The Flying Fox

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About The Flying Fox

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Oxygen Not Included
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  1. Awesome man, that's great! So, I was pretty darn close with my guess of a practical generator. Dupes need 60 kg of air each cycle, so divide by 1.92 kg and you get 31.25. So, around 31-32 tiles of exposed fully-loaded polluted water to generate enough air for one Dupe. Also, from what I read of Risu's post and yours, that it's interesting to note that the sim ticks 4 times a second. That could be handy to note for other things.
  2. Hydrogen Leaking?

    Are you talking about the top room, or the bottom room? In either case, two things could cause the hydrogen to poof or get trapped somewhere. 1) The Wheezeworts; they take in gas into themselves, cool it, then expel it. All those little bottles you see on the floor there? Those are probably bottles filled with hydrogen. You can click on them and empty them out. 2) Doors; I don't believe this is the issue in your case since you only have 1 door to each room, but multiple doors right next to each other will destroy gases on occasion.
  3. Can't wait to be able to see the archived video. Can't usually watch the stream due to working. I wonder how this might effect the custom worldgen I came up with. I know that features on the map tend to cause a lot of holes within it as the as the noise filters have problems filling around them, it seems. At least, this is what I gathered from my own testing. I'm assuming this is probably intended, however. It would also be incredibly be nice is there was more control for where particular biomes show up on the map! Abandoned bases could be pretty cool, depending on what shows up on them. If they're just empty tile boxes, not going to be much excitement there, but if there's a piece of equipment you can use in them, that be neat! As for the new mobs, I'm hoping that Gas Jungle Plant is basically the same, but opposite of the Wheezewort. Creates heat instead of destroying it. That could be handy for Pincha Pepper farms, but they should do something else that's useful, as well, like converting one gas to another more useful gas.
  4. Well, the neutronium over the magma doesn't conduct heat at all as far as I know, and the abysallite pretty much doesn't either. So really, the only spot where the heat can be pulled from the magma is that single column of tile you put in on the right side. Further more, the steam will condense very quickly if there's only a tiny amount and/or it touches something colder then 100C. The whole room will need to be over 100C for any amount of steam to be able to make it to that pump.
  5. So, for the last week, I've been tinkering with the ONI world gen for fun. Originally, I wasn't really going for anything, just to have an idea how it all worked. Eventually though, through my tinkering, an idea slowly came to me and this is the results of my labor of probably loading over.. well, I'm not sure how many new bases I've loaded at this point. But, I distinctly recall seeing repeats of base names -alot-! So, I dunno, over 50? In any case, I also figured I'd share my work in-case there was others whom were interested as well for future purposes. But, here it is: It's very cavey, dank, more.. uniform looking, less broken up, and I found a way to remove nearly all of the abyssalite. So, temperature management might be much harder. Most of the oxy-rock is removed from the starting biome as well. The only stuff left is apparently hard-coded to show up, so oxygen is definitely not included here! You'll want to start making some ASAP. Removing the abyssalite also removes the special coloring shading that each biome has, so it'll look different when you first load in. The biomes are familiar but rehashed a little to make it a little more unique and there's some special zones at the bottom of the map, as you can see for fun! Figured I'd show-case some of the things that ONI has that you don't see in the base worldgen. Since there's no abyssalite borders around each biome, the hot and cold tend to bleed around after a little while and since I've tweaked the spawning of mobs, the map might head towards a cold death, if you're not careful! The top of the map is extremely cold, but.. there's some abyssalite up there, and at the bottom.. I haven't had much of a chance to playtest it, so tell me what you think! In order to install it, you'll need to find your ONI installation directory and the 'worldgen' folder within. Where ever you keep your Steam games at, then '...\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets'. I would highly suggest to back up your existing 'worldgen' folder separately. (Although Steam can bring back the original files that get over-written when if you re-validate ONI's files) Then, you take the new 'worldgen' folder within the included zip file and copy over the old one. It will ask you if it's okay to over-write any existing files and merge folders which is what you want. At the moment, the top of the map doesn't really have any caves at all which I haven't quite figured out why. I assume it has to do with the noise filter (I used one of the existing noise filters and just duplicated it into its own file, in-case I needed to edit it later..), but tweaking some of the variables didn't seem to fix it. Figured I'd release it anyway as someone more intelligent then me might have a better idea.
  6. [Game Update] - 221697

