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getting back to ONI


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after been out of ONI for the last 3 months, i finally decided to play again with the cosmic update. I have noticed many changes around the mechanism with a bunch of new things. 

I noticed that water geyser is not functioning like before; it is now for a periodic timer, so i assume others will be the same. Also found some small hidden geysers still building around it first before uncave it. With the depletion rate, i figured i should stop having the dups taking showers, I still have not seen a major benefit of it.

Ranch made multiplying critters much easier and faster, i had a bunch of fishes n hatches that i ended up killing most of it due to overpopulation and converted them to delicious meat. Drekos escape the room multiple times but i can always wrangle them back, and also trying to figure out a hydrogen room with mealwood later on tonight or something.

Automatic solid transport making farming mealwood so much easier; auto fertilizing them with dirt; also got to figure out efficient way of making dirt.

Also got to remake an efficient way to do fertilizer maker and auto transportation of fertilizers to feed hatches and produce energy.

mealwood is now not the go to food to feed my colony, guess got to use water and polluted water to make more good food.

Still can't do logic gates, so screw that for now...

I also have 2 electrolyzer setup not sure how many dups it can support; might have to get another set up if i want more dups.

this game is getting more and more interesting for sure XD

 

 

 

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26 minutes ago, Neotuck said:

If you look at the properties of your dupes you can find out how much oxygen you need for your colony, that helps when you plan to build your electrolyzers  

yeap, the properties of electrolzyers and dups are still the same as previous versions, and will supply about 17 dups' oxygen if constantly intake and outtake oxygen 100% of the time... with the geyser change, i really needs to watch clean water supply before making another chamber for oxygen; aka getting rid of shower for one.

Just now, yoakenashi said:

You could always build a conveyor rail for fertilizer and run it through an aquatuner heated bath of crude oil or petroleum just over 125•C.

true, but i have not dig deep enough for oil yet, and i also found a metal geyser. I think i can dump fertilizers onto it; not sure if it will melt the dirt to sand.

3 hours ago, yoakenashi said:

You could always build a conveyor rail for fertilizer and run it through an aquatuner heated bath of crude oil or petroleum just over 125•C.

Have you tried this? from my experience cooked fertilizer on a conveyor rail gets dropped and turns into a tile of dirt that will stack fast if there are no dupes nearby to dig it back up resulting in a 50% loss

11 hours ago, LZ96 said:

Automatic solid transport making farming mealwood so much easier; auto fertilizing them with dirt; also got to figure out efficient way of making dirt.

Don't grow mealwood for food in late game. It's very early game food. Go for dusk caps ASAP

5 hours ago, Kabrute said:

ok but you can automate that 50% loss by building an open door above where the dirt stacks, then setting a blueprint on the open door.  Dupes will auto dig without ever building.

Which blueprint do I need to place there ? (pipe / wire ?)

Do I need a minimum dirt production to keep my dupes from finishing their work ? (Would love to lern more about automated dig orders)

(I stopped experimenting with conveyor rails to heat stuff in a insulated room after I saw a big tower of dirt above this room going through all of my base above, so does your setup stop the dirt from stacking above it ? Or just with enough dupe time, so 1-x doors above would be a good way to go)

Ok so my fault was to set something "on" the tiles that the door occupies.

But knowing that my goal is to place a building with a "invalid building location"-tag, why do I need a open door ? (couldn´t I just place my bed/ration box/statue one tile above the next solid tile)

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