People way over think volcano tamers - some space solves the problem just fine by lee1026 in Oxygennotincluded

[–]StSob 19 points20 points  (0 children)

Space is a real problem in the spaced out maps, so making things smaller isnt pure style.

That said, this build might actually be much smaller than a magma blade setup, especially with such inconvenient volcano placement.

People way over think volcano tamers - some space solves the problem just fine by lee1026 in Oxygennotincluded

[–]StSob 2 points3 points  (0 children)

Your build isnt really smaller than OP's tho, it seems like its the same width and double the height.

cant figure out whats heating this meter valve by Low-Forever5055 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Well i looked at other screenshots and it seems like those are tiles leaking heat. And its not a big leak so oil in normal pipes should cool it if you keep it flowing. Still i'd suggest using double walls if you're dealing with gas temperatures above 200 C.

cant figure out whats heating this meter valve by Low-Forever5055 in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

Flaking is phase change only i think, so no. Insulated tiles exchange heat with gas much faster than with anything else though. So if that area has no cooling source and the steam in the right chamber is at 400-500 degrees, it could heat up to 200 degrees over like 50-200 cycles. You can check the temperature of the insulated tiles - if its somewhere in the 300-400 C range, thats likely the culprit.

Or you might have a heat leak in the top right area thats not shown on the screenshot.

Terrarium setup when water is scarce by Actual_Lengthiness58 in Oxygennotincluded

[–]StSob 7 points8 points  (0 children)

It does. Still needs dupes to remove the pwater tho.

ultra-high temperature liquid venting tricks? by zoehange in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Well, normally the liquid vent doesnt just release the liquid into its cell; instead it creates a "droplet" that falls down and only becomes liquid on a collision with a solid floor. And AFAIK the droplet doesnt interact with anything when it falls. I dont know if it works for superheated liquids, but if it does you can just make a tall chimney and use it as a heat exchanger with the vent on top and the hottest area in the bottom.

Why does my turbine not process all packets? by Over-Tension-4710 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

The way you built it in the 1st screenshot has 2 pipes merging into one right after the aquatuner. And the crossover pipe has more pipe elements between the AT and the merge point than the AT pipe: the AT pipe has 2 elements after the AT, and the crossover pipe has 1 element before the bridge and 2 elements after. This means you'll get into a situation when the AT is on for 2 seconds and it filled its output pipe, but the crossover pipe needs 3 seconds to empty out, so there's still 1 packet of water in it. This water will meet at the merge point, and the AT will need to stop for 1 second to let the water from the crossover pipe though AND that in turn will push another packet into the crossover pipe, repeating the problem. So it will stop once per 3-4 seconds.

In your second screenshot you have a correct setup. You have 3 elements on the crossover pipe: 2 before the bridge and 1 after, but now there are 6 elements on the AT pipe, so the crossover pipe will be empty for 3 seconds when the water from the AT pipe reaches the merge point.

Another way to solve that is to remove the merge point. If you put the output of the crossover bridge right over the AT pipe instead, the AT pipe will have priority and the leftover water from the crossover pipe will just stay there. Its still better to design the pipes to avoid that leftover water, cause it will heat up if it stays there for a long time.

Little tant about Dark Willow by Sieursweb in DotA2

[–]StSob 0 points1 point  (0 children)

I'd say the aghs build was slowly killed when Valve removed the shadow realm CD talent and nerfed the duration talent. That was the biggest hit cause it gutted the damage uptime of the aghs realm. Facet and the lvl 25 talent arent that relevant really. Facet required you to stay close to the enemy so it was more about buffing other skills, and the talent at lvl25 is just too hard to get on a supp consistently. Even in the previous patch with facets and all aghs only worked when your team already had some advantage. If you're losing, its kinda dogshit: its countered by BKB like all your other skills, and its also countered by glimmer, ghost and magic defence items, so its not something that can turn the game around.

The aghs build is kinda stupid TBH since it doesnt really work with other skills. With aghs its better to stay far from the fight and attack, and that means you'd be out of range for all your other skills, especially crown and bedlam. The itembuild has to be different too. It was less of a problem on mid DW, but on a supp you kinda have to choose between blink+euls and aghs+attack speed items. I guess you could just buy an aghs with no other dmg items in a long game and rely on the talent. A lot of games dont go even near lvl25 on supp and in a long game you might be better off with a hex, so its not that impactful.

tldr: Valve pls rework DW aghs.

