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Oxygen Not Included

Found 7 results

  1. So! I'm working on making (and constantly updating) the critter + morphs image sheet. [DEPRECATED] Now I've found some updated assets in the files, but I'm pretty sure they haven't been implemented into the game yet...so I'm kinda shooting in the dark with them. So it's as the title says, do you think I got them right? I'm pretty sure I've nailed the second Pacu morph, but I'm also pretty sure I've completely screwed up on the first Pacu morph. How do you think it's supposed to look? Edit: Never mind, I've got everything wrong. I suppose I'll just make this a compilation thingy and ship it over to the art thread. EDIT [07/31/2019]: HERE IS THE MOST UP TO DATE VERSION WITH ALL OF THE CRITTERS. APPRECIATE MY HARD WORK BECAUSE THIS TOOK ME WAY TOO LONG TO DO. If you want the wrangled sprites, it'll be $5. Also assemble it yourself, because I simply cannot find a way to put them all together in an aesthetically appealing way.
  2. Hello Oxygen Not Included community! I was hoping you could help me with a ranching concept I'm struggling to understand. New to ranching, I've been working out a design. In short, I came up with an automated way to maintain a population of critters + eggs in a stable using autosweepers/critter sensor etc. Extra eggs are sent away for consumption. So I took a peek at other folks designs and find a common element I don't have: incubators/hatchery room. Everyone seems to use incubators, but I can't shake the feeling that in the grand scheme of things, they are unnecessary. Maybe you could listen to my thinking and point to something I'm missing. I was thinking unless you have a population of critters that you want to expand indefinitely, incubators just speed up a small part of the process that can be matched instead with a little more volume. For example, you figure out you need to maintain X number of critters for a desired resource amount. Well, if you don't use incubators you have to wait 5 times longer for the eggs to hatch...but its not like those eggs use more resources. They just sit there. So, you could create enough stable space (and there's tons of space right?) for X + Y where Y = the amount of critters to make up for the extra time spent waiting, which seems manageable. Eventually, you'll meet the same rate of return as with incubators. Am I thinking about that right? Then I thought, ok but say I don't want to make stable space for Y more critters. Let's say I'm breeding hatches and want them for their meat. I could dump all hatch eggs in a room where they wait and starve. If a breeding room has a vacancy, I move a starving hatch back into one of those breeding rooms that has food (not 100% sure how to automate that, maybe lock the room with automation). Now I don't have to make more stable space, since there's always replacements in the wing. When they do starve, I get the resources I desired in the first place. Eggs take 5 times longer to hatch, but after I've achieved momentum, what do I care since the rate of return doesn't change? Granted, the ages of breeding hatches have to be spaced out to avoid a feast or famine scenario. What do you think, am I missing a key element here? Thanks for reading and your thoughts!
  3. A long time, I've been read several article about critter butchery (thanks to everyone). One day, I have an idea about it. Almost Critters cannot live in liquid (Hatch, Paft, Drecko, Slickster, Pip, Shovevole) Pokeshell cannot keep living in above 100℃ environment. "Hah, ok. If I can make above 150℃ Petroleum liquid elevator, can be it as all critter butcheries?" The demonstration is here. Notes before read it If you want to butchering critters without pokeshell, this system is redundant. If you want to butchering without Paft and Shinebug, there are more practical way than it. See also @Gamers Handbook's Critter Dropper And see @Tonyroid's Critter Killer Structure Shovevole cannot through diamond tiles. steel mesh tile, and steel doors. Internal Pneumatic-Door is to prevent breakout critters from frier chamber. Overflowed a bit petroleum for auto cooking omelette. Aquatuner don't require steel. Gold Amalgam is enough (rely on configuration) How it works Liquid pipeline About Aquatuner bypassing Logistics Automation Logic Circuit Don't forget safety logic by motion sensor. If you omit it, This room will be "Duplicant Deep Flyer" If you want to using GoldAmalgam for Aquatuner, Change thermo sensor above 150℃. GoldAmalgam AT's overheat temp is 175℃.
  4. It used to be that reed fiber was only used for atmo suits so I never bothered trying to ranch normal drakeos and got more reed fiber than I could possibly use by accident trying to ranch glossys, but now that they are needed for insulation and carpet, I finally decided to try growing balm lillys and ranching regular ones. They won't seem to eat them though. At first I thought they couldn't reach them since they are in planters rather than in farm tiles in the floor ( decided to insulate the room since they want to be at least 35 C ), so I lowered the ceiling to see if they could reach it from there but still no dice.
