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About TripLykely

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  1. Thank you, but looks can be deceiving More looks than function currently... Thats unfortunate about the DLC and saves though. Hopefully that isn’t the case but I’m excited to try all the new mechanics/buildings/critters.
  2. Like most everyone who uses this forum I've been enjoying ONI for quite some time, although not as long as those who participated in early access. Its such a fascinating game involving real problem solving skill and and understanding of in-game physics. Plus the graphics/animations are great which adds to its charm. The new DLC looks amazing and I'm stoked, but prior to the images and videos like many of you I've used mods to alter and change conditions to present new and different challenges. Having enjoyed Francis Johns videos I decided to try my hand at the mini base mod. Now 700+ cycles in it has been my most enjoyable playthrough, aside from FPS being great, the additional problems of limited space is fantastic. Makes me think the new DLC will be as well given the smaller worlds. Anyways... as a perpetual noob, I had big dreams when I began this colony to exploit mechanics and make a megabase only to realize mid/late game how I didn't plan as well as I thought; thus having my favorite playthrough so far. Utilizing the polluted water vent I was able to reach early game sustainability easily, including a clay farm producing lots of O2 cleaned by deodorizers. Before building anything or taking on additional dupes (after the first to skill up in digging right away) I dug out resources and planned as best I could where permanent rooms/facilities would go. With limited space you inevitably have to tear down and move or re-engineer something to be smaller, but my goal was to avoid it as much as possible. All in all the planning seemed sound, mealwood was set up so I could scale dupes as new seeds became available and I continued working on expansion and infrastructure keeping a small power footprint. The mini base mod includes non-standard care packages so having started with a ranching dupe I was able to quickly get a hatch and drecko ranch along with a vole starvation ranch. I also made a 1-tile pit next to the printing pod for the 8 pacu drops. Food was covered for the forseeable future, and as I got into space I could breed the voles to set me up forever.. Hatches were giving me coal but of course rock is of limited supply on the mini base. Some early reed fiber and plastic from Dreckos along with some eggs was a nice early game treat that made think I was on my way to a easy run to a mini mega base. Around cycle 350 I was nearly ready to jump into space and had dreams of a large power sauna utilizing the heat of my industry and rockets. And this is where the cycle of catastrophe's really traces back to. Looking at the image it may or may not be clear what issue I was going run into which would compound other issues however at the time I didn't see it. What I failed to recognize was the air pressure in my steam room. Naturally there is CO2 from the petrol gens, and initially I was running coal power, but the steam is above it and I had pumps and filters in place to remove it. Unfortunately there was around 60-70kg/tile, just like the steam as I continue to dump water in as the temp could handle it as more mass is more stability. If only I paid attention to my now nonfunctioning telescope system. As you've guessed by now, I was able to heat the steam and my turbines were able to generate power. My hamster dupes weren't using the wheels and my others gens barely powered on. Time to expand (famous last words). Polluted water vents, like all vents, go dormant. I know this, we all do, but up to this point I hadn't had water issues - and while my infrastructure was for many dupes I didn't have anywhere near as many as would require that infrastructure. Now, having ran out of polluted water I begin putting bottle emptiers in my steam room and vent pump for the bottles in my clay farm. Knowing this is a good amount of water but definitely not enough for 40+cycles I installed another aqautuner to cool and remove water from the steam room. Soon after I realized why I need to pay attention to air pressure more because my steam room became a CO2 room in short order; no longer generating clean water, power, or cooling my heavy equipment. Overheating begins so I throw down a few key tempshift plates as a tempory fix and realize how much CO2 I have. I need carbon skimmers, lots of them. Water is low but I can turn the CO2 into polluted water which I can sieve and put into the steam room to process it faster and help push the CO2 down. The CO2 begins to clear and the turbines begin to do a little work, overheating slows and the crisis looks to be averted. Unfortunately, I now don't have water for my bathrooms, O2, oil well/refinery, and carbon skimmers. Steam room becomes CO2 room, temps rise, and brown outs begin. Since I don't have any steam for my turbines, and the main base is perfect green, I disable some aquatuners to allow more important equipment to operate. They're overheating anyways so this is a band-aid I think I need. Oh, and my dupes have begun peeing everywhere. While I could throw down a few outhouses I decide instead to have them mop and transport their pee to my steam room and vent pump to turn into clean water for 02 system, oil, etc. Checking my polluted water vent, its back on just a couple more cycles. But now I'm getting scalding warnings. Checking the temp overlay I see that atmosuit entrance is over 75C and my main base isn't far behind. This is where I debated a restart. Enjoying the struggle I slapped down a bunch of triage cots and forced my dupes in and out of the scalding atmo area as heat crept into my main base while O2 depleted. Because of how I designed my drecko ranch as the O2 depleted hydrogen began to flow upwards where my highest trained dupes sleep. Stress was getting out of control, but a little vomit and urine probably was needed because the vent still wasn't on and I didn't have spare power with no hydrogen, natural gas, petroleum, or coal. And then it happened, the made mess notifications stopped, and whoever the dupes worship I thanked as the polluted water vent came back on. Slowly but surely my water lines backed up and everything came back online. Running only power to what was necessary I mange to one by one turn on the aquatuners and generate some cooling. My dupes stop getting scalded and things are looking good. While conditions begin to stabilize I make sure to get my dupes healthy, stress free, and clean up the base making no major changes until everything looked as it should. While the dupes worked I looked through my piping, power, venting, automation/lack of, and began predicting problems and coming up with solutions I put my dupes to work implementing. And now its cycle 722 and my dupes are again peeing everywhere, which is ok (for now) because my vent just became active again. (sorry for grammar and typos, hope you enjoyed)
  3. Thanks for all the info and screen grabs, can’t believe how great things look. Well, I can - it’s Klei.
  4. Really dig it, especially perfect for my mini base - have had a one tile pit next to the printing pod for over 500 cycles with an auto dispenser to feed some algae here and there. That’s a great design I can tuck in somewhere to finalize infinite surf and turf for all. There’s a YT vid that I’ve normally tweaked with 2 in the breeder tank to avoid not having a breeder fish. I keep thinking there’s a way without tweaking space too much to automate that process a bit more to avoid the issue. Will need to play around. The 2 ladder segments in the tank aren’t needed so maybe the conveyer loader can get moved? If I figure any improvements I’ll post it
  5. That’s what it looks like to me; the room with the steam turbines can exchange heat with the polluted water through the joint plate which is where the water is appearing.
