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Oxygen Not Included

Found 6 results

  1. I was just playing another game when i had harder time than usual to find water geyser. With sandbox (in new game) I tried to find it in wider proximity of starting biome, with no luck. So I got this idea. What if we had some kind of seismograph building, that let us scan/search for nearby geysers? So just let me write what are my ideas. First of all, that would be building, probably in Station tab. It would need Refined metal (or Raw mineral) and maybe even some Reed fiber. 400, 2 maybe? It can't be too cheap as it can be very useful and not too expensive as it's not game breaker. It would need low energy to run and generate small amount of heat. Well if it is used in real life, it has to be similar to it, right? So, no outrageous power consumation or produced heat. It could be only operated by Tenured Scientist (as it has Geyser analysis). It seems like a good idea to allow high tier job to operate it as that prevents early scaning for geysers. And most importantly, it would need to be far away from running heavy machines and digging commands, as they would disrupt scanning. Either that would disable building for some time or lower accuracy of results (similarly to Space scanner) or it would show totaly wrong area of where geyser should be. Scanning should last at least as long as analyzing geysers and results should be shown on map as a area in which geyser should be (15 or 20 blocks wide circle, maybe?). It wouldn't reveal area, just hint location of geyser Main feature of Seismographic pendulum would be scanning and searching for nearest, non-dormant geyser. That would make it potentialy useful in early mid-game when searching for geysers, most likely water geyser. And thats it. After finding geysers you want it becomes completely useless, so..., maybe not best building to add it to the game, and even with it, it is not impossible to find geysers, it just takes lots of time. Well, thats it from my side. Thanks for reading and I hope you like my idea.
  2. It seems to take appreciatively longer to build pretty much every item right now. This build is really just frustrating me. I feel like this build is suddenly super grindy, when none of the others felt frustrating in this way before. I haven't even been able to get to the oil, much less far enough to play with the new features! I've been watching my dupes try to hook up a system of Nullifier, Gas System, Electrolizer, Waterpump by Geyser for 1.5 HOURS at Max Speed. The ice biome and steam vent are only about 50 tiles apart. This does not seem normal to me. I've lost 6 bases (out of 7 worldseeds) to running out of air in 14 days (about 200 cycles each base on easy mode!). 2 were lost to starvation due to heat death from the Electrolizers being built inside the base (no amount of wheezeworts seemed sufficient even with an insulated farm), 3 while setting up in an ice biome WITHOUT a nullifier also resulting in heat death. 1 was slowed by pumping all the hydrogen out of the area into gas tanks, but I eventually couldn't get enough water to keep making oxygen. Incidentally, I also seem to be having no luck trying to run it off of refined slime. That system is taking just as long because no amount of pills, medbeds, etc seems to be enough to prevent my entire workforce getting slimelung at the same time, thus the suffocation of base 7. TLDR: Game is now too grindy.
  3. I'm still generating oxygen via electrolyzers. While I still think about creating a new building to appear under the Oxygen build menu, I would much more enjoy using the interconnecting relationships of existing materials to create oxygen. That is why this suggestion relies on many other components/builds and does not simply generate oxygen directly. Oxygen can be easily produced from polluted oxygen (simply via Deodorizer, complexly via LOX machine)(1), which can be produced from off-gassing polluted dirt. "Polluted dirt is toxic biological waste", and sometimes toxic biological waste smells like sulfur(2). Sulfur was introduced as a byproduct of condensing sour gas and currently has no use. My suggestion is to create a building that creates polluted dirt from sulfur and sand. We use sand to decontaminate water and produce polluted dirt, we should use it as an ingredient to make polluted dirt. 1 kg Sulfur + 1 kg Sand => 2 kg Polluted Dirt Implications: 1) Adding this recipe should not create a significant net positive loop, and mass would be conserved. Sulfur would have a net negative loop of ~0.0066 Sand would have a slightly net positive loop(3) of ~2.15 2) Would make puft farming a little easier. Players often comment on the fact that puft farms are very difficult to create as they consume so much polluted oxygen. The number of morbs required to sustain a sizeable puft population is too high in my opinion. Having a steady source of polluted oxygen via the Grimerizer would make puft farming much easier. 3) Dirt would be more abundant. Players also comment that dirt can become scarce late game, when you are using dirt to maintain a sleet wheat farm. The polluted dirt generated from the Grimerizer could be converted to regular Dirt via the Compost. Let me know what you think! Cheers! Notes:
  4. So this is admittedly a little thing but could make the game feel more polished. When replacing a building in the same place, i.e. to change material or to avoid repairing, if you select the building and click to attempt to place it before the previous one is deconstructed, you will not be able to place the building even after it has been deconstructed. This requires you to cancel the build, then reopen the build menu, reselect the building, and then it can be placed. Nothing too major, but it can be jarring
  5. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Pigs stuck/hunting for Meat which is on water Steps to reproduce - Describe your issue http://puu.sh/1Ag7b These 4 Pigs cost me 4 Meat and now they are stuck. That Meat landed there when i killed an Turkey
  6. Hi folks What about a building who reveals a moderate portion of the map (like a small island from the building point)? With a big research prerequisite and a "hard" craft.