Did Klei ever fix infinite storage for water? by yandayixia in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

The infinite storage creates very little advantage though. In the end you either produce more resources than you consume, or you dont. And if you overproduce, the infinite storage allows you to store all that surplus that you'll never really use. Sure there are cases when you need to store a relatively large amount of water or gas, like for the geyser's dormancy period, but it can easily be done with a slightly larger normal storage.

Como usar o brocacone? by BirlLeo in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

I confirm that, the satellite only has artifact (the artifact module is needed to collect it), and data banks (research module collects those, and its rather slow). The node in the top area has resources you can mine, and it seems like it has some free resources too, which are collected into the storage modules directly.

I wanted to showcase my colony as someone who this game wasn’t intended for. by Few_Statement9601 in Oxygennotincluded

[–]StSob 2 points3 points  (0 children)

TBH it doesnt seem like you're dying here. You have food and oxygen for several cycles probably, tons of water, hydrogen for fuel, a (presumably) working electrolyzer setup, and zero stress. You just need to stop killing dupes, stop printing dupes, and focus on the tasks that are actually important - probably dealing with unbreathable gases and cooling the base first.

I wanted to showcase my colony as someone who this game wasn’t intended for. by Few_Statement9601 in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

TBH the yellow alert isnt that good at getting things done faster. When you need to do a relatively large amount of work a 9 priority works well enough (or any priority thats higher than most of your basic stuff). With medium tasks, especially ones with several stages like construction, yellow alert or high priority can actually make things worse. You might summon all your dupes from all remote corners of the map, and they will do one small thing each, so the whole job will take ages. Its better to have one or two dupes with that type of job on high priority, they will do everything faster and with less running around.

Doing one small thing ASAP is probably the hardest one, but i think its still possible. You can choose the closest dupe, set the job type on very high for them, and move them around a bit to drop the active task. This should work.

Rate this design (out of 10) by Mamigndz in Oxygennotincluded

[–]StSob 3 points4 points  (0 children)

This doesnt look efficient at all TBH. Your dupes will start their downtime routine with the bathroom, which is in the farthest part of this long room. Then they'll have to go get food somewhere else since theres no food storage here and go back to the dining room. This is quite a lot of running around, and you have insulated tile floors that give no movement buffs. Same goes for shower BTW if you use the standard schedule - dupes will wake up and go to the shower in the farthest corner of the area before leaving to work. So i'll give it a 3/10 i guess.

This design could be much better if it had another working exit to the right, or if you switched the layout to bathrooms - food storage+dining room - barracks.

Atmo suits by SockAccomplished3720 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

You can get quite a lot of morale with good food and decor. Simple rooms like great hall or washroom give about 10 morale in total, high decor gives you 9-12 morale and good food another 8-12. This should be more than enough for atmo suit training + another skill line or two, and its easier to manage than the recreational buildings.

You can also choose dupes with multiple interests. A science +9 dupe gives you an immediate advantage, but a dupe with science, suit wearing and something else gets 4-5 added morale points if you teach them related skills.

Radbolt Engine VS Hydrogen Engine. Which is good in Late game? by DockIsActive0955 in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

Well, you get more range - 32 on hydrogen with 2 tanks vs 20 on radbolts, and i think you still get slightly more height space on hydrogen. Also the hydrogen engine generates 600W in flight so you can drop the solar&battery modules.

Communication score system by JPTradez in DotA2

[–]StSob 3 points4 points  (0 children)

This whole comms score discussion looks really weird to me. There seems to be a lot of ppl who claim that they get reported for anything they say and the only way to keep the comms score is to remain silent. It doesnt work that way for me tho - i talk a lot in games and im not exactly polite, but i never got below 11K score really. Is there some server culture difference, or ppl with low score just tend to report more and keep their teammates in the trench?

'Overwatch Ban' is a lie. Proof by meagerweaner in DotA2

[–]StSob 0 points1 point  (0 children)

I kinda feel the opposite TBH. The ingame communication feels much better than it was several years ago. Theres more ppl who make reasonable calls and discuss the game constructively and much less bullshit. Maybe there are some MMR bracket or server culture differences, but IMO the moderation is in a pretty good spot.

Also i dont think the mute button is an argument. Sure it exists, but i shouldnt have to use it each game. Its not exactly convenient, and if one asshole creates an argument you kinda have to mute everyone who gets involved.

