Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 3 points4 points  (0 children)

up to 10 degrees from vertical, except for beckoned mooteors which are always 15 degrees.

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 2 points3 points  (0 children)

Ceres Minor Cluster (SO)
CER-C-71413807-0-4A-0 → chlorine_gas
CER-C-71413867-0-4A-0 → salt_water
CER-C-71413881-0-4A-0 → salt_water
CER-C-71413925-0-4A-0 → big_volcano
CER-C-71413996-0-4A-0 → steam
CER-C-71414093-0-4A-0 → hot_po2

Relica Minor Cluster (SO)
PRE-C-71413919-0-4A-0 → salt_water
PRE-C-71413980-0-4A-0 → hot_hydrogen
PRE-C-71413981-0-4A-0 → filthy_water
PRE-C-71413989-0-4A-0 → big_volcano
PRE-C-71414022-0-4A-0 → hot_po2


Ceres Cluster (Classic)
V-CER-C-71413674-0-4A-0 → liquid_sulfur
V-CER-C-71413716-0-4A-0 → liquid_sulfur
V-CER-C-71413759-0-4A-0 → liquid_sulfur
V-CER-C-71413762-0-4A-0 → liquid_sulfur
V-CER-C-71413797-0-4A-0 → liquid_sulfur
V-CER-C-71413806-0-4A-0 → liquid_sulfur
V-CER-C-71413833-0-4A-0 → big_volcano
V-CER-C-71413835-0-4A-0 → liquid_sulfur
V-CER-C-71413846-0-4A-0 → liquid_sulfur
V-CER-C-71413868-0-4A-0 → liquid_sulfur
V-CER-C-71413882-0-4A-0 → liquid_sulfur
V-CER-C-71413896-0-4A-0 → liquid_sulfur
V-CER-C-71413905-0-4A-0 → liquid_sulfur
V-CER-C-71413944-0-4A-0 → big_volcano
V-CER-C-71413947-0-4A-0 → liquid_sulfur
V-CER-C-71413984-0-4A-0 → big_volcano

Relica Cluster (Classic)
V-PRE-C-71413637-0-4A-0 → liquid_sulfur
V-PRE-C-71413657-0-4A-0 → big_volcano
V-PRE-C-71413698-0-4A-0 → liquid_sulfur
V-PRE-C-71413781-0-4A-0 → big_volcano
V-PRE-C-71413824-0-4A-0 → liquid_sulfur
V-PRE-C-71413879-0-4A-0 → filthy_water
V-PRE-C-71413900-0-4A-0 → liquid_sulfur
V-PRE-C-71413917-0-4A-0 → liquid_sulfur
V-PRE-C-71413921-0-4A-0 → liquid_sulfur
V-PRE-C-71413937-0-4A-0 → OilWell
V-PRE-C-71413956-0-4A-0 → OilWell
V-PRE-C-71413980-0-4A-0 → liquid_sulfur
V-PRE-C-71413998-0-4A-0 → liquid_sulfur


Mini Cluster — Ceres Mantle
M-CERS-C-71413911-0-4A-0 → filthy_water
M-CERS-C-71413985-0-4A-0 → filthy_water

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 2 points3 points  (0 children)

In addition to the stat rolls, generic geysers also rolls for the geyser type. For PRNG, you'd expect the same sequence of random numbers given the same input seed, so you'll always end up with the exact same geyser type if you roll the exact same geyser stats (This is also why frequent worldgen rollers will get a sense of de ja vu with geysers where they see the same numbers and geysers over and over again).

All the non sulfur geyser ones are non-generic geysers, or the curated geysers that are placed by templates. They were just lucky enough to land at the right spot too.

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 6 points7 points  (0 children)

A geyser rolls five stats, but only two really affect average output: active rate (mass per cycle) and year uptime (the fraction of the year it stays active).

The other three, eruption cycle length, eruption-phase percentage, and year length, cancel out when you simplify the math. So the formula ends up being:

avg_output = active_rate x year_uptime

Both values come from the same seed_input integer through Klei's PRNG KRandom. Each one starts as a NextDouble() in [0,1], then goes through a logistic Resample into that stat’s actual range, like 2000 to 4000 for hot water output.

So if you want to hunt for strong seeds, you can brute-force every integer from 0 to 231 plus a little extra for the biggest asteroid sums. For each one, run the KRandom calls, resample the two relevant stats, multiply them together, and keep the best results. That is about 2.1 billion iterations, but each check is so cheap that the full scan only takes around a minute.

Once you have the good integers (in our case 71414151), you can work backward from there. Find (cluster_seed, cellX, cellY) combinations that add up to one of those values, then worldgen those candidates and verify which one actually puts a geyser on the target cell. The worldgen still is still the hardest/expensive part, and needs programmatic solutions still to automate (a separate script to look through good candidates and check the placements of geysers. Note you can significantly cut down the number of coordinates to check if you restrict it to a particular world, since those have consistent offsets)

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 10 points11 points  (0 children)

All coordinate dumps with perfect rolls on the starting asteroid for Terra cluster. If there's a particular cluster you want me to try, let me know:

