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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 ChocoParrot

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  1. That's an awesome idea! Dehumidifiers should produce little bits of water at times - this would make recapturing water possible and what not. Yes, decomposition would be an amazing thing to have, too. Currently unrefrigerated bristle berries rot and turn into polluted dirt, but it definitely would be nice to see other types of food spoil. Also, wouldn't it be nice if the duplicants got sick of one type of food? It would be nice if it was mandatory for one to source out other food alternatives or see their stress levels rise dramatically over time if one keeps on stuffing the dupes with the same kind of food. I don't see why one would have to build such elaborate designs in order to replace sand - dosen't sound exactly logical to me. Certainly, you can boil polluted water to get clean water and dirt using magma, and you can (presumably) cool down contaminated oxygen to liquid oxygen. I did some calculations on how much energy it would take to cool down polluted oxygen. According to the wiki, a thermo-regulator takes uses 240W of power and cools down the air piped through it by 14.0°C. Polluted oxygen has a boiling point of -183.0°C. Say, you were to cool down said air, which is usually at 30°C or so to the condensation point, you would have to cool it down by 213°C - which is equivalent to at least 16 thermo-regulators. Calculate the amount of energy used by that and you get a whopping three thousand, eight hundred and forty watts - and that's excluding the wattage used by the pump to pipe the stuff in. Taking listed numbers into consideration, it would take 5 hydrogen generators or 7 coal generators or 10 manual generators running constantly just to keep that thing working. The heat output of the regulator would also create huge issues and you probably would need an entirely separate elaborate cooling system with loads of wheezewhort plants to prevent the machine from overheating. I'm not even done. The amount of oxygen you would produce would be at best 1000g per unit tick. Compare this to a water filter-electrolyser-pump-gas filter set-up, which would only use 600W of electricity to produce approximately the same amount of oxygen per unit time. The electrolyser would also pump out hydrogen, which you could pipe into a hydrogen generator, further decreasing the net power consumed. There is, admittedly, currently an exploit which lets you cool down polluted oxygen and liquefy it which involves cooling hydrogen down and using it to cool other gases, but I do expect this to be fixed as energy would be destroyed through this exploit. Obviously, if you manage to pull the cooling system off without the exploit in a base while playing on the Thermal Upgrade, kudos to you and do share your set-up with the rest of us. Regarding heating water till it vaporises: you need magma to do that. Magma is definitely a good option, but it requires digging down approximately 100 squares to the bottom of the map, and honestly, boiling and purifying water using magma sounds ridiculous to begin with; alas, it is currently viable. The temperature of the magma would also eventually cool, leading to the same water shortage problem again. You would also have to cool down the water that comes out of it, which itself is another problem. Getting water from geysers is one thing, utilising that water is another. Geyser water is boiling hot - usually at 80°C at best, but sometimes going as high as 93°C. Sure, there are ways to cool down geyser water, by having it melt ice or using other alternatives, but again these use elaborate plans and it would be better if Klei just added a water cooler. Algae is renewable, yes, and it is somewhat a good solution. Using a bio-distiller to purify slime is a good idea - using the water to power electrolysers and so on. However, you're faced with the same problem - elaborate design. Having Pufts congregate into an area is not an easy task, but it is nonetheless still doable.
  2. Stress reduction much? xD How'd you even place showers like that LOL.
  3. .

    Glad stuff is finally going in your direction, friend! Some of the most common issues that people face when their gas pumps aren't working are: Power grid's gone awry - circuits are overloaded and wires are broken; Gas pump submerged in water; Insufficient power generation for gas pumps and gas separators Do troubleshoot with the above criteria - those are some of the most common issues I experience anyway. The normal electrical wiring can only hold 1kW of electricity before it gets overloaded, and that's a hint to upgrade your wiring to the heavi-watt variety (which can hold 2kW). Above that there's literally no fix as of the moment. I'm currently nearing round 300 and I'm getting power problems - waiting for the developers to add an even heavier-watt wire or implement Ohm's law since I hate the idea of using wire bridges or implementing multiple grids. As always, happy colonising!
