come down the road. Your problem in specific though is caused (to the best of my knowledge) by the fact that an air pump will only ever pump the first gas it pumps, so, if it's sucking in multiple gasses whatever the first thing it sucks in will be what it pumps and the rest gets stored infinitely. This behavior can be reset by loading the save, at that point it'll pump... Well. Something that it has stored, and then set that as the only gas it can pump.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Drakale on February 24, 2017, 02:28:13 pm
Didn't mess with fluids too much, but I gave up on a working gas exchange system. As Criptfeind mentioned, they don't do mixed gases correctly and you run into all sort of issues with differential pressures. Even something simple like trying to cool a room with a closed system connected to an external cooler refuse to work as it should. Hydrogen generator actually work better if you just pump directly into it rather than isolating the hydrogen first. Hoping they will improve it soon. Also hydrogen/oxygen mixes should be a major hazard.
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on February 24, 2017, 05:45:11 pm
Didn't mess with fluids too much, but I gave up on a working gas exchange system. As Criptfeind mentioned, they don't do mixed gases correctly and you run into all sort of issues with differential pressures. Even something simple like trying to cool a room with a closed system connected to an external cooler refuse to work as it should. Hydrogen generator actually work better if you just pump directly into it rather than isolating the hydrogen first. Hoping they will improve it soon. Also hydrogen/oxygen mixes should be a major hazard.
Does the hydrogen generator produce water as a byproduct?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on February 24, 2017, 06:06:09 pm
No.

It doesn't even produce energy as a byproduct.

(I kid, sorta, I've not been able to get the fucking things to actually work for any length of time)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aklyon on February 24, 2017, 06:22:19 pm
Considering its bugginess, it should produce fire as a byproduct.
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on February 24, 2017, 06:43:28 pm
I found gas in general is a little bit borked and that's why I decided to stop playing until a few patches come down the road. Your problem in specific though is caused (to the best of my knowledge) by the fact that an air pump will only ever pump the first gas it pumps, so, if it's sucking in multiple gasses whatever the first thing it sucks in will be what it pumps and the rest gets stored infinitely. This behavior can be reset by loading the save, at that point it'll pump... Well. Something that it has stored, and then set that as the only gas it can pump.
Apparently this was fixed in patch alpha 207167 on the 22nd.

[Game Update] - ALPHA 207167
fixed a crash that occured on startup when launching the game connected to certain tvs
fixed a bug where pumps would only try and pump the first gas they ever pumped
added support for fullscreen aspect ratios other than 16/9 and 16/10
Title: Re: Oxygen Not Included: Alpha Release
Post by: LoSboccacc on February 26, 2017, 05:06:59 pm
ptw. the game seems interestig enouh to get the eventual tablet port.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Vivalas on February 26, 2017, 05:33:20 pm
PTW When this game isn't super buggy I might give it a shot, seems cool from the gas simulation aspect if it worked right
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on March 01, 2017, 05:56:04 pm
Each tile being it's own gas type is turning out to be a nightmare. You get gasses trapped in a weird place and then, viola. 15g of gas is blocking 900g from moving. The only way around it is to make a bigger and bigger area for it to flow in and hope it doesn't just spread to block it again.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Puzzlemaker on March 07, 2017, 12:00:11 pm
I am going to wait for this to enter early access before I buy, but I have to say it looks awesome.  I love the simulation aspects of it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on March 07, 2017, 12:06:34 pm
I feel ya scout - even if they find a workaround, i would much prefer to have

Title
50% Oxy
30% Contaminated Oxy
20% co²
Title: Re: Oxygen Not Included: Alpha Release
Post by: The Scout on March 07, 2017, 12:15:03 pm
I feel ya scout - even if they find a workaround, i would much prefer to have

Title
50% Oxy
30% Contaminated Oxy
20% co²
I don't care if they just slapped the raw amounts on it. It would make more sense than the current oxygen goes up and CO2 goes down, since I would presume airflow would try to maintain an equal pressure while following that rule. Top of your base is mostly oxy, middle is a bit of both and bottom is mostly CO2. Unless the concentration of one goes down and the other has to take it's place.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Puzzlemaker on March 07, 2017, 12:40:40 pm
Maybe just adding brownian motion would work.  Chance of two gas's to flip positions.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Azated on March 10, 2017, 05:35:29 am
Definitely an enjoyable game for quite a while, despite the fact that as others have mentioned, it's more of a "You MAYBE have 20 days to live. See what happens before that" sort of game.

The plumbing is so borked that you can't have more than one or two water-using machines on one line or the entire systems breaks, which means you need to plan for crossing water lines or tap into separate reservoirs. On the topic of water, contaminated water is literally liquid cancer. I've lost 6/10 of my games to the vomit/stepped in vomit spiral that contamination causes.

I've lost about 3/10 to the fact the algae eventually becomes rarer than a diamond unicorn at a gun show. The other 1/10 is to the obscene amount of food these little buggers eat and how much oxygen the mealwood consumes. I can filter the CO2 in the corners that apparently set up camp with the roll of a twelve sided dice and two vegetable tacos, but I can't compensate for the mealwood.


21 days is my max. I ran out of algae, I couldn't process enough slime to get more, and the electrolyser eventually drank all the water I needed for everything else.

It'd also be nice if the different metals had different values. At this point, I don't even bother getting gold because copper does exactly the same thing and doesn't need me to dig through slime and vomit out contaminated air.

Other than all that, I love it. Definitely keeping my eye on this for future developments.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on March 10, 2017, 09:34:00 am
You can go 300 turns if you want to (not taking more then your starting 3)

I got to 100 cycles, taking in every duplicant.

First off - mealwood grows everywhere, not just in oxygen. You just need volume and temperature correct, the rest doesn't matter.

There are a lot of things not explained, for example you can suck in dirty water, keep cooling (or heating) it and then spit it out to get clean steam or clean-solid-ice.

________

Here is a video showing how to make water without Sand or Algea;

https://youtu.be/KjmuWX--6kM

________

My most common mistakes to avoid:

Taking in every stupid duplicant
Only applying Decor to the sleeping Areas
Trying to have everything full of oxygen
Not leaving 3 blocks open for oxygen to move if it should
Not using a shitton of air-tight doors
Not (mainly) using manual power generators
Not hiding away batterys behind some walls, because why wouldn't you
Not putting heat generators in the right place


As a sidenote: There is a debug mode that is pretty good if you want test limits.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on March 15, 2017, 12:03:58 pm
I've been playing this quite a lot lately and I find I keep gravitating to a mesh floor chimney design for my colony.

Current game I'm at cycle 143 and using a very simple narrow design.

Spoiler (click to show/hide)

Lowest floor is a pump in a small hole to collect vomit from the floor above, which contains my algae terrariums, and sent it to be filtered and added to my cistern, which is off to one side of the colony proper.

Immediately above the algae terrariums is the bio distillers in a sealed room to one side and the power apparatus to keep them running.

Above that is storage and a generator that powers the plumbing for the toilets and shower, and some compost heaps in a sealed room.

Above that is the microbe musher, ration box and associated power. To either side outside the mesh chimney design is the portal, the toilets/shower and two airlocked mines I use to collect extra water, slime, sand, dirt and algae.

Above the musher is the farms and above them the dining room.

Spoiler (click to show/hide)

Then it's the beds, and above them the unused medbay, which I plan to deconstruct eventually, and the gas pump that scrubs chlorine and hydrogen from the air and dumps them into a hydrogen generator, other gases are dumped at the bottom of the chimney to make their way back up.

Spoiler (click to show/hide)

The mines extend far more vertically than shown, with big tunnels dug up and down to access water and other resources. That tiling above the ladders in the top image was a funnel to direct water from the cave above into the pool on the left, which worked with only minor spillage.



Stress is 100% across the board, and in past colonies I've found it to be too difficult to keep it down in the long run, so this time I went 'fuck it! Embrace the vomit!' and just decided to make it part of the design. It now makes a small contribution to my cistern when it occurs in the main chimney stack, but elsewhere it is still a nuisance.

The air is highly contaminated as a lot of it came from the caves to the right hand side, which has a handful of Morbs running around polluting it. Since diseases are not really a huge problem I just decided to deal with it, so I have only a handful of deoderyzers now.

Scattered around are remnants of the original layout, which was a simple flat plan spread out on either side of the printer, and an experiment with cooling chlorine to a liquid to mop it up, which I abandoned when just destroying it with the hydrogen generator turned out to be easier and more efficient.
Title: Re: Oxygen Not Included: Alpha Release
Post by: kilakan on March 15, 2017, 03:35:17 pm
ptw for the day that being sustainable is actually a thing.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on March 15, 2017, 03:38:27 pm
Does it bug anyone else that Algae Terrariums consume algae? Logically they should produce more of it at the cost of fertilizer and water, in addition to CO2 recycling, 'cause that's what algae freaking does in the real world.
Title: Re: Oxygen Not Included: Alpha Release
Post by: kilakan on March 15, 2017, 03:41:09 pm
The algae tile resource even says it can be grown in terrariums, and it just can't.    The game actually drives me crazy how it just destroys gas/liquids/solids in all of it's reactions and there's no way to ever get them back.  It's a survival game on an asteroid, you should really be able to recover/grow everything in some way or shape.  It'll be a good game if we eventually get environment suits and the ability to make solar panels out in space (when it exists) and then have electrical devices to fully recover everything that gets used up.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Criptfeind on March 15, 2017, 04:27:49 pm
Well. To be honest, I don't mind sustainability not being a thing, if that's the point of the game! To ravenously expand outward and just gather more and more stuff. Right now it's still early days, so really neither works, you can't be sustainable and you can't really expand out well either (it quickly becomes a pretty massive pain to actually go out and gather resources I've found, it takes soooo much work to dig out areas far away.) I'm not super worried, since it's sooooo early access, I'm sure that such expansion of content is in the cards and I'd be okay with either way that they go. Assuming the game and studio don't burn down or something that is, heh. But yeah, right now it's a bit of a bugger.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on March 15, 2017, 04:46:24 pm
I wonder if the best way to achieve longevity at the moment is to try and achieve a certain level of nomadic structure.

It gets harder and harder to gather resources and haul them back to base, especially water if you can't make it flow there on it's own, but it wouldn't be too hard to gradually set up a small base in a contaminated oxygen pocket and move in to renovate the area into a simple new base.

All you really need is a source of dirt, rock, metal, water and algae in the area and you can make it survivable pretty easily, at least for a few days to keep digging and scouting. If you place walls or locked doors behind you it might even be possible to leave some duplicants back in your original base in case the expedition goes tits up. Getting new duplicants to the new base would be awkward, but they move pretty fast and an empty bed would bring them running.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Neonivek on March 15, 2017, 04:51:46 pm
Well. To be honest, I don't mind sustainability not being a thing, if that's the point of the game! To ravenously expand outward and just gather more and more stuff.

Yeah, indeed that is one way they could go about it. Most of Diggles is just that.

Though the most important device to that gameplay is immovable so your base is pretty much set in stone.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on March 15, 2017, 07:08:20 pm
I wonder if the best way to achieve longevity at the moment is to try and achieve a certain level of nomadic structure.

It gets harder and harder to gather resources and haul them back to base, especially water if you can't make it flow there on it's own, but it wouldn't be too hard to gradually set up a small base in a contaminated oxygen pocket and move in to renovate the area into a simple new base.

All you really need is a source of dirt, rock, metal, water and algae in the area and you can make it survivable pretty easily, at least for a few days to keep digging and scouting. If you place walls or locked doors behind you it might even be possible to leave some duplicants back in your original base in case the expedition goes tits up. Getting new duplicants to the new base would be awkward, but they move pretty fast and an empty bed would bring them running.
This would make for an interesting challenge run, at any rate. Main problem would be hauling food to the new base.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Azated on March 21, 2017, 07:25:50 am
Despite my recent cheese and whine session, I've managed to get a handle on running a colony, even in the thermal update. I'm up to cycle 130 with no sign of slowing down.

Beware, 9 large screenshots and a scrollbar ahead. Hold your middle mouse button for easy scrolling


Starting from the most complex system (which I've named Sector 3), we have the lowest section of my main colony. This is where I tap into polluted water from a swamp biome and refine into two thirds of my water supply.

Part of it goes into a small reservoir for the showers, which is then outut back into the polluted water.

The second part goes into a single electrolyzer, which pumps oxygen to several vents and hydrogen to the hydrogen tank (more on that later).

The third part goes into my primary access reservoir, which is where my dupes get most of their water. This was one of my original water pools, so it's where I have a shower and two toilets (more on this later also).

You can also see 6 dead dupes on the bottom right. They made a suicide pact while building the generator room and I couldn't dissuade them.

Sector 3

Spoiler: all piping (click to show/hide)
Spoiler: liquid piping (click to show/hide)
Spoiler: gas piping (click to show/hide)
Spoiler: gas levels (click to show/hide)

Next up, we have Sector 2. This is where most of my power gets drained. I have my primary oxygen providing electrolyzers here that receive water from another one of my original water sources that I've had closed for about a hundred cycles. It fills up from bio distiller systems, and a small polluted water pool as a backup that I can easily connect/disconnect if I need to.

There was a small gap between the release of thermal and the current update (from 210199 - 210489) where the bio distillers produced obscene amounts of water and algae. I survived for months on a single distiller for all my water and algae needs, but the current version is back to where it was, making distillers practically useless. As is, I like to keep them there for a bit of algae production, but that's just to cover my terrariums cleaning co2 without taxing my power, which brings us to my saving grace.

You might have seen in the first set of shots that I have 3 coal generators all next to eachother, and all cool enough to work. I spent so long trying to keep a single coalgen cool that I gave up and relied on manual power and the hydrogen generator for almost 100 cycles.

I tried everything, from surrounding them in ice, surrounding them with wheezwort (which was pointless), and layering a small amount of water on the bottom. Eventually I figured I'd try dropping water on them using melted polluted ice. The right generator in the below screenshots sits about 0.7c consistently.

Sector 2

Spoiler: all view (click to show/hide)
Spoiler: liquid piping (click to show/hide)
Spoiler: gas levels (click to show/hide)


And finally, we have Sector 1. There's not much to see here, except for all the piping and the muck/coal farm full of CO2 for some reason. It was a pain to get oxygen through this area until I used electrolyzers. Now I'm actually worried about overpressurising everything and killing everyone (is that even possible?).

Sector 1

Spoiler: all view (click to show/hide)
Spoiler: liquid piping (click to show/hide)
Spoiler: gas piping (click to show/hide)
Spoiler: gas levels (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Xinvoker on April 06, 2017, 08:33:14 am
This game is quite addictive even for the little content it currently has. Temperature and piping are quite the probem-generators, and gaming is essentially problem-solving.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ThtblovesDF on April 06, 2017, 09:37:22 am
I sure wish there was some base-wide commands you could set (and define playstyle) like:

"Use any fucking bed, ffs"
"Use any table, etc"
"Eating while hunger is Blow X is priority Y, while Eating above X is priority Z"
The above, for every single need.
"Store anything in everything please"
"Define Home"

I'd also love some kind of automatic plant-picking up maschine or some such...


Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on June 21, 2018, 03:42:29 pm
ptw for the day that being sustainable is actually a thing.


The day has come! Sorry for the necro but starting a new thread felt wrong considering the game is still in Alpha (I think). Picked it up around a month or two ago, it's much better now than you guys have been describing. But let me introduce you to my base first: I have 6 duplicants which have ridiculous skills at this point and am beyond cycle 400 at this point. I don't see anything in the next couple hundred cycles that would just end my current game, except the eventual heat death of this relatively small universe (speaking of which, I have finally broken through to the surface, which the most recent update added^^).

This is the main part of my base, I tried to keep everything as simple and spaced apart as far as possible so I don't end up burning out on the clutter:

My farm, where I currently grow Bristle Berries and Pincha Peppernuts and ship them to my kitchen automatically (the dupes only have to do the actual harvesting and some crop care to get a growth speed bonus) :

My power station, situated in a cold biome to allow me to worry about cooling it later (I might have to worry about that now come to think of it...) :

For those of you who were worried about longterm sustainability of the base, they added geysers now. Randomly strewn about on the map they can help your colony by giving off different gases and liquids. Here's an example of a geyser that gives off crude oil, but beware as it comes out at 326.9°C in this case:
Spoiler: Crude! (click to show/hide)

There's several different types of these, in this map I have two that produce steam at 110°C which instantly condenses into very hot, but clean water, but I didn't see a need to use them as there's another one that produces more than enough polluted water to serve my small colony.

There's also a bunch of critters that look way too cute :) and that can turn one resource into another, the drecko for instance eats mealwood plants (among other things) and poops out phosphorite for use in farming. They can also be sheared for reed fiber in case you don't want to grow the plants for that.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Farce on June 22, 2018, 02:51:40 am
Man, I really want to play with piping and stuff - make nice, clean water reservoirs, along with not-so-clean ones for dirty water etc, and the same for gas stuff, but my little bases always fall apart before I can get to it.  Air goes bad because of too much CO2, or power can't keep up, or I run out of food, or just -something-.

Guess I should just cheat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on June 22, 2018, 04:21:03 am
Man, I really want to play with piping and stuff - make nice, clean water reservoirs, along with not-so-clean ones for dirty water etc, and the same for gas stuff, but my little bases always fall apart before I can get to it.  Air goes bad because of too much CO2, or power can't keep up, or I run out of food, or just -something-.

Guess I should just cheat.


