RemyG

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  1. I have to start off by saying when ranching was introduced to ONI I was ecstatic. I adore them and the morphs we currently have and only hope to see more morphs and critters introduced in the future. That being said after well over a year of exploring different mechanics and ways to maximize or exploit critter mechanics I am left wanting more…but only just so. Let me explain. In my view ranching has touched on most of the core aspects of ONI which is wonderful, setting itself as a viable core method and approach to colony management and design to provide an alternative to many industrial solutions and introducing different challenges in the process. First and foremost naturally is food. Food can be acquired through various farmed plants of course and that has its own management style, but ranching introduced more complexity through critter care, different material and environment costs to raise them, and even ingenious contraptions with automation or straight up game mods to make critter culling more effective. That alone is wonderful for the game and I love it but it is definitely not the only use for ranching. Next you have your recycling and utility critter ranching; converting less useful resources such as carbon dioxide into oil or petroleum, abundant materials or waste products into coal and sand via hatches and pokeshells, industrial ingredients produced with some clever environment management via pokeshells and drecko, and even a little explored but highly useful alternative to waste water treatment via gulpfish (my personal favorite, far easier than you think). Dirt generation via pips also is critical in the forest biome starts which are also highly useful alongside shove voles for even going so far as to recreate natural zones that once were destroyed so carelessly by dupes! That is incredible! Then you get into pufts and morbs! Pufts are a wonderful utility for recycling sublimated polluted oxygen into a useful resource, can be used in the generation of slime for mushrooms or algae distillation, and has a weird symmetry with the unranchable morbs. Ah morbs…my most favorite critter, and yet so neglected. I get that they are meant to be a nuisance and punishment for failing to clean lavatories but they could be so much more. I’ve jokingly talked about florbs and adorbs in the unofficial discord putting out décor or floral scents instead of slimelung as potential morphs. I would love to see my slimy bois useful one day, but alas. And then there are gassy moos. They are also adorable. And yet their place as a critter in ranching isn’t particularly effective in my opinion. In order to even acquire them you need to go to space and to feed them you also need to farm gas grass. And they don’t reproduce requiring more trips to space to keep their population thriving. This all requires very late game designs and infrastructure and what do you get for it; a respectable, but not particularly significant amount of natural gas generation. As far as ranching goes I honestly consider the gassy moo more of an aesthetics pet than the longhair slickster and the longhair slickster literally just floats around providing décor and draining o2. By the time you have the technology to get them and ranch them there is a good chance you’ve gotten side tracked and explored the fascinating world of sour gas to natural gas condensing rendering the entire thing a step below useful. So what is my point? Well, I feel like mid-game ranching falls off, which isn’t necessarily a bad thing, but it does leave an open space that could be explored with new content. Mid to late game critter content is lacking once you rule out the usefulness of moos. So in the interest of that I explored some concepts I had developed for science fiction settings for fun and stumbled on an old idea of mine that I think fits quite well into the ONI universe. For your consideration, please acquaint yourself with the Ampere Beetle. The Ampere Beetle is a multi-life stage critter which progresses from an egg to grub to cocoon and finally to beetle form. Each stage has different requirements and conditions and touches on many of the core mechanics of ONI to offer new ways to play the game, exploit resources, and develop new automation or strategies to maximize usage. Most importantly though in keeping with ONI’s theme of management over combat while there is a conditional stage where the adult beetle may stun or harm others, they are a neutral species just like pokeshells. Stage 1: Egg Ampere Eggs are either generated or laid by adult beetles in soft material tiles as buried objects. They lose viability when not buried unless placed into either an incubation chamber or a compost heap (bonus to incubation in chamber, normal “wild” incubation in compost heap but able to relocate vs leaving as a buried object). Like all critters wild incubation would occur in 20 cycles. If a dig errand is attempted on a buried egg in the presence of an adult beetle the beetle will attempt to stun the duplicant or robo-miner. Eggs will grant a small amount of lime and metal ore. Stage 2: Grub Ampere Grubs are similar in size and function to drecko, able to scale walls and ceilings. They have a fondness for coal as a food source and will remain in their grub state if only fed coal, refined carbon, or sulfur. What makes grubs unique however is they will also consume