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New Tech Tree to research humanoid (dups) bots. They should work like the rover but head back to the recharge station.

They could handle all low skill required tasks.

Higher Tech could give the possibility to build super bots for special missions, they could require Isoresin and other hard to come by resources to work in magma bioms.

they could be upgraded with solar panels or radplates to recharge when working in zones with light/radiation.

They could be many different types of bots for supplying/storing, building, digging etc.

 

I recently started on Moonlet Cluster - Flipped on hard. and honestly there are biomes, planetoids I have no idea how to approach them. 

like the Superconductive Asteroid or Moo Asteroid

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+100 dear @BuggeX :razz:

Also It would be great to have more Industry ( and an recreational arena building ) in the game, then ONI would feel much more natural and realistic :flustered::ghost::beguiled:

image.thumb.png.af9cb8a290e41f31a45d5b425b43ad6b.png Recreational arena building in its natural environment

As example, the dupes could celebrate the Summer Olympics in the new arena recreational building and build huuuuge snow women in the center coal pit.

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"The biggest influences for ONI were games like Prison Simulator, Sims, and Dwarf Fortress, from this old article on the game: https://hardcoregamer.com/previews/pax-kleis-oxygen-not-included-is-incredibly-complicated-and-awesome/225305/

 

I'd like to see some elements of The Sims in the game, where dupes establish relationships and rivalries with each other. Examples include...

Nisbet having a "crush" on Max, which causes a positive moodlet for Nisbet when near Max (-10% stress, near crush)

Dupes feeling concern for others, which will make some go out of their own way to help. For example, if I steam Max in an enclosed glass chamber full of 500C / 932F steam, other dupes can clearly see he is being steamed to death. More caring dupes who see him will stop what they're doing and free him. If he's downed, they'll automatically bring him to an available med bed. Dupes with high medical skill can rush to the scene after word has spread, get him to a safe area instead of a triage cot, attempt to heal and prevent certain death. Because Max can now move, he can be ordered to recover on a triage cot. This can reduce micromanagement on my part in case I screw up or if some random dupe decides to put Enriched Uranium in the nuke reactor while the insulated wall is still under construction and the 5 dupes working there get incapacitated due to extreme radiation exposure hahahahahaha

Bubbles making fun of Meep's ugly face, which starts a brawl between the two. HUGE decor penalty in a large area worse than heavi-watt wires, objects and walls being damaged or destroyed along the way, huge stress increase for both during the brawl (+50% stress?), the two turning into enemies, which causes an increase in stress if they're near each other (+10% stress, near enemy), and an increase in stress to any dupe who saw the fight (+10% stress, saw friends fight) and more. The victor however, will get a large positive moodlet for a while (-25% stress, won a fight), while the loser gets a large negative moodlet for a while (+25% stress, lost a fight). Sometimes, Bubbles and Meep's friends can join the brawl and even more chaos happens!

Dupes can comfort others when they notice their stress levels are above 60%. This can open up a separate branch of the medicine skill. A medical facility specializing in mental health and stress relief is possible as a result, which can be an upgrade to the massage clinic if the psychologist dupe itself isn't stressed out.

Additional traits like Clumsy, Masochist and Joker. A clumsy dupe occasionally trips and falls (-1 health per trip/fall), which may cause nearby dupes to laugh and have a tiny positive moodlet for a short duration. A masochist dupe desires pain. The more injured, the greater the positive moodlet. And a joker makes other dupes laugh, causing a decor bonus and stress relief to nearby dupes. They can do comedy in a rec room or great hall either in empty space or a recreational structure to further increase the decor bonus and stress relief. Combining all three traits together results in an Ari hahahahaha!

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2 hours ago, g5457s said:

Additional traits like Clumsy, Masochist and Joker. A clumsy dupe occasionally trips and falls (-1 health per trip/fall), which may cause nearby dupes to laugh and have a tiny positive moodlet for a short duration. A masochist dupe desires pain. The more injured, the greater the positive moodlet. And a joker makes other dupes laugh, causing a decor bonus and stress relief to nearby dupes. They can do comedy in a rec room or great hall either in empty space or a recreational structure to further increase the decor bonus and stress relief. Combining all three traits together results in an Ari hahahahaha!

I like this part.  The animations of dupe interactions is one of the best parts of this game and this wouldn't be hard to implement.

The rest, not so much.

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My wishlist for DLC2:

* Scenario mode: Preset bases on the verge of disaster, where you have more specific goals regarding survival, similar to Sim City scenarios. Maybe something to play when you just want to jump in and play a little without a huge time commitment of starting a fresh base.

