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

That happens to me as well. If I cancel the dig on it, and reorder a dig it usually solves it. But very annoying when I don’t notice and they’re digging on it forever.

I think I have automated bunkers and rocket launch/recovery nailed. I’ve not had a glitch in over 75 cycles.

My problem now (there’s always something in this game, love it!) is making enough oxylite. I’m burning through gold at an incredible rate! Pufts can make it but my dense pufts died without having additional dense puft children, so I’m left with ugh Prince Pufts. They’re conversion rate is so awful.

So I’m thinking I should get the hydrogen engine as soon as possible. Hydrogen is plentiful!

Also, I went on a massive priority deinflation throughout the base. So many 9s. Everything got a 5 and then I went through and upgrade some things to 6 and 7.

Also, I want to build robo-miners to clear the regolith. Easy enough except they need to be cooled, which is not so easy in the vacuum of space. Of course, I can build a small environment for them, but this takes up space that I’ll rather use exclusively for solar power.

I’m tempted to try venting ultra cold CO2 gas onto them since I’m venting CO2 anyway. The gas will evaporate into space of course, but for a short period of time it should cool them down. Again, one of the things I love about this game is experimenting to find a solution within the rules of the game.

Worked like a champ. A bit of drywall makes the gas stick around long enough to cool the robo-miner. Sweet! No more digging out regolith!!!

Well, I wrote a long post on scanners, but the internet ate it.

Setup: Scanner > Buffer 1 > AND gates (with other scanners) > NOT Gate > Buffer 2 > Bunker doors

Long story short. If you want to use scanners to to open/close doors take your lower detection time and subtract 45 seconds for the time to close the doors. That’s what you set the buffer to.

I.e. if your lower detection threshold is 75 seconds, set Buffer 2 to 75 - 45 = 30 seconds

Note, that until you reach 155 seconds there is some probability that you’ll get unlucky and the doors will close, and then reopen because your scanners lose the signal. The purpose of Buffer 1 is to minimize that chance, but you cannot eliminate and be efficient without reaching 200 seconds minimum detection time. At that point, Buffer 1 is not needed, and Buffer 2 is set to 155 seconds. The higher the value of Buffer 1 the less the chance of having impacts, but the less time the gates will be open.

I definitely need to try ONI. It’s on my wishlist, but you know…have been putting it off because so focused on other games at the moment.

Has anyone here tried Stationeers? That’s a base building game, first person 3D type, where you build complex systems involving metal refining, fabrication, electrical power, electronics, programming, handling of gases, heating, cooling…very complex.

I figured I probably wasn’t missing that much in ONI having bought and played with Stationeers.

However, from browsing this thread, it appears there is an endpoint to ONI, that of building a rocket and exploring (or maybe going home)? that Stationeers does not have… ?

I’ve not played Staioneers. It looks a lot like Space Engineers. ONI can hypothetically go forever, but there’s is a bit of an endpoint where you’ve done pretty much everything. You could continue to tinker with your base at that point to get maximum efficiency, i.e. there’s no “You win! Game Over!” screen. But to some degree, to have a new experience you would want to start over under different circumstances. A different world.

Personally, I think ONI is going to go down as a genre defining game. This is the game people are going to compare colony builders to for some time. I rarely play any game for more than 40-60 hours. I’m approaching 500 with ONI.

Is that still the case? In the release, they changed the opening text and some of the lore screens to refer to “escaping” the colony. I read that as there was an endgame win condition. Not so?

I could be wrong, but I don’t think you’re ever forced to take satisfy that condition. You can hypothetically just keep playing long after you could escape.

It’s a win in the sense that you get a cutscene and stuff, but you can keep playing afterward. You can even get both endings if you like (Home Sweet Home and The Great Escape).

How do you guys deal with overheating in the space biome? Periodically deconstruct and reconstruct or do you try to cool things down? For example, my bunker doors just overheated from rocket exhaust. Should I try to cool them down and replace them every dozen launches?

I could cool things down the same was as I cool down the robo-miners, but with rocket exhaust… yikes! That’s a lot of gas, and drywall, etc.

So far, I haven’t had a problem with rocket exhaust. I build everything out of steel, including the automation and power cables. It’s all exposed to vacuum. I suspect that the regolith that piles up actually cools it off (keeps it under 300 C).

For the part below the rocket, I keep a small pool of water that turns to steam when it’s too hot. It’s a waste since the steam floats up and away to space, but it’s a good way of getting rid of lots of heat.

It seems like I should be able to make a closed loop liquid cooler, though. Run oil through a loop and drive a turbine.

Thanks for the good info.

I played a little in sandbox mode to see what the optimal setup was. There’s a bit of info on the ONI wiki, but it’s pretty incomplete. Some findings:

  • The wiki mentions that detection is degraded if there’s any “heavy machinery” nearby. This includes both heavy transformers and space scanners themselves. The wiki also says that equipment should be at least 14 tiles away, but this appears to be edge to edge, not center to center. Hence, if you have scanners spaced horizontally, they need to be 15 tiles away (since they are two tiles away).