Here is my standard research order: Planter boxes to start growing mealwood as fast as possible (sometimes you can even skip making mush bars completely if you find enough seeds at the start), then advanced research and coal generators after, so my dupes can get off the manual ones. I then usually beeline for smart batteries (and everything you need to get them running: brute force refinement and automation for instance) so I stop wasting coal when the generator doesn't need to run. That also reduces CO2 production by a lot, if it's still a problem I just dig a pit for the CO2 to sink into.


I almost never use algae terrariums, they require too much dupe labor and water to be worth it imo. The mealwood can feed a couple duplicants for a long time until you run out of dirt, so I usually only worry about food again once my dupes start to get severely stressed because of the bad food.


But I had ~6 colonies burn and crash in the early game too, you'll get beyond that eventually :) And yea, cheating is a valid option if you get bored of that.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on June 22, 2018, 07:12:53 am
What do you do for oxygen if you dont use terrariums?
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on June 22, 2018, 09:49:37 am
What do you do for oxygen if you dont use terrariums?


Algae deoxidizers until the algae goes low, then I build a fancy self-powered electrolyzer setup which just has to be fed water from a steam geyser. The electrolyzers produce enough hydrogen in addition to the oxygen to power themselves and some pumps via a hydrogen generator if you use automation to turn the generator on and off based on stored power.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Farce on June 22, 2018, 03:14:33 pm
I always try to dig a couple big dumb water tanks for fresh and polluted water.  I guess now that I think about it, what kills my colonies is that I end up putting too much work into that before I have sustainable everything-else.

That and I like to take every Duplicant I can get.  Apparently that's a bad idea.

I always have trouble with food, too.  Even with a good cook cooking just takes so damn long, and apparently I need to baby the hell out of my farms or else they won't be a viable sustainable thing?
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on June 22, 2018, 06:18:13 pm
I always try to dig a couple big dumb water tanks for fresh and polluted water.  I guess now that I think about it, what kills my colonies is that I end up putting too much work into that before I have sustainable everything-else.

That and I like to take every Duplicant I can get.  Apparently that's a bad idea.

I always have trouble with food, too.  Even with a good cook cooking just takes so damn long, and apparently I need to baby the hell out of my farms or else they won't be a viable sustainable thing?


Big dumb water tanks are cool, but they do take a lot of work. I usually put that off until all the basic needs of the colony are met (semi-stable oxygen supply, enough food stockpiled or reliably growing that I don't have to micromanage that all the time, enough decor that my dupes don't spend all day on the massage tables etc). Just leave space for them.


Taking every duplicant is a challenge in and of itself. If you look at the algae deoxydizer for instance, it produces 550 g/s of oxygen. Unless they have the Mouth Breather or Diver's Lungs traits, dupes consume 100 g/s of oxygen. So if you want a lot of time to set up everything properly, 5 dupes is the limit, otherwise you'll have to build a second deoxydizer, which takes up an additional 120(?) W of power, so you may need a second coal generator too depending on what else you want to run. Then you'd also need bigger farms and more cooks, which require more resources and power and so on. It's definitely possible to take on a lot more dupes early (Brothgar on Youtube made a challenge out of it, adding 3 duplicants every 3 days with the sandbox menu), but at some point it just becomes very very hard.
I know it's hard to resist taking on more dupes, but you can always lay out new constructions with the game running instead of paused, so you don't have to wait as long IRL for them to get things done.


By babying your farms do you mean micromanaging? That's not really necessary if they're set up right, you could for instance have them in a sealed room with only CO2. Most plants grow fine in CO2, the dupes won't breathe it away so pressure will be relatively stable and it'll also prevent other gases from flowing in and messing up your food production. At that point you only really need to keep an eye on their temperature and grab some wheezeworts from a cold biome if it becomes a problem. You could also calculate in advance how many duplicants your farms can supply or vice versa how much farm space you need for X amount of duplicants, but that's a whole other topic...
If you have surplus food to stockpile, always use ration boxes or unpowered fridges in a CO2 or chlorine environment. CO2 and chlorine are considered sterile, so the food will never go bad, and you don't even have to use power for that.


TL;DR: life becomes a whole lot easier the less dupes you have to manage.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Farce on June 25, 2018, 09:04:24 pm
By babying I mean I have to like... care about their temperature and stuff.  I've never gotten to the point that I can farm anything besides mealwood, because I tend to fall apart before I can expand into the biomes outside of the nice, uncomplicated little 'copper and algae' area around the start, and there don't seem to be any plants beside mealwood and a couple bristles that I don't bother with there.

But mealwood... like, I tend to plant every one I get, but I end up not having enough.  I guess that's down to the whole 'taking every Dupe I can' thing.  I think I end up having atmospheric problems with them sometimes too, though it's been awhile since I've played a straight game so I can't actually say what particularly I had mess up with them.  Probably low pressure or something.

I did play a cheaty game just now though and man, even that's hard.  I mass mined out a giant area to just build whatever in, and managed about a day and a half after building a water/polluted water tank, a coal power plant, and atmospherics area (including a CO2 tank, a 'mix' tank, and an oxygen tank, with filters and such to move them about and carbon scrubbers to deal with CO2) and was running an experiment to figure out how temperature worked when I got an alert saying my Dupes were melting on account of it somehow getting to 140 F in the colony.  I've never actually had to deal with temperature before so I'm not sure what to do with it.

Like, the experiment was that I built a little bunker up on the surface and was pumping water through a big radiant-pipe array in the vacuum.  It seems like that reduced the heat by a couple degrees, but I don't think it was losing temperature enough to deal with cooling a base running at 140...  I guess it's either hydrofans or just using the ice biome as a heatsink?

I want to centralize my air stuff, so part of that would be temperature control too I guess.  Is that like, uh.  Actually doable?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Shooer on June 25, 2018, 11:03:03 pm
HVAC units are used to cool down air passing through them, they are further into the tech tree.  You should be able to unlock them and insulated air ducts in a normal game before heat becomes a major issue.  Big thing to do is NOT make to many things that produce heat, like coal generators.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Chiefwaffles on June 25, 2018, 11:35:51 pm
Problem with HVACs is that they heat up the area around them.

Your best bet is using Wheezeworts. They're plants you can fairly easily find in the ice biome and that, once uprooted, can be planted in regular pots with no difficult requirements to keep them alive. They cool the air around them, no catch. If you set up a radiant pipe array in a room with some wheezeworts, you can cool down your air supply fairly easily.
Alternatively, you can use a wheezewort setup but instead of just cooling your air supply, you're cooling a gas like Hydrogen which you then pipe through the base/prone-to-heating areas then vent into space or somewhere else.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on June 26, 2018, 08:04:13 am
for best wheezewort performance set up a loop of free flowing hydrogen gas somewhat like this:

Code: [Select]
TTTTTTT
THHHHHT
THHHHHT
TWWTHHT
TWWTHHT
TPPTHHT
TAAHHHT
THHHHHT
TTTTTTT


T = any tile, preferrably abyssilite
H = free flowing hydrogen
W = wheezeworts (2 high)
P = plant pots
A = airflow tile

the wheezeworts take a packet of gas from their lower tile and deposit it cooler in their upper tile, so this construction creates a clockwise gas flow that looks pretty cool too and has plenty of space to route some radiant pipes through. hydrogen has one of the best heat conductivities and capacities so it's a good choice for a system like this.

EDIT: forgot to mention, this is of course extendable depending on how many wheezeworts you want to use. you could even stack them vertically, might work better or worse, haven't tested that yet.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Retropunch on September 13, 2018, 07:00:23 am

That and I like to take every Duplicant I can get.  Apparently that's a bad idea.


That was my problem for a long time - in most survival/RTS/colony games it's almost always better to have more characters than less. Sometimes you don't want seriously rubbish ones, but most of the time they're a net gain so I thought this would be pretty much the same.

This seems to work almost completely the opposite way around. Unless they're really good I just won't bother - I found 4 about the right amount for me until I got everything up and working in a semi-sustainable way.

Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on September 13, 2018, 07:09:42 am
Until I'm halfway to farms and have a calorie stockpile I dont even go beyond the first three. I do check the portal when its charged in case the three candidates are terrible to shuffle ASAP
Title: Re: Oxygen Not Included: Alpha Release
Post by: Retropunch on September 13, 2018, 03:05:19 pm
Until I'm halfway to farms and have a calorie stockpile I dont even go beyond the first three. I do check the portal when its charged in case the three candidates are terrible to shuffle ASAP

Yeah, I normally only go for a fourth if they're actually good. I do find it a bit easier though, because you tend to need one person for generating electricity, one for food production, one for researching and one to do all the other stuff .
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on September 13, 2018, 03:36:10 pm
Dunno. I dont need that much power early on. Later sure, but even then I usually use my tinkerers to kickstart electrolyzer rigs and whatnot. (I think eelctrolyzers/sieves are the point where you can say that your base has grown the beard. Assuming you can get water out of geysers or goo that is
Title: Re: Oxygen Not Included: Alpha Release
Post by: forsaken1111 on September 14, 2018, 04:02:49 am
I'm still not certain how to make a colony sustainable over the long term. Is there some trick to purifying water from geysers? do some just put out clean water?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Radsoc on September 14, 2018, 04:48:20 am
There are different geysers I guess, if the temperature is high enough you get clean output water no matter what. Sometimes you can just add some heat to make it clean. But it's a dangerous thing.

I tried to purify water through a series of smelters, but usually the pipes break because of the phase change (which is bs). However, I succumb to heat that gradually increases temperature and makes food industry unsustainable. Entropy is bound to increase and kill the colony, especially if you have a geyser, but I read there are some kind of magical entropy killer plants (which I haven't come across yet).
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on September 14, 2018, 05:11:17 am
I've not had that many problems with heat (except in one particular base that ran for more than 200 cycles... until the last update actually). But people advise to isolate the stsrting biome's perifery to slow down ambient heat.

In the 200 cycles one, by the time heat started to be a problem, I moved most of my electrical devices to adjacent biomes, and installed a row of cold plants to refrigerate my oxygen suppy. That mostly did the trick. You dont need one of those ellaborate hydrogen coolers

Re:water: its actually sieves that turn it from polluted to nonpolluted. Food poisoning bacteria remains, but... that's not a very big problem if you're not feeding the water to the duplicants. In fact diseases are not thst bad. Just make sure immunity stays up. That's my policy for my slime mines. All sheanigans are done behind the chlorinated airlock. If anyone's immunity falls under 80-90, the mines are closed until everyone has recovered.

Title: Re: Oxygen Not Included: Alpha Release
Post by: Radsoc on September 14, 2018, 05:24:39 am
Sieves or a high enough temperature. Sieves will consume sand though. I've seen purification methods using space heaters, and it would definitely be really doable if you could use a vacuum chamber, but unfortunately boiling points don't change with pressure in game. It would have allowed for a really low tech purifier.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on September 14, 2018, 07:52:45 am
Sieves consume sand but you're not going to run out anytime soon and it's not like you're using it for something else are you :p? At the very least use them as a backup while you build your drip-boil system.

Btw: as a counterargument to sand wasting: boiling polluted water results in a loss of polluted dirt, which can be turned into dirt
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on September 14, 2018, 09:05:21 am
Doesn't polluted water generate polluted oxygen? Which can, in turn, be used to make more water?

Also apparently it's now possible to power a base solely on duplicant flatulence, which is something.
Title: Re: Oxygen Not Included: Alpha Release
Post by: sluissa on September 14, 2018, 10:43:26 am
Doesn't polluted water generate polluted oxygen? Which can, in turn, be used to make more water?

Also apparently it's now possible to power a base solely on duplicant flatulence, which is something.

At one point someone did the math on a self sustaining base centered around ugly crier tears.

Duplicants don't follow conservation of mass.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on September 14, 2018, 11:39:49 am
I think they patched that and polluted water either turns to polluted oxygen in presence of oxygen or turns oxygen into polluted oxygen. So no free ride on that.

Also, afaik you cant turn oxygen into water.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on September 14, 2018, 12:38:57 pm
Also, afaik you cant turn oxygen into water.
Was under the impression it was, but I guess I was wrong.
Title: Re: Oxygen Not Included: Alpha Release
Post by: etgfrog on September 17, 2018, 12:07:41 pm
So I have been playing for a bit. I've recently found out how good abyssalite pipes are when compared to sandstone insulated pipes. Its enough that I can send air at 75 C and it arrive 100 tiles later at 74.6 C to get cooled off in the cold zone. I ran into a heat problem because I tried to send the water from a cool steam vent across my base to pipe it into the showers. It caused most of my base to heat up to 40 C and there doesn't seem to be any extra morale bonus for having hot water going to the showers. I am halfway through recovery though, went from 150k calories stored to 30k before I got the farms cooled down enough for them to work again.

Well...part B as to why heat was an issue. Bringing hot items like regolith back to your base will cause that storage to radiate heat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on October 07, 2018, 08:55:32 pm
Cycle 109 of my colony and everything's falling apart!  :'(

I managed to solve my water crisis through a combination of refining polluted water and finding a geyser, but I never should have uncovered that volcano - I've been (unsuccessfully) trying to deal with the crazy heat the thing puts out - it's caused most of my farms to shut down, and my total calories have been plummeting. Then, to top it off, I've apparently explored too many slime biomes without enough hygiene, because half my dupes have come down with slimelung (all at once, no less) which is just exacerbating the problem, since all my mushrooms (the only crop that's still reliably producing) are all going dormant from lack of fertilizing.

I may have to give up on this world and restart.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Chiefwaffles on October 08, 2018, 01:00:38 am
Yeah, sounds like you're screwed.

If you find a volcano, your best bet is to insulate it as much as you can. As for slime biomes, slimelung dies in clean air so if you make sure to keep enough sinks and a ton of deodorizers between you and the biomes, you should be good. Just watch out for the low immune warning and keep those dupes out of the biome until their immune system recovers.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Majestic7 on October 08, 2018, 03:51:12 am
What is your design philosophy like in this game? Do you plan ahead to add various pipes and stuff later from the day zero or rebuild extensively? I'm asking because in Dwarf Fortress I plan from the day one for defenses, water channels and whatnot I add later. In this I've found myself doing things ad hoc and it ends up everything in a mess later due to power lines getting overpowered etc.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Radsoc on October 08, 2018, 06:27:35 am
Succumbed to the literal heat death too, but it was because of my ignorance. All my farms died. Performed an experiment with a metal smelter in series to clean water, that burst pipes due to phase transitions (crazy mechanics), just below the farms :D

My only annoyance with the game is that you can't create pressure chambers for purification purposes due to the game not using Pressure-Temperature phase transition lookup tables.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on October 08, 2018, 06:40:56 am
I've been doing things mostly ad hoc, I try to follow a general room plan of 4 tiles high and 24 long, rooms stacked on top of each other and about 3/4 rooms width to the main colony, but it's very much thrown together with new extensions being crammed into natural holes or odd shaped rooms being wedged into the colony for specific uses.

Drecko farms, cisterns and CO2 sinks tend to be in all sorts of odd spots because I design them to take advantage of natural features, and that's resulting in me trying to cram a slickster farm and oil refinery in the CO2 sink below my colony.



I'm nearly at 500 cycles, so I'm doing something right. Got a set up to chill my oxygen as it's piped into the colony, two steam geysers and a water geyser, an oil well I've not tapped yet, a glossy drecko farm, a puft farm, shine bug farm, two sage hatch farms and a smooth hatch farm, a fledling slickster farm. Sitting at 9 dupes at the moment, 14 dead ones, but they died some 300+ cycles ago.

Having a dirt shortage of all things, which is leading into a food shortage, but so far I've been holding it off.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Chiefwaffles on October 08, 2018, 07:08:24 am
The thing is in ONI that you get 100% material refund for anything you deconstruct. But in my opinion, labor is far more valuable than resources. You can theoretically rebuild your entire base, but the sheer amount of time spent doing so will most likely result in you dying from something else entirely.

In my opinion, the most important thing to plan ahead in is heat. Once you start noticing actual negative consequences of heat getting into your farms/living areas/etc., it's probably already too late. Avoid pumping hot water/gas throughout your base willy-nilly unless you're using insulated pipes, keep heat-generating objects away from the most temperature-sensitive parts of your colony, and always be looking for more wheezewhorts.

Also something to consider is power. The 1000W limit on the basic wires is fine early game, but starts becoming killer as soon as you start dabbling in the midgame. It's fairly easy to adapt a transformer system into an existing powernet, but in my opinion you should at least consider planning ahead in the start of the game so no one power net will reasonably go over 1000W at any point.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Radsoc on October 08, 2018, 07:20:42 am
Yes power is something to plan ahead. Transformer room, cable shafts and so on.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Majestic7 on October 08, 2018, 10:12:14 am
So how do transformers work exactly? Where should I place them? Should I spread power production around or have it concentrated?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on October 08, 2018, 10:17:30 am
So how do transformers work exactly? Where should I place them? Should I spread power production around or have it concentrated?
I usually place them between the power generators and the batteries, especially since the heavy cable is extremely bad for decor.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on October 08, 2018, 10:24:02 am
Transformers should be wedged in whereever you need to protect a circuit really. Anytime one branches off from the heavy cable trunk you need to protect it or it'll cost you in the long run.

Early on I keep power generation spread out, most stuff is run by it's own personal hamster wheel rather than an actual generator, with a swap to coal once things get too big to spare a dupe just to run.

You're looking at 1 wheel for research stations, 1 for a pump and sieve to run a bathroom, 1 for a kitchen and some lights hooked up to one system and illuminating algae terrariums early on in a simple stacked base. That's about as much as I feel can really be operated by one dedicated operator while still leaving them time to help out on other tasks.

