hbarudi Posted August 20, 2021 Share Posted August 20, 2021 I would like help on how to do better in no sweat and no sandbox and no debug gameplay when it comes to this extremely limited number of cycles in game achievement. 2 other in game achievements are next in priority since they break, the others I am not too concerned about since they can be obtained at any time. I like spaced out over the original, but help here applies to both versions since carnivore is the same. I like the new space map. 1. How to best get that 400,000 calories of critter meat eaten in only 100 cycles? I tried many things and just fail and usually resort to using sandbox mode and give them either surf and turf or frost burger. How many duplicants should I go for? more or less than 20. I find any less than 20 don't eat enough meat for carnivore not to mention any non meat food like muckroot does not count. 2. While doing number 1, the following achievements are also important to keep in mind: Locavore (I cannot farm any plants until this is complete), super sustainable, nature reserve (errands needed to build and deconstruct for this one), and get a room (requires at least one nature reserve be built until I can get at least one comfy bed, sometimes there is the gravitas ruins obsidian comfy bed.) 3. I use the print pod reroll mod to avoid having to reload saves, not sure why print pod reroll is not an official feature. I have other mods enabled but don't affect this situation much. 4. Wheezewort biome is far away from my starting location and I need at least one or two for radiation for material science research for gas stove. Why gas stove requires material science research? That does not sound right for a technology that is not as advanced from a realistic point of view, but for helping me keep in mind what is needed to get that gas stove. Though I can stick to only using the barbeque but I would like it if I can make surf and turf and possibly frost burger as soon as possible. 5. To prevent food spoilage, need a build that is doable as early as possible, best to rush an aquatuner and insulated tile to make a spot of liquid carbon dioxide or liquid chlorine to put food there. 6. How to do this on all 3 starting biomes, not just the sandstone with hatches, though the hatches with regular 8 pacu printing has been helpful to some extent, but they are not available on forest and swamp start games. 7. Should I dig too much early on or should I stick to my starting biome for the base and only dig pathways through other biomes for food and materials? 8. Also to be able to tame critter achievements are important but lower important than the above. If I could reach the moos in time, I get plenty of meat to bring back with me on the space ships... Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/ Share on other sites More sharing options...
sakura_sk Posted August 20, 2021 Share Posted August 20, 2021 Carnivore is an achievement about "consuming food" and lowering the difficulty of the game, you raised the difficulty of that achievement. "No sweat" mode has -500kcal/cycle food consumption so you will roughly need double the dupes any guide says is the minimum or print only "bottomless stomach" dupes to have the default 1000kcal/cycle food consumption of survival. Even in survival I ended up printing several bottomless stomach dupes in order to make it. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487133 Share on other sites More sharing options...
nessumo Posted August 20, 2021 Share Posted August 20, 2021 Yes, carnivore is tricky and probably easier on highest difficulty. Few tips from my experience: * Focus on carnivore (+locavore if you want) only. Ignore everything else (which is not killing you) until they are done. And I mean it. You will need time to research things required for ranching, build a LOT of ranches, groom a lot of creatures and do it as fast as possible. No good bathrooms? No matter. No further research? Couldn't care less. Poor bedroom? Maybe you even shouldn't build any! No food storage? You don't have food to be stored, ignore it completely! * Low number of dupes initially (4-5?), focus on ranchers. You want to ranch fast and effectively to rapidly increase the number of critters. No meat/eggs eating until you have population that will suffice for the achievement. * Incubators are almost a must (especially initially when you have few critters and build the population) and you need to plan energy source to power them up. * Do your math on that. Seriously. You need to start eating meat as late as possible to increase the number of critters, but too late and you won't have time to eat the required amount. For that you need to calculate on which cycle you want to start hiring additional duplicants and switch to meat-only diet. I do it around cycle 65-75 usually. * Binge eaters are your friends. If stressed they can consume incredible amounts of food in short time. Learn how to abuse that and plan for that, as stressed dupes do not work (mind grooming/cooking/power producing requirements). * Cook the food, but unless you have perfect conditions - do not go for the stove. Additional amount of work/tech is not worth it. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487149 Share on other sites More sharing options...
