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      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!


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About Collic

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  1. 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.
  2. 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.
  3. 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.
  4. At the same time though, removing that just adds needless micromanagement. I think they should have left it in.
  5. Will we need to start a new game to see these changes? Excepting geyser spawns of course
  6. Big plus one here from me. The game is clearly going for a physics heavy approach to this stuff, so its only natural we should be able to create sloped tiles so we can funnel liquids down into pumps, and to manage the flow of other liquids. Even just one sloped tile (flipable along the x axis) would go a long to helping us create proper liquid tanks. It could even be made as some kind of meshed hybrid tile, allowing dupes and solids to stand on top, while the water flows down across it underneath (I mention this because if dupes had to clamber over it and materials rolled down it, i'm assuming that would be a lot more difficult to implement).
  7. Yeah, just to reiterate, this is pretty expected. As time goes on I'm sure the devs will continue to optimise the game to get it working faster. It's great you posted your specs for them though, as it gives them a good idea of how it's currently performing on a system like yours