Планы на вечер: продолжить постройку "дома престарелых" в #oxygennotincluded .
Алюминиевый вулкан, слабенький паровой гейзер и два нефтяных фонтана есть.
Уголь есть, из хачей.
Слив всего, что не кислород, в космос уже есть.
Я почти закончил, значит.
Да, радиоактивный ледяной биом есть, в ОЧЕНЬ удобном месте! Значит, хотя бы на этот раз я не застряну на Т2 науке. Радость то какая...
Играть в три бионика, оказывается, очень даже можно!
#oxygennotincluded — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #oxygennotincluded, aggregated by home.social.
-
-
Вроде, играю в #OxygenNotIncluded в три бионика.
Вроде, играю очень аккуратно. Пытаюсь с ими тремями выйти на полное самообеспечение хотя бы электричеством. Проект каждой комнаты и каждой раскопки перепроверяется трижды как минимум.
Но.
В главном резервуаре с питьевой водой опять нассано.
Дупликантом-биоником и никем кроме него, 100%: субстанцию под названием gunk в игре больше ничего не производит.
Хотя сделано всё, кроме тотального замуровывания, чтобы биониклы не мочились.
Ну как так то?
Как? -
CW: rambling about oxygen not included
In terms of temperature management, that's reversed as well.
Usually temperature in the early game is easy. In Rime and (especially) Ceres the temperature in the early game makes everything less efficient, right when you _need_ that efficiency.
As the game progresses you get more options for moving the temperature into a livable range, but by then the resource/action economy is not nearly so brutal.
In the early game your options are to ignore it—incurring a tax on everything you do—or to try to mitigate it locally, which costs wood and generates CO2.
This is backwards from how it usually works, where early game temperature management is trivial and late game is when the heat starts needing to go somewhere.
-
CW: rambling about oxygen not included
To make it worse alveo vera—one of your only reliable sources of oxygen that isn't polluted and doesn't require additional care—requires CO2 to function.
Which seems great until you realize that this makes it hard to dig a giant pit to dump CO2 in.
It also consumes ice. Which is fine except that you can't pipe it, so you now need to make sure (like the phosphorite with spikeapples) that you have enough dupes to cover the extra work.
You _can_ deal with the polluted oxygen and use a couple of sublimation stations (and you probably should), but—assuming you can by some miracle generate enough polluted dirt—it will require keeping *seven* deodorizer stations stocked with filtration media _per sublimation station_.
Minimum, because the stuff tends to drift all over your base and require at least one per level on top of those to deal with the local area.
So now your options are to try to find water that isn't freezing or deal with converting rust into chlorine and oxygen once you get the tech and find enough rust to get started on that. But now you need to find something to do with the chlorine before you'd otherwise be ready for it.
In a standard game you can usually get away with oxygen diffusers until you can set up something more permanent, and your access to liquid water gives you plenty of options for what that "more permanent" solution looks like.
-
CW: rambling about oxygen not included
With Ceres in particular you are also managing wood as a resource, and if you fall too far behind that curve it can mean game over until you are fairly well established due to its use in creating _liquid water_.
You can rush flox development, but they compete with your dupes for pikeapples and it isn't a sustainable long term source of power: you basically need two full rooms _just_ to power _one_ measly wood generator (300 J/s) full time.
But! On the other hand! A lot of ceres asteroids get access to _ethanol_, especially if you can find a couple of the specialized Ceres-specific biomes that provide it. This provides neat and total solution to your power needs relatively early in the game. You can set up a wood burning system as a backup or to bootstrap and a couple of ethanol generators (so 2x 2 kJ/s) on a separate smart battery—you only run ethanol generators unless your batteries get completely drained—pretty easily.
With a little planning and a separate smart battery this can wholly solve your power needs until pretty late in the midgame.
You'd need five _full_ ranches (8 flox each) to provide enough ethanol to power a single generator—so that's not sustainable—but by the time you get to the point of needing that you hopefully will have a few more options (some mixture of hydrogen vents, natural gas vents, and/or steam turbines) set up. Let alone some of your true mid-to-late game options (e.g., petroleum, biodiesel).
-
CW: rambling about oxygen not included
I really like playing the frozen landscapes in #OxygenNotIncluded (Rime and Ceres). They are kind of like playing the standard scenarios _backwards_, reversing a lot of the challenges.
The things that are typically easy to get set up in the early game starts are now basically impossible.
The things that are hard in the mid-game are now significantly easier.
Like disease and energy are so much easier to manage… but water management is an order of magnitude harder. Especially on a Ceres asteroid where things like showers and water filters become unusable until fairly late game, if at all.