tiles of raw ore if given the chance. Wild grubs will consume 250kg/cycle of a metal ore tile and if killed after duplicants can only retrieve 25% of the consumed mass as well as bug meat, as compared to duplicants who when digging a tile receive 50% of the tile’s mass as useable material. Where it gets useful is grubs that are domesticated will instead retrieve 75% of the tile mass, greatly improving limited metal reserves on asteroids with poor metal reserves or limited volcanoes. But you can do more than just killing the grubs. When a sufficient amount of metal ore is consumed, for the sake of argument let us say 5 tons, the grub then will look for a pool of water where it can proceed to the next stage and spin a cocoon. Stage 3: Cocoon Ampere Cocoons is where things get intriguing. Having stored 5 tons of raw metal ore and subsisting off of carbon products typically used to produce power, refined metal, or the byproduct of sour gas processing Ampere Cocoons do some fun alchemy. Over a 5 cycle period the raw metal stored in the cocoon will be converted into refined metal with a portion of the heat needed to melt the raw metal into its liquid form, much like the refinery, being transferred to the water the cocoon was formed in. This can result in steam production so careful moderation of the water temperature would be wise. If the cocoon ever dries out the process stops and the cocoon begins to lose viability, eventually cracking and dropping a casing to be crushed for lime and a mix of refined and raw ore depending on how long the cocoon was submerged as well as bug meat. While submerged the cocoon will electrolyze water at a very slow rate, taking in the hydrogen to power its refining and releasing oxygen, after all large insects only get so big because of the available oxygen in their environment. If allowed to progress through all five cycles the Ampere Cocoon will “hatch” into an adult Ampere Beetle. Stage 4: Beetle Ampere Beetles are large (roughly similar size to gassy moos) insects which are docile and bear a pair of horns resembling the prongs of a taser. They produce a passive electric current in the immediate 3 tiles around them, capture-able with perhaps a new type of wire or rods as a ranchable passive power source similar in function to shinebug reactors but legitimately intended and functional without significant FPS loss. As mentioned before, attempting to dig an egg an adult beetle lays will cause them to agro and if they catch a duplicant or robo-miner they will expel an electric shock which can stun and possibly cause damage to machinery or injure duplicants, but will not attempt to continue the fight, just stop the act. Different beetle morphs with different properties could be generated depending on the metal they were fed with as grubs, including but not limited to elegant beetles for gold, steel, and so on. Additional concepts to support this idea; New microbe musher recipes; Grub Meal – Crafted with a mixture of coal and fertilizer, instantly causes vomiting if consumed by duplicants, if fed to grubs will allow them to consume higher tier metals (presumably you would start with grubs only able to consume copper/aluminum and further beetle generations would produce new grub morphs that would naturally be able to consume higher tier metals, but this would allow you to shortcut the process through food preparation). Enriched Grub Meal – Crafted with a mixture of enriched coal and sulfur, instantly causes vomiting if consumed by duplicants, if fed to grubs will allow them to consume any tier metal Pacu Pellets – Crafted by mushing bug meat with sleet wheat grains, causes food poisoning if consumed by duplicants, functions as an alternative to feeding pacu algae and would be more sustainable and reliably produced. Grubsteak – Crafted by mushing bug meat with meal lice, grisly quality but edible. New electric grill recipe; Grilled Bugsteak – Grisly quality meal with high kcal content “Rich in minerals!” New gas range recipe; Bugsteak Salad – Poor quality meal crafted with grilled bugsteak and lettuce New Duplicant traits; Insectophobe - +5% stress when near beetles, will vomit if fed food with bugmeat in it. Gourmand - +1 food quality to any meal they consume with bugmeat in it. New décor options – can display beetle shells when they die as art pieces, or crush them in a rock crusher to retrieve the refined metal. Potential new biome subtype; Hive – Rich in coal and some metal resources with minute amounts of water and oxygen. Would serve as a starting point for the critters to generate in as they would be unlikely to progress through their life cycles without duplicant assistance, but could sustain themselves as grubs until encountered and ranched appropriately. And that’s all I got at the moment folks, but I hope it was an entertaining read. Chiefly my thoughts on this were to design a creature which would make ranching more engaging and deep while staying true to mechanics and design principles currently in ONI. I hope that has been achieved and look forward to reading your feedback. If you like it, champion it!
  2. It is worth noting that no one at Klei is an admin in the primary oxygen not included discord as it is unofficial. Klei never made one for ONI and while some members of the team are present though anonymously the Unofficial ONI Discord is run by fans only. There isn't much Klei can do for you here.
  3. Dupe-A-Day!