* Oxygen Not Included: Oxidation Edition - Fire! Explosions! More chemistry that happens outside of stations!

* Harsh universe: Disasters!  Radiation storms!  Sudden volcanic activity!  Moonlet quakes! With disasters you can rest assured that the failure of your colony won't be solely your fault!

* That's not a moonlet!: Build a modular space station.  Conduct research on the fundamental forces of our universe. Learn how to build artificial gravity units, conduct stellar manipulation! Use the space station and tractor beams to coalesce enough matter to form a friendlier home planet for the dupes to live on! The dupes may have saved humanity, but now it's time to secure the future of the dupe's universe!

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2 hours ago, BuggeX said:

Another great idea would be to to make it possible to launch and expand Space Stations like the ISS.

That sounds like a DLC to the DLC. What if somebody didn't like radiation and didn't buy DLC1? Then DLC2 is useless for them

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On 2/6/2022 at 7:34 AM, BuggeX said:

Another great idea would be to to make it possible to launch and expand Space Stations like the ISS.

Sounds like fun, even if depends on an existing DLC.

For example you have to bring a # of modules/cargo with several rocket trips to complete deploying it. Then it could be just like starting in an empty asteroid map with the space station in the middle, you could expand it and build rocket platforms around it. (But please, do allow desconstructing space station tiles/windows/walls lol)

This would allow deeper space exploration (even without upgrade in rocket system).

 

Other ideas are:

- Build your world DLC (generic worldgen to create more random and more custom maps) - you could even change what you did not like of a regular map

- Switch to hex tiles + hex map (instead of "asteroid slices") and even rotating asteroids (yes it could change everything, this was discussed in other thread, just felt right mentioning it here again)

- Remote controlled small rockets - that could require a dupe to control it from an asteroid. The ideal would be to have fully automatic rockets, but if some compromise is needed it would make sense to have dupes to control rockets remotely.

- Have asteroid fields (several tiles together) in the space map that block rockets from passing through, and you have to collect that material to remove the asteroid field and then pass trough with your rockets. They might even randomically appear in the map (after first exploration, telescopes could continue being used to monitor and find new asteroid fields)

- Optics - the best energy and data transfer in space: suitable to transfer energy and data over huge distances, with powerful transmitters and reception prisms and mirrors to direct the concentrated light as power source for your brand new solar reactor. Also, multipex signals could be sent and connected to fiber optics and converters, linking to automatization signals.

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On 2/6/2022 at 8:04 AM, troyandabed said:

My wishlist for DLC2:

...

* Oxygen Not Included: Oxidation Edition - Fire! Explosions! More chemistry that happens outside of stations!

...

I just saw Klei`s tooltip modification and aggressive red colored highlighting of the "Combustible Liquid" tooltip...OMG !

Our dreams are coming trueeeeeeeeee !!! :confused::congratulatory::congratulatory::ghost::congratulatory::congratulatory::confused: Maybe will take a year though ( if it comes ), who knows...

image.png.cfc01a8e6c2b2cc7196e469eb11f8b7a.pngimage.thumb.png.b97a49a8c3beedfc1e472c040b309292.png

OMG ! OMG ! OMG ! OMG ! OMG ! FIRE IN DA HOUZ !

image.png.a430bde5a1a7a0e64cd40d5d59fc0972.pngimage.png.9a56d5cd653bf86163396baad90ed915.pngimage.png.ddcac5d087cd94004dc5c5afb7ce6a1a.pngimage.png.2d74813492082b80369874c004b3dc27.png

If not next year, then please make us happy in two years dear Papa Klei Smurf - Many thanks :razz:

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I would love to see other colonies introduced.

Colonies that are already established and existing on their own.
There's countless perks these colonies can have...

New Races: Basically Dupe Morph's adding different dynamics to play style and Dupe specialization. These Dupes would have specific looks and perks for different colonies depending on planetoid/environment, giving them certain survival/gameplay advantages.

New Tech/Items: Along with new tribes/colonies, etc. comes a whole slew of new information.. Lore, science, automation, cooking.. all unlockable/researchable upon contact with that colony. This allows for a possible branching Tech Tree, where some items may be avail/unavail. based on alignment with factions.