  5. I have to start off by saying when ranching was introduced to ONI I was ecstatic. I adore them and the morphs we currently have and only hope to see more morphs and critters introduced in the future. That being said after well over a year of exploring different mechanics and ways to maximize or exploit critter mechanics I am left wanting more…but only just so. Let me explain. In my view ranching has touched on most of the core aspects of ONI which is wonderful, setting itself as a viable core method and approach to colony management and design to provide an alternative to many industrial solutions and introducing different challenges in the process. First and foremost naturally is food. Food can be acquired through various farmed plants of course and that has its own management style, but ranching introduced more complexity through critter care, different material and environment costs to raise them, and even ingenious contraptions with automation or straight up game mods to make critter culling more effective. That alone is wonderful for the game and I love it but it is definitely not the only use for ranching. Next you have your recycling and utility critter ranching; converting less useful resources such as carbon dioxide into oil or petroleum, abundant materials or waste products into coal and sand via hatches and pokeshells, industrial ingredients produced with some clever environment management via pokeshells and drecko, and even a little explored but highly useful alternative to waste water treatment via gulpfish (my personal favorite, far easier than you think). Dirt generation via pips also is critical in the forest biome starts which are also highly useful alongside shove voles for even going so far as to recreate natural zones that once were destroyed so carelessly by dupes! That is incredible! Then you get into pufts and morbs! Pufts are a wonderful utility for recycling sublimated polluted oxygen into a useful resource, can be used in the generation of slime for mushrooms or algae distillation, and has a weird symmetry with the unranchable morbs. Ah morbs…my most favorite critter, and yet so neglected. I get that they are meant to be a nuisance and punishment for failing to clean lavatories but they could be so much more. I’ve jokingly talked about florbs and adorbs in the unofficial discord putting out décor or floral scents instead of slimelung as potential morphs. I would love to see my slimy bois useful one day, but alas. And then there are gassy moos. They are also adorable. And yet their place as a critter in ranching isn’t particularly effective in my opinion. In order to even acquire them you need to go to space and to feed them you also need to farm gas grass. And they don’t reproduce requiring more trips to space to keep their population thriving. This all requires very late game designs and infrastructure and what do you get for it; a respectable, but not particularly significant amount of natural gas generation. As far as ranching goes I honestly consider the gassy moo more of an aesthetics pet than the longhair slickster and the longhair slickster literally just floats around providing décor and draining o2. By the time you have the technology to get them and ranch them there is a good chance you’ve gotten side tracked and explored the fascinating world of sour gas to natural gas condensing rendering the entire thing a step below useful. So what is my point? Well, I feel like mid-game ranching falls off, which isn’t necessarily a bad thing, but it does leave an open space that could be explored with new content. Mid to late game critter content is lacking once you rule out the usefulness of moos. So in the interest of that I explored some concepts I had developed for science fiction settings for fun and stumbled on an old idea of mine that I think fits quite well into the ONI universe. For your consideration, please acquaint yourself with the Ampere Beetle. The Ampere Beetle is a multi-life stage critter which progresses from an egg to grub to cocoon and finally to beetle form. Each stage has different requirements and conditions and touches on many of the core mechanics of ONI to offer new ways to play the game, exploit resources, and develop new automation or strategies to maximize usage. Most importantly though in keeping with ONI’s theme of management over combat while there is a conditional stage where the adult beetle may stun or harm others, they are a neutral species just like pokeshells. Stage 1: Egg Ampere Eggs are either generated or laid by adult beetles in soft material tiles as buried objects. They lose viability when not buried unless placed into either an incubation chamber or a compost heap (bonus to incubation in chamber, normal “wild” incubation in compost heap but able to relocate vs leaving as a buried object). Like all critters wild incubation would occur in 20 cycles. If a dig errand is attempted on a buried egg in the presence of an adult beetle the beetle will attempt to stun the duplicant or robo-miner. Eggs will grant a small amount of lime and metal ore. Stage 2: Grub Ampere Grubs are similar in size and function to drecko, able to scale walls and ceilings. They have a fondness for coal as a food source and will remain in their grub state if only fed coal, refined carbon, or sulfur. What makes grubs unique however is they will also consume tiles of raw ore if given the chance. Wild grubs will consume 250kg/cycle of a metal ore tile and if killed after duplicants can only retrieve 25% of the consumed mass as well as bug meat, as compared to duplicants who when digging a tile receive 50% of the tile’s mass as useable material. Where it gets useful is grubs that are domesticated will instead retrieve 75% of the tile mass, greatly improving limited metal reserves on asteroids with poor metal reserves or limited volcanoes. But you can do more than just killing the grubs. When a sufficient amount of metal ore is consumed, for the sake of argument let us say 5 tons, the grub then will look for a pool of water where it can proceed to the next stage and spin a cocoon. Stage 3: Cocoon Ampere Cocoons is where things get intriguing. Having stored 5 tons of raw metal ore and subsisting off of carbon products typically used to produce power, refined metal, or the byproduct of sour gas processing Ampere Cocoons do some fun alchemy. Over a 5 cycle period the raw metal stored in the cocoon will be converted into refined