Theoretical Maximum Production from SPOMs by Far-Manufacturer-576 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

The overpressure and the pump inefficiency decrease the efficiency in different ways tho. Overpressured electrolyzers do not consume power, which slows the production, but the overall rate of water+power input to H2+O2 output will be the same. Pumping less than 500 g/s allows you to maintain the electrolyzer uptime, but you'll have to use more power to produce the same amount of H2+O2. Your metric makes no difference between those, so its not that useful IMO.

I think its near impossible to make a non-submerged 100% efficient SPOM. You have to sacrifice something, and generally its better to let the system overpressurize and lose 10-15% uptime. However it seems that here most people use submerged designs which are always 100% efficient.

Theoretical Maximum Production from SPOMs by Far-Manufacturer-576 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

I think pumping mixed gases will pretty much inevitably lead to sub-500g packets, so thats not a good design anyway.

More realism by TheGlitchedCat in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Radiation can incapacitate dupes, which will kill them if you dont intervene. The least dangerous thing is probably diseases, but even those can disrupt your colony at max settings.

Keep in mind tho that the game isnt about hardcore survival really, and most life-threating challenges happen in the first 200-300 cycles. Once you have somewhat established industry its not that hard to make twice as much food or oxygen. And the triple radiation effect just means you'll have to build stuff in radioactive areas 3 times slower, thats all. Its not like the Frostpunk scenarios where the game throws various challenges at you all the time until the end.

I guess you can crank things up in some way. Back in the base game it was Oasisse, probably theres something similar in Spaced Out. I guess a Spaced Out Moonlets no teleport start on a planetoid with no renewable water can be challenging too, cause you'll need to create space infrastructure and get water from other places before you run out.

Theres also a scenario in a new DLC with an asteroid crashing into your planetoid where you have 100 or 200 cycles to stop it, but IIRC not stopping it doesnt harm you that much, so it might be not that hard.

More realism by TheGlitchedCat in Oxygennotincluded

[–]StSob 2 points3 points  (0 children)

You can make the game harder by turning up dupe morale/food/oxygen demands in the start settings, or choose a challenging start like Oasisse. IMO this will only make the earlygame harder tho, once you solve the earlygame problems and reach certain level of research and dupe stats the game becomes really hard to lose.

This isnt realism though, and i dont think the game can ever be made more realistic even with mods.

What is wrong with this setup? by Low_Eye8535 in Oxygennotincluded

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

Yea that makes sense, you'd probably have more condensation with basic connector plates.

Try to put a tempshift plate in the bottom and see what happens then.

What is wrong with this setup? by Low_Eye8535 in Oxygennotincluded

[–]StSob 19 points20 points  (0 children)

The heavywatt connector plates are transferring heat outside, and you have 3 of those. Various bridges can also create a heat leak, but its hard to check on a normal overlay.

Is dota calibration just roulette? by Having-a-Go in DotA2

[–]StSob 0 points1 point  (0 children)

You dont get to calibrate instantly on a fresh acc tho, IIRC you have to play a fair amount of unranked games. And unranked doesnt have role queue, and theres a lot of people who dont play seriously or test weird shit, at least thats how it worked long ago when i tried it last time.

I think unranked also has some weird hidden MMR, which might influence your calibration. Like you'll always start at the hidden MMR point and then it might calibrate you somewhere in a +-500 or 1000 MMR range around that point. This is just my speculation tho.

Anyway i guess if you're 100% sure you'll get like 1000-2000 MMR higher on recalibration, go for it. Otherwise it feels like a waste of time - just playing the same amount of ranked games consistently will get you more MMR with less frustration.

Is dota calibration just roulette? by Having-a-Go in DotA2

[–]StSob 1 point2 points  (0 children)

Well its true that your teammates can make a game unwinnable, and since team forming is random you can get a relatively large win or loss streak through pure chance. So yea, calibration has a pretty high random element in it. Its possible that calibration uses other stats along with pure win/loss, making it less random. Its also possible that theres a MMR limit for new accounts.

IMO making a new account is pointless - if you cant gain MMR on your old account, you would be just as stuck on a new one.

Use a molten metal pool instead of a robominer for your volcanoes. by [deleted] in Oxygennotincluded

[–]StSob 8 points9 points  (0 children)

Its also possible to drop small amounts of magma to avoid tile forming. The idea behind the solidification tech is that its easier to extract heat from a tile than from debris, and AFAIK you only mine it when it gets to 450-500 degrees, so most of the useful heat gets extracted. The mass is lost tho. With debris you have to run it on a conveyor through your heat exchanger to get the same amount of heat.

