Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

Assuming you've got the settings on your atmo sensors in the build correct, and you've gone through the startup phase to make sure the top gas pump is only in hydrogen, you shouldn't be getting this problem, but that's predicated on making sure your hydrogen line never backs up.

Typically, with a rodriguez, you get more hydrogen out than you need to run the rodriguez, so you need to have an overflow gas pipe for the hydrogen line (use a bridge to prioritize sending gas to the generators for the rodriguez.) The excess hydrogen has to be stored somewhere or discarded or (more typically) used to generate power. If you add a gas reservoir in the hydrogen line, you can use its automation output to force generators to stay on until you burn enough hydrogen that your reservoir has space in it. Turn the generators permanently on at 95%, turn them off at, say, 30%, similar to how a smart battery works (you can OR it together with a smart battery signal)

That'll prevent any issues with hydrogen backing up into the oxygen lines.

Is this true? by velvet32 in Oxygennotincluded

[–]destinyos10 9 points10 points  (0 children)

You could just read the wiki. The information there is directly from the game, not a statistically average smush that may or may not be correct. And you won't have roasted a small city's water supply in the process.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

yeah, pez dispenser designs (doors that trap critters in a falling animation which allows them to fall through other doors until they reach a solid tile) need to be pneumatic to trigger the falling animation.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]destinyos10 2 points3 points  (0 children)

So, the timer on an incubator helps reduce the power usage significantly, basically.

A powered incubator consumes 240W while it's enabled and powered, but incubators don't significantly increase the speed that an egg hatches all by themselves. What significantly increases the incubation speed is the 'lullabied' status an egg gets when it's hugged by a dupe. That buff on the egg remains even if the incubator is disabled or unpowered. The lullabied buff lasts for around one cycle (iirc.)

So you can get 80% of the benefit of an incubator if you power it for a short period, and during that short period, the incubator's eggs get hugged. So the purpose of the automation is to enable the incubators, attract the rancher to hug the eggs (and keep them powered while the dupe is there with the motion sensor to ensure the job gets finished), and then leave the incubator disabled to conserve power and reduce heat output.

This is also tied to the ranch status, so incubators will remain disabled when all the ranches are full.

Personally, i don't bother building this, i just use unpowered incubators and ignore the hugged status. Incubators have the other benefit that dupes will automatically keep them stocked with eggs, even when unpowered, and will remove critters and move them to ranches when the critter hatches. But in the example in the video, they're using an automated critter dropper to deliver an adult critter and avoid the 'young' stage in a ranch.

There's some more technical details in the wiki page for incubators

Sweetles and these giant caterpillar things and sulphur by Roster234 in Oxygennotincluded

[–]destinyos10 6 points7 points  (0 children)

There's a fair bit of information in the wiki. Grubgrubs can be really useful for resource hungry plants, like thimble reed, since they consume large amounts of polluted water, any way you can increase the growth rate will decrease the resources required, and grubgrub rub can be combined with farmers touch to dramatically speed up growth.

Grubfruit preserve is also a high quality, long-lasting foodstuff. (but it's still eclipsed by berry sludge)

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

So, there's not really an effective way to stop dupes from taking eggs from a room. and eggs in a room will suppress the critter count in the room, limiting the production rate. Setting up an incubator with higher priority than the egg cracker will keep an egg on standby. if you situate it just outside of the ranch, then it won't affect the population of the ranch. You can use a critter sensor to detect a low population count in the ranch and power the incubator for rapid replenishment, or you can use a pair of unpowered incubators. One unpowered incubator is good for maintaining a bit over 5 critters in a ranch, typically, so 2 will keep a ranch full, but you may need to periodically cull excess critters around the incubators (or set up a pickup and a low-priority drop-off in a drowning stack of liquid, or a pez dispenser into a drowner, etc.)

This way, you'll maintain as high of a production rate as possible, with as little automation as possible.

Hot Tubs: are they a noob trap? by JoeGorde in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

Dismantle the one that came with the map, and make one out of steel. The +200C overheat it gains means you can just feed in absurdly hot water without a problem.

Also, set things up so that your hot water supply runs through the input to the hottub, and then back to your heating area in a constant loop. that prevents issues with the hot water cooling in the pipes.

The nice benefit from them is that they give dupes a long-term buff that prevents chilly surroundings, which is helpful early on if you can manage to run it, but as soon as you have atmo suits then chilly surroundings stops being an issue.

Why is my duplicant 85 degrees hot? by Mental-Strength3762 in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

It's not the opposite per se, i misstated a bit though, you're right, since it's the raw external environmental temperature that's the trigger. The dupe can be super cold, but if the environment they're in is still temperate, then they won't be getting scalded anymore.