Later on I start piece meal replacing the old generators with coal ones and trying to consolidate it all into one place. If it's all in one area it's easier to collect the waste products and try to counteract/contain the heat produced. A sealed chamber can have radiant gas pipes run around it to pull heat away and either try to dump it into wheezeworts or some other use/disposal method.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Majestic7 on October 08, 2018, 10:29:02 am
Do you use separate power grids? I've put everything on the same grid and I suppose that's my problem with power spikes.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on October 08, 2018, 11:02:20 am
Even if you keep all your batteries together, you'll still want to split the cables coming from them.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Grim Portent on October 08, 2018, 11:38:42 am
Do you use separate power grids? I've put everything on the same grid and I suppose that's my problem with power spikes.

Yes that will be the root of your problem. I keep each early circuit limited to about three machines + generator + large battery.

Generally once you start wanting to hook up more than four big machines to any given set of wires you need a transformer and some heavy cables.

My current set up is a bashed together mess of different circuits though, I've not gotten organised enough to make heavy wires and instead am just using conductive wires (the refined metal ones) and upping my circuits to 2kW on the network. I do plan to make one big network once I can get myself out of a food scarcity issue.

Smart batteries are probably the single biggest improvement I made to my power systems though. They lose power at 1/10 the rate of a normal battery, and can turn off generators when you don't need them on, so the whole system becomes less wasteful and releases less heat. If there is a dupe god it looks like a smart battery.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on October 08, 2018, 12:28:02 pm
Do you use separate power grids? I've put everything on the same grid and I suppose that's my problem with power spikes.

Yes that will be the root of your problem. I keep each early circuit limited to about three machines + generator + large battery.

Generally once you start wanting to hook up more than four big machines to any given set of wires you need a transformer and some heavy cables.

My current set up is a bashed together mess of different circuits though, I've not gotten organised enough to make heavy wires and instead am just using conductive wires (the refined metal ones) and upping my circuits to 2kW on the network. I do plan to make one big network once I can get myself out of a food scarcity issue.

Smart batteries are probably the single biggest improvement I made to my power systems though. They lose power at 1/10 the rate of a normal battery, and can turn off generators when you don't need them on, so the whole system becomes less wasteful and releases less heat. If there is a dupe god it looks like a smart battery.
I forgot Smart Batteries are a thing, because it might as well e impossible to turn off generation when you are at capacity thanks to dupe priorities.

I'd like to stress again to hide all your pipes and wires behind tiles or objects and especially to run heavy wire through non-public sections of your base because holy shit dupes hate heavy wire.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on October 08, 2018, 02:55:00 pm
So how do transformers work exactly? Where should I place them? Should I spread power production around or have it concentrated?

Transformers work by limiting the total current flowing through them to the output level of the transformer, which in the case of small transformers is exactly the capacity of wire. This serves to separate out circuits from each other, since otherwise the total draw of everything on the circuit is flowing through every wire.

In short, as long as you have power flowing only through one small transformer, you can power as much as you like off one circuit and it will shut down rather than overload. Having more than one transformer on one circuit or a battery on the demand side both risk overload.

I generally put one small transformer on every deck of my base, wired to supply the lights and so forth on that deck from a central gold Heavi-Conductive line surrounded by statuary and paintings. That line, which becomes regular iron ore Heavi-Watt outside the base proper, is plugged into everything I'm using to generate power; I preferentially use renewable energy via multiple Smart Batteries with different active/standby charge levels, which is the main advantage of centralized power production. Assemblies that draw just below a kilowatt (automatic SPOMs, mostly) get their own small transformers, and refineries and so forth get their own big transformers.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on November 21, 2018, 06:40:33 pm
I've recently picked this one up, and after a few false starts simply understanding the basic mechanics, I've got a good colony going.

I'm currently on cycle 285, and my major project is to clear out the surrounding terrain. I've limited myself to four dupes so as to conserve water and food. So far I haven't done anything too creative with my design except for my bathroom heatsink.

I've got your typical setup for a bathroom (2 lavatories, 2 sinks, 2 showers) and their polluted water feeds into a holding tank. I pump the polluted water from the tank through a water sieve, then the resulting 'clean' water is fed back through two thermo-aquatuners submerged in the polluted water reservoir to dump heat before being output into its own holding tank.

This takes advantage of the fact that the water sieve always outputs clean water at 40 degrees. Thus, if you dump excess heat into the input reservoir, you're creating a net loss of heat in your base.

The result is a polluted water tank that averages 60 degrees, and a clean water tank that averages 15 degrees. I pipe all my base oxygen supply through radiant gas pipes in the clean water tank to chill my air flow, meaning my base is 100% wheezewort free and still going strong while close to 300 cycles.

The only downside is the massive power cost of thermo-aquatuners. 1200 watts each, to be precise. I use five coal generators to supply the system (two for each thermo-aquatuner, plus one for the pumps and water sieve) and I've got a dozen hatches feeding me coal for the setup. It's enough to negate heat issues until I uncover better options.

Still haven't managed to find my map's geysers yet. So far I've only discovered a gold volcano, which I've carefully left buried for later.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on November 23, 2018, 01:18:30 pm
If any of you folks would like a seed with ridiculous amounts of water, the seed 1337 is amazing for that. I probably remember wrong and am too lazy to boot up the game right now, but I think it has a water geyser at 95°C, two cool slush geysers at -10°C, a polluted water vent with food poisoning that probably has some sort of temperature as well, two cool steam vents at 110°C as well as a copper and an iron volcano and one chlorine, one natural gas vent for good measure. I think there's a low output liquid carbon dioxide geyser to the bottom right of the starting biome as well but I might be confusing this with another map I played.
If you use all of those to their maximum potential you shouldn't have to ever worry about heat or water, and power can be easily solved by dumping excess water into the two oil wells at the bottom of the map producing lots of crude oil and natural gas once your starting supply of oil is used up.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on November 23, 2018, 10:58:32 pm
Ugh, I need to remember to build preventative deodorizers when I'm mining out slime biomes. I'm stuck on a loop of slimelung sickness for my sins of prioritizing mined area over safety.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 06, 2018, 12:19:46 am
So I'm fairly new to this, but what's the best way to avoid overheating? I've been using mostly copious amounts of farm tiles to establish Liceloaf as my primary diet, but they start overheating around cycle 100 and the problem keeps escalating. I broke open a cold biome for Wheezewort and to try and route chilled hydrogen pipes through my base (I think that's what some other people recommended? Or did I get that wrong...), but that's barely making a dent in my temperature problems. I suspect it has to do with a a cool steam geyser that I've tapped into since my starter sources are running low, but would funneling it via insulated pipes into an insulated cistern be enough to give everybody heat stroke?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Mechanoid on December 06, 2018, 01:21:29 am
So I'm fairly new to this, but what's the best way to avoid overheating?

The obvious temporary solution is to put all heat generators on one side of the base, and all heat-sensitive objects on the other. Don't have 10 small batteries and a coal generator blasting heat into the air, directly inside your mealwood farm. It's obvious but i've seen it happen before.

Keep a wider margin between your base and the neighboring high temperature biomes. Remember that mining a tile destroys half its mass. 1800 kilograms of sandstone takes much longer to heat up than 2kg of oxygen, and the 900kg of sandstone that's now on the floor only really interacts with the floor's temperature, not so much the air that's around it. Realise that raw metal will conduct heat faster than oxygen can, so having a large copper deposit touching the hot caustic jungle is a bad idea, and it would be preferable to mine it out immediately. The ideal place to put your heat generators is at the top of the starting biome, and the farms beneath the pools of water or near the center of the biome.

Heat rises and cold sinks. Don't dig too far down until you can get insulated tiles between your living and farming spaces, and the rest of the asteroid beneath you. Keep in mind that every single tile will perform heat calculations based on its neighbor, with a bias towards rising or falling based on its surrounding relative temperatures. If there's cold above hot, the materials adjust each others temperatures much faster than if it was hot above cold. Similarly, a series of tiles that look like "Oxygen - Insulated Tile - Oxygen" is only slowing down the heat transfer by 1 insulated tile math calculation; 2 insulated tiles are much better because of this. (a width of 3 tiles of any kind prevent liquid from breaking through due to over-pressure; 2 insulated and 1 regular tile surrouding a 10,000kg water tank won't ever rupture and will be very thermally insulated.)

If you absolutely can not research insulated wall tiles in time (due to finding an active steam geyser point of interest) build a vacuum wall to keep the heat at bay, which is done by removing an orthogonally surrounded tile through exploiting diagonal deconstruction:
Spoiler (click to show/hide)

edit - The ultimate solution to heating problems, however, is to research automation, liquid storage, and the aquatuner, then setup a cold-water cycling pipe in your base to keep your dupes comfortable.
As a side note however: Never ever use the special thermal-adjustment clothing, as they don't work as you would expect. Sweaters increase insulation which means they take MORE time to change temperature (even standing in liquids!) but they do still change temperature. Cool vests remove insulation on a dupe which means they'll immediately become hypothermic or heat-stroked if they step in a puddle for too long or stand near an active space heater.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 06, 2018, 01:25:48 am
So I'm fairly new to this, but what's the best way to avoid overheating? I've been using mostly copious amounts of farm tiles to establish Liceloaf as my primary diet, but they start overheating around cycle 100 and the problem keeps escalating. I broke open a cold biome for Wheezewort and to try and route chilled hydrogen pipes through my base (I think that's what some other people recommended? Or did I get that wrong...), but that's barely making a dent in my temperature problems. I suspect it has to do with a a cool steam geyser that I've tapped into since my starter sources are running low, but would funneling it via insulated pipes into an insulated cistern be enough to give everybody heat stroke?

Check the temperature in your hydrogen return pipes; if your adventures in gas cooling went anything like mine, it has probably long since reached ambient temperature. Gas pipes' 1 kg/s flow rate effectively limits what you can do with gas cooling, particularly at -30 C or so like you've probably got in your frozen biome. Liquid cooling, by contrast, is working with 10x the flow rate, and plain water is perfectly suitable for the kind of temperatures you want. (Piping the return water into a room full of hydrogen and wheezeworts is, provided it doesn't melt, a good way to cool it down, though.)

In general, though, the best way to cool your base in the early game is to control heat generation and leakage in from the surrounding biomes in the first place, along with passive cooling (read: put temperature-insensitive things in upper rooms) so that the heat you do get is contained. Once you get into the midgame you can consider doing things like aquatuner/sieve loops to just eliminate a lot of process heat or maybe finding an anti-entropy thermo nullifier (AETN), and there are some heat-negative power plant designs out there -- although for whole-base cooling to 20 C, a self-powered oxygen module (SPOM) is one of the easiest and most reliable ways to go provided you can keep the pressure in the base down.

In the short term, have you considered piping your geyser water through your frozen biome to cool it? You could even drip it onto (clean) ice, if you want.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 06, 2018, 09:27:32 am
PTP
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sanctume on December 06, 2018, 09:46:18 am
Question: Does buying Oxygen Not Included include all those add-ons, or are they separate DLCs? 
I see it on sale on steam often, but I am not sure if all the rest are included.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 06, 2018, 09:49:58 am
Question: Does buying Oxygen Not Included include all those add-ons, or are they separate DLCs? 
I see it on sale on steam often, but I am not sure if all the rest are included.

There isn't any DLC; the named upgrades are just how Klei presents their updates to the game. It's all one thing.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on December 06, 2018, 10:17:41 am
Question: Does buying Oxygen Not Included include all those add-ons, or are they separate DLCs? 
I see it on sale on steam often, but I am not sure if all the rest are included.

There isn't any DLC; the named upgrades are just how Klei presents their updates to the game. It's all one thing.

Pretty much this. The little shorts they release every now and then are also great.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 06, 2018, 10:19:34 am
It's the development roadmap. Pre-release alpha and all that.

I have to say I've been playing this for ages and it has felt like a finished game for a while now.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 06, 2018, 03:17:27 pm
Check the temperature in your hydrogen return pipes; if your adventures in gas cooling went anything like mine, it has probably long since reached ambient temperature. Gas pipes' 1 kg/s flow rate effectively limits what you can do with gas cooling, particularly at -30 C or so like you've probably got in your frozen biome. Liquid cooling, by contrast, is working with 10x the flow rate, and plain water is perfectly suitable for the kind of temperatures you want. (Piping the return water into a room full of hydrogen and wheezeworts is, provided it doesn't melt, a good way to cool it down, though.)

In the short term, have you considered piping your geyser water through your frozen biome to cool it? You could even drip it onto (clean) ice, if you want.

So running pipes filled with with water in a hydrogen/wheezewort room, then running that chilled water through my base would be better for cooling than gas? (And presumably, there are even better liquids for that out there, that would be a bit more difficult to obtain at my point.)

I've actually been dripping it into my post-sieve reservoir to cook off the germs. Now that I think about it, a dual-chambered polluted water reservoir that gets cooked pre-sieve would probably work out better, since the sieve output is at a fixed temperature, as I recall... Does the frozen biome actually stay cold? I feel like its been warming up, considering I have to mop up my entrance every ten cycles or so.

The obvious temporary solution is to put all heat generators on one side of the base, and all heat-sensitive objects on the other. Don't have 10 small batteries and a coal generator blasting heat into the air, directly inside your mealwood farm. It's obvious but i've seen it happen before.

Heat rises and cold sinks. Don't dig too far down until you can get insulated tiles between your living and farming spaces, and the rest of the asteroid beneath you. Keep in mind that every single tile will perform heat calculations based on its neighbor, with a bias towards rising or falling based on its surrounding relative temperatures. If there's cold above hot, the materials adjust each others temperatures much faster than if it was hot above cold. Similarly, a series of tiles that look like "Oxygen - Insulated Tile - Oxygen" is only slowing down the heat transfer by 1 insulated tile math calculation; 2 insulated tiles are much better because of this. (a width of 3 tiles of any kind prevent liquid from breaking through due to over-pressure; 2 insulated and 1 regular tile surrouding a 10,000kg water tank won't ever rupture and will be very thermally insulated.)

edit - The ultimate solution to heating problems, however, is to research automation, liquid storage, and the aquatuner, then setup a cold-water cycling pipe in your base to keep your dupes comfortable.
As a side note however: Never ever use the special thermal-adjustment clothing, as they don't work as you would expect. Sweaters increase insulation which means they take MORE time to change temperature (even standing in liquids!) but they do still change temperature. Cool vests remove insulation on a dupe which means they'll immediately become hypothermic or heat-stroked if they step in a puddle for too long or stand near an active space heater.

...Yeeeeah. Obvious! Right. ::) I didn't realize how much heat coal generators put out until I tried setting one up to power a thermoregulator... and the setup ended up exploding under its own heat. Whoops.

So extra-thick insulated walls on any hot storage... and shove 'em off to the side. Got it!

Why the liquid storage and an aquatuner? Wouldn't running it straight through work out?

Those clothes sound terrible, relative to their name. Thick clothing and thin clothing would be a clearer name. Cool vests sound like this on Amazon (https://www.amazon.com/Makita-DFJ201Z3XL-Lithium-Ion-Cordless-XXX-Large/dp/B01HPPUTU8/).

Question: Does buying Oxygen Not Included include all those add-ons, or are they separate DLCs? 
I see it on sale on steam often, but I am not sure if all the rest are included.

No DLCs, though if you don't have Don't Starve already, you may wish to look at Steam's Klei autobundle; my recent purchase basically pegged Oxygen Not Included at the historical low, plus an extra 3$ for all of Don't Starve+DLC, including the newest one.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on December 06, 2018, 03:48:48 pm
Does the frozen biome actually stay cold? I feel like its been warming up, considering I have to mop up my entrance every ten cycles or so.
It spawns that way; but after world generation, the only thing keeping it cold is the tons of ice and snow, the weezeworts, and the fact that it's surrounded by thick bands of an almost perfect insulator.

If you pump enough heat into it, it'll melt. 
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on December 06, 2018, 04:42:31 pm
I dont think so. Ice biomes have a lower baseline temp I think... which can go up with heat input just ss any other enviro of course. But I think you CAN use them as heatsinks
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 06, 2018, 04:43:55 pm
Biomes themselves don't do anything, they're just background decoration.

What makes an ice biome cold is all the ice in it. Wheezewort add to the cold, and contact with warmer blocks heats it up.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on December 06, 2018, 05:21:14 pm
Biomes themselves don't do anything, they're just background decoration.

What makes an ice biome cold is all the ice in it. Wheezewort add to the cold, and contact with warmer blocks heats it up.


I can confirm this, if I plan on making a comparatively small base I usually try to insulate all ice biomes that I can find (sometimes there's ruptures in the abyssalite) so the colony can live forever on free sleet wheat. Without making sure they're insulated they can melt surprisingly easy...


As for base cooling: I usually just insulate my base with all the farms etc in it, then put my heavy industries in faraway places on the map, mostly the top for free energy from solar panels and the bottom for everything that interacts with oil. That way the temperature in the base can be maintained with a couple of wheeze worts, and if there's a problem with one of the fabricators my colony doesn't collapse from it.


If you want to put some real effort into getting a farm to the perfect temperature though, you could build a 4-high insulated room below the farm tiles, make the bottom row horizontal automated airlocks, then build wheeze worts on top so they're directly below the farm tiles. hook the doors up to a temperature sensor below the farm tiles and set that to 0° C, so the water you're supplying can't freeze as the doors open whenever the bottom room gets close to freezing temp, disabling the wheeze worts. I built this in my current base and one wheeze wort every second tile can handle ~15°C water being pumped in while the sleet wheats can grow continuously without any need for complicated insulated airlocks, and I haven't even filled the room with hydrogen yet for increased wheeze wort efficiency.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 06, 2018, 05:38:46 pm
I can confirm this, if I plan on making a comparatively small base I usually try to insulate all ice biomes that I can find (sometimes there's ruptures in the abyssalite) so the colony can live forever on free sleet wheat. Without making sure they're insulated they can melt surprisingly easy...

