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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   


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About QuQuasar

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Oxygen Not Included
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  1. I was the one who tried this. Ended up getting around 400 g/s, but my design wasn't optimised for 100% uptime and I also factored food, break and sleep time into the output (by measuring total output over a couple cycles). That can obviously be improved. The problem here isn't the amount of polluted water, it's that for most colonies, the only reason I've ever encountered to bulk-produce polluted water is to sieve it for dirt. And a sieve can convert 5kg/s to clean water, with a dirt output of only 200 g/s. Even if you could somehow get one of these running with full up-time (1kg/s p.water), it wouldn't even produce enough dirt for a mere 5 sleet wheat plants (4.8, specifically). Not even enough to feed 2 dupes.
  2. Jobs seem designed to force, or at least encourage, players to specialise. In theory at least this heads off a potential gameplay trap: new players who fail to specialise, reach the midgame, and start feeling like ONI is an extremely slow-paced and boring game because when they designate a job it takes cycles to get done. In reality it's because they're wasting huge amounts of time making their miners cook and their researchers farm. In early iterations of the game, before priorities and jobs, every dupe quickly became a super-dupe, preventing that sort of mid-game fatigue. But it also meant specialisation wasn't necessary. By introducing jobs, Klei were able to (mostly) remove super-dupe skill-levelling and re-introduce specialisation into the game. Jobs addresses all this by forcing new players to think of dupes as specialists and reminding them whenever they do the hat dance that a particular dupe has a particular set of skills. For an advanced player, Jobs don't really offer much. For a new player, they're far more accessible than priorities and good at gently nudging their thinking onto the right track to making an efficient base. It's not a perfect system by any means, but I think they're an important part of the game design at this point. Certainly they're not going anywhere. Hats hiding hair is silly, tho. Especially in portraits. #WeDemandHatlessPortraits
  3. 1. I believe algae should be treated as a finite resource. While you *can* make more with a distillery, it's quite expensive and I'd much rather use the slime to feed mushrooms. Algae only has two uses: you can burn it for oxygen, which is inefficient/labour intensive compared to electrolysis, and you can use it to expand your pacu aquarium and create an everlasting source of meat and eggshells. 2. Oil is down. Go down. For plastic you'll need cooling as well, so I suggest finding a low lying ice biome to put a refinery and polymer press in. Or you can build a glossy drecko ranch. Both are viable options.
  4. Just be glad I wasn't the one in charge of the metaphor. "... and they see cats and think cats are delicious and want to eat cat meat spiced with pincha peppernut while burning cat poop for electricity. So they build a cat-drowning device, but it turns out cats can breathe underwater, so instead they decide to freeze the newborn kittens to death for their tender kitten flesh."
  5. So, uh... that screenshot in my post above. I was using it as a blueprint to start a survival build, and I noticed... well, this. Bottom left corner. It's clearly Meep, but... what the heck is he doing?
  6. Did some experiments. No luck with water beneath space. Consistent 9 C for several cycles. Adding oxygen above the water didn't change anything, even at obscene densities. Tried deleting a backwall tile to expose the water directly to space and allow it to leak away. Still nothing. 9 C the whole time. So I'm putting this one down as "unable to replicate".
  7. Wild animals don't start simulating until you uncover them.
  8. My design doubles as a bit of a decor bomb, since dupes eating on the top floor can see the paintings on the bottom through the airflow tiles. Automation keeps the chlorine level steady even when the base oxygen pressure drops. I prefer chlorine to Co2 as a failsafe for when my hygiene strategies inevitably suffer a cascade failure and my dupes end up swimming in their own filth.
  9. I've got steam geysers, and the infrastructure to cool their output to bristle blossom temperatures. And I've also got puft/morb farms for slime production. Given that mushrooms consume 4 kg/cycle slime, sleet wheat consumes 5 kg/cycle dirt, and assuming one well-fed puft generates ~15 kg/cycle slime, I can support my entire base on mushrooms with 3 puft ranches. I *thought* I could support my base on pepper bread with 4 ranches, plus the water that is currently going to bristle blossoms. But nope. I'm not building 8 puft ranches for dirt. (in my base it might still be viable with 4 ranches, barely, since I'm also sieving and composting a fair amount of polluted dirt, but sleet wheat's dirt cost is still far too expensive to reasonably expect people to farm it)
  10. Well that's exceedingly disappointing. I'd done the math on pepper bread farming using puft slime and come to the conclusion that, contrary to what I'd previously assumed, it was actually a reasonable-if-somewhat-expensive upgrade that could reasonably utilize the infrastructure I'd previously built to support both bristle blossoms and mushrooms. Now it turns out it needs twice as many pufts, and the idea of feeding my dupes with pepper bread once again vanishes into the aether.
  11. No. Dupes go to the toilet once per cycle. That's 5 kg Polluted Water from the sink and 11.7 kg from the lavatory. I'm not sure the exact numbers from the shower, but they're not high. Let's be generous and say 10 kg. That's 26.7 kg per dupe. A water sieve processes 5kg Polluted Water into 5kg Clean Water and 200 g dirt, so your 26.7 kg polluted water becomes a bit more than 1 kg polluted dirt per cycle. A mealwood plant needs 10 kg dirt per cycle. 10 dupes waste can support 1 mealwood plant.
  12. Is this always the case? What if you melt only a few grams of slime at a time, does it still become a tile?
  13. Minor, extremely pedantic note: it doesn't create polluted oxygen, it converts polluted water into polluted oxygen at a 1:1 conversion ratio. So it's not free oxygen: you'll eventually run out of polluted water.
  14. What Priitm said. Raw mealwood doesn't need any water or cooking at all, which means you can save it for oxygen and better food further down the track. Liceloaf and mushbars are also vectors for food poisoning germs if any get into your reservoir. You need 5 mealwood plants per dupe if you're eating it raw. You'll eventually run out of dirt, but that can take hundreds of cycles depending on how many duplicants you have, giving you plenty of time to upgrade to bristle blossoms, dusk caps or ranching.
  15. You can grow mealwood in planter boxes, which you have to research "Basic Agriculture" in order to build.You should do that as soon as possible, since mush bars are a massive waste of water and duplicant effort. You can get mealwood seeds by digging up wild plants or buried objects.