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Posted (edited)
18 minutes ago, suicide commando said:

Yes, but I was using them mainly for power. first one would power the radbolt generator, matierlas lab and breeding room and a few other things, then the next pairs addedfor powering battery chargers that would power my boops.

Unfortunately you'll need to change your power generation strategy or play on a legacy version instead.

Shinebug reactors were extremely overpowered, and it's not difficult to see why this balance change was made. It let you create a set-and-forget system that output more watts than most other power generation systems at zero input cost.

It's still possible to bootstrap early game radbolt research using shinebugs, but aside from being a niche resin source, their days of usefulness for anything else are gone. My suggestion is to harvest their rads until you've finished out the tech tree, then crack the eggs for resources until their entire species is extinct.

Alternatively, nymphs are immune to being glum and still produce light for 5 cycles, so if you increase your reactor population 500%, it will continue to produce power.

Edited by JDL
Added alternate use case

Gum Wood .... only two plants and i do not have anymore, no seed, but i need it for rubber, so no swimsuit, this will be limited? 

Hydroponic farm do not have priority and non farmer is using it, seems like this problem 

34 minutes ago, JDL said:

Alternatively, nymphs are immune to being glum and still produce light for 5 cycles, so if you increase your reactor population 500%, it will continue to produce power.

And rely on child labor. :)

For the new planet, I'm currently working on harnessing all the tidal springs, they give a good bit of clean energy. I just need to get my hands on some wheezies to set up my rad bolt production.

  1. Now that tepidizer is a valid option for petroleum/sour gas boiling, can we get it to rotate so it's more flexible for designing those?
  2. Non-sky light passing through mesh tiles is great and all, but were airflow tiles left out of this change intentionally? They do let sky light pass through...
    image.png.ac807b7bde6440f49603fc6dddde48bb.png
    also of note, messing with this in debug mode, a placed mesh tile blocks light until the next tile is built:

     

  • Like 1
9 hours ago, goboking said:

Anyone remember the unused diving suit from way back in the day?

Credit @watermelen671's amazing datamining thread.

onidivingsuit.png

Seein' dis makes me reckon dat thar be a mighty disturbin' lack o' pirate related content in dis DLC.

  • Like 2

A few thoughts after 150 cycles playing on the aquatic map...

1. Setting up Wide Hydroponic Farm tiles feels very clunky. You need pearls to make them (yes, you can use regular glass, but that's way up the tech/infrastructure tree), but you can't start producing pearls at any kind of scale until you plant and harvest clampum's... which require Wide Hydroponic Farm tiles. So you're kind of forced to twiddle your thumbs waiting to harvest enough wild clampum's to get a small domestic clampum farm up and running. Pearls end up becoming a huge early bottleneck in rubber and possibly oxygen production (if you're using flue coral). It's not necessarily a game breaker, but it's... clunky. And I can easily see a scenario where a less experienced player accidentally digs up all their wild clampums and gum trees or uses all their wild-farmed pearls on the "wrong" thing--or has them eaten by wild Seaquine's(!)--and finds themselves de facto soft-locked.

2. I think the Critter Drop-Off and Fish Release buildings ought to be tagged as "submersible." Despite the new aquatic ranching buildings, I've discovered that there isn't a clean way to automatically get critters/fish into a fully submerged ranch. For example, here's an orehull ranch I tried setting up at the bottom of the ocean. I can catch new ones that hatch from eggs in the tiny side room on the right using a Fish Trap, but there's no way to get them into the ranch without manual commands. So this design becomes a bit of a non-starter.

 image.png.75b52088c684d90ee68f6828e2b690e7.png

3. For the love of Gravitas, please give us a proper airlock door/tunnel! It's an ocean world! I want to make a Sealab base at the bottom of the ocean. But we're still stuck with weird liquid u-bend contraptions. You've even introduced gasket items! It's right there!

  • Like 9
Posted (edited)

I've just tried it and love it :)

I noticed there are some of lights changes. Could you add light as difficulty, as 'lights out' mod tried to do? 💡💡💡
I just love to play in dark cave and install lights everywhere. That's fun! And now with new light sources it could be even better!

