yatima2975

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About yatima2975

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Oxygen Not Included
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  1. I tend to go with the following initial crew: A +7 Researcher, with positive trait either Twinkletoes (so he/she can supply number 2 and 3 while the base is going up), or Quick Learner. Night Owl, Diver's Lungs are also acceptable. A +7 Digger, preferably with Twinkletoes as well. A +3/+3 Builder/Farmer, whose first specialization will be Farming. Mole Hands wins here, but Night Owl is also okay. Then I try to get, in no particular order: A Supply/Suit Wearing dupe Second digger, at least +3 Second researcher, preferably with Supply.
  2. Yeah, that would work! Or maybe just a checkbox on the 'Game Settings' window - enabled by default on non-Terra worlds, and disabled on Terra?
  3. I think a Terra-like asteroid, but with traits enabled, would ease new players into the game. So instead of going from plain Terra to, say, Verdante with traits, they could choose to go for a known world-type, but with some occasional curveballs, like metal-poor, glaciers etcetera. This question has already been asked on the subreddit: https://www.reddit.com/r/Oxygennotincluded/comments/cmth79/am_i_the_only_one_that_wishes_there_was_also_a/ It's trivial to mod in, but I would like it to be made "official" so that: new players don't have to figure out modding, we can get @Cairath to add "Traiterra" to toolsnotincluded.net (which I consider a - if not the most - vital part of the ONI online ecosystem, apart from the forum). we don't get a bunch of highly similar mods. I can play in metal-rich Terras (because I don't like scrounging for metals ) but that's of secondary importance!
  4. It might just be my imagination, but I think I have some Invisible, Inc. DLC floating around somewhere on my Steam account. Not that I ever got around to playing it because ONI was way much more fun (and I really used to like II - it was my favourite game after Factorio). Nowadays, I just play ONI (and some Zach-like when I feel like working in my time free).
  5. I name mine '[seed number] [asteroid type] [whatever I have done to the worldgen yaml files]'. As I hate chlorine, the last part usually is "NoCl"
  6. [Game Update] - 353781

    You want Factorio? Because that's how you get Factorio! What's wrong with encoding your new-fangled 'numbers' on broad strips of automation wires, and hand-wiring the so-called "addition" and "subtraction" and "comparison to zero" thingumabobs by hand? You youngsters nowadays. (/shakes stick at cloud). In all seriousness, I'm guessing the devs don't want ONI to be that kind of game. That said, I'm going to try and implement a four-bit adder (liquid-based) now: some kind of contraption where you either fill or don't fill 2 rows of four holes with liquid, you turn it on and some time later five holes elsewhere contain the sum of the numbers.
  7. [Game Update] - 323841

    I agree! And that also removes the need to keep up morale in the early game, which used to be one of the driving forces to expand and do new stuff. If you're a bit careful with your early dupe picks, it's entirely possible to have a core team of 6-8 dupes with the essential skills (I use Dig, Research, Supply, Build, Research, Supply, Farm, Dig but should probably revise that) with their main interest on level 2 or 3 by cycle 40-ish. Where a level 2 scientist used to be a major decision point for me (the question being, can I keep morale in the 12-16 range?), now a dupe with Research interest can get to level three (morale req 3) without even needing a Great Hall. I have no idea what a better system would be, though...
  8. [Game Update] - 322934

    1: Ahh, so that's why my colony no longer feels like a bunch of hamsters on speed. I kind of liked it while it lasted, maybe it would be a nice option to add an experience multiplier slider to the Custom Game setup (1 for normal, 1.5, 2, 3 and maybe 0.75 and 0.5 for those who like to go slow?) 2: Thank you, thank you, thank you! This will make shift and job management so much easier! Just a heads up: dupes without hats have no eyes and a green dot on their forehead on the shift assigment screen, but I can live with that for a couple of cycles
  9. Awright, no more finicking around with putting the worldgen folder under source control! I'm going to play with this tomorrow after work. Chlorine Not Included Either mod here we come - I hate that stuff with a passion.
  10. With the overhaul of the skills/jobs system you have to set priorities for jobs manually again (unless I'm overlooking something!), so that problem's solved at least...
  11. Jobs page missing dupe heads

    Same problem in the Schedule Editor, and the Vitals Screen.
  12. Crash on building Oxygen Diffuser

    @k_nicole: You can close this bug report: as it turns out I had forgotten I had a mod running (ImprovedGasColours, for what it's worth). Deleting that removed the crash. Sorry for wasting your time!
  13. Crash on building Oxygen Diffuser

    It's the new name for the Deoxydizer, in the QoL preview branch.
  14. The game crashes when building an oxygen diffuser. I've seen this with 3 colonies so far: a loaded save (cycle 7) from the latest stable version, the same seed restarted on the preview branch and a completely new game.
  15. Has anybody tried building an Oxygen Diffuser? It's an instant crash for me... Off to file a bug report EDIT: I'm a dumbass, had a mod running (ImprovedGasColours) which I forgot about.