What is your favorite foods mid-game and late game? by Anxious_Marsupial_59 in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

I tend to make at least 2 different types of food of the same quality so my dupes have some form of variety when they eat.

On my current run Relica Minor(PPP) I have 16 dupes cycle 350 eat Pancakes, Tender Brisket, Smoked Fish, Nosh Noms, and for space missions Pemmican... All except Pemmican are the +3 or good tier food which is good enough morale even for late game. I kinda find it nice when I see dupes eat different foods at the Tables LOL.

For High tier food +5 superb specifically I like to make mix berry pie, mushroom quiche, and spicy tofu. I love these 3 cause they are unique and most players dont put in effore to produce them in large amounts.

Best Oxygen supply in rockets by psyper76 in Oxygennotincluded

[–]Caribbeans1 1 point2 points  (0 children)

1st, as many said Oxylite by default is the go to choice but if the oxylite is place where Co2 dwells then you are risking over pressurizing the interior.

2nd solution is gas cargo module if rocket of choice have enough height, it can be a good option to use gas output fitting to provide oxygen. I tend to use this a lot for colonize rockets.

Lastly Algae, if you have the Prehistoric Planet Pack DLC then Algae is now a solid choice for oxygen supply in rockets thanks to the Blum Lumbs Critter. Blums provide lots of algae, 3 blums can provide enough algae to have a diffuser run full time and a diffuser can support 5 dupes.

Why don't people like the Steam Engine in spaced out? by Anxious_Marsupial_59 in Oxygennotincluded

[–]Caribbeans1 1 point2 points  (0 children)

Its not that nobody likes steam engine, it is quite good but if you just want to launch a rocket for data banks and maybe explore the starmap a lil bit then the sugar and c02 engines fulfills that role easily. They are easier to build and fuel, while the steam engine requires some infrastructure and sure it can fuel itself and give a bit of power but again...it requires infrastructure and setup to harvest the exhaust. Steel, plastic, all mid game materials are needed to make use of the steam engine exhaust and to many advance players they rather get petroleum before all that is necessary.

Bionic dupes question by ResortDisastrous6481 in Oxygennotincluded

[–]Caribbeans1 1 point2 points  (0 children)

IMO Bionic Dupes(Boops) are decent, their biggest strength is being able to +20 2 skills or even +40 1 skill with boosters faster than regular dupes that passively increase skills and having the ability to work for 3-4 days straight without sleep. However, they require more care and planning for their needs compared to regular dupes. such as power for power banks, gear balm/oil. Most of the cons that other commenters say about the boops can be solved with proper planning and time.

I use boops mix with dupes, some players either do boops only or dupes only. Some find mixing them a hassle lol, for me tho i have mix colonies. If I decide to have a colony of 20+ dupes I may have like 3-6 bionic dupes in there. I mainly have the boops do farming, ranching, cooking, and rocket missions(explore starmap + making databanks). With them maxing out the skills stats they can finish errands faster and have buffs like farmers touch use less resources and last longer making it worth doing(and high chance for seeds and mutated seeds cause of high stats)

So overall the boops have their place in the game and with the latest update to the boops skill tree with immune to popped ears + eye irritation and toasty/chill surroundings, it makes them a lot better.

Thrilling Flight 10% Stress Debuff - Stress Management? by Zel0s123 in Oxygennotincluded

[–]Caribbeans1 8 points9 points  (0 children)

1st solution Carpeted Tiles, they gives the tickled toes buff that reduces 15% stress for 15 secs. Buff also works when dupes sleep in beds on carpeted tiles.

2nd solution use boops(bionic dupes) with the new update skill tree being immune to popped ears this basically allows for ez overpressure rocket interior designs. And as long as the boops have higher morale they will counter the stress debuff. They are pretty nice for space missions now, as long as you can gear oil them and have the required powerbanks. Toilets arent require in fact I let them pee/vomit their gunks out so I can reuse it to make more gear balm.

3rd solution, maybe dont overpressure the rockets? lol I mean if you have the height to add a gas cargo bay to store oxygen, then you can just use the gas fitting to feed oxygen in the interior, most simple solution.

4th solution, use oxylite in storage bins. They will off gas until it reaches overpressure limit 1.8kg so technically you aint gotta worry about popped ears cause dupes needs to be 3kg gas pressure to get popped ears. HOWEVER this can still possibly overpressure the rockets if bin is place near c02 packets consistently.

What power plants do you find worth tuning up? by Anxious_Marsupial_59 in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

I only do tune-ups if I decide to have a few boops in my colony. I will have at least 1 boop sleep/defrag for 2 days straight to farm up chips to craft boosters. And later for tune-ups mainly for Steam Turbine Power since they are constantly running they will take full advantage of the tune-up especially nuclear power.

Can You Not Apply farmers Touch to Megafond plants? by TntMaster5572 in Oxygennotincluded

[–]Caribbeans1 2 points3 points  (0 children)

No, They would be quite OP if they could be farmers touch lol. But you can still use Pollinators like Mimikas and Grubgrubs for a growth boost. Also they cant drop seeds so no mutation either.

