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Lock out Boinics


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Hello there,

my playstyle is always to pick up a dupe every 3 days. After 50 dupe it becomes difficult for me to micromanage every single dupe, after 100+ it's no longer possible.

Unfortunately, the bionics have different key data than the dupes. For example, I have a thawing room, where no Bionic should go, or my EGym, where only Dupes should generate power, as they level up well.

At the beginning I worked with doors and authorisations, but as I said, with 50+ it gets really difficult and with 100+ and then several asteroids I lose track. How can I separate general / global dupes and bionics?

Unfortunately I haven't found a mod for this yet

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On 2/14/2025 at 8:26 PM, superscooper said:

Gotta at least be running a K6-2. With 3DNow! technology. Maybe even a plus.

That got a laugh!  I remember when the K6-2 first came out in what.. 1998? So, I hear that, and my mind instantly jumps to pre-Y2K systems and my first thought was, "You can run ONI on that???"  

On 2/15/2025 at 7:21 AM, Gurgel said:

wonder what framerates you get at 100+ dupes?

Dunno about framerate, but game was still playable when I have 150 dupes, and it become absolutely unplayable when I equip each of them with rocket-jet-packs when they go out from safe area. I have intel i7700k without any speed up. Rocket jet packs really destroy fps.

18 hours ago, degr said:

Dunno about framerate, but game was still playable when I have 150 dupes, and it become absolutely unplayable when I equip each of them with rocket-jet-packs when they go out from safe area. I have intel i7700k without any speed up. Rocket jet packs really destroy fps.

Interesting. Never tried rocket-jetpacks myself. No need. But 150 dupes is impressive. 

On 2/15/2025 at 4:21 AM, Gurgel said:

I wonder what framerates you get at 100+ dupes? You are definitely out of what the game was designed for though. 

Unfortunately, I don't have that much time for my colony at the moment. So I'm currently at 63 dupes and ~15 full stables.

At the moment it's still a constant 60 FPS. My monitors can't do it because they are very old. But I upgrade my computer as often as possible. When a new I9 is out, I'll buy it. Fast RAM, in it goes. M.2 disks in a raid array, but I only notice that when loading.

My colonies used to die because of the FPS, now unfortunately because of the looting. At some point a raw material runs out and I have changed too late, often when changing from rust deoxidiser or sublimation station to electrolysis or changing the food from e.g. sulphur to water/dirt.

Lucky duck. My machine is a dinosaur. Creeping up on cycle 2150 w/ only 32 dupes, and my E5-2697 just plain chugs. Something like 20fps @ 2x speed. Conveyor modifications incur a 1-3sec pause for every tile altered. And that's with every performance gaining trick in the book being utilized, sans turning the entire map into a vacuum (which I'm preparing to do shortly).

1 hour ago, superscooper said:

sans turning the entire map into a vacuum (which I'm preparing to do shortly)

Although I couldn't find where, I have been told that filling the map with solid tiles such as plastic was preferable because, even though vacuum causes no heat computations, it's "spreading" behavior takes more CPU time per tile.

On 2/19/2025 at 10:46 PM, gigamoi said:

Although I couldn't find where, I have been told that filling the map with solid tiles such as plastic was preferable because, even though vacuum causes no heat computations, it's "spreading" behavior takes more CPU time per tile.

Insulated tiles even better. While plastic still conduct some heat, IT easily hit engine limitations that prevent temperature transfer at all. That saves a lot calculations

On 2/18/2025 at 3:58 AM, degr said:

I have 150 dupes, and it become absolutely unplayable when I equip each of them with rocket-jet-packs

This is likely due to pathfinding.  ONI is not like other games.  It does not really need much graphics capability to run well.  Instead, ONI needs a lot of CPU and memory bandwidth.  There are a number of higher-order calculations that ONI does every second.  The worst is likely the "pathfinding" algorithm.  The best way to deal with this is to limit the possible paths available to each dupe.  

For example, instead of giving ALL dupes a jetpack, put a couple of jet pack stations near where dupes need to use them.  You can also use doorways to restrict which and how many dupes can access certain areas.  This will also affect another high-computation process: Job sorting and ranking.  If a dupe can't get to an area, then they won't even consider any jobs in that area.

On 2/21/2025 at 8:07 AM, SGT_Imalas said:

Tiling murders loading times, its far better to use a single tile layer to build compartments and vaccum those out, since vaccum is the best state a cell can be in (according to PeterHan)

Unexplored tiles are best for load times, and vacuum tiles are best during run time.  I've noticed that natural tiles are better than built tiles, and both are better than mixed gasses, and the worst is mixed low-density gasses.  Mixed liquids can be kinda rough too, but it is rare to have a large area of continually mixing fluids of different temperatures.

On 2/15/2025 at 4:21 AM, Gurgel said:

I wonder what framerates you get at 100+ dupes? You are definitely out of what the game was designed for though. 

Unfortunately, I realised that the FPS is not displayed in screenshots. I'm currently only at ~80 dupes, but the FPS is still constant at 60.

Unfortunately, the colony is doomed to die. I'm currently only getting Bionic Dupes and my energy production isn't up to it yet. The Hatch stables are just starting up and the ethanol is needed for Nosh Beans.

I don't use jet suits and only have one main shaft with paths to the right and left. There are very few alternative routes for my dupes. Sim City from 2013 gave me the tip back then. Give the agents as few decisions as possibl

On 2/28/2025 at 12:08 PM, Tzunki said:

I don't use jet suits and only have one main shaft with paths to the right and left. There are very few alternative routes for my dupes. Sim City from 2013 gave me the tip back then. Give the agents as few decisions as possibl

thats peak optimisation for oni pathfinding!

On 2/13/2025 at 12:15 PM, Tzunki said:

At the beginning I worked with doors and authorisations, but as I said, with 50+ it gets really difficult and with 100+ and then several asteroids I lose track. How can I separate general / global dupes and bionics?

Unfortunately I haven't found a mod for this yet

regarding the mod solution;

I recently made the mod Synchronized Building Groups, this allows you to assign buildings to a group. when you change a setting on one building, it synchronises that on all buildings that share the group. In case of doors, this includes the door permissions

while it is no fully automated solution, you can create a few building groups for doors and add them to the appropriate door buildings, e.g. "No bionics", "no normals", ...

then you can set each access parameter once per dupe in each group and it will automatically be synchronised to all other door buildings of that group

the concept of a dupe-model specific door solution sounds like an easy to implement mod tho, I'll be looking into that

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