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[DLC]So, why would I teleport a dupe to the other planetoid?


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Hello all,

I have some questions I hope someone has answers to. Thanks for your time!

As per title, why would I split my game in two? my computer can handle up to 11 dupes before lagging out hard, would the extra dupes on the other planetoid count toward this limit or will i be able to keep more than 11 active dupes? is it worth it?

As I take it, you can't "automate" the coming back and forth off the teleporter, so a dupe with high morale standards would stress out rather quickly in the second planetoid, thus i'd have to print new dupes and "start over" while attending all that there is to do on the main planetoid. It feels it could slip off my hands pretty easily, am I the only one?

I have yet to start rocketing and i'm a bit discouraged to go through.

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Maybe the basegame fits more your needs? Because the dlc is about more then just one asteroid. I couldn't tell you if your computer could handle this because 11 dupes aren't much info at all. Play the game like it pleases you. But yes, it is worth it to thrive multiple colonies and reduce the gamespeed. So you dont have to babysit your dupes constantly and you can play differently on the various planets. 

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1 minute ago, Tanmorik said:

Maybe the basegame fits more your needs? Because the dlc is about more then just one asteroid. I couldn't tell you if your computer could handle this because 11 dupes aren't much info at all. Play the game like it pleases you. But yes, it is worth it to thrive multiple colonies and reduce the gamespeed. So you dont have to babysit your dupes constantly and you can play differently on the various planets. 

the base is super fun, i wanted to tackle the dlc but i'm afraid it will become too much of a hassle. 

I take the asteroids and other planetoids are there to give you what your main asteroid misses, e.g. i have no oil biome, but i coped just fine with glossy dreckos anyways and since you don't need that much oil, I feel the whole endeavor of digging the second planetoid to reach it... kinda pointless, am I missing something?

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The teleporter is just an early game alternative to rockets. You don't have to use it, but it gets you there faster than building a rocket.

And the skill scrubber is a thing. You can fit out dupes with skills to be just right for the job. Once a base has been established it can be run with maybe 1-2 dupes and the builders can come back to the main base.

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while attending all that there is to do on the main planetoid

Colonies mostly run themselves after a while. That has always been the case. You can focus on a new base while leaving the other one to itself.

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I feel the whole endeavor of digging the second planetoid to reach it... kinda pointless, am I missing something?

There are all kinds of other resources on further planets. Yes, oil isn't strictly necessary. But there is a lot more.

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about the teleporters:

in the DLC, there are many planetoids, only one is connected through a teleporter. You can fly to all planetoids using rockets, and you can automate this procedure (although a bit of a challenge)

 

about the performance question:

the DLC treats each planetoids internally as sections of one big map (you can even see stuff from the neighboring planetoids sometimes). So in that sense, the performance should be similar. However, many have reported a reduction in performance in the DLC. I don't know as I changed PC around the same time.

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4 hours ago, Isidoro said:

As per title, why would I split my game in two? my computer can handle up to 11 dupes before lagging out hard, would the extra dupes on the other planetoid count toward this limit or will i be able to keep more than 11 active dupes? is it worth it?

So the dlc is designed in a different way than the base game. Instead of having one big base with all the resources you got a number of smaller ones each having a different resource needed to progress. The asteroid behind the teleporter has oil that is not present on the starting one. The other close one has uranium that is needed even later in the game. Further astroids have sources of rare minerals like niobium and isoresin that aren`t 100% needed but can get useful later on.

The idea of the dlc is to manage multiple bases and either just build the minimum for each base to survive and get resources or build a full scale colony on each of them. The base game was able to run without attention for a while so the idea is that you make a self sustaining base and print fresh dupes to send them and make a new one. Then try connecting them via rockets to transport resources.

Now the game performance is a big issue atm. I`m sure the devs are aware of that but i`m not sure how much they can do about it. That said i think it is possible to establish multiple colonies with less than 11 dupes. They key would be leaving some of them on low morale (or use the skill scrubber) so they don`t get stressed when sent to new worlds. Later establishing the base and leaving 1 or 2 maintainance dupes on each world while the rest move forward. It might take longer with less dupes on the job but should be doable.