  • Heavy machinery does not include mining lasers. So you can sprinkle these around with no problem. But it does include sweepers, so there’s no automated way to gather up the regolith here. Not a big deal, I guess.

  • The best setup for the “roof” seemed to be two bunker doors, with an exactly centered scanner beneath them, then 7 bunker tiles, then two more bunker doors with a scanner, etc.

  • Below the scanners, I put a floor flooded with petroleum. This didn’t interfere with the scanners, while keeping them cool. The lower tile had drywall but the space above was vacuum. I can also run petroleum through pipes below and then through a steam turbine to generate energy and cool it.

  • With just two scanners, I got (IIRC) 59 s of detection time, which should be enough to close the doors and make other preparations.

This all seemed reasonable enough, but needs a ton of steel that I don’t have. Guess I’ll be waiting a while for my farms to drop some egg shell.

Somewhat off-topic: Klei’s new game Hot Lava dropped today. You play an 80s action figure parkouring your way around the furniture in suburban rooms where the floors are deadly lava.

I love the premise, but don’t buy new games unless they’re super duper good. Klei’s got a pretty good track record, though. Has anyone been following this/given it a try?

Take a look at my other post on scanners. Ideally, you want to get to 155 seconds to guarantee that the doors will never cycle during the lead up to a storm. The better the detection rating the less likely it is to occur. I’m currently sitting at 90 seconds, and having no issues, but there is some probability of the auto open/close failing and I could take damage. I’m currently building another scanner to get it up a bit higher now that I actually have something of value that could be damaged (the robo-miners).

OOoo I got my first rare resources!

A small amount of Fullerene and Niobium.

Looks like soon I’ll be able to start making Thermium and Super Coolant! Sweet!! :slight_smile:

Check out Brothgar’s videos on Youtube - he’s got a set where he does just that.

Sounds similar to I Am Bread.

Watching Brothgar videos is cheating :slight_smile: (seriously, he’s the Scott Manley of ONI)

I do actually try to work out most things on my own, though I do visit the Gamepedia wiki for basic properties. I like iterating on things until I’ve worked out something optimal.

I’m a tiny bit stuck on this map. I mean, my dupes are doing fine, but due to the lack of local resources I’ll have a hard time taking additional steps. The problems:

  • Iron and lime is a real problem. I can build more shine bug farms for lime, though it’s not as convenient as big fossil deposits, and iron is still in short supply. Sure, it’s just a matter of time, but in the meantime I can’t build big steel-heavy projects–specifically a big space operation with scanners and solar collectors.
  • Alternatively, I’d like to set up another oil->methane converter. But this requires thermium or at least niobium. I can collect small amounts of niobium no problem, but I need a couple of thousand. And I don’t have wolframite at all. I can collect it from some very far off locations, but quantity is still a problem.

So either set off a ton of missions or just wait and wait for stuff to finish. I need another project that isn’t so limited by advanced materials.

I am slowly converting my old water coolers to supercoolant based ones, which are much more efficient. So power really isn’t a problem. Also, I managed to nab a few sleet wheat seeds and set up a farm (one that should work much better than my old one). So that’s all going well. But still, I’d like a better solution to the power problem.

Hmm–now that I think about it, I wonder if I can do a closed loop with polluted water->arbor trees->distillery->ethanol->petrol generator->CO2->polluted water. Need to work out the numbers here. It might end up a net positive except for water.

I’m the same way. The joy is in finding some improvement; however, small to your layout, designs, etc. Watching a video and going straight to maximum optimality. Well, for me, that would take away all the fun. But I go to a wiki to know how something works, because I do find that the game doesn’t tell you enough to make very informed decisions.

Last night, I build Silo #2 for a second rocket. Now, I need to recruit a second astronaught. “Dork Ship 1” will remain a petroleum-based ship for mid-range exploration to get the bonus research for visting worlds. Plus I want to know what the extra resources are on all the nearby worlds. “Dork Ship 2” will be steam powered with several research modules and will run to the nearest planets (with 5-6 research modules, it is still generating good research and using only water).

Once I’ve researched everything left in the tree, I’ll convert “Dork Ship 2” to a long-range cargo/exploration ship, and convert “Dork Ship 1” to a mid-range cargo ship. I may build a “Dork Ship 3” at that point. We’ll see how things are going.

P.s. - My friends and I have our own guild in games called “Dork Matter”. So we have a tradition of naming things “Dork” <whatever>. Hence, the colony is called “Dork Matter” and the ships are called Dork Ship 1,2,3,etc.

I had a slight scanner malfunction, and as a result my base took MASSIVE damage. Ugh. I need to be more careful when bringing a new scanner onto the network. The sad thing is I had a master switch, which I use for most of my networks, that was supposed to disallow the doors to be opened, but I had messed up that logic. The master switch is working now, and my scan time is up to 107 seconds. Close enough to the optimal 155 seconds that the odds of having it fail is extremely low. I don’t think I’ll bother with another scanner.