You really have to work at it to find a scenario where the base hitting a temperature overrun is an actual problem until you have gotten really, really late in the game and only then if you screw something up.
But on the other hand food and oxygen are races against a clock and you are going to feel constantly behind for a good long while. You may have to be creative or adaptive in ways that are simply not required on warmer asteroids.
Meanwhile, in a typical base, you can basically get into a rhythm and solve oxygen/CO2 and food relatively early: one oxygen diffuser will provide enough Oxygen for 5 dupes, and a deep pit or a single skimmer+filter combination will give you everything you need until fairly late game, and two rooms of meal lice—or one room of bristle blossoms—will entirely solve your food problems even without an agricultural station.
You'll have to solve these again later in the game, but you can get _stable_ relatively quickly and painlessly.
Compare with building on a Ceres-type asteroid:
* You have virtually no algae, so no oxygen diffusers. You'll need a combination of sublimation stations (necessitating air purifiers) and Alveo Vera plants.
* You need a room full of pikeapples, which doesn't seem so bad until you realize you are looking at something like 150 kg/cycle of phosphorite for 8 dupes and phosphorite doesn't exactly grow on trees.These problems are solvable in midgame, but early game they are _rough_ constraints to be dealing with.
-
Apologies in advance, but this is me, this is from my heart and I should not apologize. It's not AI.
I've said this a million times and I will say it again, though it might be first time here.
Self-care is like this.
Think of it like oxygen on a plane.
They (the airlines) tell you, YOU FIRST.
If you can't breathe, you can't help anyone else.
My thought should stop here, but alas there's more.
STOP and take three deep breaths, as often as you can.
In through the nose, out through the mouth...
...and I never realized this, but out through the mouth means releasing Carbon Dioxide, which I also learned hella more about thanks to the game Oxygen Not Included.
-
Oh, well. I was already planning to upgrade to pepper bread, I spoze.
The part that annoys me is that, twice now, I've had this save at c360 crapped on by a patch. (The first time was intermittent failure of vents, and to be fair, they did hotfix that almost immediately.)
-
Grrrrr. They nerfed pacu farming in the last patch. If you have the new DLC, you can pump their happiness by grooming them. But if not you have to make "pacu treats".
That sucks.
And it makes surf'n'turf a much less viable option for the long haul food in a non-DLC game.
-
Okay, fine, I haven't played Oxygen Not Included in so long, it took forever to find the thread I'm continuing.
I got distracted. Played some Valheim, played about half of Eriksholm, which is quite fun.
But now it's time to get back to ONI for a bit.
-
A funny thing: in order to switch back and forth between asteroids, I invariably press alt-Tab.
For non-windows users, Alt-Tab is how you switch back and forth between applications.
It's especially annoying just now, when I'm making sure a blueprint on one asteroid matches a build on a second asteroid.
And, I mean, I do it *every* time. Muscle memory kicks in, and I don't seem to be able to kick the habit using intellect and will.
-
And on Ughilio, we're stable enough except for food, which we're still taking from home.
Regrets, I got'em: Should've fixed the food thing immediately after getting the volcano tamer, and sent the two extra dups home. We really want this asteroid to be fire'n'forget. Being reminded that the dups are about to starve is a waste of my attention.
Still: That volcano tamer is nowhere near exhausted, and has supplied 100% of the power for the last 10 cycles.
-
Back at home. Regrets, I got'em. In retrospect, I should have gotten the home base fully stabilized before I even went to the teleporter planet.
Even now, we don't have that volcano power, and our food supply is finicky. What I want to do there is a) get that damned volcano power going, and then, b) switch over entirely to pepper bread.
I've added another rocket, dedicated to making initial bases, but no way I'm gonna use it yet.
-
Leafial has 3 working metal volcanoes, generating ~550g/s of aluminum & ~300g/s of gold. Seems like a trickle, but it's actually a lot. The gold is enough to keep a power control station going for every generator back home.
And aluminum is immensely valuable because of its thermal transfer characteristics. It can replace virtually every heat transfer application w/better efficiency.
Regrets, I got'em: shoulda made the colony real first, w/food and o2 and power.
-
c365, one year exactly, as they say.
Fitful progress, frankly. The new patch broke liquid and gas vents, and so I had to rework some things. (An immediate hot patch dropped and fixed it, but too late.)
Let's check in on our three asteroids, and summarize sum "in retrospect" regrets.
-
At home, we've framed in the volcano tamer and caught our first magma. Still need to do an analysis, and, obviously, get the turbines and steam room going.