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The DLC map is also just one map, divided in smaller parts (the asteroids)

But the game will calculate everything just as in the base game. So 11 dupes are 11 dupes. If your computer has problems with 12 dupes, it will struggle with the DLC too. It does not matter on which asteroid your dupes are. They are.

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I sympathize with you; when Spaced Out first came out, I tried to approach each asteroid as being equal to my home base. 6-8 dupes on my first base, 6-8 dupes on my second, etc. But I started hating that approach because I found it too much to manage multiple full on bases and multiple screens. I also didn't like being in mid-late game on my main asteroid and having to 'start from scratch' on any new place i visited. Main base has a petroleum boiler while my second asteroid still has outhouses, wash basins, and manual generators.

Once the Classic Start became available, I started treating other asteroids very differently. I don't try to build another full out base on my second asteroid. Instead, I just leave 1-2 dupes there whose primary purpose is to teleport resources i don't have on my main base to my main base. With Terra, the second asteroid has a lot of obsidian pockets, and i prioritize teleporting a lot of that, as well as Cobalt.

That makes it more manageable to me - to treat any new asteroid I come across as something with a singular purpose while my home base is still very broad. If I tried to somehow tame every asteroid and put 8-10 dupes on all of them, i would go insane.

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This DLC is one big unoptimized mess, you don't actually play on multiple planets you play on ONE BIG GIANT MAP separated by black fog of war.

With this DLC I was hoping ONI would run much MUCH MUCH better since I expected that every planet would run in isolated sets of threads but noooooo. It's just one big lazy map. :(

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19 hours ago, darknotezero said:

Once the Classic Start became available, I started treating other asteroids very differently. I don't try to build another full out base on my second asteroid. Instead, I just leave 1-2 dupes there whose primary purpose is to teleport resources i don't have on my main base to my main base. With Terra, the second asteroid has a lot of obsidian pockets, and i prioritize teleporting a lot of that, as well as Cobalt.

I tried a third approach. Instead of having full bases or slowly developing outposts i made a team of specialized dupes for building and digging. I send them to fresh asteroids (after i develop basic survival systems) and quickly build up everything that is needed. Once complete i leave 2-3 dupes to manage the base and the builders go to another one.

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what you narrated is basically a rookie trap, the idea of dlc is not to create a base on every planetoid you release, in fact the idea is to create a mini base where you will have at most a construction goal on it and thus extract the resources and send it to your main

either in the way of the resource teleporter, or by rockets


and as they said here before, the dlc planets are just parts of what the previous map was, let's say the previous map was 1000 meters high, they took that and made the first planet 600 meters and other planets 200 or 300, in a general context it's a big map subdivided in some parts yes, it's bigger due to the number of planets, but it's not like each planetoid is equal to the first planet much less equal to the planet without dlc

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Because it's there.

That is the rationale for nearly everything in Spaced Out - we do these things not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone.  

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On 8/11/2021 at 11:47 PM, NewWorldDan said:

Because it's there.

That is the rationale for nearly everything in Spaced Out - we do these things not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone.  

We have many moons in Space Out. :lol:

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On 8/11/2021 at 5:47 PM, NewWorldDan said:

Because it's there.

That is the rationale for nearly everything in Spaced Out - we do these things not because they are easy, but because they are hard, because that goal will serve to organize and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone.  

that's the whole point I think.

I wanna challenge myself but the lack of purpose is what i truly can't stand. 

I'm about to enter my 1400 cycle and i'm still tackling the main base, with just the orbital science done "rocketry side"!

I feel like the only point on reaching out other planets is to dig out the 10 space artifacts you need for the major achievement and nothing much else. The only "consolation" I get is that the DLC is still in beta and devs are going to implement a lot more stuff to do but for the time being... there is no "end game" 

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On 8/10/2021 at 10:09 AM, cpy said:

This DLC is one big unoptimized mess, you don't actually play on multiple planets you play on ONE BIG GIANT MAP separated by black fog of war.

That's actually a clever way to make it work without having to shuffle too much memory around or rewrite everything. It doesn't make it harder to apply features like multithreading.

The only reason it is ever noticeable is that a couple of bugs leaked this info. There's no reason for player to care about this implementation detail.

It may be a "hack", but it's a clever hack, with no real downsides. Unlike creature AI timer thing, which is a hack actually worth criticizing.

