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      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!


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About Collic

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  1. In theory it should, but I've never gotten worthwhile results. With 3 electrolyzers at the bottom of my base it takes too long for the little pockets of hydrogen to find their way into the generator. I've also tried enclosing an electrolyzer in a small area and pumping out all other gases while hydrogen is sent straight to a generator and that hasn't worked out either. To be clear, I'm not talking about the generator filling up and not operating like it used to prior to the thermal update, the generator just isn't being supplied with enough gas to function usefully. In my current colony I could potentially improve this by building a very high number of feeder pumps (currently there are two, intelligently placed at the top of my base), but with such a high running cost why bother?. I still don't think it would work using only electrolyzers I'm sure the generator works fine if you're pumping in gas from a large hydrogen pocket, but it isn't viable under any other circumstance. At least I haven't managed to get it working yet. I think if it accumulated hydrogen in it's storage and then started operating when it was full, that could be all that's needed for it to function. The machine requires a properly working buffer to function.
  2. Thanks everyone in this thread for pointing out the backed up water issue. Improving the output piping really does help alleviate this. I am still getting some interrupted showers, which could be due to my quick and dirty solution, but I think sometimes dupes also cancel the job to do other things as well (I could be wrong about this; I didn't have much space to improve the output flow and no room for valves). I'll plan my next base with this in mind.
  3. I see what you both mean now, but I don't have a huge issue with how it works currently, it is at least easy to see what's going on. The thing is though, if implemented as you say, you wouldn't need to use the heavy gauge wires for much aside from connecting multiple generators and your batteries, as the combined wattage of multiple appliances isn't that high a lot of the time. Perhaps that could be another reason why they went with this simplified method (heavy gauge wires are also a material sink). As we get more and more machinery, with higher individual power draw, I can see 'proper' electrical wiring being more fun to plan around and build with. I'd always welcome more realism and complexity
  4. I've never gotten a consistently running hydrogen generator. It just doesn't seem possible to keep it fed with enough gas. Right now I do have one set up, but It's honestly just producing the odd bit of bonus power and I primarily keep it around to stop hydrogen build up. It isn't producing enough power to pay for the pumps that feed it.
  5. Hot and cold does seem to transfer between materials and objects, but it seems to be inconsistent, either that or i'm misunderstanding how some of these interactions are supposed to work.
  6. I completely agree about the generator sliders. I haven't been able to use them effectively at all. Because of this I tend to remove manual generators as soon as possible and just set coal generators to a priority of 7 to hopefully keep them fed. Leaving them around will just lead to dupes wasting time using them for no good reason. Regarding circuits, it's been my experience (at least in the latest builds) that they only overload when power draw exceeds the 1 or 2 KW limit. I have a circuit with lots of equipment (most of which is rarely used) and potential usage exceeds the max wattage, but I haven't had any overloads because those extra stations are almost never turned on. This seems like it's working as it should be to me. Speaking of circuits, we also need an overlay or ui of some sort with colour coding to denote different circuits, and hopefully some real-time statistics showing totals for power produced, consumed, potential power usage etc. You can get the grid statistics already, but not easily.
  7. Massage tables. Use them. You can build them without any research as well. Your massage room and the bedrooms should be the first places you decorate. You can get into a stress spiral with stress vomiting, but time on the tables then mopping will get things back under control. I've recovered from having multiple 100 percent stress dupes many times. For late game if you put them all in snazzy suits and have a well decorated base, your stress worries evaporate. Also, just in case you aren't aware, that number is only your highest stress dupe(s). Mouse over the list and check the numbers; make sure you're de-stressing the right people.
  8. Farming should always be first. You need it as soon as possible. That gets you food and basic oxygen/CO2 management as well. After that I get decor, because waiting too long to decorate will quickly raise the stress of your dupes. Some people might want that though. Following those two, I usually get all the level ones techs. Honestly, I think farming and decor are the most important for having a nicely run starter colony; you'll have a source of water nearby and a big enough supply of raw materials to give you plenty of time to research the rest of the tree and set up your power generators and machinery. It will take you a while to dig out the space you need as well. Fine dining can be a good level two tech to rush as well because that lets you refrigerate your food.
  9. I like this idea. It could lead in to more specific special clothing further down the line as well if they add in more hostile biomes (it could even go as far as hazmat or spacesuits). It would lead to interesting management challenges as well. You'd want to only have dupes use certain doors so they equip the correct the clothing when leaving the base for different areas. I'm imagining proper double airlocks with changing stations inside.
  10. Are you sure that's a bug? Shouldn't the wire only short when your power draw goes over the 2 KW limit? If you have too many things connected, but they aren't operating and drawing enough power to over stress the grid (eg. lots of items not in use, various stations and such) isn't it working as intended? Neither of your screenshots show the usage going over the 2 KW limit. It just shows the potential power draw being way in excess of what's safe.
  11. Following some of the advice in this thread I've used the water cooling solution. I've been lazy/ greedy and packed the top two gens in quite close which has raised all the temps, but the principle works fine. With gold generators they stay well within the operating temperate (and with only only two or three in the space, they stay no higher than 50c at worst, so suitable for copper). The recent update has doubtlessly made this easier, but you do still need to cool them somehow, which I think is fine really.
  12. To an extent yes, but this isn't setting up a system, it's just fiddling with the settings of a container. For me the fun is setting up machinery, base building and other stuff. Edit: As also mentioned it does mean you can do this to keep things safe i guess. perhaps it was needed. It's just a minor gripe anyway.
  13. At the same time though, removing that just adds needless micromanagement. I think they should have left it in.
  14. Will we need to start a new game to see these changes? Excepting geyser spawns of course
  15. It seems to be working, It's just that the method posted by the OP here is very inefficient and doesn't work. It's good to hear that allowing it to naturally pool at the top of the base works much better. I'll try that method out myself next time I play. I suppose the question is, if allowing the gases to build to make a buffer makes all the difference, how many elecs are needed to keep the gen running smoothly? Or are the amounts of hydrogen produced perfectly fine, and something else is going wrong? Will have a play around with this later.