I'm liking that idea. Do you fill in the cracks with insulated blocks, smooth out the interior and just start piling in farm tiles? Anything special about the entrance, to prevent hot air from leaking in, or are the native wheezeworts generally enough?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 06, 2018, 09:44:03 pm
So running pipes filled with with water in a hydrogen/wheezewort room, then running that chilled water through my base would be better for cooling than gas? (And presumably, there are even better liquids for that out there, that would be a bit more difficult to obtain at my point.)

I've actually been dripping it into my post-sieve reservoir to cook off the germs. Now that I think about it, a dual-chambered polluted water reservoir that gets cooked pre-sieve would probably work out better, since the sieve output is at a fixed temperature, as I recall... Does the frozen biome actually stay cold? I feel like its been warming up, considering I have to mop up my entrance every ten cycles or o.

If you'll forgive my being pedantic, it's better only in the sense that it can absorb more heat. A full pipe of water absorbs 41790 DTU/C compared to full pipe of hydrogen at only 2400. That doesn't necessarily mean that it will do so, thermal conductivity being separate from specific heat capacity, but in general water is a better coolant provided you can run long enough pipes. Wheezeworts just can't breathe steam.

Regarding your dual-chambered idea, it could certainly work to, say, cool your geyser output with clean polluted water (like from Carbon Skimmers), sieve most of the heat away, and remove the rest in an aquatuner loop run through your germy post-sieve lavatory water tanks to heat them, although I'd make careful use of timers to ensure the water stays hot enough for long enough to decontaminate it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 07, 2018, 12:34:25 am
Assuming you have two separate holding tanks of equal volume, the first being polluted water with food poisoning from your lavatories, the second being filtered water, it's quite simple to maintain temperature.

If they're the same volume, your first tank will be the sum of the heat deleted from the second tank using a thermo aquatuner. The device is a zero-sum heat transfer, so equal volume means equal heat transfer.

Thus, if you're inputting clean water from your water sieves at 40°C, you can raise the temperature of the polluted water by up to 40°C through circling the clean water. Personally, I prefer to limit my aquatuner's output to 5°C water to avoid accidental freezing, as I've found variance of up to +/- 3°C can occur with stopping and starting the input, depending on the volume in the pipe.

Thus your polluted water can easily gain +35°C, and assuming your polluted water input is above 30°C polluted water (pretty easy when you use water as heat sinks for high temperature areas), you've got a perfect germ killing tank that doubles as a heat deletion tool for your base (since any heat in the polluted water above 40°C is deleted when it's sieved).

If your polluted water tank runs too hot, the best option I've found is to destroy the heat gained by sinking it into your electrolyzer input reservoir. It's a good idea to dump heat from your electrolyzer output back into your water input anyway, especially if you're using pre-cooled purified water from the system above, as the electrolyzer can also delete heat if you're clever with the output piping.

Out of curiosity, what design do other people use for their bases?

Personally, I like 16 tile wide rooms, with 4 tile high ceilings, and 2 tile wide shafts between them to allow a ladder and a pole for transport. Does anyone else use something different?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 07, 2018, 01:02:19 am
Out of curiosity, what design do other people use for their bases?

Personally, I like 16 tile wide rooms, with 4 tile high ceilings, and 2 tile wide shafts between them to allow a ladder and a pole for transport. Does anyone else use something different?

I also use 16x4 rooms, except I raise my lavatories to 5 so I can put a better carbon dioxide pit between them in the mess hall above. However, I use a 6 tile wide central shaft in the early game so I can shrink it to 3 tile wide (for better airflow than 2-wide) when I'm ready to move to Heavi-Conductive main power distribution and build little art-filled transformer housings on every floor. Every other shaft is 3 wide.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on December 07, 2018, 01:11:20 am
Out of curiosity, what design do other people use for their bases?
I tend to a much more 'naturalistic' base layout than virtually all the bases I see online - my base is pretty much just joining together the natural caverns, paving over sections that my dupes are regularly running over. I'm sure it's not as efficient, but I find the strip-mined perfectly boxy bases I see depressing.

My current base, cycle 147:
Spoiler (click to show/hide)

Edit: in case anyone's curious, the reason my base is so studded with wheezeworts is because when I first tried tapping that crazy-productive cool steam geyser in the top of my base, I badly underestimated how much water there was. Nearly-boiling water flooded my base, drowning my mushroom growing room almost two blocks deep. I managed to get all that pumped out, but even dozens of cycles later, we're still dealing with the residual heat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Mechanoid on December 07, 2018, 08:42:20 pm
Why the liquid storage and an aquatuner? Wouldn't running it straight through work out?
Liquid storage keeps a larger volume of cold liquid in one space, keeping its temperature more stabilized, and allowing for filling new additions to the temperature regulation pipes inside the base without impacting what's currently flowing around.
If liquid is taken out of storage, and a pipe temperature sensor detects it's "too hot" it can be redirected to an aquatuner with a liquid shut-off by automation, which refills the liquid storage with the cooled liquid. This lets the liquid storage average out the temperature of all stored liquid, allowing for a very fine amount of control over the system.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 08, 2018, 12:23:27 am
For even more temperature control, store your liquid storage containers in a vacuum. The stored liquid never changes temperature if it's in a perfect insulator, and the floor tile that it sits on doesn't transfer heat when it's in a vacuum. Just ensure that your container never exceeds its overheat range, else you'll have to open the vacuum up to repair it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 20, 2018, 01:13:46 am
Well. With the thermal advice, I successfully managed to not cook my base for 150 turns despite having a steam vent, cool steam vent, and natural gas vent open and utilized.

This time, I somehow managed to screw up my priority system such that they weren't making enough edible dirt, which quickly lead into a labor shortage (so to speak...) so slime wasn't being mined anymore, which lead to an algae shortage (because I somehow managed to use 30 tons of algae, courtesy of relying on Deoxydizers instead of anything more efficient), which lead to an oxygen shortage!

Good ol' lurching from one near-failure to another, until you miss the 'near' part.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 20, 2018, 02:26:37 am
How many dupes do you normally use? Personally, I find 8 is enough for my base's needs, especially when they're cross-trained in every job requiring 8 or lower morale.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on December 20, 2018, 03:21:47 am
I usually stick to very low numbers of dupes (4-5) until I have a semi stable system. Then increase as I require more workforce.

I'm starting a new game... agh, the beginning is always hard. And for some reason this time arojnd I'm struggling with food when I used to be fairly decent at surviving the early game.
I dont know if there was a big change or if its just that I'm compromising my early game strategy (I suspect the latter because I've been too worried about not getting close to map edges
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 20, 2018, 07:46:17 am
I've finally built a self-contained water filtration and cooling system in my base and I'm dreading the moment I turn it on. It's a massive power and resource sink, and since it's vacuum sealed it's a right pain to uncork and fix if I mess up.

However, if it works I'll have a fully automatic system that takes polluted water in and outputs clean water at 0°C. Here's hoping I didn't screw it up!
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 20, 2018, 08:40:25 am
This time, I somehow managed to screw up my priority system such that they weren't making enough edible dirt,

Well, there's your problem: mush bars are a terribly inefficient way to feed your colony. Calorie for calorie, they need three times the water and twice the labor that liceloaf does, as well as consuming valuable dirt (mealwood plants have the same problem, but more slowly) and running a risk of both sickness and morale problems.

I generally start by making Liceloaf, then go to Bristle Berries as soon as possible, swapping to Gristle Berries once I have a Sous Chef. That works until I can safely handle Slime in order to switch to Fried Mushrooms, which will in turn remain my primary food source until I have the water, power, and time to switch to Pepper Bread.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 20, 2018, 10:01:54 am
This is the oxygen setup I've been using:
(https://i.imgur.com/rcpbwg8.png)
(tho I always pipe the hydrogen thru a filter to avoid damaging my generator. same for oxygen, but only before it goes into exosuits).
This plus one water pump, it just barely uses under 1000 power.

As soon as I've got some basic necessities running (farms, better batteries, light for my bristles), I start researching what I need to build this, including the smelter thingy for the automation wires. I always only smelt gold, so I try to find a place where I can tunnel to some without disturbing any slime blocks - mining slimes releases the slimelung. Usually even the swampy biomes are not hazardous before you mine at least one slime. There are exceptions.

If you managed to mine slime, try to drown it in some liquid so it doesn't release polluted oxygen with the germs.

Then it's really important to get insulated tiles. I surround my base with a insulator box (avoid digging to much towards the granite, to keep the heat away until you can do this).

I keep the heat producing stuff on the outside, that included my electrolyzers, batteries, and my food grills - the latter are just outside the insulated area, easy to access. Once I get exosuits, the only way to exit the insulated box is thru a checkpoint.

I don't know if this is still the case, but electrolyzers always output hot oxygen, so if you have cold water, maybe pipe it thru somewhere hot that you want to cool down (maybe using radiant pipes, or to feed a smelter) before inputting it into the machine.

EDIT: Forgot to add, since oxygen is always outputted at 60-70°C, don't pipe it straight into your base, let it spread the heat a bit outside your cooler area with a combination of radiant and insulated pipes - even if the air is 40°C outside your base that's still better than 70°C.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 20, 2018, 11:26:26 am
I have to ask: what advantage does this have over a SPOM?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 20, 2018, 01:22:35 pm
How many dupes do you normally use? Personally, I find 8 is enough for my base's needs, especially when they're cross-trained in every job requiring 8 or lower morale.

I typically settle in around 12, though that particular one was at 16. I like the feel of larger populations, despite their many issues.

This time, I somehow managed to screw up my priority system such that they weren't making enough edible dirt,

Well, there's your problem: mush bars are a terribly inefficient way to feed your colony. Calorie for calorie, they need three times the water and twice the labor that liceloaf does, as well as consuming valuable dirt (mealwood plants have the same problem, but more slowly) and running a risk of both sickness and morale problems.

Nah, they had plenty of water and dirt (the meal lice I was running a shortage of); they just weren't producing any regardless of how I set my priorities. They'd rather idle around than work at any of the emergency mushers I setup. Must've gotten a set of millenial dupes or something...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 20, 2018, 05:29:48 pm
I have to ask: what advantage does this have over a SPOM?

SPOM is a Self-Powering Oxygen Module. That means the hydrogen feeds a generator which powers the whole thing.

Therefore, this is a SPOM, the generator is just slightly outside the view.

EDIT: Alternatively, the SPOMs may include an integrated cooling system.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on December 21, 2018, 10:14:19 am
Having my first "serious" game that hasn't ended in early disaster and I found a steam geiser extremely close to my base (it's at the very border of the slime biome). I am a bit wary of activating it in case I flood my base with heat so... how many layers of insulation (keeping in mind I only got sandstone and minute ammounts of obsidian) should I wrap around it before tapping it? Also any tips on how to cool down the water before piping it to the base, keeping in mind I haven't found a cold biome yet.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 21, 2018, 10:27:49 am
Reading some forums, I just found out that there's a switch in priorities called "enable proximity" that prevents dupes from going all the way to some far biome in their exosuit to mine one single tile, then go back to the base to water a single plant, and so on...  >:(

And I've played this for years, never noticed this button or when they added it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on December 21, 2018, 10:39:28 am
Having my first "serious" game that hasn't ended in early disaster and I found a steam geiser extremely close to my base (it's at the very border of the slime biome). I am a bit wary of activating it in case I flood my base with heat so... how many layers of insulation (keeping in mind I only got sandstone and minute ammounts of obsidian) should I wrap around it before tapping it? Also any tips on how to cool down the water before piping it to the base, keeping in mind I haven't found a cold biome yet.
Hot Steam or Cold Steam? There's a difference of several hundred degrees. For cold steam, at least, I've found it best to just let it do it's thing - the steam will naturally condense, then flow into a (rather hot) pond. Generally speaking, you'll want to use this water to feed into your electrolysers, since they don't care what temperature the water is. Cooling the water either takes running it through an ice biome (preferably with radiant pipes, tempshift plates, and ideally next to an AETN) or multiple runs through an aquatuner - note, you will need a way to keep the aquatuner cool, or it'll melt down almost immediately.

Normally just a single layer of insulation should be fine as long as you're not dealing with a volcano or similarly 1000+ degree items.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on December 21, 2018, 10:42:18 am
Having my first "serious" game that hasn't ended in early disaster and I found a steam geiser extremely close to my base (it's at the very border of the slime biome). I am a bit wary of activating it in case I flood my base with heat so... how many layers of insulation (keeping in mind I only got sandstone and minute ammounts of obsidian) should I wrap around it before tapping it? Also any tips on how to cool down the water before piping it to the base, keeping in mind I haven't found a cold biome yet.
Hot Steam or Cold Steam? There's a difference of several hundred degrees. For cold steam, at least, I've found it best to just let it do it's thing - the steam will naturally condense, then flow into a (rather hot) pond. Generally speaking, you'll want to use this water to feed into your electrolysers, since they don't care what temperature the water is. Cooling the water either takes running it through an ice biome (preferably with radiant pipes, tempshift plates, and ideally next to an AETN) or multiple runs through an aquatuner - note, you will need a way to keep the aquatuner cool, or it'll melt down almost immediately.

Normally just a single layer of insulation should be fine as long as you're not dealing with a volcano or similarly 1000+ degree items.
Seriously? I was under the impression that it was all hot. The vent is called "cool", so I imagine it's cold then. At the time I thought it was because it was inactive, further reinforced by it being super hot in the thermal vision mode.

EDIT: Reading it up on the wiki, it seems it is just less hot than the "hot" one. I suppose I should try to make an expedition to grab wheezeworths and make a cooler-farm out of them.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 21, 2018, 10:49:33 am
Cool steam vent means as cold as steam can be, which is about 100°C. Anything colder is just called water 8)

It's a bit hot by third-degree-burns standards.

Not sure how hot a hot steam vent is.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 21, 2018, 11:58:30 am
I have to ask: what advantage does this have over a SPOM?

SPOM is a Self-Powering Oxygen Module. That means the hydrogen feeds a generator which powers the whole thing.

Therefore, this is a SPOM, the generator is just slightly outside the view.

EDIT: Alternatively, the SPOMs may include an integrated cooling system.

I meant the standard SPOM that most people use, the one that isolates the hot hydrogen and cools the oxygen with Wheezeworts. Yours looks like it's going to leak heat from the hydrogen output into your base, so I was wondering if you had a reason to do that.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 21, 2018, 12:12:43 pm
I meant the standard SPOM that most people use, the one that isolates the hot hydrogen and cools the oxygen with Wheezeworts. Yours looks like it's going to leak heat from the hydrogen output into your base, so I was wondering if you had a reason to do that.

Leak heat how? To clarify, this SPOM is not inside my base, so all heat is just diffused wherever. In the picture, only the room that holds the electrolyzer and pumps is the module. The oxygen goes into my base via pipes, I can cool it whatever way I want on the way there, including piping it thru a wheezewort room, cold water, thermo regulators, etc. Since it's outside of the base, it cools down a bit (to 30°C or so) just by traveling thru whatever biome is near.

When I get home I'll take a picture of my actual (temporary) setup.

EDIT: If you mean that hydrogen gets pumped into the base, it doesn't, as long as there's enough pressure, the hydrogen always goes to the upper pump and the oxygen to the lower pump.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 21, 2018, 12:33:03 pm
I meant the standard SPOM that most people use, the one that isolates the hot hydrogen and cools the oxygen with Wheezeworts. Yours looks like it's going to leak heat from the hydrogen output into your base, so I was wondering if you had a reason to do that.

Leak heat how? To clarify, this SPOM is not inside my base, so all heat is just diffused wherever. In the picture, only the room that holds the electrolyzer and pumps is the module. The oxygen goes into my base via pipes, I can cool it whatever way I want on the way there, including piping it thru a wheezewort room, cold water, thermo regulators, etc. Since it's outside of the base, it cools down a bit (to 30°C or so) just by traveling thru whatever biome is near.

When I get home I'll take a picture of my actual (temporary) setup.

EDIT: If you mean that hydrogen gets pumped into the base, it doesn't, as long as there's enough pressure, the hydrogen always goes to the upper pump and the oxygen to the lower pump.

Oh, I know they're passively separated; my worry was that you've got standard sandstone tiles separating 343 K hydrogen from the surrounding biomes, so the hydrogen chamber itself is going to heat up everything around it and, eventually, add to the heat you've got to deal with every time you expand your base or bring things in from outside. Same with the oxygen, actually, but I've been assuming that's cooled fairly quickly anyway.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on December 21, 2018, 03:20:31 pm
Well, RIP my easily accessed steam vent and sustainable base. Had to reformat to test another motherboard in order to see if mine is faulty (it is).
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on December 21, 2018, 03:29:26 pm
Well, RIP my easily accessed steam vent and sustainable base. Had to reformat to test another motherboard in order to see if mine is faulty (it is).

If you'd like another such map, I have a note here saying that 325634567 is, or was, a good seed with easily accessible geysers. Not sure if it still is.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 21, 2018, 05:56:34 pm
Oh, I know they're passively separated; my worry was that you've got standard sandstone tiles separating 343 K hydrogen from the surrounding biomes, so the hydrogen chamber itself is going to heat up everything around it and, eventually, add to the heat you've got to deal with every time you expand your base or bring things in from outside. Same with the oxygen, actually, but I've been assuming that's cooled fairly quickly anyway.

I do that on purpose to help cool down my machines, the gases before they actually enter my base, etc.