  4. Quoting from OP: To be honest I don't see how multiplayer would work with this game, unless its co-operative multiplayer. Currently, there are so many problems and issues you have to overcome to make a sustainable colony. Having more players that would wreck havoc on your infrastructure by 'intruding' into your land is really not needed. I see Oxygen Not Included to be more of a 'player versus environment' game rather than a 'player versus player' game. Having multiplayer and allowing players to invade and conquer would essentially turn this entire thing into some massive battle between factions. I do have to point out one thing though - to have multiplayer between friends only may be a good thing - as there could be co-ops, competition and what not. Generally, private servers would be more of a rendezvous thing and may even make the game more fun. However, to have public multiplayer servers and stuff would literally just burn the fabric of this game to ashes, because this game was simply not designed for multiplayer between strangers. Hence I do think that maybe private, LAN-based servers could potentially be added, and this is excluding the huge technical problems such as sending, receiving packets on clients, et cetera, et cetera. Though I'd like to reinforce that Klei Entertainment has already kind of 'dismissed' the prospect of multiplayer. Anyway, I think I can certainly agree that multiplayer in general would be more harmful to this game than good should it be implemented.
  5. .

    The CO2 Scrubber uses clean water to remove carbon dioxide, producing polluted water. It dosen't produce any oxygen, so you'll have to pipe oxygen in since diffusion of gases is really slow as of the moment, and apparently winds/air currents haven't been implemented. If you create an airtight seal around the scrubber and leave carbon dioxide only inside, the scrubber would eventually remove all of the CO2 and create a vacuum. What I recommend you do is that you have air vents pumping oxygen above the scrubber. This pushes the carbon dioxide downwards and also maintains some sort of air flow in the system. As for Bristle Blossoms, have your duplicants eat the fruit that they produce (Bristle Berries). Once eaten, a Bristle seed is produced and you can use that to plant more blossoms. Good luck and happy colonising!
  6. .

    Have you ever tried rationing the calories consumed by your duplicants at the start? I think you'll be able to allow the food to last a bit longer if you don't bring in any new duplicants. Also, having a microbe musher should solve your food shortage for the first 20 days or so - have the musher fabricate mush bars - though remember to turn it off when you have sufficient food from your crops or you'll watch your water supply drain faster than a gaping hole in your reservoirs. From my experience mealwood is not the best option for food in the long term. As you said, there are only 3 harvests per plant, and the seeds are non-renewable, which makes using mealwood as a permanent and primary source of food in the long term absurd. This is why I introduce to you the long-term solution to food: the Bristle Blossom plant. To quote from the wiki: it may be harvested up to 5 times before it requires re-planting. Initial grow: 10 cycles, 2 cycle after harvest, 1000 calories each. Very sensitive to heat/low pressure. The fruit that it produces also comes with seeds, meaning that once your duplicants consume the fruit, the seed can easily be replanted. The downside though, is that this plant is sensitive to low pressure and heat, and stated above. This is why a good ventilation system in your base would significantly help (more on this later). Also, I do recommend that you start off with at least 10-20 planter boxes - as your base grows, the more the merrier. When you first get the planter boxes, have 90% of them grow mealwood - this is for the short-term. Have the remainder grow Bristle Blossoms. When you have a more sustainable source of food, slowly replace the mealwood with Bristle Blossoms. Eventually you should have more than enough food for your colony. As for refrigeration, I recommend 1 refrigerator for every 2-3 duplicants. If you have excess food that is refrigerated (like I do), just let it rot and you'll end up with contaminated dirt, which is also pretty useful. Indeed, oxygen is one of the major problems in this game. After all, isn't this game called "Oxygen Not Included"? There are currently multiple ways to produce oxygen - I've experimented with a couple of them, and to be frank, the best way to produce oxygen currently is via electrolysis. Of course, you wouldn't be able to have electrolysers set up right from the start. So, I recommend starting off using algae deoxidisers, not the terrariums as they use far too much water. When you have the resources and the research knowledge to build an electrolyser, you should. @CrypticFox (I hope that's you on here) made an amazing tutorial showcasting an impeccable electrolyser ventilation system. Do watch it here, as I found this video insanely helpful: As CrypticFox did, he vented the oxygen into different parts of his base and had the hydrogen removed by pumping it through a hydrogen generator. The generator is pretty important here, as it removes both the hydrogen and allows for more power conversation on your electrolyser grid. His system maintains both ideal levels of oxygen and pressure in his base. As for the pestering carbon dioxide situation, have a few gas permeable tiles built on the floors of your building. Carbon dioxide is generally a denser gas - and hence it sinks to the bottom. Have a few carbon dioxide scrubbers at the bottom scrub up the carbon dioxide to remove it. Pressure is a rather persistent problem too. You see, when pressure in your base gets too low, the carbon dioxide and other potentially unwanted gases would have more room and would be able to diffuse into the core of your base, making it real annoying. On the other hand, if you have an ideal pressure in your base, the carbon dioxide would be 'squeezed' to the bottom, where your scrubber would be able to remove them effectively. This is why getting sufficient oxygen produced to maintain an ideal pressure to prevent the gas from diffusing to the centre is vital - not to mention the fact that your sensitive Bristle Blossoms would stifle if the pressure gets too low. Overall, I do completely understand your frustration. When I first started with this game, I was in the same position as you are. I certainly hope these tips would help you. Thanks for reading!
