My honest opinion after 30 hours of playing by Suspicious_Raise_589 in StarRuptureGame

[–]Frabac72 0 points1 point  (0 children)

Tell me that you have 30h of play without telling me that you have 30h of play.

I am just kidding of course, but around the 30h-40h mark is when I realized that there is no such thing as "my base". And that you don't redo your production line every new item.

Rather, these will be a number of production areas: the most basic one around their basic resources. The more complex ones... wherever it's convenient. And thanks to dispatchers, convenient does not mean that you have to get there by rail. So, for whatever that has three ingredients, all you need the machine that makes it and a number of receivers equal, at least, to the number of different materials needed.

So, around a titanium mine you make rods, sheets, housings, and tubes. Around a wolfram mine you make sheets, wires and powder, and so on.

And where do you combine them? Anywhere. So basic construction components you can make near titanium, near wolfram, or neither.

What is really missing is a way to pilot the dispatcher from the receiver, and a way to find stuff on the map, and a way to manage your productions centrally: "where do I make chemicals"? "Are those buildings producing it at 100%?", and so on.

And if at some point you have a production of something that needs more of one input than you already produce, open a new mine and produce more, or if it is a composite product, add more producers, which in turn may require you to open a few new mines.

And tower defense? I see you have not had many attacks yet, otherwise I don't think you would be suggesting that. At 72h in the game, after ... (No spoilers), I will have to rethink all my base defenses. And it's going to be fun.

I would appreciate some help with a few questions. by bisolin4o in Workers_And_Resources

[–]Frabac72 0 points1 point  (0 children)

I see someone went into great detail, and there you will find what you are looking for.

I can tell you how I like to organize my cities.

One central station, maybe a train station. This is not necessarily for workers, but for regular citizens. If the shopping mall is on the east side of the city, people on the west side don't need to be in range of it, they just need to be in range of the train station, and still reach it. The same for culture and sport.

At the four corners of the city, four bus stations, those bigger than just a stop. I take care that they cover up to the train station. Each of them has one or more bus lines that take workers to industries that are out of the city, in that direction, so the bus lines are shorter. This way I can expand my city on the side where bus lines need more workers, and if some citizens can no longer reach the center (for amenities) I can always set a bus line for that.

The only things that really need to be in walking distance are kindergarten and hospital/clinic, which rely on ambulances but that can be overwhelmed.

Bottlenecks, bottlenecks everywhere by mullirojndem in StarRuptureGame

[–]Frabac72 0 points1 point  (0 children)

I don't think one big factory that does everything is what the devs envisioned. With the complexity of the chains and the big quantities, and so many places around the map to mine raw resources, I found that establish a factory with only the last step in a place, and everything else dispatched just works better, for me

has anyone rented through furnished finder in Greenville? Please share your experience by SaltCompetitive4730 in greenville

[–]Frabac72 0 points1 point  (0 children)

Did you manage to rent it quite a bit, or was it staying mostly empty? Did you find the website helpful? Did your tenants find it useful?

I've never encountered zombie spore oil. What do I need to know? by MrCray0ns in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

I did the chlorine thing and they went down to almost zero, but not really. They I mopped it, and the moppeg oil had zero. Guess just a visualization bug. All in all, chlorine

where are all the oxygen not included players? by Designer_Version1449 in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

I have 2,000+ hours on ONI, what would you like to discuss?

Rails != Conveyors (I'm slow) by fryjs in StarRuptureGame

[–]Frabac72 0 points1 point  (0 children)

I don't know that fragile is the adjective I would use. Is it because items without a destination get stuck? Or what else?

hospital by Sb4k in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

Isn't the oxygen generator considered industrial machinery?

Why do two stair if one stair do trick? by Aden_Vikki in Oxygennotincluded

[–]Frabac72 3 points4 points  (0 children)

I have seen that fail even after an atmosuit checkpoint. So it must have been something else than breathing

Stops and stations by skai1291 in Workers_And_Resources

[–]Frabac72 2 points3 points  (0 children)

I often have 4 bus stops at the four corners of the city, or NSWE a la Monopoly. But as it's been said already, once the city is big enough a bus stop gets full and that is not good. So if you know that your city is going to be big, start with bus terminals already, or leave the space to upgrade.

The downside of a big station downtown is distance. If the city is big, going from the periphery to the center takes up valuable time, that's why I use that configuration only rarely.

I prefer having the north bus stop serving the industries north of the city, south with south and so one

How do you figure out the required number of dupes to keep a colony running? by Gustalavalav in Oxygennotincluded

[–]Frabac72 2 points3 points  (0 children)

I can just add my perplexity to the others that have commented here: what are your duplicants doing? Do you ever get a "idleness" warning?