So far I've been playing with the minimal base size, just enough for 6 dupes, their various areas, and I try not to dig huge areas of "wilderness" unless I want to build something there or store liquids/gases. The rest of the world is accessed via Exosuit and narrow-ish tunnels. I keep biomes separated by waterlocks and try to preserve critter habitats (and prevent critters from going outside theirs) using doors. The amount of heat that actually goes to the outside world is negligible, I think, and I'm talking nearly 1000 cycles.

The more established I am, the more I usually start worrying about preserving temperatures and stuff outside of my area.

Here's also another small trick about this game: unexplored areas don't play in the background, so any tiles you haven't encountered yet don't exchange heat with each other, and critters don't age or reproduce or die. So it also helps that I don't explore too fast before I have enough stuff going on that I can preserve stuff like heat and live critters.

Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 21, 2018, 07:07:14 pm
Generally speaking, wild critters passively reproduce at a 1:1 ratio before they die, so releasing them doesn't have a large effect on their life cycle, barring multiple wild pacu being isolated in small ponds.

I personally strip mine the entire map, going up about 20-30 tiles from the printer and then down to the oil layer before I stop. I've reached over 400 cycles and no issues with heat, even with a cool steam vent and a natural gas vent dumping their output into the open space. The reason is that I avoid mining any ice biomes, instead pumping fluid over the ice and letting it passively melt. If you mine ice, you lost 50% of the volume of water compared to melting it, so it's a good habit to use your warm water to melt it instead.

The downside is losing the occasional sleet wheat pocket to polluted water, but checking every few cycles and running ladders across will help with that. My base is over 450 cycles and temperatures outside my insulated bubble range from 5-35°C.

Once I run out of ice biomes, I'll worry about setting up heat management systems, but strip mining the map gives so many resources I'll never need to worry about the resource cost when I do get around to it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 21, 2018, 08:49:18 pm
I used to do strip mining, I've settled into this playstyle for now.

Also, it seems that around this update, electrolyzers no longer output at a fixed temp, the gases are only about 5 degrees warmer than the incoming liquid.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 23, 2018, 03:13:42 pm
Not sure if I can put the link directly, this is what my base looks right now at cycle 167.

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 23, 2018, 03:19:43 pm
Not sure if I can put the link directly, this is what my base looks right now at cycle 167.

Spoiler (click to show/hide)

Those two unmined patches in your storage room and next to your medbed... *twitchtwitch*
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 23, 2018, 04:47:03 pm
Not sure if I can put the link directly, this is what my base looks right now at cycle 167.

Spoiler (click to show/hide)

Those two unmined patches in your storage room and next to your medbed... *twitchtwitch*

I think there's a hatch in those, I don't want to release them.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 24, 2018, 12:13:57 am
Trying to see how many bedrooms I can cram within decor range of the Printing Pod for a negligible gain (like, if I'm a cheap bastards that wants to save every penny on granite).

EDIT: The top and bottom floors could be replaced by a washroom and a great hall respectively if I'm not using that many dupes.

EDIT2: D'oh! I stupidly misread the requirement for bedrooms, "single comfy bed" doesn't mean it has to be at most one bed. You can still cram several dupes together. Disregard this silly design.
Now, off to make the perfect shinebug decorbomb room.

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on December 26, 2018, 09:51:58 pm
Trying to see how many bedrooms I can cram within decor range of the Printing Pod for a negligible gain (like, if I'm a cheap bastards that wants to save every penny on granite).

EDIT: The top and bottom floors could be replaced by a washroom and a great hall respectively if I'm not using that many dupes.

EDIT2: D'oh! I stupidly misread the requirement for bedrooms, "single comfy bed" doesn't mean it has to be at most one bed. You can still cram several dupes together. Disregard this silly design.
Now, off to make the perfect shinebug decorbomb room.


"save every penny on granite" *puts glass/diamond everywhere* ok  :D


unfortunately there is now a maximum decor value too, so the results from that shinebug room may vary...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 27, 2018, 10:49:22 am
I tried using glass, but it took forever to make and diamond is actually plentiful (and with rocketry it is infinite).

The maximum decor is misleading. The popup shows a limit, but the real 120 decor limit is on the daily average for a dupe. The decor at any given time and place can be 1000 or more.

If you want to see the actual decor in a place, move a dupe there (forbid him leaving using a door or something) and check the decor in the properties.

EDIT: To clarify, the 120 decor is not a limit, but anything above an average of 120 for the cycle gives +12 morale, so it doesn't matter if the average is 121 or 500.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 27, 2018, 07:52:35 pm
Interesting fact: diamond window tiles have better thermal conductivity and specific heat capacity than any metal tile other than thermium, which is late-game anyhow. A perfect flooring tile for building high temperature heat transfer systems.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on December 30, 2018, 04:05:02 pm

I tried using glass, but it took forever to make and diamond is actually plentiful (and with rocketry it is infinite).

The maximum decor is misleading. The popup shows a limit, but the real 120 decor limit is on the daily average for a dupe. The decor at any given time and place can be 1000 or more.

If you want to see the actual decor in a place, move a dupe there (forbid him leaving using a door or something) and check the decor in the properties.

EDIT: To clarify, the 120 decor is not a limit, but anything above an average of 120 for the cycle gives +12 morale, so it doesn't matter if the average is 121 or 500.


Ahh, I assume you have fed all your granite to hatches then? Actually didn't think of that, whoops. Thanks for the clarification on decor, it really is misleading how it's displayed ingame.

Interesting fact: diamond window tiles have better thermal conductivity and specific heat capacity than any metal tile other than thermium, which is late-game anyhow. A perfect flooring tile for building high temperature heat transfer systems.


Hu, suppose I'm gonna replace my rocket launch pad then. Currently it's all tungsten tiles, transferring the heat into a slime->dirt cooker, and I have less thermium available as a result...


EDIT: Read a second ago that it used to be "possible" to melt insulation or abyssalite into tungsten, does anyone know if that's still a thing? With temperatures of ~3600°C required it sounds like a very dwarven project.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on December 31, 2018, 09:17:00 am
The problem I see is that it's very difficult to raise the temp of abyssalite. Even if you put it in a hot room at 3600 degrees, the abyssalite itself might only raise 1 degree in 100 cycles or something. (I haven't actually checked but that's the whole point of abyssalite)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 31, 2018, 03:16:12 pm
Wouldn't that also be an equally large headache to try and cool, too?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 01, 2019, 08:04:53 am
I bought this last year yesterday, went in mostly blind, and will probably have to abandon my first game due to starvation. And after reading the last few pages, I don't know if I'm actually intelligent enough to be successful at this game. But that doesn't mean I'm not going to try.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on January 01, 2019, 11:25:59 am
The problem I see is that it's very difficult to raise the temp of abyssalite. Even if you put it in a hot room at 3600 degrees, the abyssalite itself might only raise 1 degree in 100 cycles or something. (I haven't actually checked but that's the whole point of abyssalite)


I see the same problem, but it should still be possible. Considering Tungsten is non-renewable without this any amount I can create is quite valuable imo, plus since abyssalite absorbs so little heat it should be possible to convert huge batches at once, or split it up into tiny pieces to have a constant flow. One idea I just had is that tempshift plates can be constructed from insulation, so maybe that could be the way to go...
I am currently constructing a large-scale cooling system with super coolant, once that is done I'll set this plan in action^^


Wouldn't that also be an equally large headache to try and cool, too?


Cooling is not an issue as it converts to tungsten which has a very high thermal conductivity. I have a large surplus of water so I can just put it in a vat of water and let the steam escape to space...


I bought this last year yesterday, went in mostly blind, and will probably have to abandon my first game due to starvation. And after reading the last few pages, I don't know if I'm actually intelligent enough to be successful at this game. But that doesn't mean I'm not going to try.


The stuff we're talking about is very much endgame and not needed to enjoy the game or be successful at it at all. I've lost like 10-15 colonies until I got to grips with the game, once you realize how to get your dupes to not die you can just go slow and start tinkering, it's very much like DF in that regard.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 01, 2019, 12:54:18 pm
Well, my second attempt is going better than the first. Stupidly got a sixth duplicant after forgetting the reason for not doing so wasn't the food supply, but the fact that I'm still building up the living space for the other five, which are including fully plumbed washrooms - toilet+sink, showers were bigger than the original room plan so those will be public - and will eventually demolish the outhouses. Already have the pipework set up, though I'll need to bring in more water from another reservoir soon. Almost have a purification system for the resulting wastewater, but I researched the wrong thing causing a delay. Luckily the reservoir for the wastewater will be enough until I get that built. Also starting to get a buildup of poisonous oxygen, but I'm putting deodorizers in place.

The reason why the food supply failed in the first attempt was I didn't realize you could make slightly edible diarrhea foodstuff from just dirt and water. I was wondering why it was giving me warnings to build the microbe musher right at the start.

How many algae terrariums do I need? I thought I had enough to turn off the oxygen diffuser, but some of the upper layers(the residences) are starting to suffocate.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on January 01, 2019, 02:11:55 pm
How many algae terrariums do I need? I thought I had enough to turn off the oxygen diffuser, but some of the upper layers(the residences) are starting to suffocate.


One algae terrarium produces 40 g/s of oxygen, one duplicant requires 100 g/s (without Diver's Lungs, Deeper Diver's Lungs or Mouth Breather traits), so in theory you need 2.5 algae terrariums per duplicant. There's lots of other things that influence it however, for instance the terrariums produce polluted water, which usually isn't swept away immediately, so it offgasses into polluted oxygen which you can purify for increased production.


Ultimately however you will run out of algae either way, at which point most people (me included) build an electrolyzer setup and pump the resulting oxygen into the base, allowing for a relatively even spread of O2. I usually don't bother with algae terrariums and instead rush for electrolyzer, but if you wanna play around with them I recommend this video (https://www.youtube.com/watch?v=2YZprM0WWZM) where Brothgar sciences them up a bit ;)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 02, 2019, 03:50:00 am
Yeah, the trouble is that algae is a very finite resource, which won't reliably serve your population's oxygen needs longer than a few hundred cycles. Water on the other hand is a guaranteed infinitely renewable resource, and easily accessible in early game.

With a proper bathroom setup, for example, each duplicant produces a surplus of 6.7kg of polluted water per use. If you feed this through an electrolyzer after purification, this produces 5.95kg of oxygen. A duplicant consumes 60kg of oxygen per cycle, meaning you can supply a duplicant about 10% of their oxygen needs just from recycled toilet water.

If you're looking for a quick and cheap method of polluted oxygen production, you can pump polluted water into a liquid reservoir and deconstruct it afterwards, creating 5t of bottled polluted water which will off-gas 0.1% of the mass, which is a ridiculous 5kg of polluted oxygen per tick. A few deodorizers and you'll be set for a good while even without an electrolyzer running.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 02, 2019, 12:02:13 pm
I change to an all-fried-mushroom diet as soon as I can, slime is plentiful, and I can resupply the farm tiles from below, so that no slimelung enters my base.

Also, don't purify carbon dioxide (except maybe a bit in the beginning if it's getting out of control), when possible just pump the excess to the bottom where you can feed it to the wossname critters that poop oil. So terrariums are mostly a waste of algae and clean water.

And you want some dioxide trapped at the bottom of your base so you can keep your food fresh without refrigeration.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 02, 2019, 06:47:30 pm
Although once you're more advanced, it's better to store your food and sundry supplies in chlorine instead. It'll kill slimelung in about one cycle if you have your storage containers in chlorine.

Personally, I usually never bother with worrying about slimelung. As soon as you start mining the slime, just dump rows of deodorizers five tiles apart and they'll mop up the polluted oxygen pronto. So long as your duplicants aren't breathing polluted oxygen with slimelung germs in it, their natural immunity will take care of the rest. Just ensure you build a few sinks near the airlocks for safety.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 03, 2019, 06:47:37 pm
Third attempt is going much better than the last two. I've got a SPOM running - using the sieve->toilets->cistern->sieve loop to fuel an electrolyzer that in turn fuels a hydrogen power generator that in turn powers the electrolyzer and air pumps that supplies oxygen to the base and hydrogen to the generator. I don't seem to be losing any water from the wastewater cistern, and I've still got a lot of polluted water leftover from the algae terrariums that originally supplied oxygen. It's kinda bad, that water, since it's blowing a lot of polluted oxygen into the air, but it's locked down with some deodorizers.

Another problem is that I'm seeing some food poisoning germs floating around the oxygen output vent, but never more than a couple hundred, and almost never rises above the floor the SPOM is on. Also waiting on the oxygen to actually rise up to the residential area.

EDIT: Never mind about that part, I think I really screwed up there. On the plus side there is both a cool steam geyser and a chlorine geyser in very close reach to my base.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 03, 2019, 07:49:03 pm
Question: is it just me or does the printer present you with ever worsening duplicants over time?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 03, 2019, 10:59:20 pm
If you're like me, you're best off saving before you click the printer, as the selection resets each time you reload the save. You can keep shuffling the selection of the three dupes until you get one that suits your preferences. Diver's Lungs and Small Bladder are my picks for best traits.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 04, 2019, 05:51:52 pm
I prefer gastrophobia and squeamish for negative traits, as long as these aren't my primary cooks/"doctors".

Loud sleeper is great once you get plastic beds because duplicants using them simply will never sleep close enough to wake each other up (but can be annoying for the player to watch/hear). You can also just place regular cots leaving two empty squares between them, which you can fill with decorations.

Since jobs play a big role with morale, this encourages you to make every duplicant get every job possible before "leveling up" to the next tier. This is great for skills like Athletics and Strength, and raising carry weight. I don't make everyone an artist or a cook tho. But everyone cycles thru the rest of the jobs, including scientist, farmer, engineer...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Majestic7 on January 04, 2019, 05:53:50 pm
I'm not currently playing this, but I hadn't even thought of cycling the little dudes through multiple profession (unless aiming to multiclass). Huh, making everyone a supply worker at some point is actually a great idea.
Title: Re: Oxygen Not Included: Alpha Release
Post by: bloop_bleep on January 04, 2019, 06:03:56 pm
PTW
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 04, 2019, 06:09:51 pm
I'm not currently playing this, but I hadn't even thought of cycling the little dudes through multiple profession (unless aiming to multiclass). Huh, making everyone a supply worker at some point is actually a great idea.

Right now all my 6 duplicants are up to courier and can carry something like 1600kg of stuff. And they're little bullets even in exosuits, and don't have the Exosuit Engineer trait yet (that removes the speed penalty).
There's no penalty for multiclassing. Also any skill gains from jobs / traits don't count toward the learning limit of 20.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 04, 2019, 06:17:52 pm
The only limit to job multi-classing is Researcher - there's a finite amount of research in the game to perform, and no other way to level the job or the Learning stat. There's also the fact that a duplicant will permanently have the morale requirements of the highest level job they've mastered. It wasn't until my third attempt that learned that mastering a job also makes its skill increases permanent.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 04, 2019, 06:33:29 pm
Job mastery goes up with time tho, not just by actually doing the job.

EDIT: Also that's the reason in favor of multiclassing: to squeeze all the goodies from a tier before actually moving up to the next tier and all the problems that causes.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 04, 2019, 07:47:06 pm
I usually start by dumping one dupe in apprentice miner, one dupe in research assistant, one dupe in sous chef, and one dupe in art student, then everyone else in gopher once I have access to jobs. I swap my apprentice miner and research assistant when they master their jobs, and the sous chef and art student get swapped into research assistant. This, along with priority orders for individual dupes, ensures a smooth running base.

Once I've got my initial gopher training done, everyone there gets trained in research assistant, since the +2 Learning it grants makes them learn other jobs faster. I prioritize gopher and groundskeeper training for anyone who hasn't got it yet to get them hauling more stuff each load.

By about 4 training cycles, everyone should be around the same list of jobs mastered, and once I'm ready to move to tier 3 jobs to start abyssalite mining I'll have a great hall and likely have graduated to mushroom farms, meaning morale isn't an issue anymore.

Right now I'm finishing up my mega-project to build a fully enclosed system using my natural gas geyser to function as a heat deletion system, power generator, oxygen generator, and water purification system all in one. I've got the clean and polluted water units finished, the natural gas cooling loop done, the aquatuner cooling loop finished for chilling the generator and battery rooms, and a partial system built for my oxygen generation and cooling. Still fiddling with input and output for the water loops, the filtration system and the hydrogen filtration.

I want to get my hydrogen generators to top off my batteries when the natural gas system runs out of fuel, but I'm having difficulty with the automation logic, which I'm happy to admit is one of my weakest design areas. I really wish liquid and gas reservoirs had automation outputs like batteries, that'd make things so much easier.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on January 04, 2019, 10:23:18 pm
I want to get my hydrogen generators to top off my batteries when the natural gas system runs out of fuel, but I'm having difficulty with the automation logic, which I'm happy to admit is one of my weakest design areas. I really wish liquid and gas reservoirs had automation outputs like batteries, that'd make things so much easier.


https://imgur.com/a/0G82y2e (https://imgur.com/a/0G82y2e)


I've set up a quick thing for you, using the petroleum generator instead of nat gas for the main power production and coal power as a backup (because I was too lazy to read your post again while ingame, sorry  :-\ ),but I'm sure you know how to swap those things out so it fits your needs. Basically the reservoirs are set up in a way that they fill up from right to left and empty from left to right (because a pipe that's already filled can't be filled by subsequent reservoirs etc). The petgen is set up like you'd normally control a generator with a smart battery. The coalgen gets started alongside the petgen once it is down to it's last reservoir, this is triggered by the output line of the second-to-last reservoir becoming empty (when the liquid pipe element sensor doesn't detect petroleum in the pipe, hence the NOT gate). The logic basically reads like "start petgen when battery is empty, start coalgen when petgen gets started AND there is NOT any petroleum in the pipe".

