Having an issue where the game is constantly losing and rediscovering my resource inventory. Like under raw metals, I’ll have 5T of iron ore, then suddenly it’ll say I have 0, then my build orders with iron will pop up with “insufficient material”, then 5-20 seconds later it’ll correct itself and find the 5T of iron again and start building again. Plastic is just gone - listed as 0 even though I didn’t use it. Diamond is listed at 0 even though I found 2500kg of diamond in a storage container. Other inventory is disappearing and reappearing too.
Oxygen Not Included: The Kerbal Space Program of base building & what Fallout Shelter should've been
Figured it out. It’s constantly re-evaluating whether or not materials are accessible, so if, say, your exo suit to a zone that stores all your type of one material runs out of oxygen, that material will disappear from your inventory, but once the exosuit gets oxygen, it’ll reappear.
Yes, the way tasks and resources are ordered has to be complex which leads it to be counterintuitive. If a Dupe is moving away from a higher priority task you’ve assigned, it’s possible that it’s heading to a lower priority task it got before the higher priority task. You can click on the Dupe and have it move a few squares to shake it out of its focus and it’ll update its tasks queue.
You’re right, I tried it and it was better at transforming crude oil into petroleum then natural gas. I got squares with hundreds of kilograms of natural gas pressure.
You guys have convinced me to buy it. I started playing last night. Holy shit!
Yes, it’s a marvel of independent game-making. I spent a shameful number of hours playing Kerbal Space Program and I can see the same thing happening with ONI.
What do you most like about it?
Yet again, in solving one problem I’ve introduced another.
I revamped my oxygen and hydrogen generation system and in the process switched water sources to a steam geyser. Great! Free water and it doesn’t mix with my main cistern and kill my crops with heat.
I had it going for a few cycles… and noticed my dupes getting sick. I thought it was because they were exploring some swamp regions without suits, but that wasn’t it, and vitamins were only barely helping.
Turns out that my geyser is a massive stew of infection. Some water tiles had germ counts >750,000,000! And the germs were spreading throughout my complex. Oxygen kills them but not at a high enough rate.
I went back to an older save and switched water supplies but it would be nice to use this water source. Not sure how to deal with it, though. Maybe if I pumped the oxygen through a long, twisting chamber before introducing it to my complex would give it enough time for the germs to die–not sure.
That is a really good warning. I’ve got a hot steam geyser that I’m pretty sure is too hot to allow germs (the chamber spends most of its time in the 70-80C range), but I also have a massive reservoir from a cool steam geyser that I did nothing for except build the reservoir under it. It’s been cooling for about 30 cycles now and is going to erupt again before too long, and I’ve been trying to figure out what to do with it; I need to investigate it for germs, I guess.
Mine is 70-80 C as well. Doesn’t kill Slimelung germs–it actually seems to be a perfect environment. I think that cold may kill it, but I haven’t tested this yet. Maybe I can repurpose one of my nullifiers.
I’m thinking a water-oxygen drip system might do the trick. Have a gravity-fed “maze” filled with lots of oxygen, and drip water in from the top. It should have the germs die by the time it gets to the bottom. I have noticed that thin pools of water dissipate their germs fairly quickly if there is oxygen present.
Just checked my pool, and it’s sterile. May have something to do with surrounding walls–no slime touches the water.
Mine’s made with building tiles, though it’s possible I used contaminated material. The surrounding gas is somewhat polluted, though I wouldn’t think it would cause this level of contamination. Maybe it’s the steam vent itself–my other one isn’t contaminated nearly to this level.
If a liquid pump is halted because the pipe it feeds is filled, does it still consume power? There are no sensors that I can find that will detect if a pipe is full to shut it off. Or do they only draw power when actually running?
Same question for things like manual airlocks I guess. I probably should know this by now.
What’s the trick to making more water? I’m at Cycle 40 with 15 Dupes and it looks like I’ll be out of water soon. Is there something in the more advanced research areas that will produce more?
Look for a cool steam vent somewhere on the map. I’m not sure if every map has it, but I think I’ve read that all maps have at least certain things in common and that may be one of them. It erupts like a geyser periodically creating new water.
My problem has been power generation. I picked all the coal off the map. I have 3 electrolyzers going, but they don’t feed a hydrogen generator consistently. Should I scale up my electrolyzer operation?
I have all the oil I could need, but with the manual oil refinery I just can’t get it to work. People go down there and twist the crank a few times and come back. Is that the correct behavior? Or is there a way to make them operate it for longer? If I could get them to operate it longer, I could build up a petroleum reserve and generate a reasonable amount of power that way, as well as plastic.
Pumps only use power when running. However, I believe that they use the same amount of power regardless of how much they’re pumping. Hence, it can be useful to use automation to set high and low water marks–turn on the pump when it hits the high value and off when it hits the low. You can use a memory toggle and two sensors for this. Alternatively, you can use a filter gate to ensure you spend some amount of time in standby.
For detecting if a pipe contains something, use the element sensor under “plumbing”. You’ll have to set it to a specific element but besides that it works fine.
Mechanized airlocks only draw power when open.
Make sure you have a dedicated oil pump for the input (no branching or sharing of the pump) and a reservoir for the output, or at least a long pipe going to where you want it to. If either input or output are blocked, the dupe will stop working. Also make sure you have enough power to run the refinery.
I’d recommend running the oil over hot rocks to generate natural gas, and burn that instead.
Run it through a small reservoir with a liquid tepidizer?
A more elaborate but effective system could involve pumping the water down to a small boiler near magma, have it turn into steam then either pumped directly to your base or used in a steam turbine before being sent to your base.
I also have the issue of the Dupe operating the oil refinery for a few seconds then stopping. I’ve taken to putting the Dupe in an exosuit and locking him inside the oil refinery room.
As for power generation, once you get to the surface, you can use solar panels. Also look at Stranglove and I’s discussion of turning crude oil into natural gas from post #164 onward.
Perhaps polluted water + magma boiler + steam turbine could also solve 2 problems at the same time.
Quick tip: that’s probably too many. Maybe you’ll pull it off, but you’re going to have to grow very quickly to exploit new biomes before running out of resources in the starter biome. You don’t have to take every new dupe request. I’m at cycle 700+ and I stopped at 12 dupes.
I found the Cool Steam Vent! Also, during my panic dig, I found a cool break room with a DNA bio lock. That was unexpected.
Second this. I had base after base after base fall apart, until I started rejecting most dupes.
My pace:
-Accept a fourth dupe from the first offering, unless they’re all terrible (like all have loud sleeper, mouthbreather, or bottomless stomach).
-Accept a fifth one around cycle 40 or 50, once there’s a decent farm going and you’ve got some pipes up.
-After that, accept a dupe about every 10 cycles or so, holding out for really good ones (+5 to a skill, plus likes that skill, plus no really bad traits, is super, but you don’t need to hold out for that good). If there’s currently a crisis, don’t take a new one until the crisis is resolved.
-Once you have 10 dupes, get REALLY picky. I’m at cycle 330 or so and have 12.
I am pumping clean oxygen into my exosuit dock, but it keeps taking wrong element damage. Anybody know what the deal is?