    Having fun messing with more pixel art. I wanted to make a better dupethink emoji for the discord.
  4. Dupe-A-Day!

    Made for Hot chocolate! Her dupe Kelsey which she drew a while back that I thought was adorable.
  5. Dupe-A-Day!

    The Disgusted Meep variant as promised.
  6. Dupe-A-Day!

    Been doing a lot of pixel art lately, decided to do an ONI themed sprite. Going to make an alternate version with a disgust face/emoji, but for now enjoy this Duplicants for the Ethical Treatment of Animals (DETA) approved sprite.
  7. As I found before outbreak and have tested twice now afterwards as colonies go above the 2000 cycle count and higher time stretches longer and longer each day. Currently my latest test colony is at cycle 3033 running on x3 speed. Assuming normal conditions, a cycle at x3 speed should take 200 seconds to complete. Timing it showed the cycle took 403 seconds. Another test I ran month or two ago had a friend's colony lasting until cycle 7060 before inevitably dying from the same issue; cycle times increased to the point that her dupes died in their sleep from starvation because the night cycle lasted too long. I'm attaching both her save and my current colony. DETA V2.sav The Leakee Committee Cycle 5000.sav
  8. Curious how this will impact electrolyzers...
  9. According to some fellow players testing in the ONI Discord it is possible for hatches to consume polluted water and dirt from wash basins and outhouses, deleting the germs created. While a neat loophole it would be a good idea to make hatches capable of becoming diseased or simply correcting the buildings so they cannot be eaten from, similar to how hatches used to be able to eat from storage containers.
  10. Dupe-A-Day!

    Bad day so I took some medication, Screws and I are feeling pretty chill now.
  11. Dupe-A-Day!

    Decided to draw my GF and I as we would appear in the current incarnation of the game where height difference and glasses don't exist. Neither of us have a good representative dupe to use. Also been drawing a fair amount of Screws but we were discussing other appearance options for dupes so I decided to draw him with a beard.
  12. Dupe-A-Day!

    Screws, the actually tough version of Nails. Hair is the main give away unless he is beating some sense, and his fists, into someone.
  13. Dupe-A-Day!

    Hatchinson reporting for night shift/very upset about being woken up before nightfall.
  14. Dupe-A-Day!

    Considered it, will see what I can to today while I'm at work, no promises though.
  15. Dupe-A-Day!

    Morby performing An Ode to Poo, his first non-physical artistic endeavor, and a quick doodle of a DETA representative spreading the good word.
  16. Dupe-A-Day!