Factions/War/Trade: Different colonies leads to complications. Fighting for space, food, resources... A new system where you can align yourself with other colonies or you can go to war and take over a colony by force to further expand your amount of Dupes and your overall Colony. There's also the random chance for a Raid to trigger and your colony to be attacked by a rival trive. Also, the ability to establish trade routes and utilize a central market... (there is potential to add an interactive element here and be able to trade items/dupes, etc. with other players via the central market.)


~~~~~
additionally, as others have said, I'd love to see something more with the Gravitas ruins and lore.

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I recently had this idea: Overengineered update.

An update adding stuff that makes you think "is that necessary?" so high tech solutions for low tech problems. Like an advanced toilet requiring power and outputting polluted oxygen, or even a radbolt powered one. Advanced cryo freezers allowing you to freeze live critters and sustain them indefinitely as long as liquid oxygen is provided (then a higher tech version for dupes). External combustion device that works like a rocket engine facing up - for quick heating up of some biomes. Parallel piping - basically parallel automation but with gas/liquid pipes. Soild reservoir for conveyors. Advanced farm plots - farms under glass allowing you to deliver gas to the plants, critter fence to restrict critter movement without reducing room size.

Basically a higher tier for any building type no matter if it`s actually an upgrade or not. That would line up with how dupes try to improve the existing stuff without giving it a thought and overengineering stuff into ridiculousness.

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On 2/16/2022 at 3:27 AM, DolphinWing said:

Cryotank 2000? I would wait model 3000 because it requires no input. :lol:

Freezing and storing dupes + "Cryto-tank-cubes" for deep freeze transportation of content ( dupes, critters etc. ).

A frozen dupe inside a ice cube could look lovely :ghost:

image.png.a07f9655ef96539029697748a5b073e4.pngimage.thumb.png.69b6f807b9ffbd2adf7fa4542731fa91.png ONi is a go(o)d game :beguiled:

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Some sort of DLC that adds depth to asteroid systems. For example: each asteroid has innate traits similar to how oassise has irregular oil, but these traits are special. The regolith asteroid is a good example of a special trait with its meteor showers. Some could even be randomized, and act independently of the normal trait system as to not take up trait slots or cause conflicts. I have some ideas:

Atmospheric: the space biome now has a layer of oxygen which constantly replenishes, but has extremely hot temperatures or something similar to prevent it from just being free air without effort. This would also make building up there far more hazardous. There could be a layer above the atmosphere where gas doesnt spawn so you can vent gasses as normal still. The oxygen dispersal to this layer is slower than other gasses to prevent painful scenarios like 100 degree or hotter oxygen constantly deleting itself and re-appearing, creating endless heat.

Living: the asteroid is riddled with special plants that regrow special resources that cant be normally replenished normally, like metal ores or some rock types, but they can NOT be replanted under ANY circumstances and MUST be kept wild and be built around. Perhaps they could even be unable to be broken/removed similar to the tree.

Cloudy: every so often, the asteroid rains a liquid, similar to meteor showers raining solids. This liquid can be whatever is most abundant on the asteroid. An example would be polluted water on a swampy asteroid, maybe ethanol on any asteroid dominated by rust biomes, etc. This would also be a good excuse to add specialized buildings like weather stations which a dupe uses once per two cycles to scan the weather expectancy for that cycle and the next, and outputs an automation system before weather events. Or we could just re-use the space scanner for it.

Inhabitable: all plant life and critter life is working against you. Normally passive critters are inherently hostile, plants spread disease, venus dupe traps, etc. Basically, a trait that prevents you from just carving out the asteroid haphazardly, similar to the living trait.

Shifting plates: geysers randomly disappear and reappear in alternate spots marked by neutronium. Certain geysers only appear in certain spots so that you don't get a volcano dumping lava into your water system. You can't build over a 4x4 space over top of the neutronium just to prevent any strange interactions/bugs.

Infested: the asteroid is filled with parasitic lifeforms which would be new critters and plants that shake up the medical system by providing a far more harder to notice type of threat which have different solutions than just medicating. An example could be something similar to the zombie spores but a critter. These hostiles could also provide useful resources and symbiotic critter relationships if successfully tamed, providing new ways to automate critter production and maybe even new morphs for some critters like plug slugs as a result of such.

Shocking: the asteroid's surface is periodically struck by lighting which can be directed towards lightning rods similar to payload beacons. The lightning can be harvested for power but can easily break machines by overloading ANYTHING the power is sent to unless it is transformed via transformers and adequately stored to prevent a surge.

Enriched: all ores are refined by default, but every ore is VERY hot, spawns in clumps rather than spread out, and insulated by a single layer of abyssalite. Cannot happen on the starter asteroid or any normally cold asteroid to prevent horrible disasters day 1 of showing up, and in the case of the starter asteroid, softlocking raw ore content.

These are just my ideas, and I'm sure Klei could probably come up with better. I'd like to get some other people's perspectives on this.

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