  7. 1. Granted, designing one's own plant would definitely be more fun - but as of the current moment, getting a water distiller going on is practically impossible (i.e. using magma to distill water). Again, would like to reinforce that I totally agree with you on construction of one's own distillation plant and it would be nice if the developers added something which allowed us to heat water to above the boiling point of polluted water without the machinery breaking itself. 2. Ceramics would be interesting, and yes, more practical a material to use than thimble thread. The thing is, though, I don't think people usually use reverse osmosis to clean polluted water in real life - usually it's used on water filled with ionic contaminants, such as the salt that you mentioned. I believe polluted water is usually filtered first before it's placed into the reverse osmosis plant to remove the dissolved contaminants instead of right into the latter. I hope I'm not mistaken on this part, but please correct me if I am. Apologies for the vagueness. Also, it would be nice if thimble thread could be used for some other purposes such as filtration. (Changed reverse osmosis section in OP)
  8. Yeah but I think the wires overlap if you do so? I've seen this happening to pipes before, where there could be 2 pipes in the same tile.
  9. I like this idea - this way you can plan out the sleeping intervals of your duplicants and constantly have some duplicants up and on the manual generators (hamster wheels). Definitely hope this is added! This would for sure allow for better management of the duplicants in the colony. It would also be nice to have the duplicants scheduled to do things at a certain time, such as eat, medicine, etc.
  10. Steam geysers are far too overpowered in my opinion - however admittedly it does make the game a lot more sustainable; it would still be nice to have some alternatives to making a sustainable colony though. I suggested rusting mainly because currently most of the problems you have to resolve to make a sustainable colony are life-threatening to the colonists as of now - it would definitely be nice to have problems with lower magnitude which still require to be fixed but do not immediately demand attention from the player right from the start of the game (such as how oxygen and water do). Another suggestion that I have though, is that the air scrubber produces carbonic acid (H2CO3) instead of polluted water - it would definitely make this game more scientifically accurate though I totally understand that this game couldn't be 100% accurate scientifically as it would make the game even more challenging than it already is [such as hydrogen generator using oxygen and hydrogen to release energy and producing water in real life (see fuel cell)].