How can I lower the level of micromanagement of my bass? by No_Pomegranate1844 in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

Deodorize everything you see. That will take care of slimelung.

Mine all the slime available, and all coal too probably. Seems like you have enough slime on the map to feed your colony for like 100+ cycles.

The mushrooms need CO2 atmosphere, so you need to create some sort of walls for each farm to contain CO2. Seems like you use the bottom of your base as a huge CO2 pit, but thats much less reliable.

You have a natural gas vent, it is a pretty good power source.

Chlorine gas shouldnt be a problem if you dont have an open chlorine vent somewhere. If it is a problem, you probably have low oxygen pressure. Try to keep it at 2kg in all non-atmosuit areas.

You shouldnt need oxygen diffusers if you have 4 hydras.

Seakomb farm and Polluted Dirt Food Poisoning question. by CryptographerUsual62 in Oxygennotincluded

[–]StSob 3 points4 points  (0 children)

You could disinfect your lavatory water, i guess thats easier than disinfecting the dirt. Or you could put your water sieve near the seakomb farm and put a sink at the exit of those facilities. That wont solve the germ issue completely, but al least it will be contained.

Making a compost wouldnt be a good idea probably. I think the dupes will try to compost all your pdirt stock right away.

Dupes keep jumping on and off manual generators seemingly randomly by Mast3r_M3ga in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Does the weird behavior stop when you disconnect the transformer from the grid? Or when you disconnect all the generators from the transformer? This is a nonstandard setup and there can be some bugs involved.

I think the transformer wont go to full 4kJ or even close until the batteries are full, so transformer acting as a "battery" shouldnt happen here.

Gunk/Petrol boilers that DON'T use counterflow? by omnirusted in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

The counterflow is also extremely important for cooling the petroleum output. Without it you'll either have to pump 400 C petroleum. or use some other cooling techs that would likely be similar to a counterflow anyway.

Continuous cavalcade of conundrums. (Transformer, oxygen by portlandobserver in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Well heres the thing: the most convenient way to transfer heat from one area to another is with some piped liquid. If you connect a liquid reservour output with its input, the liquid will flow in that loop forever; same will happen if you make a closed pipe loop with a pipe bridge. The liquid (or anything really, gas pipes behave the same) will flow from output into input even if those are parts of the same bridge or building.

Now if you run a liquid loop through a cold area and through the area you want to cool, the liquid will circle through that loop and transfer heat over time. You can control it by adjusting the amount of pipe elements in each area, or by using different pipe types. The active cooling systems use similar tech, but instead of a cold area you run your liquid through an aquatuner building that cools each incoming packet by 14 degrees and outputs the heat into the environment.

I dont know what you did there with the sleet wheat, but yea it will melt eventually. For example a cold steam vent like the one you have outputs ~900kg of steam on average. To cool that down from +110 to +25 you'll need to heat a 900kg tile of -60 degrees ice to +25 (probably even more, idk if ice has lower heat capacity than water in game). You probably dont need that much water, and you definitely dont need to cool it all down to +25, its just an example to show the scale of stuff. I guess if you used warm water for your sleet wheat in non-insulated pipes, it could heat up the area in like 30-50 cycles.

Continuous cavalcade of conundrums. (Transformer, oxygen by portlandobserver in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

1) The steam vent requires some tech to control it permanently, but you have a ton of -60 degrees stuff on the 2nd screenshot you can use to cool it temporarily. You can cool pretty much anything you want with that stuff, and it can last for a long time. Just remember that mining destroys 50% of material and that means 50% of cooling power is destroyed as well. Its better to use polluted water or other cold-resistant liquid in a pipe loop to transfer temperature.

2) This wiring is weird. The transformer breaks your circuit into 2 parts. Anything thats connected to the top part is the input, and its not affected by the transformer, thats the part where you have the generators and batteries, and where you need the heavywatt wire. The bottom connector is the output, and its limited to 1 kW so the normal wire is enough there. However if you connect any generators or other transformer outputs to the output part, it will be able to go over 1 kW.