Coolthulhu Posted August 20, 2021 Share Posted August 20, 2021 I do carnivore+locavore+super sustainable every time I start a new colony. My tips: Make sure you have a good ranch set up by the time you get your first rancher First dupe you get from the pod will usually outlevel your 3 initial ones a bit Put ranching on max priority for all dupes - it's safe because only ranchers ranch anyway Scout fast while you have the time - especially the sandstone biome which has hatches Try to get incubators going fast - the earlier, the stronger the effect Design a good stable - maximum space, critters can't walk away from grooming station Understock your stables, so that critters don't become "cramped" when one lays an egg Set up a high priority dropper to drop eggs behind locked doors, so that dupes automatically remove the eggs from stables, but don't pick up the eggs dropped by the dropper Because of a major flaw in ONI AI design, you may want to play on lower game speed in cycles 70-100, to ensure all critters are groomed as soon as possible Put at least some of your groomers on a night schedule (ideally half of all dupes, not just groomers) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487151 Share on other sites More sharing options...
hbarudi Posted August 20, 2021 Author Share Posted August 20, 2021 So basically I do a mucky base and who cares about their bedrooms and bathrooms? Remember that I don't want other achievements to break just for carnivore and I want on all 3 kinds of start on the DLC not just sandstone and hatches though that is easiest, for forest start I ranch pips? For mud start, I ranch the plug slugs, at least those give electricity just need to wire them to battery. For incubators I might need to build a "gym" powerplant just to make sure I get power for them. Also I should not care about decor and use heavywatt wire everywhere? Then once I get carnivore, is when I should clean up my base? Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487256 Share on other sites More sharing options...
nessumo Posted August 20, 2021 Share Posted August 20, 2021 Only other achievement you could possibly break is super sustainable, so basically you only need to watch out for power sources. Other ones you can simply do later. For other starts I would suggest... hatches! Suplemented with other critters probably. You have guaranteed hatch near portal on forest, not sure about swamp. And there is also tele to other planetoid. Otherwise - dreco maybe? Pips not really, as they produce almost no meat - they are good for eggs, but that doesn't count AFAIK. Slugs... haven't trie them, they give a lot of meat, but eat a lot of metal... not sure. When comes to cleanup - I do it when I get the achi - basically full base rebuild Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487260 Share on other sites More sharing options...
psusi Posted August 20, 2021 Share Posted August 20, 2021 I don't see how you can possibly start ranching early enough, and breed up enough hatches to probably fully populate at least two full ranches to then lay 100 eggs for you to slaughter and bbq by cycle 100. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487275 Share on other sites More sharing options...
Coolthulhu Posted August 20, 2021 Share Posted August 20, 2021 1 hour ago, hbarudi said: So basically I do a mucky base and who cares about their bedrooms and bathrooms? Remember that I don't want other achievements to break just for carnivore and I want on all 3 kinds of start on the DLC not just sandstone and hatches though that is easiest, for forest start I ranch pips? Bedrooms are good because they avoid the athletics penalty. Pips are terrible, only use them until you find better critters. Forest is the hardest, because you need to expand fast to get enough good critters, while uncontained pips waste your dupes' time by making a mess of compactors. Slugs are worse than hatches because they move more and produce hydrogen (nuisance when you don't have time), but sweetles lay more eggs (shorter lifespan) and grubs are better than hatches. Still, you may want to teleport a dupe and bring back hatch eggs. I got carnivore there with almost no incubators. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487278 Share on other sites More sharing options...