EDIT: of course you can remove that last liquid reservoir if you want to use up all your petroleum (or natgas in your case) before triggering the backup, but this lets you keep a full reservoir in case of emergencies...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 05, 2019, 02:26:15 am
I've set up a quick thing for you, using the petroleum generator instead of nat gas for the main power production and coal power as a backup (because I was too lazy to read your post again while ingame, sorry  :-\ ),but I'm sure you know how to swap those things out so it fits your needs. Basically the reservoirs are set up in a way that they fill up from right to left and empty from left to right (because a pipe that's already filled can't be filled by subsequent reservoirs etc). The petgen is set up like you'd normally control a generator with a smart battery. The coalgen gets started alongside the petgen once it is down to it's last reservoir, this is triggered by the output line of the second-to-last reservoir becoming empty (when the liquid pipe element sensor doesn't detect petroleum in the pipe, hence the NOT gate). The logic basically reads like "start petgen when battery is empty, start coalgen when petgen gets started AND there is NOT any petroleum in the pipe".

Cheers, thanks!

Unfortunately, my design is a bit tight (https://i.imgur.com/mbbIKkF.jpg), so I don't know if this will work, since I don't have room to fit the sensor into my piping system. It's a good design though, I might use it for future builds.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on January 05, 2019, 08:23:09 am
I've set up a quick thing for you


Cheers, thanks!

Unfortunately, my design is a bit tight (https://i.imgur.com/mbbIKkF.jpg), so I don't know if this will work, since I don't have room to fit the sensor into my piping system. It's a good design though, I might use it for future builds.


Oh wow, respect! That is really tight, I usually leave lots of room because I can't stop myself from tinkering around with finished builds. Hmm... You could either use a filter gate on the control lines leading to the natgas gens (so that the hydrogen gen is switched on if they're active for more than 100 seconds or so, since in that case you know the demand isn't quite being met by natgas, either because the demand is too high or because you've run out of the stuff) or you could remove the ladders next to the natgas gens to make some space, only the ones at the bottom are truly necessary, the dupes can navigate structures like this:


Code: [Select]
.#..
....
..#.
....
.#..
....
..#.


where . is free space and # is a solid tile, so they should still be able to reach the generators even without the ladders.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 05, 2019, 11:25:21 am
I'm slowly pptimizing my basw designs.

My updated start is that
- I dont bother with early handwash and try to rush toilets and sieves ASAP.
- Avoid algae (both sre to prevent polluted water buildup

- Use heavy watt wire (barely did before) and build my base around a thick cord of that.

- Rush swamp biome and make extensive use of slime as a source for algae and water. Since this means I have a  surplus of algae I can afford to delay electrolyzers until later and press on with (multiple) oxygen diffusers (I keep an eye on this though)


I also have improved my electrolyzer setups, but I'm still far away from proper automated and/or purely mechanical ones... I need to work on that
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 05, 2019, 05:19:54 pm
- Use heavy watt wire (barely did before) and build my base around a thick cord of that.

Heavi-watt wire is both quite expensive(4x normal wire) and has a pretty serious Decor hit(-25, 6-tile radius). They also require more planning to place since they require joint plates to pass through walls/floors. Best setup involving heavi-watt I've found is: power generators->heavi-watt->batteries->heavi-watt->transformers->normal wire->stuff needing power.

Also, polluted water is needed to irrigate pincha pepper and thimble reed, both very useful mid-game-and-later crops.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on January 05, 2019, 06:54:40 pm
I've found that the best workaround is to make your central base power line out of gold Heavi-Conductive wire, which does need a trained dupe but cuts down the Decor penalty to -10. It's tolerable provided it's not right where everyone walks all the time and is sufficiently covered in art, and of course you can use standard Heavi-Watt everywhere outside.

And yes, polluted water (or, at least, germ-free polluted water) is an important resource both as coolant and for irrigation.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 06, 2019, 09:37:06 am
Ran into my first temperature crisis. Heat creep managed to bump the temperature of my bristle berry farm to about 31-32°C, and I didn't notice until I saw a food shortage warning. Everyone is on grilled dirt until I can get a cooling system running. First attempt at designing was stupid and I should be ashamed for even trying that. Second attempt under construction, consisting of a pump in a hydrogen gas pocket, hoping to pump hydrogen through insulated pipes into a nearby ice biome(where it switches to radiant pipes), bring back to my food farm, then back into the loop. Also hoping that doesn't freeze the plants because that would also suck.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 06, 2019, 10:12:08 am
I donno, I find its easier to manage stress than to move to complex crops for food.
Then again, I tend to keep most of the pop as low level workers with few specialists, that can be managed on a case by case basis woth a combination of single bedrooms, good common rooms, and massage tables. As for the rest, well... proles and animals are free. They do their work but I dont need them to be highly specialized for the most part.

I've crosstrained most of them between the low tier professions to get the bonuses but end up stuck as gofers for the most part. Idea is to promote them onto space cadets as needed down the line but I havent gotten thst far yet
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on January 06, 2019, 10:15:47 am
Ran into my first temperature crisis. Heat creep managed to bump the temperature of my bristle berry farm to about 31-32°C, and I didn't notice until I saw a food shortage warning. Everyone is on grilled dirt until I can get a cooling system running. First attempt at designing was stupid and I should be ashamed for even trying that. Second attempt under construction, consisting of a pump in a hydrogen gas pocket, hoping to pump hydrogen through insulated pipes into a nearby ice biome(where it switches to radiant pipes), bring back to my food farm, then back into the loop. Also hoping that doesn't freeze the plants because that would also suck.
You probably should have the pipes go through where the heat is leaking from, not the plants. Create a barrier, if you will, until you can create a cordon of heat-resistant tiles.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 06, 2019, 06:34:26 pm
Couldn't find where the heat was leaking from, closest guess I have right now was the steam geyser, but I can't even be sure. The farm room has been walled off with insulation as much as possible in any case.

Hydrogen pump loop is running, and after a few cycles some of the plants are starting to recover. I also put an temperature sensor and a gas shutoff in case it starts getting too cold.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on January 06, 2019, 07:24:21 pm
Are you perhaps drawing water directly from either a steam geyser condensation pool or a water sieve? Either of those are very hot, and if your dupes use them to water your berries, then the farms will absorb the heat from the water.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 06, 2019, 08:19:51 pm
Geyser is and not being used yet, and the only water sieve is in a closed system that only provides the toilets and the electrolyzer. And while it could be the air coming out of the electrolyzer could be it, the output vents are significantly cooler than the farm room and none of the gas pipes cross the room. Not only that, but the area surrounding the farm room is cooler, except for the dozen or so blocks' worth of unmined rock between the farm room and geyser, which has since been walled off with insulation.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 07, 2019, 03:28:13 am
My suggestion is to run a polluted/clean water loop system. Assuming you've got a decent power generator like a natural gas geyser up and running, you should have the power to run an aquatuner full time and dump the clean water through it.

Just a single pump, a metric fuckton of liquid pipes made from regular sedimentary rock, and an aquatuner immersed in your polluted water reservoir dumping the heat from your cooling line before it feeds back into the clean water reservoir will probably solve all your heat problems in a few dozen cycles. You'll likely only need insulated piping for the bits that run through the hot polluted water, and with enough length, radiant piping's not really needed, though it might help if you add it to extremely critical zones like your farm areas.

Of course, preventing it's also a good idea, which is why some thermo regulators in your gas supply lines or radiant pipes through a wheezewort room are a useful design strategy.

One of my own preferences is to avoid a lot of heat by making sure my natural gas is cold before it's supplied to my generators. My generator system takes the 150°C vent gas and chills it until it's -21°C before sending it to the generator room. The generators output their gas and fluids based on the generator temperature, so it's helpful to keep these cool to cut down on future base cooling. A bit of preparation saves headaches in the future.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 07, 2019, 09:22:07 am
BTW you can remove germs from clean water by letting it stay a bit in a water reservoir in a room with some chlorine in it.

Probably not a good idea with polluted water since it will leak polluted oxygen into the room, unless high pressure prevents that.

I started building one with a timer (so once a day germ water goes from a dirty tank thru the cleaning tank and then to the germ-free tank.

I didn't finish building because I wanted to test the space stuff in a Sandbox before starting building my real "survival" thing.
Title: Re: Oxygen Not Included: Alpha Release
Post by: JimboM12 on January 07, 2019, 10:44:48 am
just starting to dip my feet into this game. any protips? i figured out to not take extra dupes early and get to lavatories because the water out is more than the water in.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on January 07, 2019, 11:51:10 am
just starting to dip my feet into this game. any protips? i figured out to not take extra dupes early and get to lavatories because the water out is more than the water in.

Probably the most universal tip I can give you is this: Think in terms of what you're going to run out of next, and what you can build to turn something more plentiful into it. Early game, that's going to be oxygen, because oxylite is very finite, then food, and so on. Dupe cleanliness is the exception, since it needs to run in parallel with the above.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on January 07, 2019, 01:03:18 pm
just starting to dip my feet into this game. any protips? i figured out to not take extra dupes early and get to lavatories because the water out is more than the water in.
Watch temperatures. Only your starting biome is a good temperature for growing (most) crops. The others are too hot, much too hot, or (not normally a problem) too cold. Try not to carry lots of hot things from those biomes into your base, since they'll heat up everything around the storage container / built structure.

Similarly, try not to pierce the abyssalite shield right next to your farms, since the heat will start to bleed through.

Edit: A room is a space surrounded by walls and doors. Some give bonus morale - early ones you should aim for are barracks and mess hall, upgrading to a grand hall ASAP.

Food in CO2 or chlorine won't spoil. Make a room near your mess hall with only an entrance from above, let it fill with CO2, and you'll never have to worry about spoilage again.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 08, 2019, 09:21:13 am
Well technically there's no abysallite shield for the starting biome, just a thick layer of granite and obsidian. I recommend that until you get insulated walls, don't dig too close to the swamps and especially the caustic biome (use the temperature overlay to see which side of your base is closer to a hotter biome).
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 08, 2019, 07:23:41 pm
Since I just about ran out of water, I had to tap into the geyser. I have it running through two thermo aquatuners, but it's not cooling the water at all. Water goes in at 58-60°C, comes out the same. One issue I can think of is power supply. Since I have don't have the resources yet to use Conductive wire, I'm using regular wire despite the fact that even one aquatuner can overload it. At first it was power supply since I used the smaller transformer, which cannot throughput enough power for, again, even one aquatuner. I built a large transformer, and now the aquatuners aren't giving me low-power warnings. Still, the water isn't being cooled.

EDIT: Just noticed that the aquatuners keep pumping into themselves, since the input and output points somehow connected to each other. I wonder if that was the cause.

EDIT2: Yes, that did in fact cause it. Remember, when placing a line of aquatuners or similar machines, do not drag a single line of pipes across them.

EDIT3: Oh crap, I did not realize how fast aquatuners overheat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 08, 2019, 08:59:35 pm
Immerse the aquatuners in polluted water, then feed that polluted water through a sieve to remove the heat. So long as the polluted water is above 40°C, it'll keep it cool.

Best early game material to build your aquatuners from is gold amalgam, or steel if you have any forged. Boosts up the overheat temperature to the point that the water will likely boil before your machine takes enough damage.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Finndibaenn on January 09, 2019, 02:50:04 pm
you might want to have a look at https://gameplay.tips/guides/2302-oxygen-not-included.html, search for "Polluted Water Purification and Cooling".

It shows a setup where you cool clean water, while preventing the surrounding (heat absorbing) polluted water from overheating (using a sieve, as suggested above).
You should be able to do the same with carbon skimmers if you have a supply of CO2 (outputs at fixed 40° too)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Trekkin on January 09, 2019, 03:10:19 pm
you might want to have a look at https://gameplay.tips/guides/2302-oxygen-not-included.html, search for "Polluted Water Purification and Cooling".

It shows a setup where you cool clean water, while preventing the surrounding (heat absorbing) polluted water from overheating (using a sieve, as suggested above).
You should be able to do the same with carbon skimmers if you have a supply of CO2 (outputs at fixed 40° too)

Just be careful doing that with your base CO2 output, particularly as you change your power system. It's relatively easy to move toward a generator array with a sequestered CO2 output for slickster farming or something and not notice when you run out of coolant.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 10, 2019, 12:00:00 pm
I have a problem: due to some bad life decisions I´m running out of dirt and I dont have any hatches left except sage hatches. I´ve moved from lice plants to the fungus that needs slime, and that is working OK for the time being (plus morale bonus), but on the other hand... this is a STRICTLY TEMPORARY MEASURE BY DEFINITION.

Any suggestions about how to fix this conundrum? I suppose that, given that I´ve commandeered two cold steam geysers, I SHOULD have spare water for both electrolysis and bristle berries, assuming I run it through my wheezewort cooler.... which will likely require an expansion.... hrm... what to do...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 10, 2019, 01:58:35 pm
Slime is plentiful and somewhat renewable, the Pufts eat polluted oxygen and poop slime. Just have to make sure there's a good pressure for that, this is usually the case as long as there's any polluted water, plus there are some geysers that produce either of those. Or if you only have renewable fresh water, you could just use that for toilets/showers instead of recycling the output with a sieve.

EDIT: If you can reliably produce bristle berries with renewable water at the right temperature, by all means do that.
With a good setup you can turn warm water into both hot and cold (with an aquatuner), and the hot water can just go and feed hot stuff I guess.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 10, 2019, 02:16:41 pm
I'm having bigger temp management  issues than I hoped TBH. I'm keeping my main base temperate thanks to the (currently being expanded to adjust for hot geyser water) wheezewort chamber, but the rest of the environment is fairly hot. For normal things its not a big problem, but as soon as I start operating something intensive (eg a steel furnace) or an environmental hazard acts up, I'm having problems.

I've been delaying going for plastics because I was hoping for an oil geyser, but since so far I aint getting lucky I think I'll bumrush a plastic refinery in the ice biome close to the oil biome and make myself some plastic goodies.

I'm... curiously well off as far as power is concerned as I commandeered a natural gas geyser and rigged it as my main energy supplier (I use six gas tanks as storage for off cycles, and an automation battery to control expenses), with coal and hydrogen as backups. This means I was actually producing a decent but not impressive amount ofpolluted water. The problem was thst dumping it in a volcano made a lot of sand but no dirt at all :/
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 10, 2019, 02:36:47 pm
Are you smelting steel inside your base? I put almost all the kinds of refineries and furnaces outside of my "temperate" area, and make dupes with exosuits work with them. Sometimes I'll do it in an ice biome that I want to melt on purpose, but even if I just use a caustic area the environment temp doesn't change much.

I don't use coal for constant energy generation, I save it for industry machines that are outside my main base area, saves me on wiring, and they really don't use much (they don't use any if I'm not using them).

Not a fan of hydrogen power except to run its own electrolyzer setup.

EDIT: Sorry, misunderstood the part about the heat. In a previous map I just plopped a couple wheezeworts where I had my smelter (swamp biome), and the place got super cold over time.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 10, 2019, 03:01:02 pm
I did smelting inside my base 100 cycles ago, as part of a plan to cleanse my filtered water of germs (largely slimelung).

Biiig mistake. It made my pipe system explode, and saturated the whole area with steam. Even now that zone is 20° hotter than it should be. It's indirectly related to my current conundrum.


We'll see where this goes. I have decided to fight for this base to the bitter end. If nothing else I'm getting an 101 on more advanced gameplay concepts.

If my base finally goes bust, for the next one:
- I'll largely ignore slimelung in water. Really, slimelung in general is harmless if you play it safe. Small infections  can be routinedly ignored. About the only real dangerous thing is if your supes start idling in polluted oxygen. Otherwise a more or less constant low level infection can be ignored.

-massive heat generation will stay outside the base.
- heavy wire is good but fugly. I'll work harder to keep it outside living areas
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 11, 2019, 03:55:51 pm
Yeah, slimelung's temperature tolerance is outside the water freezing/boiling range, I think.
Only polluted water can be cleaned that way and that's cooling it under 0 degrees, because it only freezes at -10 or lower.
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.

Slimelung however should rarely be in water unless you have actually turned slime or algae into water/polluted water. It doesn't even transfer from solids submerged in it. I don't remember the last colony I had where that happened.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on January 11, 2019, 04:00:10 pm
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.
How long does it need to be in the reservoir, though? I'm preparing for the inevitable contamination by food poisoning.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on January 11, 2019, 06:39:09 pm
- heavy wire is good but fugly. I'll work harder to keep it outside living areas
Yea I reserve a side of the base for the heavy wire, transformers and other ugly stuff, that way my power cable is already halfway up to space once I get to the stage where I can build solar panels, all of the transformers being in a straight line makes cooling them fairly easy too
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 11, 2019, 08:41:32 pm
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.
How long does it need to be in the reservoir, though? I'm preparing for the inevitable contamination by food poisoning.

It's something like -5000 germs per second. Half-life of the germs inside is something like 11 seconds.

EDIT: You can see it in action here: https://youtu.be/eILtbLDUJe0?t=288
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on January 11, 2019, 11:39:12 pm
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.
How long does it need to be in the reservoir, though? I'm preparing for the inevitable contamination by food poisoning.

It's something like -5000 germs per second. Half-life of the germs inside is something like 11 seconds.

EDIT: You can see it in action here: https://youtu.be/eILtbLDUJe0?t=288

Wait. Putting a gas tank of germy oxygen in a room of chlorine kills the germs that are inside the tank? The germs that should be entirely sealed in a pressurized container and not at all exposed to the chlorine?
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 12, 2019, 05:59:39 am
Yeah, slimelung's temperature tolerance is outside the water freezing/boiling range, I think.
Only polluted water can be cleaned that way and that's cooling it under 0 degrees, because it only freezes at -10 or lower.
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.