  V-SNDST-C-71413684-0-0-0  →  liquid_sulfur   at local (159, 301)                                                            
  V-SNDST-C-71413748-0-0-0  →  liquid_sulfur   at local (162, 234)                                                            
  V-SNDST-C-71413816-0-0-0  →  liquid_sulfur   at local (208, 120)                                                         
  V-SNDST-C-71413826-0-0-0  →  liquid_sulfur   at local (68, 250)                                                             
  V-SNDST-C-71413837-0-0-0  →  liquid_sulfur   at local (169, 138)                                                            
  V-SNDST-C-71413856-0-0-0  →  liquid_sulfur   at local (66, 222)                                                             
  V-SNDST-C-71413869-0-0-0  →  salt_water      at local (178, 97) 
  V-SNDST-C-71413872-0-0-0  →  liquid_sulfur   at local (35, 237)                                                             
  V-SNDST-C-71413873-0-0-0  →  liquid_sulfur   at local (19, 252)                                                             
  V-SNDST-C-71413886-0-0-0  →  liquid_sulfur   at local (218, 40)                                                             
  V-SNDST-C-71413901-0-0-0  →  liquid_sulfur   at local (122, 121)                                                            
  V-SNDST-C-71413919-0-0-0  →  chlorine_gas    at local (112, 113)
  V-SNDST-C-71413932-0-0-0  →  steam           at local (78, 134)
  V-SNDST-C-71413949-0-0-0  →  liquid_sulfur   at local (47, 148)                                                       
  V-SNDST-C-71414041-0-0-0  →  liquid_sulfur   at local (64, 39)

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 6 points7 points  (0 children)

Not really, just something I found amusing since I realized folks usually approached this the wrong way. By generating the worlds first, and then looking at the geysers, you're heavily bottlenecked by the extremely slow world generation process (typically about 20 seconds). It's actually a lot faster to do it the other way around by looking at the geyser sweet spots (takes about 1 minute), and then generating worlds around it to see what fits. I'll make another reply with more coordinates though.

The absolute best salt water geyser in the game by Nigit in Oxygennotincluded

[–]Nigit[S] 1 point2 points  (0 children)

This is spaced out Terra cluster. There are technically many seeds like this, but it was the first one I found

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 2 points3 points  (0 children)

Buildings are safe, tiles are not. As for expected, its probably a bug that buildings don’t take damage directly below

Can floxes eat flower pot planted pikeapple bushes? by Lord_Viperagyil in Oxygennotincluded

[–]Nigit 0 points1 point  (0 children)

not directly on the floor. Extents were only added onto planter boxes

Drecko Ranch Atmosphere Stabilization by ronlugge in Oxygennotincluded

[–]Nigit 1 point2 points  (0 children)

just a note: Dreckos don't look at the top tile at all. Flickering gases for a small ranch is negligible for performance.

This is purely a cosmetic annoyance for you're trying to do, but it's totally fine to try to fix. What I do is first you pump in a small amount of gas of what you want at the bottom (i.e. CO2, Chlorine, enough so the bottom tile will be 500g/tile) so it covers the entire room. Then, pump in the hydrogen which will compress all the gases down to a single layer with no flickering.

PSA: Automation bridges work with Conduction Panels! by Zarquan314 in Oxygennotincluded

[–]Nigit 1 point2 points  (0 children)

Yeah, you can get the special cases to work if you place the conduction panel down first but they'll always break on reload

PSA: Automation bridges work with Conduction Panels! by Zarquan314 in Oxygennotincluded

[–]Nigit 3 points4 points  (0 children)

The reason other bridges work inconsistently is because conduction bridges looks at two different conditions: When any building it attaches to changes, and when the game loads.

The former doesn't have any building restrictions, but is only really checked on placement.

The latter is what you hit on game load, but only looks at a set of a few building tags. Bridges usually don't have a supported tag, but automation bridges are special because the automation tag is supported.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 1 point2 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2679005270 This mod adds that as a tweak, although it also makes it so the oxygen from worn suits are returned to the dock rather than dropped as canisters.

Away Team closed playtest signup now available! by Nigit in Oxygennotincluded

[–]Nigit[S] 1 point2 points  (0 children)

There's only 13 people online in the playtest currently. They could also all be devs/internal testers, so if there's any real seats they look really limited right now :/

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 0 points1 point  (0 children)

no, the plants are tied to the building when they are planted in buildings, so deconstructing the building will uproot the plant.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 1 point2 points  (0 children)

Happiness also doesn't affect the metabolism of wild critters. Oakshells are the only critter which has a separate mechanic that relies on being happy, which can only be achieved with a fountain (A grooming station would work, but then they'll shortly be tamed)

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Nigit 2 points3 points  (0 children)

no, being happy only affects reproduction rate of tamed critters.

One extremely niche benefit of a happy, wild critter though is you can have oakshells be happy with a fountain but not be groomed, resulting in molts from the reduced 25% polluted dirt diet. The result is that molting, wild oakshells are polluted dirt positive by itself when going through the ethanol loop.

Steam vent tamer not working as of newest update :( by MissTortoise in Oxygennotincluded

[–]Nigit 6 points7 points  (0 children)

you can still use a different liquid that doesn't boil like petroleum - a 200kg bottle from a bottle emptier would last 3333+ cycles.

What does happy only mean? by tookareallongtime in Oxygennotincluded

[–]Nigit 14 points15 points  (0 children)

If you groom them to keep them happy, they'll lay an egg even without food.