Ntr1cate Posted August 20, 2021 Share Posted August 20, 2021 As a multiple full achievement player without using shove voles for carnivore there is a few tips I can give(currently working and have achieved on my current colony carnivore, locavore and 170,000/240,000 super sustainable and working towards full achievements). First key thing, your map spawn is a high level of luck,whether you find cool steam vents, or cool polluted geysers makes a massive difference early game and can change your tactics moving forward) The first 100 cycles is very time intensive so plan ahead a bit rather than just yoloing. Shove voles are 5 times more meat than hatches so easy carnivore is with shove voles (which I don't do for the challange) https://oxygennotincluded.fandom.com/wiki/Meat Breeding priority is Shove vole -> hatches (faster breeding/incubation over all than dreckos) -> dreckos -> pufts/pips (this should be your last priority as pip/puft meat is very small) The wiki's hatchs reproduction times and incubation times are incorrect and is about 5% less for groomed and incubation respectively. Be prepared to break meta and use water for cooking along with research. Start ranching by cycle 15-17 (when your rancher gets his second skill to get grooming) Be prepared to have 1 incubator by cycle 23 and about 15-25 incubators by cycle 70 (at cycle 80 start killing off baby critters and critters around the map, after you finish carnivore, you can get rid of your incubators or keep a few) Lower your operating skill for your duplicants that are your digger-builder/researcher/rancher/cook (this is because they could end up wasting time on running the hamster wheel when they should be doing other more important tasks (this isn't relevent in the first 10 cycles except for your researchers). 20 duplicants is not meta but is part of a achievement so make a attempt at taking a duplicant every time its available, even if the duplicant has bad stats, you can set that duplicant to operate and run on a hamster wheel to power your base and clean/supply between operates (Its a large heat generation contributing at hot bases, but have somewhere around 10-20 jumbo batteries either in your ranches or outer parts of your base to make you always have power during incubation usage). Runner duplicants (ones that operate hamster wheels) should have their ranching priority (not skill) set to normal to load feeders for critters Make use of power stations on hamster wheels for a boost in power (at around cycle 30-40 as its not needed early on) Make your fourth duplicant a cook and cook mush bars immediantely with that duplicant to retain longer term foods like muckroot or nutrient bars and mealwood for emergencies and to assist with the transition to farmed mealwood/lettuce/bristle berry at around cycle 40ish when you achieve locavore (don't make mush fry as the calories gained for the time cooked isn't much and wastes both duplicant time and bases power) Wild plants are great but take time to get started with pips or are very costly in some fashion or another. Mush bars are your friend early game Farm lettuce on hotter maps until you find/make a cooler location to grow mealwood Starter duplicants: *Digger duplicant with a T3 skill in digging (even if you get less overall skill at around 8 digging skill). *Research duplicant with as high as possible stats (every cycle counts as you need full critter research done along with rock crusher done by cycle 20 ish *Rancher duplicant with as high skill as possible (11-12 skill even if they have the increased calorie debuff) If you are aiming for full achievements be prepared to run a hot map meaning you don't look for cooling early game (putting your machines in ice biomes if available to keep sections of the map cool for when locavore is finished and farming is a option) Food and oxygen are always important, understand what is available and be prepared to go off meta to achieve it unless you get lucky with specific geyser spawns for electrolyzers. Rust deoxidisers are good oxygen makers but be prepared to use gas pumps to canisters or dasha salt vines to remove the chlorine. *You can use polluted dirt and polluted water (including from algae terrariums) as a alternative for oxygen but be prepared to make alot of deoderisers (might have to rock crush granite on maps with low sand) There is more I could write but I am tired and want to sleep. --------------------- Included some pics, one is a design to let the environment cool your steam vent early game for use in research or cooking (water is still hot so don't let your duplicants step in it after its built Another is a very very simple (not exactly very efficient) automation for incubators using a timer (not cycle) set at 80 seconds green and 600 seconds red) Last picture is a power circuit breaker setup, since bridges break before wires, by separating the wires, you can turn off auto repair for all the bridges and you'll beable to go cycles without needing to fix the wires (use heavy watt wires when you use more than 2-3 incubators) 22 minutes ago, psusi said: I don't see how you can possibly start ranching early enough, and breed up enough hatches to probably fully populate at least two full ranches to then lay 100 eggs for you to slaughter and bbq by cycle 100. 1 hatch isn't enough to get enough meat, but 7 hatchs or 3 hatchs and 10 dreckos or 5 shove voles (etc etc) or a large range of mixed critters make a massive difference over time, the key is the last 20 cycles (cycle 80 - 100) where you start to eat the meat (which means you need a large duplicant population) 7 hatches laying eggs will be 14 hatchs after incubation and baby form (about 10 cycles), those 14 hatchs become 28 hatchs after about 10 cycles, those 28 become 56 after another 10 cycles (this is of cause a really really rough estimation of time as there are other factors, however the over all point is after 10 odd cycles you essentially double you population as long as you don't cull them off during the time of breeding) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487279 Share on other sites More sharing options...
