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Oxygen Not Included

Found 9 results

  1. So! I'm working on making (and constantly updating) the critter + morphs image sheet. 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.
  2. Hi all i set small experiment for "open air ranching" with shine bugs, - set 2 ranching station with feeders on open air. Results: + tons of eggs "total" decor bonus - my base covered by shine bugs with > + 100 decor bonus light - near feeders and stations i have constantly > 20k lux not matter day / night - its really possible to set solar batteries and get easy power without space and generators(no need for steel on early phase) - now i have >200 SB on "open air" without fps drop, but i fear that performance cap near....
  3. Does somebody have a working automated system for collecting surplus eggs from the stable? Attached is my attempt at this in QoL1. With critter sensor set to 8 and the loader set to accept eggs, it should just work. Except that it quite doesn't, because the way critter sensor and autosweeper work makes it really difficult. With there being 7 hatches and 2 eggs, one egg should be loaded and transported away, but it will actually load both of the eggs.This is because both the sensor still counts eggs held by the loader or the sweeper as "in the room", and also because the sweeper first collects both eggs from the group and only then it loads them. Which means that it's unlikely that any egg would ever hatch, since in the time needed for it another egg will get laid and then they both will get swept. (Note that the save is created using sandbox, so there are e.g. not enough sweepers to cover the entire stables, but it shows the situation well enough). I already mentioned this in the announcement thread, and some people said that it of course will work somehow. But nobody posted an actual working solution, only ideas or mockups, and they just will not work because of the above-mentioned problems (people for some reason especially seem to miss the fact that the sweeper will first load both eggs, even though I stressed that fact; you can test it in the save). So, does somebody have a working solution and could you please post it? Preferably if it's a reasonably simple solution. I know people have already automated this in the past even without the sensor, but those were complex setups that presumably took hours to invent. I think if a task as reasonable as this cannot be done without extensive research then it is broken. PS: Note that the save also shows two bugs, the critter sensor not remembering its setting after save/load, and the loader getting loaded even when disabled by automation. But regardless of those I still can't see a reasonable solution for the problem. Test.sav
  4. Yes, I am running entirely modless but I want to start making more serious ranches, probably to get Steel, so I wonder how I'd be making an Egg-dropper to drop all eggs into a Nursery room on the floor, to prevent getting Cramped. Do I need any mods to improve the ranches? I heard that Cairaths ranching sensors help a lot but I am not sure if I can install that on my current world?
  5. The feeder and and dropoff UI is really annoying to use. Often takes a long time to set up when scrolling through endless morphs in no particular order. Time to clean it up: - Allow us to assign critter morphs we got eggs for. Currently we can`t assign a critter type unless there`s one visible on the map. This means we have to wait until a critter hatches to add it to the the dropoff. And once it hatches you still can`t add the mature critter until the baby grows up. - Group critters by type then add morphs as subgroups. Lets say you select hatches. Then all types of hatches will be delivered to the dropoff. If you want a specific morph you just open the submenu. - Similar for the feeder just group critters by types so you don`t have to scroll to find the proper morph. Just open the shinebugs tab and select the morph you ant to feed and waht you want to feed it. And please make the menu not scroll up to the top whenever you open a submenu.
  6. Instead of 4 hatches, we should have one big hatch at size 2x2 tiles, consumes and produces as much as 4 hatches (including grooming time, because they are larger), but in game, only cost 1/4 walking calculation performance. Dreko will grow longer, like snake, because of how he travel, the rest of critters grow larger in 2x2 size. There should be 2 type of groom:one is Reproduction , increase egg produced by 300%, while the other type, Productive, increase material consumed and generated by 100%, also increase chance of producing humongous eggs (the chance got reset when a critter lay the large eggs, so you cant produce multiple large eggs with one small critter). Instead of hoarding 100 critters, now you only need 14 critters with 4x size (because of 2D world, 3D would be 8x, but it would be too much) and 2x production, which will save your performance a lot.
  7. So, first off, I'm pretty sure most of us love the idea of the Shove Vole. As it is, there's so much Regolith in the in-game world, but so little to do with it, after all. I personally also love the promise of something that can reasonably produce extra Dirt for our bases. Of course, in its [edit: initial] state, things are a little funny... [Edit: Fortunately, they've already changed the 'production' mass ratio, but nothing else.] It's also interesting how the Shove Vole's stated to eat two things it will never have access to on the surface, which makes me wonder if its diet isn't fully implemented yet. Given the Shove Vole's nature as a surface-dwelling critter, maybe something more like the following would be reasonable? ---- The main suggestion: Diet: Regolith, Mafic Rock Excretion: Dirt, Iron Ore This critter will "produce" the following materials: Dirt: 25% of consumed mass Iron Ore: 25% of consumed mass (Or 40% / 10% - it's less simple but is possibly more 'realistic'. Or whatever might be good for balance. BOTH are output, whatever is eaten.) ---- [Edit: this paragraph's outdated.] First off, Regolith masses on the surface are a little crazy at the moment, so if I may, could we please keep their "production" mass to a limit of 50%, whatever the product ratios? Secondly, note the suggestion regarding Mafic Rock. It's been bugging me for a while that Stone Hatches can't eat it. What's also been bugging me is the Encyclopedia entry for Mafic Rock: We can't even use the Rock Crusher on it, but the Rock Crusher can handle Igneous just fine! (But I digress.) Since Mafic Rock's been explicitly stated to be Iron-rich, it should probably be consumed by something that can produce that Iron in return. As the current direction for the Shove Vole produces Iron, and Mafic Rock's a surface material, why not allow the Shove Vole to eat it as well? That'll at least make the "iron -rich" thing relevant, even if it's never allowed to be rock-crushed. Given that Mafic Rock and Regolith are the two primary surface materials, I think it's a reasonable stretch of Lore to say that Regolith is basically equivalent to "Mafic Rock sand," which would help explain why they can return Iron from Regolith. It's also worth noting that we get a strong analogy to the base Hatch, which can consume Sandstone and Sand to return Coal. This new buddy's just not so great at the Coal thing, leaving Dirt behind instead. (But that's okay - Sage Hatches are a thing.) Finally, this proposal for a modified diet keeps things simple - no matter what it eats, it outputs the same materials at the same mass ratios.
  8. I was trying to make a wild pacu pond, but came to a problem : all my fishes are "tamed" ! O_o After some observation, I see that tamed pacus give egg with 0% of wilderness. So I go pick a "wild" egg, to put into my pond, via a compactor, and ... it instantly got his wilderness to 0% !! O_o Eggs should always have 100% of wilderness, even when laid by a tamed pacu. So it's only the feeding (and breeding for other critters) that gave the "tamed" attribute. And maybe also that of living with a tamed critter of same species.
  9. The critter lure hasn`t seen any changes in a while. But really needs an update now that we got a new flying critter (the gassy moo). We need a lure for the moo. Probably the gass grass or it`s seed. Another thing is baiting the critter morphs. All pufts get attracted to slime but only half of the morphs actually should. Squeaky and dense pufts should be attracted to bleach stone and oxylite respectively. For shinebugs it`s similar. While most of them can eat phophurite the two final morphs don`t. They would need abyssalite and diamond instead. Finally on critter wrangling. I`m ok with critters getting wrangled in a ranch room but the dropoff auto wrangle system is pretty anti intuitional and not obvious for new players. So why not allow wrangling of aerial critters off the lure as well. It would be more consistent for flyers in large rooms.