    Yes, this has always been a option, to my knowledge. Just not widely known.
  7. Well, I did test the difference between a granite and a sandstone tile. I found basically no difference in the speed of transfer between them. Which makes sense in this case because their thermal capacity difference is only .01 I'd assume a pipe bridge of granite would perform just about the same as well. So either sandstone or granite. I also tried a test between a tile of hydrogen touching an oxygen tile, and using a pipe bridge to transfer heat from one to the other. The pipe bridge handily won.
  8. Help with mod

    You can, at least, play with the map gen right now. You can define you're own biomes using the elements that are already in the game, and there's serveral elements that the survival game currently doesn't spawn on maps. It's rather fiddly to muck around with though.
  9. Alright, so I tested this myself. Apparently, a sandstone bridge of some type is even better then an iron wire bridge.. You can even stack the bridges for even faster transfer. It was pretty quick with a tile plus the three bridges stacked together. Edit: I also found it amusing that the same trick I used for the liquid tepidizer and fooling it with liquid Chlorine also works with the space heat
  10. This is what I've more or less found in my experiments. Lock a morb into a small room with chlorine and all that happens is it gets compressed as the morb produces P-O2. Same amount of chlorine you start with. Morbs even produce P-O2 when you toss them into a vacuum and continue to do so until the room is 1000g. The interesting thing is that I've seen cases where chlorine does disappear in the general area where I've kept morbs locked up in survival mode. Like from a sealed room with no place for the chlorine to go. It's.. odd to say the least. I haven't figured out what's happening to it yet. But yeah, maybe its getting destroyed due to the interactions between the three gases of P-O2, CO2, and Chlorine that tend to be in the same area. Edit: Speaking of the void, when you start to mess with the map gen, it literally takes over the map when you do something wrong.
  11. @Artizan That is a really neat design, I like it! A few thoughts though. Connected wires/pipes (oddly) do not transfer heat among them themselves. In ONI, only liquid or gases can transfer heat. Even buildings sitting on tiles don't directly transfer heat to the tiles. The heat as to go through either a gas or liquid first before moving into a tile. Tiles, however, do share and transfer heat among themselves. So, all that heavy watt wire and empty gas pipes in the middle don't really do anything. Even the wire/pipe bridges don't transfer heat to the wires and pipes they're connected too, but the bridges themselves do move heat across the tiles they're going over which is why they're useful for moving heat. Another thing to note. Wheezeworts are most effective when processing a gas with high thermal capacity, much like with the regulators. So, having them cool hydrogen instead of the normal air, should make each wheezewort destroy 2.4 times more heat. My thought would be to put them inside a sealed hydrogen box with granite tiles for the ceiling and wire bridges and let the water flow over the top of it. Something like that.
  12. The liquid tepidizer is an amazing machine I hope they don't fix it's buggy-ness until they replace it with something better. Abusing it is kinda fun although not really practical in the base game just yet. I too found out that you can trick the tepidizer into running non-stop with a single tile of some other liquid. It can be any liquid in fact. It's best to use something that's 'heavier' then the liquid you're trying to pour onto the machine and trying to find out what's the heaviest takes a little trial and error. Cold liquid chlorine is apparently useful for this particular situation as it has a thermal conductivity of basically nothing. If you haven't already, check out this thread where I pour liquid phosphorus on tepidizers and burn them out to produce magma!
  13. Net cooling

    I'm sure they'd tell you their first priority is gameplay and that the game is fun. It's obvious that they designed the foundation of the game around the elements and physics of real life, but at some point, a line has be drawn in the sand between gameplay and hard simulation. Not only are there considerations for the 'fun' element, but also for the simulation's sake. Computers can only handle so much processing so they've certainly had to skim off interactions that you'd normally find in real life, but aren't present in ONI. They have certainly taken an artistic license when it comes to the laws of thermo-dynamics, for better or worse.
  14. Well, the pincha pepper plants require 58.3~ g/s of polluted water (35Kg/per cycle) and you need quite a few of them per-Dupe since they grow oh-so slowly. That can be quite a lot of polluted water. 70 of them is over 4Kg/s. The Natural Gas Gen only produces enough polluted water for basically 1 Pincha and some change. So, unless you have some combination of 4 showers/air scrubbers running nearly full time with that many plants, then eventually you'll run out. To be fair, I'm probably over-producing on the pinchas, at the moment but at least I'm getting rid of all the pockets of polluted water this map tossed at me.
  15. Take a look in this thread where we tested various designs of electrolyzer setups. I'm sure you'll find a bunch of handy information there on how the electrolyzer works.