Slimelung however should rarely be in water unless you have actually turned slime or algae into water/polluted water. It doesn't even transfer from solids submerged in it. I don't remember the last colony I had where that happened.
I dont think the chlorine trick works anymore :(
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on January 12, 2019, 11:23:59 am
Yeah, slimelung's temperature tolerance is outside the water freezing/boiling range, I think.
Only polluted water can be cleaned that way and that's cooling it under 0 degrees, because it only freezes at -10 or lower.
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.

Slimelung however should rarely be in water unless you have actually turned slime or algae into water/polluted water. It doesn't even transfer from solids submerged in it. I don't remember the last colony I had where that happened.
I dont think the chlorine trick works anymore :(
It works for food boxes, at least.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 12, 2019, 11:37:16 am
Yes but not for free water thars what I mean
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on January 12, 2019, 04:19:36 pm
Are you putting in an actual reservoir base structure(listed under the "Base" category), or are you doing what I did and digging out a cistern and pumping the fluids into the open in that?
Title: Re: Oxygen Not Included: Alpha Release
Post by: ChairmanPoo on January 12, 2019, 04:43:41 pm
Dug out cistern.

I dont think chlorine works there anymore. I see no "chlorine death" debuff on the germs either
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on January 12, 2019, 09:01:33 pm
What, like this?

Spoiler (click to show/hide)

EDIT: This is the liquid reservoir, full of infected water and inside a sparse chlorine atmosphere:
(https://i.imgur.com/YZiAfZE.png)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on January 12, 2019, 09:34:56 pm
The good news is, you can just pipe water into a reservoir that is in chlorine gas and it kills all the germs, unless they've patched that out.
How long does it need to be in the reservoir, though? I'm preparing for the inevitable contamination by food poisoning.

It's something like -5000 germs per second. Half-life of the germs inside is something like 11 seconds.

EDIT: You can see it in action here: https://youtu.be/eILtbLDUJe0?t=288

Wait. Putting a gas tank of germy oxygen in a room of chlorine kills the germs that are inside the tank? The germs that should be entirely sealed in a pressurized container and not at all exposed to the chlorine?

And to answer my own question... yes, yes it does, in the current version (Q1-302293). At least for water storage. This is going to be a much easier solution than cooking it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on February 03, 2019, 10:50:10 am
QoL 2 upgrade is going to make you able to print other stuff randomly instead of just dupes. Like, 2000kg of water, 500kg of dirt, or even a briar seed or shine brin nymph...
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on February 04, 2019, 04:51:34 am
Wonderful, like I don't obsessively reload enough already looking for the perfect dupe. Now I've got more noise in the RNG competing for the right traits.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on February 04, 2019, 02:14:14 pm
Well, you get 4 choices on the printer now, and most of the time only 1 is going to be a mat.

Also means that instead of ignoring the printer once you got the amount of dupes you want, you can just pick whatever resource and let it recharge again.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 04, 2019, 10:42:52 pm
A duplicant every 3 days is too many mouths for me anyway, so I just reroll till I get what I want.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Tack on February 05, 2019, 03:37:40 am
Yeah, I spent ages just leaving the printer running for no reason.
Much more handy to use it for scarcities.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on February 05, 2019, 08:25:35 am
I had the printer give me the option for very cold (< -40°C) ice, 4 tons of it, so I picked it every time. I now may or may not have a smaaaall flooding problem near my water tank now but hey, free water and cold.
EDIT: thinking about it, maybe the printer should require a bit of electricity, seems fairly op to me now...
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 13, 2019, 07:13:15 pm
Making steam for the, thing that you need steam for later in the game, is a pretty giant pain in the ass.  Most ways of making steam produce steam jusssstttt over 100 C, so if you try to pipe it long distances you get broken vents and some water.  I probably should have just made 300 degree steam at the bottom of the map and carried it up in canisters, but I found a way that didn't require that (and used the water that just happened to be near the site).

Spoiler (click to show/hide)

Ignore the overly complicated crap everywhere, a lot of that is failed attempts that weren't fully cleaned up.  The important thing is the two chambers with different heating methods.  That's all I'd replicate if I had to do this again.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on February 13, 2019, 08:19:09 pm
Instead of sticking your heat generator in the water itself, have you considered having a separate heating medium underneath the water reservoir and using metal tiles for heat transfer?

For example, a steel thermo aquatuner in crude oil, with an automation wire set to keep it between 300°C and 325°C, with gold amalgam or diamond window tiles to transfer heat?
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 15, 2019, 12:45:17 pm
No I hadn't, that is a good solution.  It trades setup costs (piping two types of liquid, 1.2k steel) for electricity (-720 Kw since you wouldn't need the tepidizer and you could use an existing pump).  Personally I'm rushing the structures that will use something other than steam.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Finndibaenn on February 16, 2019, 04:53:05 am
What I had when I was using steam rocket is an aquatuner immerged in oil, keeping it a bit above 100° and then when i needed steam, I let a pipe drop a bit of water on top of the oil.
not sure why you'd need different "rooms" ?
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 16, 2019, 01:07:12 pm
One room tepidizes and pumps the water, the other room has an aquatuner in it and is sealed.  Aquatuner can't heat water on its own, tepidizer can't heat past 85 on its own.  The advantage is that the system requires only a single conductive wire as input.  As I dug out the silo for the rocket, the existing water in the area naturally fell into a pit at the bottom and then I built the rocket above the pit.  The existing water gave me more than enough rocket launches to get research for an non-steam engine.

Does something bad happen if you don't use crude oil here?  Seems like a lot of effort.  Especially if you're keeping it stable at 100 degrees, might as well just use polluted water at that point, set your thermo sensor to 100 when you don't want steam and 115 when you do.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on February 17, 2019, 06:08:37 am
It's mostly about getting more bang for your buck using 300°C crude oil compared to 100°C polluted water. With a polluted water reservoir, you're working between a 100°C to 118.9°C range of temperatures, and it has a lower thermal conductivity than crude oil, meaning it's a slower heat transfer rate out of the crude oil, into the thermal transfer medium, and then into the water.

The upside with polluted water is that it's got great specific heat capacity, so it somewhat buffers against rapid temperature changes.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Finndibaenn on February 17, 2019, 11:20:02 am
I'm not sure why the aquatuner can't heat the water on its own ?

Oil rather than water/polluted water is more tolerant to temp changes as mentioned by Jimmy, and you don't need that much, I think my setup was about about 4*2 or so of oil, with 1 tile free for dripping water
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 17, 2019, 09:02:11 pm
But the thermal conductivity of crude oil doesn't matter.  Temperature exchange is dictated by the lowest thermal conductivity of the materials involved.  Water exchanges heat with crude oil, an aquatuner, or metal tiles all at the same rate.  The only reason to use crude oil is to prevent the aquatuner itself from overheating.  But one of you is only using 100 degree oil and the other is using a steel aquatuner, so neither of you is getting any benefit.  All you've done is buffer heat transfer in a system designed to transfer heat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Tack on February 18, 2019, 01:33:20 am
The real question is: Can you get petroleum hot enough to melt crude oil?
The answer- it’ll need a lot of steel.

In other news, 150+ cycles on my last map, got up to 100 on this one and I just found out you can make a hydrogen loop...

Meanwhile I just had to push to steam before my coal ran out.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 18, 2019, 10:30:45 am
Steel can't vaporize rocket fuel beams.

Yeah steam is rarely the easiest solution to power problems.  In the short term have you considered going back to manual generators?  If you set a duplicant to only tinker it can be a great way to train athletics.  That's how I train up my anemic duplicants.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on February 18, 2019, 11:35:03 am
Speaking of power, how do you all set up your power grids? Everything on a single grid regulated by transformers? Or separate ones?
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on February 18, 2019, 12:26:46 pm
I build a powerplant outside my base, with everything on one heavywatt wire.  From transformers in the power plant standard or conductive wires come out towards my base and that's how I power everything.  I used to put the heavywatt wire + transformers in a utility tunnel that ran alongside the base but personally I've found that consumes too much time and space.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Tack on February 19, 2019, 08:30:43 am
I don’t usually switch to conductive wire until way in the late game so I try to divvy my grids up to various 1kW draws. Hydrogen production is usually heavy-watted in to the base.


Also how are you people making superhot tepedisers? Mine hits 85 and is done
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on February 28, 2019, 11:02:27 pm
So I just cracked open my first AETN and I want to make sure I've got this sorted out properly before I undertake a construction project with it...

To use it as an all-purpose cooler, the end result should have the AETN in a fairly small insulated box filled with pure hydrogen gas and packed with tempshift plates. Pack the room with radiant gas pipes filled with hydrogen (though piping an SPOM's product through it isn't a terrible idea either?), and route that wherever needed. And if I get it really cold, I can use it to solidify a bunch of other gasses for... reasons I haven't figured out yet.

Alternatively, how well does using a large tempshifted room and turning it into a refrigerator to use as a sleet wheat farm, while also bleeding gas out to use as general base coolant work out?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Mini on March 01, 2019, 12:44:50 am
Sleet wheat only grows down to -55 degrees, so if you have them inside the same room as the AETN then you'd need to stop it from getting all the way down to -175.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on March 01, 2019, 12:10:04 pm
I've heard that using the shipping lanes with some conductive crap on them is also good for temp transfer.

Also liquid pipes are probably better at transferring heat than gases. Something like oil or petroleum that won't change state easily.

At least, I think so.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Tack on March 04, 2019, 09:37:57 am
Oil doesn't like changing temperature as easily though.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Sergius on March 04, 2019, 10:36:05 am
Oil doesn't like changing temperature as easily though.

It's conductivity is like 15 times higher than hydrogen, and changes temperature twice as fast, per gram. Remember that one tile of liquid pipe holds 10 times as many grams than one with gas.

Temperature only matters when comparing two things touching each other (heat travels from the higher temp to the lower one), and with wierd things like WheezeWort that make absolute changes in temperature rather than heat.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EnigmaticHat on March 04, 2019, 12:53:56 pm
I don’t usually switch to conductive wire until way in the late game so I try to divvy my grids up to various 1kW draws. Hydrogen production is usually heavy-watted in to the base.


Also how are you people making superhot tepedisers? Mine hits 85 and is done
You can't, we're using thermo aquatuners which (despite being a cooling device) can heat their environment up to 2 times what a tepidizer can do.  Or 4 times if you use steel.

Re: AETN, you've got 3 options to pipe: hydrogen, polluted water, and crude oil.  Hydrogen should carry like 8-9x less heat than the other two but will be easier to set up.  Polluted water is easy to get and perfect for this except for the part where it freezes at -15 C, so you'd have to be careful.  Crude oil perfect for this, if you have some to spare.

In regards to freezing weird gasses... frozen chlorine has a comically low thermal conductivity and could be placed inside walls as insulation?  You're pretty much showing off at that point tho, there's much easier ways to do that.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on March 11, 2019, 01:12:21 pm
Are we still discussing making steam for rockets? easiest solution for that is to just make a small room in the regolith/mafic rock, put drywall in the background, a pump and a way to put water in the room (I just used a bottle emptier). The regolith is hot enough to produce a LOT of steam, easily enough to get the next rocket engine.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Akura on July 30, 2019, 04:21:05 pm
Necroing the say that the game has left Early Access. It's also 33% off for the next week or so.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ZeroGravitas on July 31, 2019, 07:20:30 am
finally decided to try it out. i don't know how klei makes any money with these releases. the price is beyond reasonable for the game, which after 2-3 hours, seems very fun. it's probably the best of any df-inspired game i've played.
Title: Re: Oxygen Not Included: Alpha Release
Post by: ollobrains on July 31, 2019, 08:17:41 am
they make their money by selling a whole bucket load of copies and like don't starve there will be follow up content rich DLCs
Title: Re: Oxygen Not Included: Alpha Release
Post by: Teneb on July 31, 2019, 10:00:09 am
they make their money by selling a whole bucket load of copies and like don't starve there will be follow up content rich DLCs
They probably also don't have massive expenditures with marketing or licensing top-of-the-line tech, and, of course, they don't need to please the ever-hungry Investors.
Title: Re: Oxygen Not Included: Alpha Release
Post by: martinuzz on December 17, 2019, 09:39:48 pm
I am slightly surprised this game isn't hot topic on the dwarf forums.
So many great mechanics to explore and optimize!
10/10 would overheat and starve my asteroid base again anytime!
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on December 18, 2019, 02:22:39 am
It's a great game! I'm up to 256 hours, according to Steam.

I just recently joined the elite .10% of Steam players who have bothered to grab a gassy moo from a planet and tame it, then shortly thereafter, on cycle 783, joined the slightly less elite .20% of players who traveled all the way to the temporal tear. Badlands map, with (if I remember correctly - I can't see anywhere that tells me what the initial seed gave) large glaciers, geoactive, and frozen core (which was useless, since I already had more ice then I could ever use due to the glaciers, and actually could have really used an effectively unlimited source of geothermal power).

I've now started a new game on an Aridio asteroid, with the goal of picking up my remaining outstanding achievements - most notably Super Sustainable (currently at a meager 1,837 kj / 240,000 kj), Locavore (192,174 / 400,000), Carnivore (which I'm almost certainly not going to get - cycle 50 and only at 37,600 / 400,000), and Home Sweet Home... should I not starve to death first - it's looking a little grim, I may need to start culling even young, non-cramped ranched critters, as it's at least 2 degrees too hot for most food plants to grow, even in my starting biome.

Title: Re: Oxygen Not Included: Alpha Release
Post by: Iduno on December 19, 2019, 09:22:51 am
finally decided to try it out. i don't know how klei makes any money with these releases.

Yeah, Klei has games with a very simple "do this to win" cycle you need to perform, and then finds ways of preventing you from doing that (monster attacks/time constraints in don't starve, the RNG refusing to give you enough people/equipment in Invisible Inc). Their games are very interesting up until the point where you figure out the one thing you need to do, and how to do it.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on February 27, 2020, 08:22:36 pm
After two years on and off, multiple binges, hundreds of cycles, and dozens of hours dedicated to this project, I have finally achieved a longstanding goal of mine that's distressingly modest:

Actually get an expletive SPOM working properly in a live game... and, for extra points, it's one of my own design, based on working out what hasn't been working for me in other people's designs. It doesn't have built-in cooling, but I'm usually playing on Rime, so extra heating's actually a plus.


Now to either launch a rocket or do something useful with magma; not sure which one to aim for first. I suspect magma, in true dorfy fashion. (♫Never seen the blue moon glow...♫)

Edit: ...Yep. Time to wrap up this binge.
Attempt 1: I had to dig downwards seven hundred blocks for the nearest source of oil. I also didn't get Slicksters until like cycle 80, so I couldn't get oil from them. Death due to starvation from running out of resources before getting to expand outwards with my barely completed exosuits.
Attempt 2: On Oceania... I'm cooking myself to death. (...My uncooled SPOM isn't helping.) Left: Natural Gas Geyser and Polluted Water Geyser. Right: Cool Steam Vent. Down: Salt geyser and oil biome. Right under me, with gaps in the abyssalite. Up: WTF is this biome-sized block of 2500F abyssalite? (Turns out there was... a bubble of 3000F steam surrounding an office building in the middle. Nothing else of note.) The nearest ice biome was three biomes away, and I pretty much had to cut right through at least one geyser's heat bubble to get there. Thankfully, it had an AETN in there so I could get that spun up, but now I have to drag coolant how far? Maybe I should just relocate my SPOM there and pump the cooler desalinated salt water instead of the steam vent water...
Title: Re: Oxygen Not Included: Alpha Release
Post by: BurnedToast on July 08, 2020, 02:17:10 pm
They announced some time ago they were working on a DLC for the game, and recently they've announced some more information about it which you can read here (https://forums.kleientertainment.com/forums/topic/119755-oxygen-not-included-dlc-roadmap-july-2020/).

TL;DR version: A new biome (probably a "radiation biome" of some sort), radiation being integrated into the game, better/easier rockets, and... multiple colonies. Space destinations are being changed from "send rocket, collect materials offscreen" to "send rocket, build colony at destination" And of course a bunch of little things like new traits, new buildings, etc.

Because of COVID they'd had to delay things a bit but they hope to have it out by the end of the year sometime, though they won't commit to anything more specific than that.

Personally I'm really excited. I'm kind of sad they are selling the real endgame as a DLC (current endgame is so obviously placeholder), but I've already got more than my money's worth from the base game so I don't mind very much and it will probably be a day 1 purchase for me.



Maybe it's hoping for too much, but one thing I really hope they do work on is making different asteroid types feel different from each other. Given that you start in a "safe" biome every time due to the game's design, even though the asteroid types are quite different they all feel very similar in practice. I just did a volcanea game and all I had to do was wall in the starting biome with insulated tile (easy to do early on) and the map was already "solved". I just built up inside my safe bubble, built some exosuits, then played the map like normal. Even a single layer of volcanic rock insulated tile was plenty to keep the heat out for hundreds, maybe thousands of cycles and exosuits are as overpowered as ever. "harder" maps like arborea and oassea don't even require insulated tile, they don't get hot enough to scald your dupes so the temperature can be ignored.

One idea I had is maybe the different asteroids could influence geysers. For example oceana could have zero freshwater or steam geysers, they would all be replaced with saltwater geysers. Volcanea could have only magma and *hot* (400F+) steam geysers, maybe arborea could have extra natural gas but no oil geysers or something to enforce working with ethanol.... rime could only have cryovolcanoes spitting out freezing co2 and such, and maybe a single cold slush geyser spitting near-freezing water, etc.