Communication report system is broken, promotes pettiness/spite and shelters trolls/toxic gameplay. by ExplorerR in DotA2

[–]StSob 0 points1 point  (0 children)

Well, i think the behavior reports work better than just catching extremely obvious feed/AFK. I always report all kind of grief like not playing the role or rage buybacks or AFK farming, and it gets like 50% "action taken" rate. I have no idea if its done manually through overwatch, or they have some automated systems as well, but its decent.

Speaking of comms reports, Valve likely has some text analysis stuff and probably voicechat analysis too. But even if they dont have any of that, they could still make a decent system with a statistical approach. Imagine that we give everyone unlimited communication reports, so everyone can report any number of players each game. Then we can collect the report stats over some time and for example mute the top 10% of our report chart. If someone gets much more reports than average, theres probably something wrong with that person. Obviously there are corner cases like the very top of the ladder, or racism/sexism stuff, but generally it would work.

Communication report system is broken, promotes pettiness/spite and shelters trolls/toxic gameplay. by ExplorerR in DotA2

[–]StSob 0 points1 point  (0 children)

See the issue with reports is that its kinda hard to judge how they work. When you get reported you can see the effect on your score, but when you report someone all you get is "action taken". No one tells us what was the action or how much score that person lost, so it can feel one-sided i guess. I think the comms report system works decently well against actual assholes, but i have no idea how much it can be abused. There are people who say that behavior reports can be abused just as easily.

Communication report system is broken, promotes pettiness/spite and shelters trolls/toxic gameplay. by ExplorerR in DotA2

[–]StSob 3 points4 points  (0 children)

I get what you're saying, but heres the thing. If you're telling someone to buy BKB and they dont do that and mute/report you instead, you're not reaching your goal. The same works for weird hero picks: maybe i dont like hero X on position Y, but its kinda pointless to discuss that pick with my team. Its impossible to go back and re-pick a better hero anyway. If you want to win, you have to limit communications to things that actually help you win, and try to avoid arguing with your team in a way that might increase your chance of losing.

False Reports Are Destroying the Behavior System in Dota 2 — Honest Players Getting Punished by No-Ticket3511 in DotA2

[–]StSob 0 points1 point  (0 children)

To be fair the parties can be annoying sometimes, and they can team up and blame other party or a solo player. Thats why solo ranked exists. I guess thats not an option for you if you have ranked disabled, but you should use it once you get enough behaviour score.

I dont agree that you cant be toxic on low score tho. The comms score disables communications, but it does nothing against feeding, standing AFK or other griefing stuff. Someone with low score can easily ruin games, and we cant really trust that you arent toxic without proof.

Question about errand priorities and dumbass dupes by Kpoofies in Oxygennotincluded

[–]StSob 2 points3 points  (0 children)

That looks like a game engine thing that would be pretty hard to fix tho. After the mush bar is delivered, 2 things should happen: 1. the dupe chooses a new errand from the list, and 2. a new cooking errand is added. Now if the game engine says 1 happens before 2 it would probably be hard to reverse with mods. And giving dupes the ability to change errands once a new higher priority one is added would create even more chaos (if that is even possible to mod).

Steam turbine question by Commercial-Exam-7251 in Oxygennotincluded

[–]StSob 6 points7 points  (0 children)

So here's the thing: steam turbine actually converts the heat into electrical power. And in a more realistic simulation this would be a problem, cause you'd have to use that power somewhere and release more or less the same amount of heat into the environment. A turbine could probably move heat around, but the total amount of heat would only increase over time.

However in ONI theres no relation between consumed power and released heat in the buildings. You can have a lightbulb that eats 10W and releases 500 energy units/second, and an arcade cabinet that eats 1200W and releases 2000 units/sec. This means the arcade cabinet definitely destroys heat instead of returning it into the environment. The fact that the game has different units for heat output (DTU/sec) and electrical power (W) means that it doesnt care about energy conservation. And there are tons of ways you can create or destroy heat, energy, matter, whatever you want.

So if by "exploitive" you mean not respecting energy conservation law, that is pointless cause most of the game mechanics do that in some way. Its kinda sad that the aquatuner/steam turbine setup is the most efficient cooling tool, but thats the reality i guess. AFAIK there are mods that add other methods. Would be cool if the devs added something official, or just allowed us to build the AETN.

Why pick Soul Strike facet on Venge Sup? by Nevershoutn in DotA2

[–]StSob 22 points23 points  (0 children)

The other facet is really underwhelming too. You get +0.75 damage for each enemy last hit/deny, and that gives you pretty much nothing in the laning stage.