  6. If you look up water clocks and posts on meteor cycles (iirc there is an active and dormant period like geysers) it will point you in the right direction. Personally I tend to use either simple automation that only destroys doors when rockets land during a meteor shower (like what sounds like you're experiencing) or I have an open rocket bay where meteors/regolith coming in is used to generate more power.
  7. Your rockets are landing during meteor showers would be my guess. Unless you’re using timekeeping methods to track meteor showers and avoid them for when your rockets return this seems the most likely answer.
  8. That matches what I'm seeing; typically it will pop on and then go away for a cycle or so before coming back on. I'm assuming that because tasks are always changing and dupes in base vs in atmo suits is always in flux so consumption varies. As a result since my system is self limiting based on piping and vents there are times when it hasn't caught up to increased O2 consumption.. I've got nearly 2kg pressure everywhere so it ultimately isn't an issue, more of an annoyance. Maybe some more vents would help. As for the food notification, the game seems to count meat as calorie generation (but doesn't seem to include the boost when cooked to BBQ) so once my shove vole ranch stabilized that went away. Happy dupes living off BBQ/Surf & Turf. That is annoying, I'm assuming ONI doesn't include deodorizer's as producers of O2 and thus isn't counting it for purposes of that notification; which is a shame. Its fun to use different solutions to problems and depending on map/playthrough style that could be a viable one. I disagree, although I'd almost like that as a separate notification. It would be great to know my electrolyzers stopped so I could trace the issue opposed to just knowing I'm short on production. There's some easy enough automation to set that up I guess.
  9. Very nice, love the simple compact design. That's something I can use in future playthroughs.
  10. Big fan of that storage system, I’ve played with a few ideas but have yet to implement something. That looks clean an efficient, maybe I’ll play with that idea next. A vegan run with spicy tofu sounds interesting, I’d be curious to see the setup, I’ve never made tofu.
  11. Probably the best aspect of ONI to me is the near infinite number of systems/contraptions you can make. While using a test map to get things perfectly optimized is fun in itself, sometimes its fun to just try and make something you've never made before. Since ONI is all about problem solving I'm curious what some other players favorite non-standard and possibly overengineered systems they've made. I'm currently running a modded terra asteroid thats geoactive and volcanic so I'm playing around as much as possible. This is a cool steam vent tamer/polluted&salt water boiler/clean water cooler w/infinite storage that will also produce a little liquid hydrogen once I break back in to add a mini liquid pump and vent for fresh hydrogen. But while that was fun, nothing beats boiling water like a volcano (not as fun, pretty optimized for 10kg/sec of clean germ free and cool water.) What I really never have played around with are all the less popular critters along with some real late game stuff like regolith and insulation melting. And since I saw a post on keeping the map tidy the last pic is how I manage that. Basically everything is swept there, cooled and shipped to the main base exits right by the transit tube. Dupes leave the base, grab materials, and jump in a tube. Curious to see any fun contraptions you've all made, ideally overengineered but clean well made systems not commonly seen on YouTube would be nice.
  12. Wow, 3000 cycles is quite the time investment, I'm sure your base is awesome. I'm just getting into midgame with oil, petrol, steel, etc. so I'm a ways away from being able to create all the systems I want to create. I appreciate your feedback and tips, it looks like I may have just been underestimating reaching a new equilibrium. I held at 16 dupes until infrastructure was ready for 32 and then hired a bunch quickly and it looks like it just took some time for for consumption and production to balance. For what its worth, holding out on a SPOM setup until you have 1200kg steel and 200kg plastic to make an aquatuner/steam turbine setup makes a big difference on base cooling later. Even after adding a bunch of heat to my living quarters switching to diamond tiles the cold O2 brought temps back to perfect green in little time. The food issue I'm still curious about for anyone who's starvation ranched shove voles.
  13. While we wait for DLC I decided to do a modded run with a loaded asteroid in an attempt to make a ridiculous base and am a bit confused by oxygen and food notifications. I've currently got 29 dupes - a few divers lungs, 32 atmo suit docks, 2 full rodriguez setups with power and water, but I'm coming up a bit short on oxygen production. Each O2 setup has 3 lines - 6 total, 1 for 8 atmo suits on the left, 1 for 8 atmo suits on the right, 2 on each side that pass through 3 regular vents until overpressure before merging to fill the last 8 atmo suits on each side. The suits are almost all full all the time and the vents are nearly always at max pressure. From my understanding this setup can produce far more O2 than I need but I'm failing to see what I've done wrong. I was pretty pleased with this setup as the ice cold O2 keeps the base a perfect shade of green but the notification is bothering me. Last cycle it says I was about 90kg short which its been around for several cycles. On a slightly different note, I've bred shove voles and an starvation ranching them for food and am curious if the game recognizes that as a food source? I currently have the notification for not having a food source since tearing down mealwood and hatch ranches but once all my vole eggs hatch I should have 50-55 which I believe is enough to feed 32 dupes. Any insight or help is appreciated.