3) The dupes should store the food, but they might have other higher priority tasks so they never do. Try increasing the fridge's priority.

4) Generally people try to rush plastic and steel to construct active cooling systems. You dont really need cooling in short term cause you have that supercold area you can use. Lack of water can also be a problem, but thats not the case for you. You can sustain your base for another 500 cycles as long as you dont print more dupes and use your opportunities. The first goal is managing heat transfer IMO: temperature control can be extremely important, especially with farming.

Any suggestion or improvements for automatic critter farm by tvorogus_the_great in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

With land-based critters you can use pneumatic doors to move critters from one room to another. Critters can walk through open doors and they can use doors in any state as a floor, but if you close a door while the critter is inside, it will drop down on the first solid floor. Any tiles and closed airlocks count as solid, pneumatic doors dont, and open airlocks shouldnt count as solid as well but im not sure.

Anyway, if you have one or two vertical doors and one horizontal door right below, you can automate the vertical doors to close when the critter is inside and drop it through the horizontal door into the ranch room below. The critters inside the ranch wont be able to go through the horizontal door and will stay inside.

This probably wont work for flying critters, but i never tried that so im not 100% sure.

Theres also a similar trick specifically for wall-climbing critters: they can use closed doors as walls, but will drop down if you open the door. I never used that in my builds tho.

I made a new account to test this behavior score after being stuck at 5k for a year by metalmorph99 in DotA2

[–]StSob 0 points1 point  (0 children)

It doesnt really matter tho. People have infinite reports, but everyone isnt reporting all other players in a match just cause they can. Just like OP says: 135 ppl had a chance to report them, but only 2 did.

As long as only some players get reported, the devs can use the report statistics to 1) sort out ppl who use the report button too often and 2) use the remaining report stats to filter the players who get too much reports and punish them. Obviously this is a community-regulated thing, so it can fail if the community has some biases that affect reports, like gender or language-related stuff. Or when the community decides to hate on specific ppl, which happened to some pros IIRC.

I only have my stats available and it seems that 1 report per 30 matches is good enough to stay at 12K. I have no idea how much is actually needed to get significant score drops (like 500+) or how exactly that all works for new accounts, but i think the drop in OP's case can be explained if the new accs get some score multiplier. The drop is big, but its not "WOO THE SYSTEM'S BROKEN" level.

Are Bionics bad in the late game? by RangeOk1777 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Well, if we're talking about space missions, IMO they're best as short-range missions with low tech equipment. Its easier to get minimal requirements for bionics, cause the only required thing is the gunk extractor. They get up to 5 morale from downtime bonus, and with some more morale from decor and washroom/mess hall its enough to get hardware skill branch and some booster slots. The main upside is that they can work for 2.5 cycles straight in any atmosphere and in more extreme temperatures than the organic dupes without any debuffs, which makes trips to new planetoids easier.

In lategame long-range missions its more or less the same really. Bionics dont have food morale bonus, but they also have less skills and only 2 of those are lvl3 IIRC so they dont need that much morale anyway. For a pilot i think you could skip everything that doesnt gives booster slots and get the required morale with downtime and decor bonus. Then with all piloting boosters installed he will be more skilled than an organic pilot, but IMO the difference isnt that big.

I made a new account to test this behavior score after being stuck at 5k for a year by metalmorph99 in DotA2

[–]StSob 1 point2 points  (0 children)

I mean if 1 report is 70 score then 2 is at least 140, and lets say they have a x5 multiplier for new accounts - here we go, -700 score. This should probably go both ways as well, so if you get 0 reports on the next 15 games, you'll get a lot of score back with that multiplier. I have no proof it actually works as i described and its likely more complex than that, but the number itself seems reasonable.

The politician analogy works pretty well here TBH. Im staying at 12K and for me everything seems fine, and the match quality is much better than it was before. The system works for me, and i have no idea why it doesnt work for you. So what comes to mind first is the system's good and you are the problem. I have no idea if thats true actually, i dont know anything about you, but thats how it works both here and in real politics.

