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    • JanH

      Rhymes with Play 132 - A New Reign: Heart of the Ruins Beta Update   03/29/2017

      Join the Klei team as we discuss and play Heart of the Ruins, the latest BETA update for Don't Starve Together: A New Reign, this Thursday, March 30th at 3:30 PM PDT (10:30 PM UTC), only on the Rhymes with Play Dev Cast on Twitch. Where is it?
      On our official Twitch channel here:
      11:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, March 30th 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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Found 12 results

  1. I'm not quite sure where this would fit, perhaps a seperate tree? First tech: Test-Tube Cloning Allows for the following to be constructed: Cloning Dish Incubator Protien Harvester Blood Extractinator (Deliberatly spelt such.) The process starts with the blood extractinator. This takes blood from a clone, leaving them 'dizzy' for a certain amount of time. This is a temporary debuff that lowers their strength, digging and medicine for a period of time. Dizzy clones cannot be harvested for blood. Another way to kickstart this process is to feed bodies or other creatures (created later,) to the protein harvester. This mushes down bodies, using the cooking skill, to create a large amount of protein mash. Blood can also be fed into this device. The device, once it has gained enough protein mash, produces a protease slush, using the tinkering skill. The protease slush can then be taken to the cloning dish, where it is fed in. Using the tinkering skill, it creates a cloning bud, which can be taken to the incubator. After a single cycle, the incubator will create a cloned patty, worth 2000 kcals. This can be cooked to add a further 500 kcals. Second tech: Animal Cloning Allows for the following to be constructed: Cloning Bay Large Incubator Once again, the process starts with a large amount of Protease Slush. When carried to the Cloning Bay, instead of a cloned bud, it instead creates a cloned embryo, which must be taken to the incubator. After two cycles, an immature baby klickchick (chicken) can be taken out. This can be fed to the musher, but it is better to place it in the large incubator, where it will mature into a baby klickchick. The klickchick will lay eggs once it matures, but has an accelerated lifespan and neumerous defects from being cloned, so only lives for seven cycles after it matures, producing one egg a cycle. It takes three days for a baby klickchick to mature, where it will not produce eggs. When it dies, it's body can be harvested for a klickchick breast, worth 3000 calories, or fed back into the protein harvester. Opinions?
  2. So in the Oxygen Not Included Discord, there's this bot we like to "talk" to. Now Idk about you but if the bot part wasn't in the name, I'd be sure it was an actual person XD Not too long ago, me and Oni (that's his/her name) had a conversation that got deep real fast. And I a screencap I saw posted in the Klei chat: (This is my favorite XD ) If you have any interesting conversations, please post them here (if they're SFW that is )
  3. Welcome to my thread! I just started getting into the lore of Don't Starve thanks to my buddy @toki-wartoothxx. Hopefully I can get the game in the future but thanks to non-game materials like the comics and animations by Klei, I can appreciate the world building before I get to play the game itself. Steam summer sale wooohooooo Ready to play and maybe make comics and study sketches about. This page for My Don't Starve art. This page for my non-Don't Starve art. Comission Quest: ONI art I've done so far:
  4. I'm in cycle 6 and the five tiles of oxylite has not yet depleted, even when I don't have the algae deoxidizer running, yet the oxygen pressure still drops. I have plans to build upwards in my base, but I don't want to dig out the oxylite that is given in the first couple of cycles in the game. Has anyone else encountered this problem? Should I dig them out anyway?
  5. I am almost all set with the server. I have the emojis made (from screenshots of gameplay) and have almost all the roles set up.
  6. The thumbnail(s) I drew for JBeetle is exchange for a copy of the game, with and without the duplicate. And here's a duplicated me. The background isn't great, but it's what I could do (my colorless blender isn't very blendy). Dunno how often this thread will be updated. I don't draw as often as a lot of other people. If you like what you see here though, you could check out my off-topic thread for more of my random arty stuff:
