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      Rhymes with Play 136 - Oxygen Not Included   04/27/2017

      Join the Klei team this Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC), where we will be talking about and playing Oxygen Not Included, only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
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      Thursday, April 27th at 3:30 PM PDT (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:


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About Ciderblock

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  1. I don't think I get the point, why do this instead of just a wall and one or more airlocks?
  2. Technically you can turn clay back into sand with enough heat, though I still don't know whether that's practical. More on topic: just surplus rock. In the long run it would be cool to use frozen CO2.
  3. It's difficult. In theory an electrolyzer and a pump take 360W, which is the minimum to operate a hydrogen generator. That remaining 440W is pretty sweet. But somehow or another you need to lower the pressure on the electrolyzer so that it can run. You can do it "al fresco", but then you need to have your hydrogen separate by height, and then protect your hydrogen generator using either a valve (imperfect and fiddly) or a filter (throws away another 120W). The other way is a sealed "electrolyzer room", but now you need two pumps per electrolyzer and a filter is even more desirable. All four of those things is 720W, so that basically your O2 setup powers itself and that's it.
  4. Ah (which by the way is Amperes times hours, not per hour) doesn't actually correspond to energy without a voltage. Also, the units in this game don't really make sense anyway: for two examples, dupes take up 2 cubic meters and effortlessly carry 400+ kg.
  5. That's true, wheezeworts are a better way to delete heat than thermoregulators acting on hydrogen. I had forgotten about that for a bit (since I haven't yet played around with relocating them). But I'm still not sure that this large violation of conservation of energy is really here to stay. It would not surprise me if wheezeworts were basically just a temporary hack to keep the ice biome cold in between the release of the Thermal Upgrade and some subsequent update. (For instance, note that they are the only seed with no "planter".) Another possibility: if they add actual fire (the "combustion" in the coal and hydrogen generators is kind of a joke), then liquid oxygen would be quite the fire hazard.
  6. The Air Deodorizer is not that slow, at 100 g/s. And it is small, so it is easy to build a lot of them. How much faster do you really want? As for sand, it is true, eventually you run out of sand. 1 kg of sand makes either 100 g of oxygen or 5 kg of clean water. There are tens of thousands of kg of sand out there...but eventually you'll use them up. But IMO this is a feature: handling it is the final step to sustainability. In short, you eventually need to remove your dependence on Air Deodorizers, Water Purifiers, and Air Scrubbers (though it takes many, many cycles before this is really necessary). For polluted oxygen, you have these approaches: Liquefy and then vaporize polluted oxygen. (I suspect this will be highly impractical after some patch, because at the moment people pretty much do it by exploiting the non-conservation of energy that occurs when you cool hydrogen.) Polluted oxygen -> puft -> slime -> bio distiller -> algae + polluted water. Then algae -> algae deoxydizer and polluted water -> one of the polluted water solutions. Simply don't make polluted oxygen. With lavatories and refrigeration, a steady production of polluted oxygen is not really necessary. For polluted water, you have these approaches: Fertilizer maker. Vaporize and then liquefy polluted water. For CO2 and chlorine, you have these approaches: Freeze it and feed it to hatches. (This is significantly easier for CO2 than for chlorine.) Direct it to morbs, which generate polluted oxygen that you can handle in one of the above ways. Also, supposedly it is possible to convert sand back into sand by heating clay to extremely high temperatures. However, I don't know how exactly to build such a contraption, and even if I did, I suspect it would be so energy-intensive that you would be better off using the aforementioned approaches instead.
  7. Regarding stress, I don't know what you did to have serious stress problems as early as cycle 3. I found when I was new I started having serious stress problems more like cycle 15-20. And the solution to that is to have plenty of paintings and dupes with low decor expectation. Plus make sure to sweep, because litter is ugly. Regarding food, I don't think I know what you mean. The challenge with food is getting enough mealwood planted to survive when your field rations run out, and then getting your bristle blossoms (1.5-2 of them per dupe if you are actively harvesting) started before you run out of meal lice. I don't find food production to be particularly time-consuming. Regarding oxygen, it's tough the first time around but it's really like clockwork. Build your deoxydizer, research Farming and Decor, get food and decor set up, then grab Percolation to get electrolysis started. By about cycle 30-40 everything should be pretty much stable.
  8. Or the magical heat-black-hole that is hydrogen. (I'm sure that will change soon enough, though.)
  9. There is discretization all over the place, but it seems to me that it is less coarse when it comes to most other phenomena. They could refine it a bit by having a melting ice block accumulate energy until it has enough to melt x kg and then instantly melt that x kg off, leaving a lighter block behind. This is not much different from how oxylite works already. That said I think this issue is a lot more minor than some of the other issues that are already there with temperature, such as extremely slow exchange of heat between two different substances in thermal contact.
  10. An issue with this is that the amount of gas made by an electrolyzer takes 480W worth of pumping to move. So in principle an electrolyzer with a mixed gas output should require 600W to run. Does that seem like a good idea? (Sincere question, not sarcasm or rhetoric.)
  11. Electrolyzers are ideal, to the point that players often rush Percolation to get electrolytic O2 running from the start. (This can be easier to do if you are avoiding using more than a few terraria, because they require more maintenance than a deoxydizer.) Having some algae for emergencies and for tunnels is nice but not essential.
  12. I think I read somewhere that if they can't burrow then they eventually die, though I haven't tested it myself.
  13. Again, it's really hard to do real-time pathfinding when your movement speed is environment-dependent. Hopping off the ladder and then back on it is not optimal, but with a faulty heuristic, it may look good to try to get your move speed up when possible. Altering the heuristic to fix that problem typically creates another one when dealing with more complicated paths. That said, ONI's pathfinding does indeed need some serious work, but I would say the first issue is not bad path choices but rather infinite indecision issues (where the pathfinder finds two paths that it thinks are equally good and the dupe oscillates back and forth between them). Also, some of the pictures in the OP *really* make no sense, especially the third one.
  14. Can hatches really survive in a room cold enough for solid CO2?
  15. You still have to fill each area that your dupes will spend an extended time in with O2. An airlock is just there to keep the two relevant atmospheres separate. My point was that if there is a way to build an airlock, then it will be fun to figure it out and then tedious to build (and possibly micromanage) it over and over again. Also, if they make it easier to keep gas where you want it, then they can make it harder to manage gas (for example, by making dupes exhale the right amount of CO2 for the amount of O2 they consume) without hurting the enjoyability of the game.