Artorias36 Posted August 20, 2021 Share Posted August 20, 2021 Do you want to get the achievement in the easy way? The easy way is to prepare some ranchers by cycle 24. Dig your way to all wild plants you see so that you can feed your dupes if you want the locavore achievement as well. Before cycle 24 your objective is to dig to the top of the asteroid and discover the Shove Voles. After cycle 24 if you have discovered the Shove vole and at least one of their egg, 3x eggs appear on the printing pod. You can save scum until you get the eggs. Then build 2 / 3 incubators and start mass cooking bbq. With 8 dupes you need around 50 cycles to get the achievment, even less if you start ranching hatches (i always give them dirt since i can get that from pips) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487311 Share on other sites More sharing options...
mfd Posted August 20, 2021 Share Posted August 20, 2021 There is no Shove vole in the Spaced Out!-style starting planetoids. Actually I don't care achievements, but I think Sweetles can be good at producing meat. They lay eggs more frequently than Hatches, while one Grubgrub is worth 4800kcal of meat. After achieving locavore (or if you don't care it), you can spam Spindly grubfruit plant and uproot Grubfruit plant. Uprooting and replanting Spindly grubfruit plant reset "Sweetle Tending" buff, so they can earn chance of producing Grubgrub eggs. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487315 Share on other sites More sharing options...
SackMaggie Posted August 21, 2021 Share Posted August 21, 2021 I do this every time I start a new map. And I fond it very effective as long as I can feed them (sadly starve ranching was not possible with hatch, The test cost a few empty ranch room) Use door and critter sensor to open the door and drop egg out side the ranch room. Notice my 2 tiles gap below ? It for refilling the feeder So dupe can just walk and fill feeder from below the ladder is for rancher quick access to the room (but sometime dupe just open all the door just to get to the end room) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487504 Share on other sites More sharing options...
hbarudi Posted August 22, 2021 Author Share Posted August 22, 2021 So I have to dig this much of the map to make those stable rooms for the critters and build all this for it to work? Also instead of using automated doors, once I research shipping I can benefit from autosweeper shipping eggs to incubation. I am retrying on sandstone start word, I am feeling unlucky with starting hatches are just a few or maybe I am in just cycle 15 or so and every time I print a person until a population of 21. But this build of tall vertical rooms just to make sure they are not crowded, cramped, and glum, sometime they are glum for nothing. I have started eating cooked fish by entering slime biome early and ranching pufts with polluted oxygen reaching my print pod area. I would also prefer horizontal rooms instead of vertical for more space and stables allow industrial machinery for using other buildings in the rooms. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487546 Share on other sites More sharing options...
Tuode Posted August 22, 2021 Share Posted August 22, 2021 I've run through carnivore/locavore (but not with super sustainable) in my last DLC colony by breeding hatches & pressing mush bars. And I'd say that for the carnivore achievement some 4~5 stables (at maximum-1 capacity to avoid cramped) of hatches will be fairly enough. Personally I'd like to have a rancher and a cook for initial dupes, but that may be optional. The key thing for this method is to have at least 2 ranchers by ~50cycle, and build enough incubators (with suitable automation of course). You can check out https://oni-assistant.com/tools/ranchcalculator for the calculation part. Wish you good luck with your achievement Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487552 Share on other sites More sharing options...