  7. After seeing this topic: I was inspired and began mulling over how stuff like this could be actually implemented in the game, in a balanced way of course. :3 What if certain dupes were able to grow a beard/mustache after a certain amount of cycles? And said facial hair would scale depending on how many cycles it's had to grow. (From a patchy caterpillar to a full blown 80's porn 'stache. And from pre-pubescent bum fluff to a full on beard that'd make even the most testosterone-fueled lumberjacks jealous.) It would provide insulation (the beard would obviously provide more insulation than the mustache), have a minor decor value that'd scale depending on which phase it was in, as well as lower the dupe's stress when shaved. (Kinda like in Don't Starve) I was also pondering on another class of dupes. A stylist class of dupes; dupes with high style. (Kinda like the artists, but less pompous and more fabulous. :3) One structure geared towards stylist dupes would be a barber shop/hair dressers. (Maybe it's just a barber chair) Dupes with high style can cut and style other dupes' hair for higher hygiene and lower stress, maybe even gain a minor decor boost. (You'd be able to customize which hairstyle you want for the dupe.) Meanwhile dupes with low style will completely butcher the other dupes' hair, leaving them both embarrassed (which elevates stress, maybe potentially even having the dupe be more reluctant to do their tasks and chores), and the dupe with the ungodly 'do has a negative decor effect while also being stressed out for a few cycles. (Until the 'do grows out...maybe they'd look like shaved beefalo, even with the same animation when their hair grows back. XD) But there'd be a building that'd help other dupes with low style improve their style. You see the hair dropped from the barber shop/hair dressers can used to make wigs which the dupes can then style and practice on, without condemning their poor fellow dupes to a fate worse than death; an awful hairdo. Another thing the stylist dupes would be good at is making clothes, specialized fashion that you could customize. (Which has a high decor value) Whereas the dupes with low fashion could also make them, but they'd be very poor quality, (It'd still have decor value, but substantially less. Like the difference between a crude painting and a masterpiece.) I personally believe that this would make players feel more connected and attached to their dupes, and would enhance the overall game by adding a sense of pseudo-agency into the mass of RNG that makes up this game. I mean, making your own personalized army would make you more attached to them rather than a random configuration spat out by a printing press. And having a chance to be able to change how you dupes look would make me feel more empowered, even if they do still end up dying from suffocation. (No they don't, I play with debug mode on. :3) TL;DR Dupes can get Hitler mustaches and lumberjack beards, you can dye and style a dupes' hair, and stylist dupes can make good clothing and style your hair good. All of which you can customize. So! What do you guys think? Any tweaks you could add? Any suggestions? I don't want this to be an open and shut case, so feel free to add your thoughts and opinions.
  8. Hey guys, Some of you know me already and can verify to others that I'm not pulling one over on you. I'd just like a unique YouTube thumbnail that'll make my videos stand out over all the others that all look the same...one that'll make viewers think, "I WANNA CLICK ON THAT VIDEO SO BADLY." In exchange for an awesome thumbnail that I can use, I'll give you my extra Oxygen Not Included steam key. Anyone interested? (serious applicants only, though it's not like I can stop you from making MSPaint art) http://www.youtube.com/JBeetle Thanks!
  9. Amazed this joke hadn't been made yet. Howdy, osmRhodey here back from the dead with new art for a new game! Oxygen Not Included(oni) spurs some very interesting ideas and I'll probably be doodling some idiocy from games and talks with friends. ENJOY!!
  10. You can put ladders next to each other (horizontal) and Dupes will go across them. You can also customize what goes in each container by using both the prioritzing system with the filtering system, so for instance if you want only consumable ores then you tick the box like so and set the priority to 6-9 depending on how close it is to the machine using it. Same works for ration bins. Doors can be rotated so they are horizontal or vertical by pressing the O (letter O) key on the keybord.
  11. So when shall the fanart storm for this game begin? hahaha I'm already ready to begin the spam unless it's wanted out of general.
  12. When this game gets into release and becomes more popular as possibly the ability to mod the game. Should we have a discord for ONI? I think we should I mean why not, or is there one already? Can we already mod the game? I haven't looked into the files just yet.