Oxygen Not Included: The Kerbal Space Program of base building & what Fallout Shelter should've been

How is cold challenging?

Steam Spy says ONI sold between 1 and 2 million copies Oxygen Not Included - SteamSpy - All the data and stats about Steam games
ONI seems like it could be suitable for multiplayer. Trading and cooperation could be interesting. So would raiding/warfare. Warfare would pose an interesting challenge; Having many toons would be advantageous when fighting but more challenging the rest of the time. Weapons and armor could be onerous to make like the tactical equivalent of the atmosuit. You could dig your way through to other players’ bases or launch rocket raids to other meteors. It would be like wars between ant colonies.

What did Don’t Starve DLC add?

I just made it to space for the first time.

Carbon dioxide problem?

What carbon dioxide problem?

You cannot make space have global warming right?

Growing anything is very difficult. Maybe for somebody who is quite good at the game there are easy ways around this. I’ve tried stacking everything hot I can imagine next to farm tiles, and it might raise the temperature to 5 degrees. It sure does make industry a lot easier though.

The liquid tepidizer is by far the most efficient low-temperature heater. It needs to be immersed in water, but if you’re looking for base heating it can’t be beat. You’ll need some basic automation to control the temperature, but aside from that it shouldn’t be too hard to make a warm water bath in places that need heat. You can also place some tempshift plates to move the heat around.

I’m dumping a ton of CO2 into space as well. Polluted water, too. In fact I’m running out of places to put all my stuff. I have huge reservoirs of natural gas, hydrogen, oil, petroleum, water, polluted water, salt water, etc… and some of it I just can’t use.

I wanted to be self-sufficient in dirt, which meant starting a Pip farm. Pips eat Arbor trees, which produce ridiculous amounts of lumber as a side effect. I figured I’d use the lumber in some ethanol distilleries… works great, and even produces more polluted dirt, but I’m producing ethanol at a way higher rate than I need. Plus more CO2 than I can easily pump out.

Send you’re polluted water to me please! I have a severe water shortage. All the water is ice, and melting it is surprisingly difficult on Rime. Even the Aquatuner barely makes a dent in the ambient temperature (it will raise it to about 50 degrees for several seconds).

My entire base is powered by natural gas, which also puts out obscene amounts of carbon dioxide. Running into the lower levels had become nearly a suicide mission. Almost to the point where I considered making them passed an atmo suit checkpoint. Ahhh but beautiful boundless space. It can take all the CO2 I make with no difficulty, and no overpressure problems.

I finally found some oil. So I’ll finally be able to make some plastics, and high pressure vents, amongst other things.

It does look like the base is going to starve. I guess I should prepare some grave sites. Fortunately starvation is a self correcting problem. :slight_smile: (It is perhaps for the best that I never become a colony manager)

I set up a liquid tepidizer. But it is late so I’ll have to see if it solves my problem tomorrow. Thanks for the tip!

Just remember, the tepidizer needs some liquid to function–it can be anything, so if all your water is frozen, you can use some oil instead. It does almost nothing when not immersed (though it may look like it does). I’m not sure what the minimum liquid per tile is, but I’d use at least 200 kg.

BTW, the aquatuner just moves heat; it doesn’t create it. But even if you had a place to dump your “cold”, it’s 1/10 as efficient as the tepidizer when running on water.

If you think NG is bad, wait till you try a wood burner.

I now have ~2500 kg of water. And ummmm 27.3 tons of polluted water.

I find this very funny for some reason.

Oh and the tepidizer hasn’t made a tremendous different. On the other hand it is going to through regular piping. If I were to change to insulated where I don’t want heat transfer, and radiant where I do I think I could heat things up better.

I’m making a reserve pool of polluted water that I’m going to use as my base heating system (I have 27 TONNES of it afterall, it may as well be useful for something).

Woot! Woot! All my secondary farms are now growing thanks to the power of hot pee.

Eww.

Anyway, to automate removing the salt from the Desalinator? I need the salt for the rust thingy. There’s doesn’t seem to be an empty errand.

My duplicants have found a way to get to a requires atmo suit zone. And I cannot find the opening. I feel like that scene in Aliens. If we repair the barricades here and here, seal off these air ducts, then they should have no way in.

Burt in particular seems to have death wish.

Pause the game, pick a dupe from inside your base, hit “move” and point to a spot outside your base. It’ll show a white line as the path that the dupe takes. If you don’t see a line (could be an option I selected), just unpause and follow the dupe as he goes around.

I’ve had no shortage of sneaky dupes finding their way around my defenses and getting sick as a result…

The solution ended up being much simpler. I forgot I had moved the atmo checkpoint. The old one had been destroyed but the new one had not been built. Oops.

But a great tip!!

For the first time in BKB history, I have STEAM POWER!!! Woohoo!

It took me several attempts. Including watch a lead steam turbine become insta molten lead (I clicked the wrong button, I meant to make it out iron). But I have steam power. It isn’t very efficient. Only 400 W but pretty good for my first attempt I think.

P.s. - I know I can go look out optimal configurations and such but part of the joy for me is learning how to do it. :slight_smile: I don’t mind advice though of course, but not specific layouts.

Awesome! I agree that learning is the fun part.

When you’re feeling ambitious, try making a closed-loop steam system. Create a lower chamber with some water in it. Make one side out of metal–that’s where you feed the input heat. Make the rest out of insulated tiles. Plop a steam turbine on top and dump the waste water right back into the chamber. Drop in some tempshift plates to spread the heat around.

Now, you have a system that can “eat” a very large amount of heat. It has to get hot to start working, but that’s no problem if your source is, for example, a steel aquatuner. Drop it next to your hotplate and make a little oil bath and your aquatuner can run forever without any net heat output.

Interesting. I’ll have to try that sometime. Currently, I’m using a magma flow.

I’m making good use of radiant pipes filled with ummm yeah… anyway, so I now have a tertiary farm going!

Some parts of my base are almost getting to hot. Which given how hard it was to get them about 5 degrees initially is pretty shocking to me.

I realized I had a problem when I checked on my molten slickster ranch and found it abandoned. The temperature above my oil pool was too hot for molten slicksters. All the equipment down there, made from steal, was broken.

Soon afterward, my steel liquid pump broke from overheating.

The problem, it turned out, was that the abyssalite layer separating the pool from the underlying magma wasn’t complete: there was a stretch of about 20 tiles made of coal, igneous, and other conductive materials. That stretch had heated up to around 700, and was happily conducting that heat to the oil pool.

The first solution was a rushed turbine room. I found one tiny corner of the oil pool that was at like 269, barely cool enough to sustain a steel pump; and I pumped oil from that corner through the steam room, cooling it down like 60 in one pass and giving me free power.

If that was good, I reasoned, three more turbines would be even better! So I set up another, much larger, steam room. And after plenty of trial and error and some suboptimum choices, I’ve got four turbines running almost nonstop.

The oil goes from about 260 down to about 140, after heating up all the steam. Then I send it through some radiant pipes in the air above that base, cooling the air down enough that I can repair the molten slickster ranch and heating the oil back up to about 210. That drips back into the oil pool.

It’s self-sustaining at this point, I think, granting me a little over 3K power constantly (until I manage to cool the underlying magma off, which should I think take awhile). And in time I’ll rebuild the molten slickster ranch.

Now, off to figure out how to make a goddamned rocket.