SackMaggie Posted August 22, 2021 Share Posted August 22, 2021 @hbarudi It should be possible(barely) with ~5 stable for 22 dupes, In fact when my 14th stable finish I already got carnivore done by ~60 cycles. horizontal works too by just building it in series. The down side I found are can't use door effectively (if the top room drop egg all room below will start open and interrupt grooming rancher) and more travel time. On the plus side more space to do thing and a kill box without help of sweeper. Spoiler Edit if you don't mind using mod then this Incubator mod is a must Spoiler https://steamcommunity.com/sharedfiles/filedetails/?id=2206905516 Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487554 Share on other sites More sharing options...
Coolthulhu Posted August 22, 2021 Share Posted August 22, 2021 21 hours ago, SackMaggie said: Notice my 2 tiles gap below ? It for refilling the feeder I like that "maintenance tunnel". I might use that in my builds to avoid the slowdown from having to open million doors. You could improve it a bit: If you moved the ladders one tile up, you'd have enough space for a conveyor loader. You could "convey" the eggs through belts in walls to avoid using the doors, which break jobs If you replaced every other door with a wall, all rooms would still be accessible, but the only possible route would have only one door on it - no chance of dupe opening all the doors on the way Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487642 Share on other sites More sharing options...
SackMaggie Posted August 23, 2021 Share Posted August 23, 2021 9 hours ago, Coolthulhu said: You could improve it a bit: That would be something like this ? Sure! Spoiler Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1487725 Share on other sites More sharing options...
hbarudi Posted August 25, 2021 Author Share Posted August 25, 2021 So what about research, from new colony, what techs should I prioritize? Also someone mentions they put granite in rock crusher for sand? Why granite which is the most valuable mineral when you can crush igneous rock which is abundant and usually 1 to 2 billion of it is present on an average asteroid. I don't mind mods and use the all reroll print pod mod and other mods. Though the only problem with mods is potential crashing that happens with mods and I don't know why the game becomes unstable with mods. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1488167 Share on other sites More sharing options...
Ntr1cate Posted August 25, 2021 Share Posted August 25, 2021 Research is dependant on the map your doing, if your doing a full achievement, you might delay or prioritise things depending while some things get unlocked as a process of completing other things (farming tiles unlocked during the process of getting ranching/incubators) On a full achievement, you might reduce the priority of a smart battery (no coal generators until super sustainable) or if the map has a lot of rust and salt, you might prioritize rust deoxidizer. Assuming a full achievement, it becomes a case of "I need this research done by this cycle". By cycle 5 you need super computer, by cycle 14 you need ranching unlocked, by cycle 20 you need incubators, rock crusher (unless your on badlands and iron is directly available) and basic automation and timers unlocked (more automation if you use a more complex automation for incubators). If your doing the 20 duplicant achievement, by cycle 45-ish you will need to be ready to make farm tiles for when locavore is completed you can make the tiles before locavore is completed, but beware as pips will plant in farm tiles if they have access to it and this nulls the achievement) Some other research to keep in mind during downtime of research is: Deoderisers,Normal heavy watt wires, jumbo batteries, toilets, water sieve, desalinator (for salt water maps), insulated tiles, ============ 1 hour ago, hbarudi said: Also someone mentions they put granite in rock crusher for sand? Why granite which is the most valuable mineral when you can crush igneous rock which is abundant and usually 1 to 2 billion of it is present on an average asteroid. I don't mind mods and use the all reroll print pod mod and other mods. Though the only problem with mods is potential crashing that happens with mods and I don't know why the game becomes unstable with mods. Granite isn't important, Igneous rock is far far more important for its SHC/TC stats as it is used for insulation tiles and pipes early/mid/end game (starts to move towards ceramic/insulation(material) at end/late game but even then igneous rock still has relevence). While igneous rock seems abundant at first, since insulated pipes/tiles consumes 4 times the quantity of a regular pipe/tile, it ends up comsuming a extremely large quantity as you run insulated pipes/tiles up and down the map.. Granite on the other hand is mainly used for tiles that hold your base's liquids (higher endurance to higher pressure), but even then you probably will use insulated igneous tiles instead so granite is more a throwaway material which is good for crushing for sand or feeding direct to stone hatches. (there is some uses for granite for keeping your cool with a aquatuner, but its gain is very minute so isn't really important over all) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1488177 Share on other sites More sharing options...
