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Oxygen Not Included

Found 8 results

  1. I love this game, but sometimes its really difficult to love. I've got over 350 hours in it, so I'm not new, but I'm definitely not up there with some people. These are just some of the main features I see this game needing to truly become what it can be. Over my last play through of about 400 cycles, which had to end due to real life responsibilities, I made a list of the stuff I still saw the game needed. PROJECT MANAGEMENT This is the topmost problem with the game IMO. Dupes still have issues working on the correct stuff, even after meticulously organizing their priorities. I think the problem is that any dupe can pick up any job any where at any time. This is fine for the default case and early game, but at some point you only want specific dupes working on certain things. This is how complex systems of workers get stuff done IRL, and ONI needs this infrastructure. Specialization via skills is fine, but that just makes dupes better at their job, it doesn't help dictate which job they work on. People IRL work in teams, not alone(most of the time). Ex1. two miners, and two large mining projects one in the slime biome to the left of base, and one in the oil biome below. I can set one project's priority over the other, but then both miners work on that one. I want to split the two miners between the projects. Ex2. Order the building of a vertical ladder and mine out one tile on either side. Two to three dupes will run out to work on that, but the miners inevitably go faster than the builders and thus the builder bottlenecks the build. This is fine as it's part of the mechanics. What's not fine is the miners running all the way back to base to sweep a piece of dirt into storage then running back when another job opens up. SO MUCH WASTED TIME. They should have just idled at the ladder. Solution: New building at a certain research point after and in the research line of the job board, Duplicant Collaboration Matrix or something. Create "projects" by selecting a bunch of build orders and giving them a name. Assign them priority. This priority is assigned in a new "Project List" box, and exclusive only to duplicant teams. Random dupes are barred from work on projects. Only teams are allowed to build inside that box you draw. Allow the ability to shut off all work on a project. Create named teams of duplicants which generally try to work adjacent to each other. Assign them to projects "Force only project work" toggle on the dupe in their team overlay entry. (set to on by default) This forces them to only pick up jobs in their projects. While assigned to a project, if they run out of stuff to do on that project, they just idle until there is another task in the project to do. (prompting either a new "project idle" notification or just the normal "idle" notification. This lets some dupes work only on the project and others come in and out if necessary. Increased morale while working with friends in a team. Decreased morale when team members are stressed. QoL Some of us aren't here for the exploration part of the game. I like to build a well laid out base and that is made tediously difficult by not knowing what I have access to from the start. I don't want to use debug mode or sandbox cause that eliminates resource management, which is the core part of the game. I want to see what I'm getting into before I dedicate my next 50+ hours to a map. Fog is mostly just a time sink IMO and definitely one for players like myself. "Start world with fog" toggle in advanced world generation. "Pick dupes after map generation" toggle in advanced world generation. Put the name of the overlays and plans into the hotkey menu. I don't know which overlay is "overlay 12". In each gas/material entry in the database, link the buildings which create it, and the buildings which use it. If no buildings make it, give a description of how it is created. Add the unlock-able overlays and plans to the hotkey menu b4 they are researched(still can't open them even if hotkey is set) Deconstruct tool works on bridges in their respective overlays Allow dupes to "pack a lunch" and just carry a piece of food with them. Allow us to destroy artifacts like tables and lockers Mass disable auto-disinfect/auto-repair tool
  2. using regular containers set with a priority of 6 triggers the auto-sweeper to deliver to normal storage containers, walled off from dupes so they dont fill the containers with random junk from other containers. once the containers are filled you can set the containers for normal priority and remove the walls, reattach ladders etc
  3. Anyone find it frustrating to use “!!” as I do? (Edit Added) My thought on this is that alert on specific items, should pause the job nearby dupes are doing. For example. I wanna build a "!!" tile, and there is a dupe cooking nearby, then the dupe should drop the cooking (same way dupes drop their tasks just to breath some O2) and pick up this "!!" job. The first step will be delivery material. Once material is delivered, "!!" constructing will search nearby dupes, closest one will be the one just delivered. "!!" constructing will search for like 3 dupes at most in close range and assign the next task according to their job priority, something like that. But their current jobs need to be interrupted! Otherwise, what's the point of having emergency when everybody just passes by and carries on doing their current jobs. problem scenario 1 I assigned an “open the door” task and set the door to “!!”. While all the dupes nearby were busy with their own sh*t, Stinky who was working and soaking in crude oil half a map away got selected by game. 1/4 a cycle later, after numerous dupes who could have done this simple job a million years earlier had passed by, Stinky finally arrived and open the door, when dinner time had also passed, so everyone got extra stress debuff duration. problem senario 2 Heat was leaking, world was at stake. I needed to build one last insulation tile to save the world. So I set it to “!!”. Camille who was currently ranching got selected for delivering the materials. She didn’t come over right away, because she needed to finish ranching at hand first. So it took her quite a bit of love to finish her job, then she delivered the material. Time for construction! Who would be selected for this job? Max who was working in space had high construction priority, you are the one. So he came inside atmosphere, changed suit, traveled thru various biome and arrived at construction site. At the same time, multiple suffocation were reported. It took him 5 sec (at x3 speed) to do the actually constructing. But more than half a cycle had passed, and in the past half a day, everyone gets free half a cycle dose of stress. Some thoughts I dislike current state of “!!” priority a lot. I think it should break nearby dupes current errands and make them do “!!” task right away. If everyone can just go on with their life as usual, I feel “!!” level emergency has been ignored, and I look like some useless president of my game. Edit Added As you might have noticed, the selection of job performer is done based on his priority before this job performer has finished his previous job.