    Going to make a legit monster dupe later, but sharing Puffington and Morby I doodled real quick traditionally this morning.
  17. I have seen other people report that their terrariums seem to have an infinite need for water so decided to run a colony using them as my primary oxygen source. I gathered all my fresh water into a single reservoir (at one point this amounted to approx. 800,000kg of clean water) and was running 9 terrariums with water being pumped up and dripped onto a terrace with them to auto-water. At the end of cycle 10 I had 741006.5kg of water. At the beginning of cycle 11 I had 720579.5kg Terrarium expectations: 300g/s, totaling 180kg of water consumed a day. 9 terrariums, so 1620kg a day. Water reserve of 800,000kg should last almost 500 cycles if consumption is correct. Actual experience: Cycle 18, I have 3402kg of water left. At the end of cycle 10 I had 741006.5kg of water. At the beginning of cycle 11 I had 720579.5kg, coming out to 20,427kg consumed over 25 seconds (playing at x3 speed). So 20427 / 9 for the 9 terrariums, then divided by 25 to get how much they consume each second comes out to a whopping 90.8kg per second. A far cry higher than 300g/s. Attaching my earliest autosave, cycle 10, though what triggers the infinite consumption I cannot say. I never use them and now I have even more reason to never touch them which is a pity because they could be very useful. BurrowTer Cycle 11.sav
  18. Initially from that title I know the knee-jerk reaction is going to be; "Is the game paused?" "Are your lavatories correctly hooked up/do you have dirt?" and so on. Let me preface by saying my colony is 4815 cycles old. I built it to be perfectly sustainable with no interaction required to test how well the game held up running for long periods of time. The following bugs I list are, to my understanding, principally related to glitches in long haul gameplay. My save will be provided. 1. Time Frozen - By this I mean that my cycle speed has slowed down until it is at a permanent stand-still despite multiple reloads, relaunches, verifying game cache, and loading previous cycles. Time is simply frozen. But that isn't enough. See, time is still continuing, but the cycle is not. My dupes now exist in a state of limbo at the end of a night cycle sleeping as they slowly starve, occasionally waking up to pee themselves. Correction #1; Time is not yet frozen, the cycle is simply moving at around 0.2x normal speed right now. Duplicants are still moving around at x3 speed. Cycles currently last 20 minutes but duplicants move, act, and suffer the penalties/calorie draw/stamina drain of time at x3 speed. This works out to 0.16x game speed. Correction #2; Time seems to be fluctuating, though duplicant speed and effects remain consistent with x3 speed. The latest cycle to pass was only 15 minutes instead of the previous cycle's 21 minutes. I am not interacting with the game speed adjustments nor using debug, for the record. 2. Bathroom Refusal - I ran out of dirt sometime around cycle 3200 I believe. I converted to lavatories after that. After about 500 more cycles my dupes began to wet themselves in refusal of the lavatories. They are correctly hooked up, fed clean water, ready, no pipe traffic is blocked, and all polluted water is disposed of via peppers which happily consume the refuse. The lavatories worked flawlessly for many hundreds of cycles until the days got longer and eventually stopped altogether. At one point I had 4 lavatories hooked up even and occasionally one or two dupes would use them, leaving two of the others ready, but still the remaining 6 dupes would wet themselves. 3. Limbo Harvest - This primarily tends to happen after running a colony for at least 6 hours. So long as you are active in the game and regularly participating in their activities harvests seem to update just fine as they grow. If, however, you have reached perfect sustainability and decide to let a colony run for as long as possible before the next update breaks it as I did, you will find that plants will either remain in their state just before maturing visually until clicked, appear as mature but no dupe will harvest them until you pan the camera to update them, or appear withered/stifled until clicked/camera pans to update them. They won't self harvest and because their state doesn't change dupes will not tend to them. While I don't expect many people to encounter these issues I figured it was worth pointing them out. Enjoy the save. DETA stands for Duplicants for the Ethical Treatment of Animals, for the record. Considering the wildlife of the asteroid thrives on pollution my base is built under the premise that pollution IS the solution! DETA Cycle 4815.sav
  19. Colony was officially lost on cycle 4821's long night. That morning Leira died from starvation overnight and in their mourning the night of 4821 dragged on longer than normal and everyone starved in their sleep. It was a fun experiment while it lasted.
  20. And yet another edit. I appear to be caught in a time vortex with waves.
  21. While playing today I noticed that there's a frame of animation where a duplicant gets a little fancy like they're in a japanese steakhouse and their hand detaches while cooking at a cooking station. Something to consider for polishing the game down the road.
  22. https://steamuserimages-a.akamaihd.net/ugc/775028672975964159/2211E1265B66F4584CA7AF8D7E94D3DB353E4938/ So like when water geysers were initially released, natural gas geysers if partially covered by a tile can over-pressurize. This one was at approx. 219kg when I breached it and in the matter of about 5 cycles completely drowned my base (I let it run for fun). Average tile pressure by the end was around 7kg.
  23. Natural Gas overpressurization

    Oh no, I had several, I was just curious what kind of damage it would do. Overpressurization is a bug one way or another and renders a geyser basically unusable.