SackMaggie Posted August 25, 2021 Share Posted August 25, 2021 Day 1 Lavatory (I just don't like Outhouse and I pretend it not existed) Spoiler Then proceed to any low tech (while waiting for scientist skill point). Spoiler To put into some reference by cycle 5-6 you will have 1 point on your scientist. My completed research are Ranching(Novice), Battery, Super computer, Rock crusher, Lavatory, Electrolyzer, Automation (with lvl 11 science 9+2) After that complete Ranching and make a stable(96 tiles) and meanwhile research mech door to use mech door egg drop like the one I post earlier. Then get Incubator and grab critter sensor put it in stable. Queue up 99 refined metal and start making Incubators. On hatch food choice Hatch -> Sedimentary rock(get stone hatch) and Sandstone. Stone hatch -> Copper Ore(get smooth hatch), Granite and Obsidian Smooth hatch -> Iron Ore You will surely run out of sandstone from the starting biome about cycle 70 after that make every thing from igneous rock. Before it run out make sure to start replace hatch with stone hatch and smooth hatch, mean while start making your farm since you should have locavore done by about 50 cycle or so. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1488212 Share on other sites More sharing options...
hbarudi Posted October 8, 2021 Author Share Posted October 8, 2021 1. How do you get UPGRADED TOILET in cycle 1, depending on world this needs metal and 35 research points from the first research station. Since I can't be so fast in getting a full toilet up, I would get the basic toilet until I can do this research, not another thing that I need to rush as early as possible. Also how do you get the grooming station without the super computer which is required for this? 2. Early research order to do: Unlock supercomputer, do food research except blender and gas stove (requires material science station), Jumbo battery, liquids and gases to upgrade bathroom and storage container for liquids and get airflow and mesh tiles research, finish all research that does not require the super computer (rock crusher included here), Metal refinery (good water disinfectant when built where balm lily plants usually grow and maximize efficiency of making refined metal [due to 1200 watt power consumption, I usually break a lot of wires until I have enough refined metal to build its circuit with conductive wire]), water sieve before the metal refinery (clean water output is stored then goes to metal refinery), deodorizer (also unlocks mech door might do before metal refinery setup), then I continue to finish the rest of the research the requires at most the supercomputer. This gives me access to most of the items in the game except the gas stove which I would get once I reach a wheezewort or 2. 3. Ranching, at first I am letting hatches simply eat on the ground until I reach the sedimentary rock area where I would feed them that to allow them to better upgrade, but using normal hatches is good for food so this is not immediate, but I do need smooth hatches for a later achievment that is not a priority. I make 64 tile rooms is that good enough or do I have to make the larger 96 tile room? 4. What do you mean run out of sandstone? I usually end up not running out of it especially once I get to the sweetles (lots of sand and sandstone in those areas). I make my base from granite as soon as I get it and when it comes to sand, I am not finding much of a rush to crush minerals for it and would in the later game gain access to regolith if needed for the filtration and deodorizers all over the map to control pollution. 5. Looking for good early base build, I tend to take too long to reach places or dig enough to reach resources of certain kinds. 