58 minutes ago, Isidoro said:

that's the whole point I think.

I wanna challenge myself but the lack of purpose is what i truly can't stand. 

I'm about to enter my 1400 cycle and i'm still tackling the main base, with just the orbital science done "rocketry side"!

I agree, it's a big flaw.

Separation of materials, like what pushing oil biome to a secondary planet tries, would be a good idea, if it was rewarding and had relatively low performance impact.

But the actual implementation doesn't achieve those goals:

  • You can do everything with just the main planet (plastic dreckos, worts/radshinebugs).
  • Planets are CPU heavy. Main planet is very tall. Only resin tree planet has restrictions on space.
  • Most planets are mostly just "unlocks"+geysers. Renewable sulfur/metal/resin, additional lime, wildplanting, radiation sources are all luxury, not needs.
  • There's no way to re-lock a planet or otherwise make it cheap to compute. Moo planet = achievement + permanent CPU cowhog.
  • Main planet is infinitely sustainable, no matter the difficulty.
  • Expansion requires a lot of setup (trailblazer, suits, cargo drops, berry sludge). You can micromanage with less, but why would you?
  • Communication between planets/rockets is next to nonexistent, making things manual. Where's my radio automation?

tl;dr Less is more (except for automation options)

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On 8/10/2021 at 5:38 AM, darknotezero said:

I don't try to build another full out base on my second asteroid. Instead, I just leave 1-2 dupes there whose primary purpose is to teleport resources i don't have on my main base to my main base

I started this way, but even this was too burdensome for me :). Now I'm using rocket with atmo suits dock inside, dupes just fly to remote asteroid, build geyser tamers, gather resources, and return home, even small base not needed.

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On 9/1/2021 at 4:34 PM, Coolthulhu said:

I agree, it's a big flaw.

Separation of materials, like what pushing oil biome to a secondary planet tries, would be a good idea, if it was rewarding and had relatively low performance impact.

But the actual implementation doesn't achieve those goals:

  • You can do everything with just the main planet (plastic dreckos, worts/radshinebugs).
  • Planets are CPU heavy. Main planet is very tall. Only resin tree planet has restrictions on space.
  • Most planets are mostly just "unlocks"+geysers. Renewable sulfur/metal/resin, additional lime, wildplanting, radiation sources are all luxury, not needs.
  • There's no way to re-lock a planet or otherwise make it cheap to compute. Moo planet = achievement + permanent CPU cowhog.
  • Main planet is infinitely sustainable, no matter the difficulty.
  • Expansion requires a lot of setup (trailblazer, suits, cargo drops, berry sludge). You can micromanage with less, but why would you?
  • Communication between planets/rockets is next to nonexistent, making things manual. Where's my radio automation?

To be honest, all you really need is 1 water geyser of any type, and you can fully sustain a small colony (O2 from electrolyzer and Bristle Blossoms for food, hamster wheels for the couple of light bulbs, could probably hook those up to the spom)... or am I missing something?. All three starting asteroids have at least 3 water geysers.

Based on that, we theoretically do not need to travel anywhere else than those water geysers.

It is a sandbox game, no matter what kind of colony achievement they throw at us, at the end of the day, we have to set goals for ourselves at every stage of the game and decide what to do next. What we decide to do will in turn influence what kind of adjustments need to be made for the colony to become sustainable again.

  

On 9/1/2021 at 1:20 PM, Isidoro said:

I wanna challenge myself but the lack of purpose is what i truly can't stand. 

I'm about to enter my 1400 cycle and i'm still tackling the main base, with just the orbital science done "rocketry side"!

I feel like the only point on reaching out other planets is to dig out the 10 space artifacts you need for the major achievement and nothing much else. The only "consolation" I get is that the DLC is still in beta and devs are going to implement a lot more stuff to do but for the time being... there is no "end game" 

I can relate to that feeling of lack of purpose, it can be overwhelming and demotivating. I don't know if there is any way to "force" us to go to other planets short of removing all geysers/vents from the starting planetoid, because those and space POIs are, ultimately, how we can get our colonies sustainable. Dreckos and Pips can provide food from 0 resource input, but we still need something for oxygen.