metal with a portion of the heat needed to melt the raw metal into its liquid form, much like the refinery, being transferred to the water the cocoon was formed in. This can result in steam production so careful moderation of the water temperature would be wise. If the cocoon ever dries out the process stops and the cocoon begins to lose viability, eventually cracking and dropping a casing to be crushed for lime and a mix of refined and raw ore depending on how long the cocoon was submerged as well as bug meat. While submerged the cocoon will electrolyze water at a very slow rate, taking in the hydrogen to power its refining and releasing oxygen, after all large insects only get so big because of the available oxygen in their environment. If allowed to progress through all five cycles the Ampere Cocoon will “hatch” into an adult Ampere Beetle. Stage 4: Beetle Ampere Beetles are large (roughly similar size to gassy moos) insects which are docile and bear a pair of horns resembling the prongs of a taser. They produce a passive electric current in the immediate 3 tiles around them, capture-able with perhaps a new type of wire or rods as a ranchable passive power source similar in function to shinebug reactors but legitimately intended and functional without significant FPS loss. As mentioned before, attempting to dig an egg an adult beetle lays will cause them to agro and if they catch a duplicant or robo-miner they will expel an electric shock which can stun and possibly cause damage to machinery or injure duplicants, but will not attempt to continue the fight, just stop the act. Different beetle morphs with different properties could be generated depending on the metal they were fed with as grubs, including but not limited to elegant beetles for gold, steel, and so on. Additional concepts to support this idea; New microbe musher recipes; Grub Meal – Crafted with a mixture of coal and fertilizer, instantly causes vomiting if consumed by duplicants, if fed to grubs will allow them to consume higher tier metals (presumably you would start with grubs only able to consume copper/aluminum and further beetle generations would produce new grub morphs that would naturally be able to consume higher tier metals, but this would allow you to shortcut the process through food preparation). Enriched Grub Meal – Crafted with a mixture of enriched coal and sulfur, instantly causes vomiting if consumed by duplicants, if fed to grubs will allow them to consume any tier metal Pacu Pellets – Crafted by mushing bug meat with sleet wheat grains, causes food poisoning if consumed by duplicants, functions as an alternative to feeding pacu algae and would be more sustainable and reliably produced. Grubsteak – Crafted by mushing bug meat with meal lice, grisly quality but edible. New electric grill recipe; Grilled Bugsteak – Grisly quality meal with high kcal content “Rich in minerals!” New gas range recipe; Bugsteak Salad – Poor quality meal crafted with grilled bugsteak and lettuce New Duplicant traits; Insectophobe - +5% stress when near beetles, will vomit if fed food with bugmeat in it. Gourmand - +1 food quality to any meal they consume with bugmeat in it. New décor options – can display beetle shells when they die as art pieces, or crush them in a rock crusher to retrieve the refined metal. Potential new biome subtype; Hive – Rich in coal and some metal resources with minute amounts of water and oxygen. Would serve as a starting point for the critters to generate in as they would be unlikely to progress through their life cycles without duplicant assistance, but could sustain themselves as grubs until encountered and ranched appropriately. And that’s all I got at the moment folks, but I hope it was an entertaining read. Chiefly my thoughts on this were to design a creature which would make ranching more engaging and deep while staying true to mechanics and design principles currently in ONI. I hope that has been achieved and look forward to reading your feedback. If you like it, champion it!
  6. So I just wanted to ask for some opinions on ranch layout. Almost all of the ranches I see are horizontal 24x4, while my natural inclination was to go vertical. I find it more aesthetically pleasing and efficient, giving me plenty of headroom for things like sweepers and better airflow profile. And naturally created the limited space people use a 3 high to keep critters close to the grooming station. In this 4x24 design each sweeper can do their room and all but one square of the next so not quite perfect. Travel time seems not to be an issue apart from they have to climb up to the door, the 4x24 placement allows them to reach the ladder over the top of the grooming station. Excess slicksters overflow into the pit and they either drown themselves in the mixed fluid, not sure why but they sit on the oil and drown in the petroleum layer often, which self solved the fact that the petroleum layer ruined my critter drowning machine, or I come along and mass attack them every so often. Due to poor planning and the late idea to ranch slicksters where I was dumping my refinery heat my main power station is lower than the ranch but next time I would be planning better to drop the co2 right onto them. The 7x14 design gives plenty of floor space and seems to be turning into my conveyor sorting and redirecting area. The biggest problem I have encountered is dupes dropping their wrangled critter where ever they are to go have smoko, so they get a bit mixed up at times. So is it purely floor space efficiency that makes the 24x4 popular? I dont see floor space as particularly valuable other than travel distance, as the map is enormous.
  7. Does anyone do it? I mean actually grooming them, not just keeping one around to plant seeds? If I just did the math correctly, you get about 0.25 watts per gram of lumber from the ethanol route, but if you ranch pips and let them turn the wood into dirt, then feed the dirt to sage hatches for coal, then you get about 0.6 watts per gram of lumber. Plus meat and egg shells. Seems kind of crazy doesn't it? And if you have phosphorite to spare ( and who doesn't? ) and some polluted water, you can turn the dirt into fertilizer first before feeding the hatches for even more coal, meat, egg shells, and some natural gas. Unfortunately it looks like you need 7 pips for every 1 sage hatch. You can easily feed 14 of them from one wild tree but that's a lot of critter grooming.