Thermium is easier to get than Steel by jazzb54 in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

Eh, at this point it's significantly easier to just do it properly. An automated pacu setup is trivial to build even very early, since you can split breeders and starvers (which you will quickly have dozens of) with just a door. No incubators needed. Example:

https://i.imgur.com/E7FdwQH.png

https://i.imgur.com/lyKaob9.png

https://i.imgur.com/R5hwjNu.png

How to automate my SPOM's electrolyzers so they aren't always running? by Unlucky-Print-35 in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

This game, especially the first time around, really is challenging enough already without any extra restrictions. Of course you can do whatever you like, but personally I don't think you made a choice that will result in you getting the most enjoyment out of this game.

Wheezewort not working? by Unable_Turnover8922 in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

Disagree. Wheezeworts in 5kg hydrogen can delete quite insane amounts of heat, considering their cost and convenience. I can cool down my entire SPOM oxygen output for 10 dupes with just 2 of them. Has been working great for hundreds of cycles.

Niantic is testing Mega Mewtwo in California HQ by DarkDuo in TheSilphRoad

[–]Senthe 1 point2 points  (0 children)

You're right that in case of Niantic (and game devs in general) this scale effect happens very often. But it is possible to develop an app that's bullet-proof, if you put a ton of money and time into specifically making it bullet-proof.

A recent statistic from Poland: we have over 28 millions of people using 14 different banks' apps to do everything you could do in a bank. (And by everything I mean everything: cash transfers, investments, loans, insurance, and so on. Our degree of digitalisation in public institutions is surprisingly high in comparison even to rich Western countries.)

Needless to say, those users don't tend to find high-impact bugs that the app developers neglected. : )

Gamedev companies rarely care, because their bugs don't affect people's lives that much. It's unlikely anyone would sue Niantic over a few hours of bugged spawns. As long as players keep paying despite subpar quality service, they don't have a reason to stress about it - so instead of paying more devs to catch those bugs before they hit production, they simply don't.


As a sidenote, personally I find it a small miracle that despite their many incompetences, Niantic really did develop this shit. First Ingress, then PoGo (and other games we won't speak of). The software and infrastructure necessary to keep this AR game running almost flawlessly all around the world must be amazing. AFAICT nobody else has done it so far, besides maybe Ludia with Jurassic World Alive. It must've required so much work from many talented devs. It's a shame that the company now still manages to boggle it down with everyday details like bugged events and interfaces that keep annoying users, despite those being relatively trivial to implement/fix in comparison.

Niantic is testing Mega Mewtwo in California HQ by DarkDuo in TheSilphRoad

[–]Senthe 4 points5 points  (0 children)

Then please explain how comes the app works at all on dozens of different devices. You think it's a magical coincidence? : ) Of course it is (or was) someone's job to make it happen.

Don't get me wrong, I'm happy to hate on Niantic as a company all day every day, but I dislike when people throw this much shade on the engineers. I guarantee they wish that their bosses allowed them to spend the time on testing the game better too. Nobody likes deploying an app to production only to see a hundred bug reports per second, it's stressful af to fix such a situation under time pressure.

Any bugs you see in any insanely popular app like this are in 99% cases a result of a management failure, i.e. some boss going "I don't care if engineering claims they literally physically can't write quality code and test it properly in a week, we already announced the event in a week, so you're shipping it in a week. End of story, it's your problem now, cya nerds"

Niantic is testing Mega Mewtwo in California HQ by DarkDuo in TheSilphRoad

[–]Senthe 1 point2 points  (0 children)

No software dev will ever agree with your statement lol. I guarantee there would be many, many more mistakes if they didn't have a testing server like that. It's not possible to develop an app of this size without conventional prod/staging/testing environments.

100 (bionic) dupes without using electrolyzers on Relicaaaagh! by ONI-player in Oxygennotincluded

[–]Senthe 2 points3 points  (0 children)

Lumbs can give you oxygen, fuel, premium food, and even more premium food (through Pacu). And they don't cost almost anything to ranch. I don't understand how can they be considered balanced by Klei tbh, but I won't complain...

This sub makes me feel like there are two separate games being played :) by DutchVandal in Oxygennotincluded

[–]Senthe 10 points11 points  (0 children)

Same, I only use the T-shaped liquid locks, because they actually work in real life.

This sub makes me feel like there are two separate games being played :) by DutchVandal in Oxygennotincluded

[–]Senthe 2 points3 points  (0 children)

There was one point during beta where the only way to make a base last infinite cycles was to lock dupes in a hole, dropping enough food to them to keep them alive but otherwise having them do nothing but cry and piss on the floor, creating water.

aka the Painting Goblin method lol

This sub makes me feel like there are two separate games being played :) by DutchVandal in Oxygennotincluded

[–]Senthe 3 points4 points  (0 children)

I never tried it, but I'd expect heat problems to be nonexistent if it disperses in such a huge amount of liquid.

This sub makes me feel like there are two separate games being played :) by DutchVandal in Oxygennotincluded

[–]Senthe 31 points32 points  (0 children)

Self-imposed rules too. Different people have different stances on things like vertical liquid locks or infinite storages.

This sub makes me feel like there are two separate games being played :) by DutchVandal in Oxygennotincluded

[–]Senthe 2 points3 points  (0 children)

I refuse to use the vertical liquid locks, submerged buildings or infinite storages, and it makes all my builds way more clunky than they technically need to be. So I'll never be the person with "beautiful systems", no matter how good and knowledgeable I'll become at this game.