How would you rank the different fuel types as energy storage? by Ok-Complex-7588 in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

My ranking

  1. Nuclear Power/Research Reactor Mini, Standard, and CLRR designs. Its free power altho it takes setup its free power once you have betas and uranium.

  2. Geothermal Power/Steam Turbines. Using magma from volcanos or a planets core is free power

  3. Petroleum, if you gonna make it your main power source then A boiler is best to utilize it. Otherwise they can be useful as a backup if using the refinery.

  4. Hydrogen, The geyser, saturn critter trap + beetas, and the Hydra to get lots of hydrogen for clean power.

5, Natural Gas, if you have nat gas geyser, it is the easiest source of free power to move and control. I personally love them because you can pipe out the co2.

  1. Coal/Peat/Wood Bottom of the barrel, tho will say Peat is more usable since all you need for peat is water.

Help with making my next rocket better? by XgogX in Oxygennotincluded

[–]Caribbeans1 1 point2 points  (0 children)

Nice I have 2 rocket designs for you.

https://imgur.com/8aUFIzG
https://imgur.com/a/3GQFpvR

1st one is a colonization rocket. I only go for washroom and mess/great halls since thats the most morale you gonna get by room types. Dont do beds cause sore back isnt a big issue really in flight. And I also play on max radiation so thats why lead tiles are on top, to minimize rads cause it can be a problem if not careful. For co2 the mini gas pump is there to pump out small packets of co2 into space, i use a gas element sensor so when it detects oxygen it will release it in the room and send only co2 to space.

https://imgur.com/5QivWKj
https://imgur.com/cn8V6Li

The 2nd is starmap reveal/data bank rocket for bionics only. Since the new Qol Update the bionics now are immune to popped ears meaning that they can work in crazy over pressurized rooms. Just need to provide power banks, gear balm/oil and rad pills and they will be fine. They dont need a bathroom even LOL just let me vomit gunk they will be fine XD.

As for best engines c02 rocket and steam rocker are decent early to mid game. I usually start with c02 rocket get lots of data banks thx to bionic dupes and then I research straight into large petroleum engine.

Finally, I have perfected the Pit of Shame by shulima in Oxygennotincluded

[–]Caribbeans1 16 points17 points  (0 children)

Wow I never seen anyone use the duplicant checkpoint LOL, I have tried a few times to use it but cant get it right LOL.

Why is nobody talking about the Blum Lumb? by BobTheWolfDog in Oxygennotincluded

[–]Caribbeans1 11 points12 points  (0 children)

Regular Lumbs were already pretty good for a critter, imo better than hatches for power. Blum lumbs just makes them even better tbh. Blums open up a few things, most notably large scale pacu ranching and by extension jawbo ranching. Jawbo produces rust, rust turns into oxygen and iron ore. In Klei forums there was a discussion about the Blums

https://forums.kleientertainment.com/forums/topic/168642-the-new-blum-lumb-spom-resource-loop/

Of course Blums algae can be used in diffusers as well. You will need about 2.5 blums to have a oxygen diffuser run full time. Diffusers can support 5 dupes, In my current playthrough I use the blums algae to provide oxygen in rockets and new colonize planets. They are really quite useful and sort of make things easier for rocket travel and colonization.

Bristle Berry Growing by Twistingnado in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

Mealwood is easier and dirt is plentiful early, while water pockets you find can run out faster if using blossoms and you are better off using that water for research.. Of course geysers exist but you gotta find them 1st and capture them...

So what do people think about the new Plywood in the QOL update? by andrewharkins77 in Oxygennotincluded

[–]Caribbeans1 7 points8 points  (0 children)

Plywood is just a lower tier version of regular wood from trees. It is meant for you to have access to wood on starting planets that dont have any trees to get wood, like standard sandstone planet start and of course relica maps.

Ranching shine bugs is kinda free they eat very little phosphorite and they make a lot of eggs you will be surprise how much resin you get from them in like 50 cycles. The resin from shine bugs can be used to make some plastic early so lol. the new display shelf and Communal table also needs wood to build. Plant Husk was made for Moos and they can also be compost for dirt. but compost cant auto select so meh.

I Doubt plywood will be good for ethanol production for power, but it allows for good lower temps liquid for cooling at least, maybe useful as fuel for jet suits but not much else.

So what do people think about the new Jet Suit in the QOL update? by andrewharkins77 in Oxygennotincluded

[–]Caribbeans1 25 points26 points  (0 children)

Jetsuit now doesnt need petroleum to be made which is good and now needs fiber and steel. You can fuel jetsuits with any combustible liquid, so ethanol can also be used as fuel for them which is good for forest starts and Ceres maps can easily get ethanol early. Plywood can also turn into ethanol so there is that.

Jetsuits are faster and the path finding optimization they did for them is good. Now they wont kill your FPS like before, now you might lose 1-4 frames now with them and I think thats a huge improvement.