The current geyser generation system means you have basically infinite of every resource on every map which is kind of generically boring, and makes the idea of setting up multiple colonies to get new resources seem kind of superfluous.
Title: Re: Oxygen Not Included: Alpha Release
Post by: McTraveller on August 19, 2020, 03:39:49 pm
I think the challenge is more how you structure your base, etc. I don't see survival really that hard either.  Mostly I get to to the point where I do something dumb or get annoyed at how I structured my base.  Generally I will forget what I had buried in walls, deconstruct the wall and the pipes/wires behind it, then things start to collapse because my toilets no longer function.

About the only unusual thing I've done so far is realize you can connect conductive wire to TWO small transformers and get all 2kW on the circuit without waste.  The transformers don't overload if the circuit is more than 1kW; that 1kW is just how much each can ADD to the circuit.

Yeah I know the large transformer can output 4kW for fewer resources and less space, but that would overload conductive wire so seems like an odd sizing choice.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Micro102 on December 28, 2020, 04:21:02 pm
Reviving this because why not. I just bought this game and am already itching for some crazy difficult map starts. As it is now, I feel like I could handle any asteroid because of the generous temperate biome that every asteroid seems to start. I want crazy starts that require crazy innovation. Maybe neutronium veins everywhere blocking my super efficient square rooms, and misshapen biomes that aren't so predictable. And maybe some chaotic random events.

I don't suppose there are mods for these things?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 28, 2020, 04:42:06 pm
There's the 100K challenge, where everything other than your starting biome is 100K. I'm not sure that map is actually possible without taking advantage of various sort of exploity mechanics though. I think there's also a hot equivalent of that one too.

My personal favorite is Minibase, where you get to pick the size of your base. The minimum for a rift rocket is something like 21x37 (which requires the pod deconstruction mod), but good luck with that; I've managed to do it on a 22(?)x55 though.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Micro102 on December 28, 2020, 05:12:12 pm
There's the 100K challenge, where everything other than your starting biome is 100K. I'm not sure that map is actually possible without taking advantage of various sort of exploity mechanics though. I think there's also a hot equivalent of that one too.

My personal favorite is Minibase, where you get to pick the size of your base. The minimum for a rift rocket is something like 21x37 (which requires the pod deconstruction mod), but good luck with that; I've managed to do it on a 22(?)x55 though.

Yeah those sort of mods are "impending doom is coming you only have so long until you succumb", and I want more of a "crazy obstacles are in your way but with preservation you can overcome them and achieve great things" game. In fact, that sentence was so on-point that I'm gonna go throw it into the "recommend me a game" thread.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 28, 2020, 06:14:08 pm
Minibase (or in my case, 'micro'; the default size is something like 40x70) isn't really an 'impending doom' scenario if you know your mechanics and don't intentionally make a map that doesn't have the resources required; it's more about getting the maximum efficiency out of a tiny amount of space, which requires rethinking a lot of standard designs.

There's also Empty Worlds, basically adds exposed space as a biome or makes exposed space the default (but adds extra geysers so you have resources), or GeoApocalypse, which puts 100ish geysers on the map, but neither of these are really challenges.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 29, 2020, 05:30:30 am
Perhaps I'm simply inexperienced, but I don't see how the 100K challenge is difficult. Heat creation is so universally available it's hard to imagine a problem arising from having the rest of the map being cold. A steam geyser would quickly warm everything up again, wouldn't it?
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 29, 2020, 06:54:52 am
Perhaps I'm simply inexperienced, but I don't see how the 100K challenge is difficult. Heat creation is so universally available it's hard to imagine a problem arising from having the rest of the map being cold. A steam geyser would quickly warm everything up again, wouldn't it?

As you noted, the easy way is with a vent/geyser/volcano, since those spew out things at a fixed temperature that trivalizes the challenge... which is why it comes with an option built in to disable them.

The major problem is producing liquid water that's required for advanced research before the cold catches up with you. The longer it takes and the more you dig out, the colder your pocket of relative warmth gets. (Spoiler includes two tricks that make it easy, so don't read it if you want to try it yourself.)

Spoiler (click to show/hide)
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 30, 2020, 05:42:01 am
Ranching some stone hatches would be a pretty solid way to delete the cold, since they can consume general trash minerals and output coal, which can be burned for even more heat generation. This plus a metal refinery seems a reliable way to warm things up, even without geysers.

Oxygen generation is gonna be a pain without infinite water geysers, though there's the option of using lumber via the petroleum generator to produce excess polluted water and dirt too, I suppose, but that's a deep dive in the tech tree to reach.

I guess without geysers, the 100K challenge would be a fairly tricky proposal. Definitely doable, but tough.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 30, 2020, 04:21:44 pm
The main challenge is getting liquid water with the geysers disabled. If we're looking at this asteroid from after 1000kg of liquid water can be sourced, then it's trivial.

Hatch ranching is impossible since they die at -30C and doing it without the ranching technologies is going to be an inefficient headache even if you manage to make an area over -30C. Arbor trees won't work since you don't have liquid pH2O in industrial quantities and they need 15C+. Petroleum generators and the metal refinery are blocked by the tech tree.

Oxygen, ironically, isn't a major problem, since, between the guaranteed starting oxylite and the oxygen your dupes produce on their own, you can easily last upwards of a hundred cycles. More, if you reroll your starting dupes to have a loadout designed to be self-sufficient. You will, however, need to constantly expand your base so you have somewhere to put all that CO2 (whether it be gas/liquid dropping down, or solid that you throw to the side), which means you're increasing your area/surface area, so what little heat you've produced is thinner and more easily dispersed into your surroundings.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Radsoc on December 30, 2020, 06:17:27 pm
In general I think this is a difficult game, of the type of a classic game. I managed to reach the tear and to achieve sustainability (albeit with some manual intervention), but I doubt I would have made it without a petroleum boiler and a very large buffer of stored fuel. At least it gave me freedom to experiment with various projects. I think I quite unnecessarily wanted dirt so I built an evaporator for polluted water that transported it to the greenhouse. It's kind of Labview the game.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 31, 2020, 06:12:33 am
I agree that this game is definitely not in the same vein as many modern titles. Klei make games that have cute wrappers hiding brutal mechanics that encourage learning through failure. I thoroughly respect that design decision, and hope they continue this theme for their future releases.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jopax on December 31, 2020, 06:52:09 am
Speaking of learning trough failing, picked this up recently as it's been sitting on my wishlist for ages and the discount was pretty nice.

First colony was nothing fancy as I was mostly figuring out stuff, was going fine until I tried to get fancy. See I wanted my latrine/shower to dump their dirty water into a natural cave I dug to, before pumping it all out and filtering it for further use. That would've been fine if I also hadn't put a dirty water dumping spot next to them, which obviously needed a mesh floor to be usable for getting rid of any waste water produced elsewhere (mostly algae farms and the one washing up spot).

Anyways, who knew that having an open air septic tank would stink up the entire goddamn base :V

Also sidenote, how bad are coal/wood power generators at pumping at CO2? I really needed to switch since my power usage kinda outgrew the little pedal machine but I'm not sure if I should've separated the thing somehow or started filtering out the CO2 fairly soonish.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 31, 2020, 07:36:15 am
Given that a coal generator produces 20 g/s of CO2, you could have fifteen coal generators running at 100% uptime before you max out the 300 g/s consumption of a single carbon skimmer. Realistically, nobody runs that many generators constantly. A smart battery and an automation wire are too cheap not to include in a generator setup. You simply can't overproduce CO2 without a lot of oil based infrastructure.

Polluted oxygen also isn't too big of a problem, in my opinion. Sure, it's annoying to have a few pockets floating around, but a few deodorizers should mop it up fairly quickly. Plus, it's still breathable, free oxygen. A tip: instead of dumping into a cave, using a liquid reservoir surrounded by chlorine gas will get rid of the germs in the water, meaning you can filter the water without worries. I had a lot of fun building a chlorine tank for my last base, along with an automation loop to allow clean water to be pumped back into the system, and it was a closed loop, meaning it only cost the 10W power drain of the liquid shutoff allowing the cleaned water to exit the loop.

I'm slowly coming around to using polluted water instead of clean water in my early thermo aquatuner loops. I still need more practice setting up my temperature exchanges for geysers, but practice makes perfect. I plan to tackle optimizing the output of a natural gas geyser to run a 100% uptime dual generator setup, with a single priority feed line drawing for cooking. I'm debating whether it's more efficient to cool the natural gas from the geyser to 40°C before or after pumping. Cooling before pumping costs less resources, but I worry the low thermal conductivity of natural gas will risk overpressure on the geyser before I can cool the previous cycle of gas.
Title: Re: Oxygen Not Included: Alpha Release
Post by: AlStar on December 31, 2020, 08:40:27 am
Also sidenote, how bad are coal/wood power generators at pumping at CO2? I really needed to switch since my power usage kinda outgrew the little pedal machine but I'm not sure if I should've separated the thing somehow or started filtering out the CO2 fairly soonish.

As Jimmy says, coal burners aren't too bad - especially if you hook them up to a smart battery (note: always use a smart battery - massive increase in how long your coal reserves last).

I'd stay away from wood, however - although I don't have the actual numbers in front of me, it's something like 2-5x as much CO2 per electricity produced.
Title: Re: Oxygen Not Included: Alpha Release
Post by: andrea on December 31, 2020, 09:35:25 am
Also keep in mind that CO2 sinks to the bottom in an oxygen atmosphere. If you are in a CO2 crisis, just digging an hole can be a quick temporary solution.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on December 31, 2020, 05:44:05 pm
See I wanted my latrine/shower to dump their dirty water into a natural cave I dug to, before pumping it all out and filtering it for further use.

Also sidenote, how bad are coal/wood power generators at pumping at CO2? I really needed to switch since my power usage kinda outgrew the little pedal machine but I'm not sure if I should've separated the thing somehow or started filtering out the CO2 fairly soonish.

Generally speaking, unless you have some particular reason for it, liquid already in pipes you want keep in pipes/liquid reservoirs because it saves the energy of pumping it back out for later use.

Wood is literally the most inefficient source of power in the game on pretty much all counts, other than dupe-time. Having said that, if you're using it, you're either early game, when dupe-time is more valuable, or desperate for power, in which you'll take anything.

I wouldn't worry about the CO2; unless you tried (and failed) at something fancy, it's unlikely you'll ever hit a truly problematic amount of CO2. And even then, it has its uses.

I had a lot of fun building a chlorine tank for my last base, along with an automation loop to allow clean water to be pumped back into the system, and it was a closed loop, meaning it only cost the 10W power drain of the liquid shutoff allowing the cleaned water to exit the loop.

Assuming you're referring to a sieve loop, you can actually bleed off the excess water (p or clean H2O) without expending energy with just a bridge.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on December 31, 2020, 06:15:17 pm
Assuming you're referring to a sieve loop, you can actually bleed off the excess water (p or clean H2O) without expending energy with just a bridge.
Nope, I'm talking about setting up a liquid reservoir with a germ sensor on the output inside a sealed room full of chorine gas. Automation on the sensor controls a liquid shutoff that lets the fluid from the reservoir exit the sterilizing loop. If the fluid from the reservoir has no germs, it sends it out.

If you feed your toilet output straight into a sieve, it transfers the food poisoning germs to the polluted dirt as well as the clean water output. With the addition of a chorine tank, the polluted water has no germs when it reaches the water sieve, meaning no food poisoning germs on the polluted dirt and clean water it produces. This means no food poisoning germs on the duplicant that hauls the polluted dirt, and you've got germ free clean water for your base. It's not really that critical, but once you set it up correctly, you can simply forget it and never have to worry about food poisoning germs, all for the cost of a single 10W liquid shutoff.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jopax on January 02, 2021, 12:47:11 pm
Yeah it was fairly early on, don't think I even had much wood around, just coal.

Anyways, second attempt went well until it didn't. This time around I was expanding more aggressively (had a ton of unused space too) but for some reason the nimrods kept spilling everything when they were emptying the latrine, which wouldn't be too bad if the spill somehow didn't slosh it's way trough a bloody airlock, several tiles further and trough my one pumping station and into my major water reservoir. Didn't do much I don't think but food poisoning was somewhat common.
What spelled doom was a geyser next door that I just had to look into, without realizing the dolts have zero sense of self preservation (on that note any way to tell them to piss off in case they find themselves being cooked alive?) so my main tech guy literally fried himself alive because he was too goddamn stupid to stay away from the geyser while it was spewing out steam. I probably could've salvaged the thing but it was slowly starting to spiral due to not great planning.

On to attempt number 3 I guess :V
Title: Re: Oxygen Not Included: Alpha Release
Post by: Aoi on January 02, 2021, 11:16:27 pm
Anyways, second attempt went well until it didn't. This time around I was expanding more aggressively (had a ton of unused space too) but for some reason the nimrods kept spilling everything when they were emptying the latrine, which wouldn't be too bad if the spill somehow didn't slosh it's way trough a bloody airlock, several tiles further and trough my one pumping station and into my major water reservoir. Didn't do much I don't think but food poisoning was somewhat common.
What spelled doom was a geyser next door that I just had to look into, without realizing the dolts have zero sense of self preservation (on that note any way to tell them to piss off in case they find themselves being cooked alive?) so my main tech guy literally fried himself alive because he was too goddamn stupid to stay away from the geyser while it was spewing out steam. I probably could've salvaged the thing but it was slowly starting to spiral due to not great planning.

On to attempt number 3 I guess :V

If you're producing uncontrolled pH2O from the bathroom, that usually means something's gone wrong somewhere... outhouses only produce solid waste (pDirt), and lavatories shouldn't need dupes moving the pH2O around manually. My guess would be that all your outhouses filled up at the same time (which happens annoyingly often, if you don't act to counter it) and one of them decided to water their shoes instead of emptying one. Food poisoning's actually not that big a deal, and can actually be used to your advantage if you're running a very tight base.

You can click a dupe and manually tell them to go somewhere; that'll force them to drop whatever they're doing (unless it's an uninterruptable action, like a stress malus). Most geysers, vents, and volcanoes will output at temperatures considerably out of the range of comfort, so you should probably avoid cracking them open until you're ready to deal with whatever they've got.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jopax on January 03, 2021, 06:04:48 am
Yeah I figured they were messing it up, hence the spillage, didn't occur to me that it was them being unable to hold it while cleaning, should probably have several more latrines at the ready, just in case. Always had a problem with building stuff to scale with higher usage.

Manually controlling the individual seems a bit fiddly, tho I'd probably be able to just shut the airlock off while the mess was in progress and then tell them to gtfo just before it erupts. Reason I was thinking about geysers this early was I figured I could solve most of my power worries if I rushed to the geothermal plant and used that. Tho I think it's another problem of my approach wanting to move trough the tech levels/phases of colony development too quickly for whatever reason. Even when it's not really necessary, like in this case, coal could've worked for me just fine for a good long while  considering both my consumption and the amount I had left.
Title: Re: Oxygen Not Included: Alpha Release
Post by: Jimmy on January 03, 2021, 08:13:28 am
I've finished boxing up my starter base, got atmo suits for my dupes prepped, a ghetto chlorine pit for my meals along with an automated drowner for food production and some stone hatch ranches. I've been dumping all my toilet water, refinery water, and kiln heat into the ice biomes below my base, and I now have a few metric fucktons of mixed fluids down there, all filled with food poisoning germs.

I've made some chlorine tanks for decontaminating it all, and I'm gonna run a couple of pumps down the bottom to sort, purify, and drain it back up above my base. I've already done close to 500 tonnes of the polluted water as a test run, and I'd estimate I have at least that much more mixed liquids to go, without even counting the ice biomes I haven't yet opened. I'm taking it slow to avoid wasting the cooling of the biomes I'm melting through, but I wanna get to the oil biome and start setting up my petroleum industry soon. I've got enough coal to run generators for hundreds of cycles, but I really want the oil for building better fluid airlocks and other shenanigans.
Title: Re: Oxygen Not Included: Alpha Release
Post by: McTraveller on January 19, 2021, 09:53:26 pm
Ugh I finally found a source of clean water on my map. Cycle 45, 108 tiles below the printer, finally found a cool steam vent.

I had stumbled on a saltwater geyser previously, but it is in a biome I think which has a volcano in it because instead of the usual temperate tide pool temperatures, it's full of steam at 115 C.  I'm not anywhere near atmo suits yet - no dreckos anywhere and I have found only a few thimble reeds, but not anywhere near warm enough to grow them yet.

Rime, with Metal Rich, Glaciers, and Volcanoes.
Title: Re: Oxygen Not Included: Alpha Release
Post by: EvilTwin on March 31, 2021, 12:29:33 pm
Ugh I finally found a source of clean water on my map. Cycle 45, 108 tiles below the printer, finally found a cool steam vent.

I had stumbled on a saltwater geyser previously, but it is in a biome I think which has a volcano in it because instead of the usual temperate tide pool temperatures, it's full of steam at 115 C.  I'm not anywhere near atmo suits yet - no dreckos anywhere and I have found only a few thimble reeds, but not anywhere near warm enough to grow them yet.

Rime, with Metal Rich, Glaciers, and Volcanoes.
Consider learning how to corner build to push a wall into a place like this. Essentially your dupes can build through a wall if it is situated like this:
Code: [Select]
X = walled off area, like a hot zone
W = the wall that's walling it off
D = dupe needs to occupy these tiles to build
T = places in the walled off area where new wall tiles can be constructed from the other side
A = breathable nice air for the dupe
XXTWAA
XXWDAA
XXWDAA
XXTWAA
This way you can slowly inch into dangerous biomes without harming your unprotected dupes.