  11. I've been playing this game for a while now, with a colony that's probably going to last to round 300 before I run out of filtration media. Since running out of sand now is literally a definitive game-ender, unless you somehow or rather harvest thermal energy from the environment, I've come up with a couple of suggestions which I hope the developers would consider. (I) Water purification 1. Water distillation plants Given the current need of filtration media to obtain clean water from polluted water - I think it'd be nice to provide an alternative - water distillation plants. Such plants would run on more joules of energy as compared to the current water filters and not require any filtration media; the rate of which the clean water would be produced would also be about half the rate of the current water filter. Since distillation requires water to be boiled, heat should be generated around the plant, and the plant should have an overheat temperature exceeding the boiling point of polluted water. Dirt should also be produced as a by-product. 2. Reverse osmosis plants The reverse osmosis plant would provide another alternative to purifying water. Again, this system would run power - since reverse osmosis is a process where water is moved from an area with lower water potential to an area of higher water potential, which needs energy. This system can be used to treat brine (or salt water, if that's implemented in the future). The reverse osmosis plants would run on ceramics - which could be made from hardening clay. The salt could then be removed as a by-product. The reverse osmosis system could be used to treat polluted water but it should be noted that this should be more wasteful than using it to treat brine only. (II) Humidity and rusting 1. Humidity I feel that humidity should be something that should be added as it would add a new level of difficulty to the game but at the same time not overdo the difficulty. The warmer an area is, the higher its capacity to carry water vapour (relative humidity). High humidity levels could increase stress levels in duplicants and very high relative humidity levels would cause fogging and reduced visibility. Humidity is something the player should worry about late-game rather than early game, when rusting starts becoming an issue. 2. Dehumidifier Dehumidifiers would be an option to deal with humidity. They consume little energy and reduce the humidity levels around them. 3. Rusting Buildings made of primarily iron should rust when there is oxygen and water. Specifically, high levels of humidity, oxygen and high temperatures should increase the rate of which buildings rust. Hence, corrosion can generally be slowed down by using dehumidifier. Alternatively, buildings can be made out of materials that do not corrode as easily - such as gold, copper, tungsten, wolframite and silver. It should also be possible to create alloys such as stainless steel using steel (which I believe is currently being added), chromium and manganese (extracted from wolframite). 4Fe(s) + 3O2 (g) -> 2Fe2O3(s) [in presence of water] (III) Electricity 1. Wires with higher capacity Currently, for my colony anyway, it's impossible to create a completely connected power grid without the circuits overloading. I think there should be an even better wire than the high-capacity wire available currently - that should at least make a single, central power grid system work properly without wires breaking all the time. 2. Thermal generators and steam dynamos I believe it would be auxiliary to have these generators as there's a presence of magma on the asteroid the duplicants are stuck on. It should be noted though, that the steam dynamos be more effective than the thermal generators. (IV) General 1. Easier replacement of wires, pipes, etc. Say, there should be an option to allow wires and pipes be replaced. That would make redoing power grids so much easier as instead of having wires deconstructed and then building better wires, a single replacement function would be much more convenient. This has been a long thread of suggestions that I've got - I'm not doing a TL;DR on this one as I think I've summarised the points above as much as I could without digressing. Hopefully the developers would consider some of these suggestions and maybe, just maybe, implement them into the game. Thanks for reading!
  12. True - but most of magma is like literally completely surrounded with neutronium - which makes it impossible to harvest the heat from any magma pockets - sad! Tepidisers and space heaters are practically useless too since they can't get beyond the boiling point of polluted water. I wish they add distillers soon or something.
  13. Yeah sadly I realised that the heat capacity of neutronium is indeed 0. Heck, this means that it can't conduct heat and would stay at Absolute Zero temperatures perennially. Pretty sad though, it means that distillation isn't as viable anymore as opposed to before the Thermal Update. Well, anyways, I guess that's necessary - or literally lava biomes would scald through ice biomes nearby and release a heck ton of water. Though it would definitely be nice if the developers increased the thermal conductivity of neutronium or came up with other (more viable) ways of water purification.
  14. Update: Same issue as one posted above - best to reconcile threads together to prevent confusion.
  15. I think this is more of a bug than an issue, hence I decided to post this here. To start this off with, I'm using Development Build CL#TU-210489. I was digging along this area with a large body of magma enclosed in neutronium and I wanted to convert some polluted water into steam as a purification method. Originally there was abyssalite surrounding some parts of the magma body. The hole as shown below was filled with abyssalite before it was dug - the temperature of the abyssalite directly on top of the neutronium was around 30 degrees centigrade or so; however, once I removed the abyssalite, the air in contact with the neutronium started heating up immediately and very quickly - within a few seconds it had risen to the high-250 degrees C range. (Alleged bug #1) Subsequently, I then decided to open up a small pocket of polluted water nearby and have it spill onto the neutronium. The polluted water was around 20 degrees C before it was transferred into the heating system. As expected, the water started to vaporise, forming dirt and steam. However, the volumes of steam that came out were pathetically minuscule and the water quickly cooled down below it's original temperature as more water flowed in. (as illustrated above) (Alleged bug #2)