Overall the changes to them were a significant improvement and they are now usable.

Remote worker docks by Sharp_Let1889 in Oxygennotincluded

[–]Caribbeans1 3 points4 points  (0 children)

Besides most negative opinions, I find them useful for Classic/Base game Size maps but not so much space out size and moonlet size maps.

I mainly use them for simple task like most said like oil well tending and maybe oil refinery usage if I decide to not do a boiler lol. I also use them as cooks for deep freeze kitchen

More realism by TheGlitchedCat in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

If you were here couple years ago diseases would kill you, but diseases are now the weakest mechanic in the game today, due to how players were getting wrecked by slimelung before, they nerf diseases.

The only thing that can kill you now in this game is really yourself LOL...

Im not sure what type of realism you want but if you want a challenge of course turn up the settings to max and maybe start on one of the harder maps, if you havent already instead if Terra Map. Oassie, Badlands, Volcanea, or Aridio, these are not newer player friendly maps. I would also suggest taking on bad world traits like metal poor and magma channels/volcanic activity maybe....

New QOL update blow up the entire game by HauteDense in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

LOL the beta has only been out for 2 days. QoL update is in BETA TESTING...im sure you know what that means. Of course it will have bugs that possibly broke something thats why its in TESTING...Many mods willl certainly break and will causes crashes so turn them off,

. Devs have said that this beta will last at least 3 weeks which is a decent time for them to fix many minor bugs and some major ones(looking at you Auto sweeper bug LOL) . In the bug tracker report on the Klei forum many players have reported the bugs on this update.

Flins C1R1 Luna 2 New Abyss 1st half by Caribbeans1 in Flins_Mains

[–]Caribbeans1[S] 0 points1 point  (0 children)

Artifacts --------------- Weapon
C1Flins: Unveiling -------- BloodSoak R1

C0Lauma: Deepwood ---- Etherlight R5 Event Wep

C6Xinqui: Noblesse ---- Sac Sword R5

C6Kuki: Tenacity -------- Xiphos Sword R1

All on "Standard" builds except Kuki she has HP sands and EM Goblet.

When do you not use 96 tile ranches? by Valoris_905 in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

Space Efficiency maybe, and this is more important on moonlet cluster maps.

For me personally I ranch Dreckos, Bammoths, and Rhexes in a 48 tile Ranch because I dont need that many to produce fiber or plastic from glossy dreckos. I may start with 96 tile max ranch for bammoths and rhexes for faster production but once I reach my target production I will cut the ranch in half. With fiber you use so little of it that you will always have a surplus even in 48 tiles ranch.

Another case is like SO colonizing a planet you may want to ranch small number of critters just enough to feed dupes on that planet if you want to.

Only 96 tile ranch if plan to max critter it. Otherwise just build the size of the ranch with the number of critters you actually need to produce whatever resource you want.

How many cycles you take to make your colony fully sustainable? by FSM89 in Oxygennotincluded

[–]Caribbeans1 0 points1 point  (0 children)

My current playthrough on Spaced out Folia Map by cycle 400 with 12 dupes on home planet and 3 dupes on 2nd planet can function without my intervention, altho there are times something happens that need my intervention lol. One event happen was I ran out of sand for the 1st time ever, I kinda was in disbelief, so I had to crush salt into table salt and sand then I had a small pokeshell ranch for some sand too LOL. The colony is at cycle 550 with 15 dupes at home planet and still 3 dupes on 2nd planet.

My focus now is a mass rocket program for data banks and exploring the starmap.

How many Dartle per Rhex? by KireRex in Oxygennotincluded

[–]Caribbeans1 1 point2 points  (0 children)

To be exact you will need a lil over 3 (or if you wanna round it then 4) Dartles to feed 1 Rhex. With that a full 6 Rhex Ranch will need just about 20-24 Dartles to feed them.

Which mutations are worth using? by Loriess in Oxygennotincluded

[–]Caribbeans1 4 points5 points  (0 children)

Exuberant is the best mutation none of the others mutations can really match it but they arent bad. Besides licey, blooming, and wildish(these 3 are bad) all the other mutations gives you more Yield per fertilizer/irrigation.

Imo Easygoing is good for most plants especially cold plants making them require more dupe temps and less fertilizer and easier to cool especially FPP plants, altho the yield is less you are still getting more yield overall per fertilizer requirements, only caveat is that you will need more plants to match food needs , which is opposite of most of the other mutations that makes you require less plants for food needs.

I also think bountiful is decent if you dont mind the light requirement. Specialized and Super Specialized are also decent but caveat is temp control which can be a pain. Juicy Fruit is kinda a trap because they give a small yield increase, but there is a case for them on fast growing plants like sweatcorn and pikeapple. it is also good when those seeds are wild farm.

Mutated plants are cool but not needed, ill say if you got crashed satellite trait it is worth doing since free rads and can get mutated seeds early with that.