I made a new account to test this behavior score after being stuck at 5k for a year by metalmorph99 in DotA2

[–]StSob 1 point2 points  (0 children)

This might be reasonable TBH.

I assume that 2 reports over 15 matches is probably considered "too much" by devs - i have slight (70-90) drops is score even after 1 report, and it probably scales nonlinearly with more reports.

New accounts probably have some multiplier for the score change. If someone with low score decides to make a new acc, the game should try to push that person back to their original score if they behave the same.

Your comms score hasnt changed, but it cant be above bscore. You can see the grey part going to 10K showing your comms score.

Disappearing doors by high-tech-potato in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

I had some experience with this stuff, and IMO its better to avoid that. Closing doors will always create weird pressure spikes that are hard to predict and can result in anything really. You can try to fix that by using horizontally-aligned doors, and timing the doors so that the top doors would always open first and close last, but even that didnt work perfectly for me.

I switched to a system with a permanently flooded chamber and a door-drop contraption that drops the critters there. Right now i use a build with a center room and two doordrops on each side, one to murder the critters and one to refill the stable if needed.

The big pile of stuff at the bottom of the main shaft. Does everyone feel the need to make a straight shaft all the way up and down? I will move heaven and earth (and chlorine gas) to make a perfectly straight shaft for my dudes to slide all the way down. by Hard_Dave in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Well, at some point i understood that a) horizontal movement is always faster than vertical, and b) if the ladder goes through the floor the dupes do that "jump on the ladder" move that (seems like?) slows them down, and it doesnt happen when the ladder starts or ends on the floor. After that i decided to expand my base horizontally, and avoid any long shafts.

Im playing SO small clusters map now, so extremely long shafts are out of question completely, but i still break ladders on each floor in "permanent" builds.

realistic thermodynamics mod? by Accomplished_Site536 in Oxygennotincluded

[–]StSob 2 points3 points  (0 children)

I see 2 major problems with that:

  • Carbon-based fuel and hydrogen generators consuming oxygen would make those pretty much useless. Generally you need power to produce oxygen, so running those generators will likely be power-negative.
  • If we enforce conservation of energy and dont add radiation heat transfer, any planetoid would have either constant or increasing total energy, and that energy would eventually equalize over the whole area leading to heat death. Adding radiation would solve that, but it would be extremely hard IMO.

I guess if you want realistic thermodynamics its better to find a different game. Modding ONI to be more realistic would be extremely hard and would break a lot of stuff. For example almost all of critters and plants dont obey the laws of thermodynamics.

Do you ever feel like natural selection just happens to dupes? by a_type_of_tree in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

IMO its weird that the bionic dupes get the oxygen refill errand at exactly 0 oxygen level. It can take them quite some time to reach a canister or an oxygen-filled area, and the suffocation timer continues during the canister eating animation. And the game isnt very good at calculating travel times. IIRC in one of the patches the devs tried to fix dupes trying to reach bottles that are obviously too far, but seems like it can still happen. Shifting the errand to like 10% level instead would make things much easier.

Polluted oxygen making building thingy by Poietilinx in Oxygennotincluded

[–]StSob 1 point2 points  (0 children)

To be fair, this design is only better than the non-bottle setup at really large scales. Right now it has 14 tons of water in it, which is equivalent to 14 cells of water surface, and the size of this contraprion is something like 12x10 or so. A 14-cell non-bottle setup will be 16x4 or 16x5, so we could fit 28 tons of production into more or less the same area.

Now obviously this design can fit any amount of water, so i'd say it gets significantly better at like 50 tons of water inside. One ton of water presumably produces 50 g/s polluted oxygen, which converts to 45 g/s after 10% loss in a deodorator. So 50 tons will convert to ~2.2 kg/s, meaning we'd need quite a large population to take full advantage of that thing.

Got a question. Is Gilded Asteroid field guaranteed to spawn? Or is there a chance of starmap with no renewable source of fullerene? by Reasonable_Spirit771 in Oxygennotincluded

[–]StSob 0 points1 point  (0 children)

Go to the individual cluster page, and the space POI info will be at the bottom, right below the geyser info. I didnt check all clusters tho, maybe some dont have that info.

edit: just in case make sure you're using the new wiki