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Oxygen Not Included

Found 2 results

  1. I've played ONI on and off for a long time now, but I rarely stick with a colony long enough to get to what you might call the late game. In my latest run though, between wild sources and my own small farming/ranching operations, I have a pretty decent supply of mid/high-tier foods: barbeque, mushroom wraps, a bit of surf'n'turf. Now I'm at a point where I can pretty easily start farming sleet wheat and pepper plants to make pepper bread, and with that, it looks like I'm about to permanently obsolete all the other food. That's sort of a bummer. One of the most common types of thread on the forums here is designs for automated critter ranching and slaughtering. People are always talking about producing meat and eggs. But why? I was looking forward to figuring out my own version of one of those systems after achieving mid-game stability, and I might still do that to produce other resources like lime, but I won't have any use that I can see for the food yield from critters. (I guess it provides a little bit of compost, but I mean for eating.) Not only is there no mechanical incentive to keep making a variety of foods late game, there's actually a disincentive since I'd be sacrificing the morale boost from feeding everyone pepper bread. So even if I want to give my dupes different foods just for fun, I'm paying a price to do it. This seems like a missed opportunity in mechanical terms since it narrows down the scope of the game, and it's fairly counter-intuitive (even "unrealistic" if I can use that word) to boot. IRL, varied diets are important for health and most people would be bored to tears eating only one food forever, even if it was the "best" food in the world. Am I missing something here, or is there really no use for lower-tier food late game? If so, I can think of a few changes to address this issue: Add more +5/+6 quality recipes - could be done by moving existing recipes or creating new ones (eggs are pretty under-utilized!) Flatten the morale bonus in some way (e.g. reduce the number of tiers and distribute existing recipes so we have several in the new top tier) Provide a scaling morale bonus for providing a varied diet that compensates for (or exceeds) the penalty for using some lower-tier foods Personally I think the last one is the most fun, but they could be done in combination. More recipes would be welcome, for sure.
  2. Skin Queue

    Version v3

    315 downloads

    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1557935632 Lets you queue up items to weave or unravel instead of having to wait each time. Also has an 'Unravel All Duplicates' button as a bonus feature. Note: Some users reported accidentally weaving Wortox more than once by mistake. Just be careful and wait for the queue to finish first. I made this because I didn't like being forced to wait to connect to Klei's servers for every single item that I want to unravel. I've found the current system to be slow and annoying, because I have way better things to do with my time than to stare at my screen. So I made this mod and also included the popularly requested 'Unravel All Duplicates' feature. This mod does not protect your skins from your own stupidity. If you accidentally unravel or weave items that you did not intend to, then that's your own fault. This mod will not do anything you don't tell it to do, so use it at your own risk. You can always enter sq_stop() in the console or close the game to stop the queue if you've made a mistake. There are some optional console commands just for certain purposes. Console commands: sq_stop() Stops the queue. sq_unravel(key) sq_sell(key) Queues key to be unravelled. For example, sq_sell("emoji_egg") will queue your Egg emoticon to be sold for 5 spools. sq_weave(key) sq_buy(key) Queues key to be weaved. For example, sq_buy("profileflair_victorian_pigeon") will queue a Pigeon profile icon to be bought for 15 spools. sq_listqueue() Prints all of the items in the queue to the console. sq_listdupes() Prints a list all of the duplicate items in your inventory to the console. sq_sellalldupes() Sells all of the duplicate items in your inventory.