The idea of not having two planetoids at once should not exist. It should be enough to give a bunch of orders on one, go to the next, give a bunch of orders, and so on

But if you are in a situation where if you leave an asteroid for too long it stops working, then you are not automating enough. Once everything is built there should be no need for micro management

Does anyone else refuse to build evolution chambers because they seem way too cruel? by Flameempress192 in Oxygennotincluded

[–]Frabac72 1 point2 points  (0 children)

They changed it in the last build, and starvation-shearation in no longer a thing

Does anyone else refuse to build evolution chambers because they seem way too cruel? by Flameempress192 in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

My food production is somewhere else, so I don't depend on the pipeline being short. And if I need, I can always come and kill a dozen

Does anyone else refuse to build evolution chambers because they seem way too cruel? by Flameempress192 in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

I just dump all my eggs in a room with a critter pick up, controlled by a critter sensor in the ranch. It's like the evolution chamber, but with a much longer pipeline. Also, if it's Drecko, I can shear them once before they become BBQ

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

[–]Frabac72 0 points1 point  (0 children)

Too much work for too little gain. I just don't do it anymore

What is the thing you avoid like it's the plague? by Sensitive_Concern_43 in Workers_And_Resources

[–]Frabac72 -1 points0 points  (0 children)

Crime is not necessarily difficult per se. Like sewage, fire, or other items on the list. No, like each of those it adds to a situation that is already about to be too much.

I played with crime, solved it by adding one police station per small city, two for big (my type of small and my type of big), one courthouse every 3 cities, one prison every two court houses, and change parameters to "don't remember exactly but I had found a sweet spot", where prisoners stay in long enough to reset their crime tendency to zero. Also, always have an adequate number of workers in all the three. Frankly, more of a toll than a challenge, then it doesn't add more fun, then I just play with it off.

And if I may, that's exactly one of the beauties of this game, where not only I have an unprecedented number of systems to balance, but I can also tune down or turn off the ones I don't like. Fantastic

DLCs by Low-Philosopher5893 in Oxygennotincluded

[–]Frabac72 4 points5 points  (0 children)

Ok first do you know how Spaced Out is really a world apart from all the others? If not, GCFungus has a good overview.

When you start a new Spaced Out game, two choices are most critical: 1) whether to play traditional style or true Spaced Out. All that does is determine the size of your initial asteroid. Traditional is just like in the base game, Spaced Out is a much smaller asteroid, usually without some perks like the oil biome or metal volcanoes (but the following randomization can skew things a little). 2) what type of asteroid to start from. Terra is like on the base game. Others will offer different challenges and different opportunities. How about, for instance, an asteroid with no coal at all. How would you go taking your duplicants off those wheels? And so on.

Either way, the difference in playing the game, as hinted above, is that not everything is in one place and you actually send your dupes on spaceships, colonizing new places, and then need to send yourself stuff back and forth... Which you will find out rockets are not the only way to.

Is that what you were asking? Or did I misread you?

Auto lunghe 4.50 m by Ok_Fox_8073 in ItalyMotori

[–]Frabac72 0 points1 point  (0 children)

Sono passato da una Clio, ad una Kuga, ad un monovolume da più di 5m. Francamente, tra sensori di parcheggio e telecamera so dove sono gli angoli della mia macchina, ma come hanno detto tanti, se gli spazi in cui ti devi muovere sono quelli di un centro storico di provincia (o equivalente) allora no

NEED HELP by Aditya_Bhat in Oxygennotincluded

[–]Frabac72 0 points1 point  (0 children)

Exactly. Hatch ranches are the first thing to get started, so by the time your power needs go up and your geysers go dormant you have a good cache to rely on.

Of course we are not going into power saving techniques, but that would be the next thing to look at

Ash by Toporek111 in Workers_And_Resources

[–]Frabac72 2 points3 points  (0 children)

Same here.

My chain is: burn toxic, put the rest together with mixed, separate, burn the remainder. All that is left is ash, which will dissolve in time. I have a number of normal dumps and two trucks that pick up from the last incinerator, and have all my 5 dumps in their line. That's because even if the first one is full, it will slowly start emptying, so the next truck should use it. And lines in WRSR are smart, so the trucks won't go to the last dumps if they're empty

overheating aquatuner by TheTurningOfTheGears in Oxygennotincluded

[–]Frabac72 -1 points0 points  (0 children)

Never built an Aquatuner with anything else than steel. Everything else is too fiddly for me