A lot of people strive for that sustainability, but not everyone. There are plenty of resources on the starting planet to have a long enough playthrough to have fun and then move to another playthrough.

Sometimes when I lack inspiration, I like to watch people stream ONI. It allows me to enjoy the game without having to constantly think about what I want to do next, which can be draining at times. It is kind of refreshing and sometimes also inspiring.

I sincerely hope you will find ways to work around your lack of purpose feeling, because I doubt that Klei alone can solve that for you by adding more achievements.

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17 hours ago, NeoDeusMachina said:

I sincerely hope you will find ways to work around your lack of purpose feeling, because I doubt that Klei alone can solve that for you by adding more achievements.

Well, you know, i still hope they find a purpose for all they are planning to implement. I'm now done with all there was to do on the main planet, I'm currently tackling geothermal power by taming some small volcaones because i need the room in the space biome for rockets. In this regard there is still plenty to do and I see myself going on forever on the same playthrough (about to hit cycle 1600 and still need to tackle starmap and asteroids) and I will eventually see everything there is to see. Like, for instance, what am I supposed to do with radbolts when i'm done with science and the 2500 diamonds I need for the grand statue? Perhaps there will be a planetoid with an abundance of rad mat to exploit, what we're currently missing is the "on what" to exploit it for. Rockets? Perhaps.

I'm waiting confidently that something will show up and give purpose to all the "raw exploitables" we come by, in the mean time I will just doodle dicks with pixel packs :victorious:

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On 8/14/2021 at 11:34 AM, sakura_sk said:

There is even a "Moon's moon's moon" :distant:

I love this :beguiled:

Whatever map tiles I encounter, I will build everything everywhere...and consume the last tile "in reach".

Last time I played ONI I believed I deactivated the teleporter in the world creation settings, after 1000 cycles I found teleporters in the map. Either the dupes in my head messed around with me or I didn`t deactivate it or it was a bug. However, the game always crashes since recently on my system anyway, instantly ripping away without the crash reporter coming up. There must have been code changes which nowadays make it possible to take the game in to instant crash without crash reporter or any trace of the game in the Windows Task Manager.

I would be eager to play ONI again, but currently its too buggy for me...since the "Toilet explosion update."

I like the idea of the wall toilets, where the dupes press their dung out to the back.

Either Anno1800dlc3, Uboat or something else for me in nearby time. Shame the recent user post about "Cryofuel" seemed to be word term mixup...I got excited seeing that thread because I thought we can now mix new rocket fuels. Doooooooh ! :afro:

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20 minutes ago, babba said:

However, the game always crashes since recently on my system anyway, instantly ripping away without the crash reporter coming up. There must have been code changes which nowadays make it possible to take the game in to instant crash without crash reporter or any trace of the game in the Windows Task Manager.

I would be eager to play ONI again, but currently its too buggy for me...since the "Toilet explosion update."

You could post your save file with a little description what the game is doing (even if no crash report is generated) and a player log file, if the game makes it to the main menu, into a bug report  to the bug tracker so a dev could take look at it :)

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15 minutes ago, sakura_sk said:

You could post your save file with a little description what the game is doing (even if no crash report is generated) and a player log file, if the game makes it to the main menu, into a bug report  to the bug tracker so a dev could take look at it :)

I knew you would post a helpful comment - Many thanks @sakura_sk :fox:

I was too lazy. Need Cryofuels :rolleyes: ! Once I get "ONI hunger" again I will check if the hardcore crash still persists and follow your advice.

Kind regards from me...Hopefully someday multiplayer is in the game, then you could show me all your lovely built worlds and decorations :beguiled:

Would be great if dung drops down on the other side of the wall toilets, then I would play ONI again !!!

...and having a dung beetle, for the piles coming down behind the wall toilet, that would bring me back to :indecisiveness: ...Or exploding ( clogged ) toilets :anonymous:

image.png.25492cebacc4a2ef7802fb195e914fb4.pngimage.png.a469d777c8042e636df5b827c03f05f4.pngimage.png.ae707a2b205299d93586df37ba71f4cf.png

Too much (over) dung for the arbor tree`s:

image.png.35b9e8265778af72f42a8b711a5c70da.png

dung200.gif  The Dung Beetle

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