6. Mods list: Refresh Immigrants (allows me to reroll the print pod) Choose neural vaccilator Queue for sinks (need fewer sinks and prevent them germy duplicants from germing up my base). Bigger Camera Zoom Out Plan buildings without materials Show building ranges No pointless scrollbars Customizable speed (my option: 1x, 3x, 5x) Better info cards (so helpful to see what is there when it comes to huge stacks of materials especially bottom of ladders). Clean floors (no things on tile floors) Buildable dirt tile (to allow pips to plant stuff without having to try things to get natural tiles) Clean HUD (makes top icons smaller and remove the build number) Research Queue (shift to choose order of research from beginning) Suppress notifications (disable notifications from things I can't deal with right away) Resculpt (change style of decor buildings) No research alerts (remove ! icons from newly researched buildings and remove research notifications) Sweep by type (after successfully completing carnivore, cleaning my base is next step) Any starting dupe (currently crashing the game, once they fix it I would use it to have more selection of the original 3 duplicants) Falling sand (marks sand that falls down for digging) Autosave drag fix, prevent things from happening while the game autosaves configurable sweepy (allows changing function of sweepy to ship materials to conveyor and make it useful to me still wish this thing can climb ladder or function similar to a rover for its purpose of cleaning would be much more useful.) Build drywall faster it takes too long. Priority zero (prevent them from doing things on stuff until I am ready for it) Priority on generators (they rarely do the needed engie tune up for my hydrogen power.) Unblockable rockets (allows rockets to fly through natural tiles and dig them out.) Piped output (no longer need to have isolated gas rooms for natural gas when I can just let the gases into pipes from things like electrolyzer.) Pliers to seperate things and disconnect pipes or wires. Bottle emptier (this allows me to put small amount of water to build "liquid doors") Full miner yield (mining natural tiles give 100% of their material) Pip plant overlay (see where pips can plant plants) No mop limit (mop that 200+kg thick liquid) Unrestricted transit tubes (allows tubes to go though tile) Pause on ready to print (when print pod is able to print something, it will pause the game) Mod updater, (updates mods that steam does not update regularly) Critter drop off counts eggs 4kw wire Resize dup UI (resize the list of dupes window) Taller mod menu Hideable heavy watt (allows building heavy watt wire behind tiles and get rid of that decor problem) Insulated farm tiles (allows insulated farm builds for late game food) Fried Liceloaf (makes early meal lice food better to eat) Fluid shipping (allows placing bottles into pipe networks) Advanced electrolyzer (does to polluted water what the regular one does to normal water) Smart pumps (filtered liquid and gas pumps) Wooden stuff Can use refined metals for buildings that usually only accept raw metals Aquatic farm (for late game farming certain plants under a liquid) Butcher and fishing stations for helping me with carnivore Marble tile Wild planter box (might still break locavore, but useful in late game for plants to not need attention from me) Germicidal lamps (to kill germs not needing to rely exclusively on chlorine for this purpose) Decor lights (more kinds of lights to build in game) Sealed critter feeders (prevent polluted dirt for ranching pokeshells from releasing polluted oxygen and having dupes deliver very small amounts to refill it.) Sweep eggs (auto remove eggs laid by the hatches) Custom overcrowded (change number of tiles required by critters I changed hatches from 12 to 3 and similar for others just /4 their requirement) Customize elements (allows building stuff with abysallite no need to rely exclusively on ceramic and igneous rock and late game insulation for such purposes) Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1502862 Share on other sites More sharing options...
darknotezero Posted October 8, 2021 Share Posted October 8, 2021 On 8/20/2021 at 2:54 AM, Coolthulhu said: Because of a major flaw in ONI AI design, you may want to play on lower game speed in cycles 70-100, to ensure all critters are groomed as soon as possible sorry to jump on a tangent to this thread, but can you elaborate on this or point me to a thread that explains this? Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1503002 Share on other sites More sharing options...