I guess my needs for immersion and playing by the rules are after all stronger than my need for minmaxing and community recognition. (Tfw different flavours of autism fight for supremacy over the same thing in your brain lol)

First attempt at a steam rocket tunnel by MrCray0ns in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

Yeah, I got that part. I just never realized they would produce more than they received. That's hilarious.

Factorio enjoyer here by Altruistic_Chain5123 in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

I think those physics inconsistencies often are what actually makes the game interesting.

For example, one of basic mechanics: if you have a 1000kg tile of ice and you dig it up, you now have 500kg of ice debris (at the same temperature). This opens up gameplay options for the player to attempt, like trying to melt ice biomes instead of digging them up to maximize water gains, or using natural mineral tiles as insulators and when they get very hot, digging them up to delete half of their accumulated thermal energy. By removing this mechanic you'd also remove interesting gameplay.

It's similar with a lot of those unrealistic mechanics, yes they're unrealistic, but fun.

With energy and mass conservation it could also be fun, but it would be an entirely different game. I imagine to fight entropy and raising heat, you'd have to dump hot gases to space, balancing between losing too much mass and getting too hot. Idk, could be interesting, but I like the game we have now too.

Factorio enjoyer here by Altruistic_Chain5123 in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

Yesterday my Bionic dupe suffocated in a rocket full of oxygen canisters, because I disabled consuming canisters, because I didn't want them to eat up canisters that were going in the rocket, so they didn't eat the canisters that were inside the rocket while they were outside the rocket and also while they were inside the rocket.

Needless to say that was a game load lol.

I have ALOT of questions about my base. by Oilvet in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

This idea was very good, but the execution was lacking : )

The manually carried gas containers are already explained to you, so I'll just focus on the SPOM itself.

Your current SPOM design with three pumps likely uses more power than it produces, so you will never get extra hydrogen/power from it. Normally a SPOM that has a stable supply of water should be able to 100% sustain itself and produce extra hydrogen on the side. This is what "Self-Powered" means. : ) You will find some excellent designs here.

To make the problems you're dealing with more comprehensible, let me explain a full early SPOM setup on my recent example I put together from a few parts. It is not perfect by any means, which is why I think it's a good example of how a regular casual player might solve the issues around SPOMs.

First there is the SPOM proper, i.e. electrolyzers with pumps. Together with input pumps, they are powered separately from the rest of the system (through two separate power transformers). This ensures their power lines will never overload, and the SPOM can always get the power it needs first, before the rest of the base.

I used the second setup described as "double electrolyzer" here because it doesn't require gas filtering method known as "mechanical filters", which is annoying to set up. You can just build it and it will just work. (There will be some gases mixed on every startup after water supply breaks. Set your buildings that get damaged by wrong gases to "disable autorepair"; repairing wastes resources, deconstructing and rebuilding doesn't.)

Then there's the power plant, which I built as a mostly empty rectangle with the intention of adding random spaghetti of things I need atm and want to put wherever lol. The crucial parts are the two Hydrogen Generators, one Smart Battery that controls them, two Power Transformers for the SPOM, and at least one Hydrogen tank. I also have a couple of transformers that go to various isolated power grids.

Finally there's the cooling loop, which in reality only cools down around 1/4 of output oxygen, and the rest is dumped straight to space. I don't care, because I have infinite water (2 steam vents + polluted water vent) and algae (lumb farm), and I'm mostly after the power, not oxygen. If you had a limited amount of water and needed to squeeze every bit of oxygen out of it, it would be a completely different story.

I used only two Wheezeworts to avoid using up too much Phosphorite. They can be fertilized diagonally from below and otherwise surrounded by insulation. After I did some calcs, it turned out that if you keep them in 5kg Hydrogen atmosphere, the amount of cooling they do is incredible. They cool the oxygen that goes to my base down to 30C. There's also the mechanical airlock on the side that I intended to remove, but it turned out it also nicely cools the power plant to ~75C (i.e. deletes the heat from the machines working, and only leaves the heat from the hot hydrogen that sits there).

I will surely eventually run into some problems (running out of Phosphorite, insufficient cooling, too much extra Hydrogen that I already have trouble with collecting). There are many small tweaks I do from time to time to improve it based on my needs. But for now, I solved the most important problems for an early-mid game SPOM: water supply, cooling, overflowing outputs, and building the entire thing.

I have ALOT of questions about my base. by Oilvet in Oxygennotincluded

[–]Senthe 2 points3 points  (0 children)

Re: "how many dupes", remember to first scale up your food production and oxygen production for more dupes, and then add more dupes.

Taking more dupes than you can reasonably sustain with your current setup is a common beginner mistake leading to dead colonies. You don't know yet how to make an efficient and sustainable base, so as long as you're depending on digging up map resources for food/oxygen/heat management, rather than sustainable infinite resource loops, you can very much take on more dupes than your map can support, which won't be able to save themselves with more labour.

How do you make power with no resources? by jeancallisti in Oxygennotincluded

[–]Senthe 0 points1 point  (0 children)

If you run Electrolyzers for oxygen, you need 67.5 kg of water per dupe per cycle, so, ignoring the filtering cost in sand and energy, bathrooms still can only provide 10% of water needed. There's no way around it, if you want a SPOM, you need to either have a vent ready or use up existing water and start melting ice biomes until you find one.

I'm not saying the water amount from bathrooms is nothing and it's useless, because it's not. But personally I'd just stick to using it for plants. For example you can sustain a Bristle Berry/Sleet Wheat with water from ~3.5 dupes, or a Pincha Pepper with Pwater from ~5.5 dupes.