  4. Sometimes, it's really annoying to see duplicants do a job before another because of some hidden sub-priority. For example, building pipes before walls, pick-up one material instead of another one. We have priority levels to manage this in some case, but, for example, if I want to set up the construction of 2 rooms, but need that my duplicants build one before the second, it's not always possible to set up every priority levels. And it's better to just give a highest priority on all building errands for the first room. We could also want auto-sweepers to pick up one type of material prior to another one, in a room. For example, storing oxylite before supplying gold to the refinery. To solve this problem, I suggest to "steal" an idea from an old game : The Settlers 2. This game had a simple system, where the player can set up priority for the transport of each material : Not really complicated, we just had to move the icons up or down to respectively increase or lower the priority. This could be included in ONI, to manage the sub-priority, so that it would be set according to the player's preferences, instead of dev's preferences.
  5. In my base, I've build an infinite storage system, that filter each resources or store them on the ground of rooms. But I encounter a problem. Currently, auto-sweeper pick up material according to some hidden priority list. So, when I got fullerene, the auto-sweeper was ignoring it to pick up clay, or coal, instead. And even if I place a sweep order with priority 9, the auto-sweeper still ignore it. The auto-sweeper should pick up materials with a sweep errand, prior to any other material, and so follow the priority level set on each sweeped material.
  6. No matter how I tweak the storage bin settings, dupes are travelling all over the map in order to store things into random bins. It seems like there would have to be a special combination of dupe storage priority, bin sub-priority, sweep-only setting, and so on, to make dupes simply fill up a nearby bin. Now I'm aware of the issue that dupes choose a target bin based on their current location, and not the swept item location -- I'm not talking about this. I'd like a way to mark a bin to store only one thing and have the dupes automatically fill it from stuff on the ground without having to click sweep on each of them. (Like a "Sweep Here" which could work like "Copy Settings") This happens to me a lot with diamond, iron from comets, but in this case let's use an example for slime. With slime it's easy to see the problem. Suppose I have mined slime on the ground. I also have a submerged storage bin nearby and I want my dupes to automatically store slime there. Let's also say that I have a storage bin with priority 5 in my base for slime in a mushroom farm. If I set the bin to priority 6, then dupes will transport slime from my base to this bin, de-supplying my farm. If I set the bin to priority 4 then dupes will carry the slime not to this bin, but to any valid bin with priority 5 or higher. (Also there's the obvious need for a higher priority to clean up slime.) It seems like any 2 bins that store the same thing need to be the same priority. By extension you kind of need to set all bins to the default priority. Otherwise any accident with setting subpriority, or the construction of a new bin will generate a ton of errands. I could try to use "sweep only" instead. If I set the bin to priority 6 and sweep only, then the slime gets cleaned up quickly without dupes moving stuff between bins. However now I need to sweep the slime. I insist that I be able to use the sweep tool, not manually select each slimeball and click sweep in the popup. Thus I need to sweep all the clay and rock as well, so I need bins for that and I need to waste my dupes' time sweeping it. What's the solution/workaround to this whole thing? - All bins at priority 5? (Does anyone have a setup with different priorities that doesn't result in useless movement?) - All bins sweep only? - Restricting most dupes from doing storage tasks at all?
  7. Jesus Christ, that was SO close. Btw, day 531? Holy ****.
  8. when i press the space bar i want it to do these actions in this order: 1. if there are hostile mobs within range - ATTACK 2. if equipped with a net - CATCH NEAREST INSECT (not to pick up petals!! you can still pick up petals if you click on them with the mouse) 3. if your inventory is full and there are no hostile mob in range - PICK UP FIRST STACKABLE ITEM IN INVENTORY 4. that's all i can think of now but i'm sure you guys can think of some other actions to put in number 4.