Coolthulhu Posted October 8, 2021 Share Posted October 8, 2021 1 hour ago, darknotezero said: sorry to jump on a tangent to this thread, but can you elaborate on this or point me to a thread that explains this? https://forums.kleientertainment.com/forums/topic/132291-ai-performance-problem-workaround/?do=findComment&comment=1491521 Quote When the game slows down, critters start "thinking" in real time, not game time. And the more the game slows down, the more real time it takes per critter to think. In a big colony, a critter may take as much as 10 real time seconds to notice a rancher at the station or to decide to eat. At high game speed, this leads to slicksters becoming "starving" while sitting in high pressure CO2, ranchers wasting lots of time, critters wandering into deep water and drowning to death before they notice they are drowning. If you ever notice a rancher clapping for a long time while the critter is just standing in place, that's the reason. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1503040 Share on other sites More sharing options...
Timotheeee1 Posted November 8, 2021 Share Posted November 8, 2021 the easiest way to get the carnivore achievement is to reset the printing pod until you get 3 shove vole eggs, then setup a ranch in some abysallite and rush to the surface to get as many shove voles and eggs as possible into the ranch Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1511673 Share on other sites More sharing options...
WhiteWind36 Posted November 9, 2021 Share Posted November 9, 2021 Playing on radioactive ocean, moonlet cluster from last update, experimental dlc start on normal difficulty. Trying to do locavore, carnivore and super sustainable in one run... So about problems and issues... In starting asteroid all I had is few pips, one hatch, few pokeshells, some shine bugs and 3 beeta's hives... I think I will fail on achieving carnivore because I was rushing towards other research for producing oxygen (no algae, no slime, just a little bit of rust), so as I was busy setting up electrolyzer and the ranch started a bit too late smth around cycle 25. I had very little of metal (mainly about 20t of aluminium ore, 7t of iron ore, from rust, some wolframite and uranium), so I couldn't make lots of incubators... Now I'm on cycle 75 and my hatch ranch just starting to fill, although I got stone and sage hatches, so overall I can speed up now with meet production, but I will not make it in time for carnivore achievement. Also a drawback is that I still don't have mechatronics engineer - meaning I could not automate shipping. Although I'm already running low on aliuminium ore, and cannot afford to refine enough of it to build not only incubators, but also shipping and power systems, automations and so... Also rocket pad is very expensive and I can't skip it, 'cause there is no source of oil, plastic, fiber, metal is running low on starting asteroid. At the start I made quick exploration of second asteroid in which the teleporter is, but there was no oil or drecko either, so I reloaded few cycles back and didn't go there at all. As you can imagine with no plastic, and no fiber there is no exo suits, no turbines or whatever, so I'm going for extra electrolyzers just to produce more hydrogen. Because when going super sustainable it is the only available source of power, not counting manual generator. On top of that without coal, wood, petroleum generators there is no co2 production either, only dupes exhaling isn't enough to fill the rocket, and if you didn't knew beetas consume carbon dioxide 100g/s, and radioactive biome on bottom of the map with temperature range from -60 to -120 C° makes all your co2 liquid or even solid... The only option left is to do ethanol distillery for co2 production or go straight to steam engine, considering I will have enough steel to pay the price... I don't know is it possible to survive at these conditions, but I will try to do my best. Oxygen is a waste, water overabundant (salt water covering huge areas of the map 2 cool slush geysers, 2 salt water geysers, one of them open from the start), starting here must be called co2, plastic and fiber not included. I believe that carnivore could be doable even in such conditions, but only by doing separate run ignoring everything else and from very start dedicating your colony just for carnivore achievement. Maybe even starting second base in asteroid with teleport, there was some sweetles, grubgrubs and pufts which can add some more meat production if you will manage to get them in time. Oh, btw starting asteroid only have forest as starting biome, ocean, radioactive and magma biomes, there is sandstone, jungle and cold biomes on second asteroid. Link to comment https://forums.kleientertainment.com/forums/topic/132825-the-carnivore-achievement-very-difficult/#findComment-1511806 Share on other sites More sharing options...
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