Edited by PanMarcepan
  • Like 1

Aquatic Ranch seems didn't care room dimensions, it would be nice if the other ranch worked the same way. 

Any fix for the Gum Wood? there is not seed and seems care packages either or do not come, also i can't find it anywhere

 

10 hours ago, tasherman said:

1. Setting up Wide Hydroponic Farm tiles feels very clunky. You need pearls to make them (yes, you can use regular glass, but that's way up the tech/infrastructure tree), but you can't start producing pearls at any kind of scale until you plant and harvest clampum's... which require Wide Hydroponic Farm tiles. So you're kind of forced to twiddle your thumbs waiting to harvest enough wild clampum's to get a small domestic clampum farm up and running. Pearls end up becoming a huge early bottleneck in rubber and possibly oxygen production (if you're using flue coral). It's not necessarily a game breaker, but it's... clunky. And I can easily see a scenario where a less experienced player accidentally digs up all their wild clampums and gum trees or uses all their wild-farmed pearls on the "wrong" thing--or has them eaten by wild Seaquine's(!)--and finds themselves de facto soft-locked.

Pearls are actually something that also can appear in care packages. So people won't entirely brick their playthrough if they mess them up. In fact, my full bionic playthrough needed them because at the moment, boops can't farm clampums ( says it needs the improved farming I skill, which they can't get, and the farming booster doesn't let them farm them either ).
 

Does there really need to be 5-6 pokeshells in the starting biome?  They create immense disruption right at the start when you lack the ability to move them and don't serve any immediate purpose.  I'd much prefer them to be in the surrounding salt water.

When is the flower pot bug going to be fixed?

 

Thank you as always, Klei. The art team worked hard, but as always, the design team in charge of game mechanics just stole their paychecks.

 

Have you even played the game before this beta release? Did you conduct an internal evaluation on the process of obtaining glassy materials like pearls, diamonds, and glass just to grow rubber trees? Was there any true validity in adding gaskets and deliberately increasing the number of process steps? Oxygen Not Included is not a game like RimWorld where inventory control is easy via bills; did not a single person feel the sheer inconvenience of adding that?

 

1779713180.png

  • Like 3
  • Sad Dupe 1
Posted (edited)

I will use language more tame that @Jeane's, but I must agree with the essence of their message (minus the flower pot thing (Yes it's cheaty but not obvious and, since this is a single player game, everyone is free to not abuse mechanics if they don't fell like it.)). The catch 22 situation regarding glassy materials seems like an avoidable oversight and, as I have already voiced, the whole gasket thing is VERY clunky given how inconvenient inventory management is (a problem I deem caused in part by the fact that smart storage bins use power).

Edited by gigamoi
  • Like 2
  • Big Ups 1
7 hours ago, Jeane said:

When is the flower pot bug going to be fixed?

Hopefully soon. And I generally hope Klei will fix various other issues that have often been discussed over the last few years. The game should be internally coherent and respect itself.

The Aquatic Planet Pack looks great so far! It adds many nice and useful mechanics to the game.

Also, it might be ONI's most beautiful DLC yet. 

  • Ninja 1
24 minutes ago, Henlikuoth said:

Hopefully soon.

Nah, just getting the setup right to "enact the bug" is tedious enough to show you know what you're doing, it is very different from say "care pack duplication on load".

We're edging on the typical "I don't like it in the game so no one should have it" argument (search some threads on liquid locks for a quick reminder) and thus I choose to leave this line of thought at this point. Cheers!

 

  • Like 1
  • Ninja 1
  • Sanity 1

Is there any reason why the "job" to retrieve the pearl from a Clampum can't be "active" before the Dupe who opened the Clampum searches for their next task and runs away?  This applies to a number of chained tasks in other contexts where the skills are the same but the Dupe always gets tasked away.

On 5/22/2026 at 5:05 AM, JarrettM said:

Reduced Pokeshell and Sanishell food required per cycle.

So, is the ingame database not updated or something? It still tells me that it's 70KG/cycle of PDirt/Rot Pile, which according to the wiki is the same as the live branch.

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