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No oil resevoir?


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Is it possible to end up on a seed with zero oil resevoirs? Am I in trouble? Is there enough oil to reach end game anyway? Can slicksters even have any impact - should I be treating CO2 like gold?

I haven’t found a leaky oil fissure either, but I know those aren’t guaranteed. But i thought that oil resevoirs were guaranteed. I thought I was lucky to have all iron volcanos and cool steam vents.

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It is possible to spawn with no oil reservoir.

It's extremely unlikely, and you have to have the worlds worst possible luck for it to happen, but when POIs and other geysers spawn, they can overlap the guaranteed oil reservoirs and they are gone.

If it happens, you're almost better off starting off fresh, because unless you are willing to use debug to spawn in one, you'll be locked out of a HUGE amount of content, including most rocketry. You'll have to conserve all your crude oil, because you can't get more.

17 minutes ago, Nickerooni said:

Attaching the save, so you can see that I've dug out the entire Oil Biome.

Seed: 1628727899

Breathless Dimension.sav

after a quick check in debug I can say you have a bad seed

I agree with @crypticorb and start fresh

might I recommend this seed: 297462526 It has all the basic needs for early to late game play

I'd recommend this seed: 858993460

It has 2 slush geysers, 3 steam vents, a pH2O geyser, gold volcano, minor volcano, chlorine, a NG geyser, and a few spare nice geysers. Everything a long term player could ask for, as well as nice placement of all of them.

Just now, Nickerooni said:

Considering I’m many hundred cycles in, I’ll probably just debug one in. And, only if I need it. It might be a fun challenge to avoid other petroleum uses.

If you're at all capable, debug is easy to spawn one in from the prefabs, but I'd avoid it at all costs. When you enable debug and reveal the map, you open yourself up to massive CPU load, because the whole map loads in.

You start with a beefy cache of crude oil in every map, which might be enough to allow you to use petroleum engines long enough to get hydrogen rockets. Bit of a challenge, ration your crude.

Quote

Considering I’m many hundred cycles in, I’ll probably just debug one in. And, only if I need it. It might be a fun challenge to avoid other petroleum uses.

Rush for hydrogen engine, and use an oil boiler for converting oil in petroleum, and you will be fine. After you have the hydrogen engine you can import methane, i don't remember if you can import oil, when i am home i will check.

6 minutes ago, Neotuck said:

and what CO2 source would you recommend feeding those slicksters? 

CO2 from the ice planet or organic mass? *(t)rolls way*

Seriously, apart from that there should be enough crude oil au natural for many flights, the CO2 from launching and landing  may serve as fine but very risky source that could get maybe half of the Petroleum spend back from normal missions while a minimum flight with like 300kg Petroleum can produce more than is spend easily. Numbers maybe later.

There is a ton of oil on the map. I`m 500 cycles in with a petroleum generator tunning since cycle 200 along with some jet suits and i`ve sent a petroleum rocket twice already. Still didn`t need to use the oil well. I got two 96 tile slickster ranches one getting overcrowded all the time.

I think you can safely progress through the game for quite a while before you run out of oil.

52 minutes ago, Daxterr said:

Just find the oil geyser prefab in debug mode! Everyone that tells you to start over is a dirty quitter.

 

Edit: I think they also got rid of the map reveal lag with debug mode

You're incorrect on the debug map reveal lag. Once you reveal the FOW, those tiles enter the simulation, and that's a massive hike in math calcuations being done.

It's not about latency or graphics card lag, its about the incredible amount of gas interactions, thermal transfer, critter pathing, objects moving, etc. All of that is math based, which is heavy on the CPU. ONI reportedly runs smoothest while on an overclocked single core of the CPU, and the GPU barely has any factor.

As for us being dirty quitters, I have a 600+ base going on, and I know @Neotuck's bases get up into the 1000's of cycles.

Wouldn't the FOW tiles have to be in the simulation all the time anyway, even if you can't see them? Even if they cause less lag than visable tiles.  Anyway maybe I just got lucky for one reason or another, but I'm getting the smoothest performance I've ever gotten on this run in the industrial branch.

3 minutes ago, Daxterr said:

Wouldn't the FOW tiles have to be in the simulation all the time anyway, even if you can't see them? Even if they cause less lag than visable tiles.  Anyway maybe I just got lucky for one reason or another, but I'm getting the smoothest performance I've ever gotten on this run in the industrial branch.

Nope. The FOW covered tiles aren't simulated at all.

This is why when you enable debug (or explore normally, easier to demonstrate with debug) you can see flooded plants poof when revealed, uncovered geysers start producing, oil exposed to lava will boil off, etc.

I typically run around 60FPS at the start, but after about cycle 100 that drops down to 30s, and by cycle 500 it holds stable around 15-20 on my laptop, 30s on my desktop. I've loaded up a few 3000 cycle bases and it run stably around 10FPS on my laptop, 20 on my desktop.

17 minutes ago, Daxterr said:

Hmmm. This guy who frequents the boards named babba said he fills empty spaces up with abyssalite and neutronium. You should try that.

Nooooo do not do that, unless you rely on debug. Once neutronium is placed, it can't be removed without debug again.

@babba is also a madman, with a computer that costs more than my house, doing things with ONI that hurt my brain. His contribution to the devs and forums is invaluable, but he is a nutter.

Hahahaha :) I take the "Madman" as a compliment.

Neutronium = Non-simulated game tile. Excavated, explored tiles or otherwise by the player or "by the game" affected tiles become
part of the simulation and start to eat 
cpu time and begin to drag down the games frame rate.
If a player has excavated a lot of tiles, filling 25-75% of all existing map tiles with Neutronium will give a great frame rate boost.

I hope Klei will someday implement that players can manufacture Neutronium, as its the ultimate FPS cure - Especially in the endgame, with fully excavated and automated maps. It would also be great if players can build AETN`s.

There is no (known) map size limit, but generating and playing a map of 16 times the size and larger requires a cpu from the year 2030. Klei had reduced the current default map size to 25% in the past, as too many players had complained about the low game speed.

I normally play on an 8 to 12 times larger maps, with 100-400 dupes. However, I have still not yet launched or built a single rocket! My current playstyle on very large maps is to change 90% of the map to Neutronium in the first minute, to maintain high FPS/game speed. Large maps can create the Factorio joy of transporting goods and dupes over long distances and to build large-scale logistic systems. At some point, it feels for me like building a transport network in Cities Skylines, as ONI allows the players to build great tube networks, map-wide industry and electricity systems.

If the game would have a trade stand, visiting merchant or trade port to exchange resources and allow further options @ map generation - More volcanoes, X amount of Geysirs, so and so much oil pits etc. starting with additional 50000 resources of XYZ...I would love to play "Normal again". A trade stand could also help beginners to exchange their plenty of stock with something they are in dire need of. IMHO it would avoid that new or existing players quit playing ONI due to personal frustration, being stuck in a dead end.

Happy ONI everyone!

My last base went to almost 1600 cycles before I restarted when SI was released.  Never touched an oil geyser the whole game.  Never boiled oil, only used the refinery, and used enough petro to do space missions to get 500+ wheezeworts, so I didn't exactly conserve.  I mean, to each their own, but I don't think it's needed unless you plan to play thousands and thousands of cycles.

I had a game a few weeks ago, it had 6 steam vents and a water geyser. I had SO MUCH water. The trouble was that I had almost no vents or geysers of any other kind.

The game I'm on now has several polluted oxygen vents and a PO2 geyser, but actual clean water is in very short supply. I was going to just start again but actually sometimes it can be very interesting to play a game where you don't have the resources you normally rely on.

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