Then, I'm thinking I'd like to switch *them* to pepper bread, too. I feel like the surf'n'turf is a lot of labor and I should be groaning with food, but I'm not, really, yet.
Orrrrrr, maybe, is there some more labor-saving I can do?
-
On Leafial, the dups are reloading o2 on the home planet, but we're still collecting our first gold from a volcano and auto-magically sending it home.
When the dups get back, we'll have much more o2, so we'll try to get two more of those volcanoes -- maybe both aluminum? -- doing the same thing.
-
c345, let's catch up. On Ughilio, we've got a nice liquid filter ring just getting loaded. The two rightmost are unassigned, but the ethanol, ph2o, and h2o are operative.
Below that, the first of the gas filter ring is working. It will be for natural gas, to do food (pepper bread?) and as our backup power, tho so far the volcano tamer is 100% of our power.
Next, there, let's get our food supply going and keep cleaning up.
-
Oh! Another change: we can now use plastic and refined metal to make insulated conductive wire, which can draw 4kw w/o overloading.
I spoze I should really go read the patch notes and find out what else I don't know.
-
Okay, where was I. Oh! I discovered that cuz I think I want to use coal power for a little while on Leafial. It has a working and powered shipping target and package opener, and tho we don't need much power, we need *some*, and this feels like a quick fix.
Ultimately, the volcano tamers are all self-powered, but we still need to be sure we can ship what we're getting back home, and a couple of coalgens with a power control station seems just right.
-
Finally, on Leafial, the radiated forest asteroid, I have the most uncertainty of how to proceed.
Whoa: Another new change. Odd that I never saw a patch note for this: instead of plastic, metered valves and turbines now require "gasket", which is made at a crafting station.
-
Back at home, it's time to address long-term power, so we're gonna throw everything we've got at this volcano. (It's why I didn't build more floors on the right-hand column.)
This will be my usual volcano build, but I will likely use a power control station and get about 4.5kw continuous from it.
Also gonna strip-mine that slime biome below it, cuz we need gold amalgam.
-
On Ughilio, we're really kinda done. About the only important thing to do is get off the food coming from the home planet.
Still, from vanity or whatever, I'm going to clean it up fully before I declare it done.
The construction here is for infinistores for liquid (top) and gas (below).
-
c325 here. I'm playing very slowly just now, only a cycle or two every day. But it's Friday, and we'll likely pick up that pace through the weekend.
A new patch dropped, prolly related to the release of the acquatic planet DLC, which I'll buy but not immediately turn on.
Only effect I can see: different colors in lava and salt water. Also, I thought waterweed used to drown if fully submerged, but it doesn't seem to, now.
-
Old hands will tell you, in the long haul, refined metal is cheap and plentiful. Why do they say that?
Well, look at this.
That's 2 aluminum, 2 gold, and 2 copper metal volcanoes. The radiated forest asteroid is always like this.
And since the self-powered self-cooling metal volcano tamer exists, we can send all that metal home, essentially for free.
-
Saturday, the cat's gonna be away in about an hour, and it's time for more Oxygen Not Included play.
It's c305, we have 18 dups and are actively working 3 asteroids.
-
Just a quickie here. It's only c295, but we're on the third asteroid, Leafial, which is the radioactive forest asteroid.
Unless you're using lots of enriched uranium, there is no real need for a permanent colony here. But there's a *lot* to exploit, so we'll be plugging away for 100 cycles or more.
Should we make a small base, to save on rocket trips or not?
I've decided, this time, we'll make the base.
-
So, what's next?
1) The forest asteroid.
2) Getting Ughilio so we can ignore it other than water supply.
3) Setting up radiation at home.
4) Cleaning up massively at home.For item 3, we've built a simple "heat distributor". That ph2o pool is being warmed to 30c, and we're running pipes through the right side of the top area, where the radiation area will be.
-
And back home, we have two developments.
1) The colonizer rocket is locked and loaded, and headed to the third asteroid, the radiated forest asteroid.
2) We got shove vole eggs! Shove voles are an *excellent* source of very cheap meat. The last of the meat animals that can be kept in near-starvation farms.
(Those chutes are dropping 10g of dirt at a time, which will keep them just fed enough to multiply.) -
Ah-hah!! It's c290, and we've good stuff.
On Ughilio, the magma power is finally up and running, and it's off to a great start. This rig is capable of generating 3kw continuous. Of course, we don't want or need 3kw continuous, this is ultimately going to be a colony of exactly one dup -- someone to relieve pressure on the oil wells.
So the automation only powers the turbines when the batteries want it or the steam is greater than 220c in temperature.