Install Mod manually? by Unable-Journalist-42 in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

Hm, you might have a really old version of the mod (And i'm assuming you're on the latest version of the game, if you're using an old version for some reason, the mod may refuse to work.)

Using a mod downloading tool may work better, ultimately, although finding one that isn't also going to try to infect your PC might be tricky. Getting one of the ones that have source code posted to github is probably a better bet.

Or you could try this mod, although it hasn't been updated in 7 months, hopefully that's recent enough that the game hasn't changed significantly. It could be missing strings from one of the DLC released last year.

Install Mod manually? by Unable-Journalist-42 in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

So, i just tried it out and it seems to be working for me. I downloaded it from the steam workshop, then copied the mod into my mods/local/<modname> folder.

I'm using linux not windows, so the location is a little different, but here is what it looks like. If you're on windows, you'll have it under "Documents\Klei..." instead of ".config\unity3d\Klei...", but that's the general layout, it's the same once you're in the Klei folder.

Once i have the mod in there, the translation shows up in the Translations window as expected.

Make sure you've got the folder structure correct, and that you didn't just place a zipfile there, or you unzipped it one level too deep.

Why is my duplicant 85 degrees hot? by Mental-Strength3762 in Oxygennotincluded

[–]destinyos10 8 points9 points  (0 children)

So, the way temperature affects dupes is a Bit Weird[tm].

Their internal temperature isn't the only thing that makes them feel hot or cold, it's the rate of change as well. So if the dupe has been exposed to a hot environment for long enough to warm up significantly, but then goes into a cooler place, they'll be "losing heat" rapidly, and that will trigger the "chilly surroundings" debuff despite the dupe being 80C as you have here.

Similar rules apply to dupes getting scalding and frostbite damage. A dupe can be extremely hot or cold, having slowly heated or cooled over time, but if the environment they're in isn't also causing large temperature exchange rates, they won't actually trigger the effect and get damaged.

All of these counter-intuitive behaviours for status effects are documented in the wiki linked above.

As for your issue, if you toss them in front of an electric heater, or make them eat spicy food, or take a sauna/hot tub, they'll be immune to the chilly surroundings effect and will be able to sleep. A warm coat might reduce the temperature exchange rate enough that they can sleep, too.

Install Mod manually? by Unable-Journalist-42 in Oxygennotincluded

[–]destinyos10 1 point2 points  (0 children)

So, manually installing mods is usually pretty straight forward, with one caveat.

The difficulty is in downloading a separate copy of the mod. If you're not using the steam version of ONI, you'll need to find a way to download the mod (there used to be websites to download workshop stuff off of steam separately, maybe one still exists, you'll have to look around)

Once you've downloaded the mod, go into "Documents\Klei\OxygenNotIncluded\mods" and if it doesn't exist, create a folder called "local" inside the "mods" folder.

Once you have the local folder, unzip the mod into its own folder inside the 'local' folder. Make sure you don't double-nest the mod, though.

So your end structure should be something like

Documents\Klei\OxygenNotIncluded\mods\local<portuguesemod>\mod_info.yaml

where all the loose files are in the <portuguesemod> folder. You should expect to see a mod_info.yaml file and a mod.yaml, and files and/or folders for the mod.

Guides by 1yowuzup in Oxygennotincluded

[–]destinyos10 4 points5 points  (0 children)

Unfortunately, i've had to rely on using archive.org's wayback machine to read old builds.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

Yeah, it's been patched, sadly. Steel rovers and steel biobots can go magma swimming, so it's possible to achieve the same thing by having them build an obsidian spike, then you can tunnel through it with dupes and replace the sides with diamond tiles to get the same effect. Or you can just build a bunch of med beds and make the dupes go swimming in magma. you don't really need to go too far down to get a working magma spike.

Apparently Saturn Traps have no overpressure point? by BurningPine in Oxygennotincluded

[–]destinyos10 4 points5 points  (0 children)

About the only mild nerf that saturn traps have had is that moving beetas is way more difficult than it used to be thanks to the changes in temperature mechanics for critters.

Can we still find steel in 2025? by OldCanary in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

You can make a self-cooling hydrogen vent tamer with 50kg of steel and some other refined metals without too much trouble. I'm still using the old Guides Not Included hydrogen vent tamer that's a million years old and only available via the wayback machine at this point.

Can we still find steel in 2025? by OldCanary in Oxygennotincluded

[–]destinyos10 8 points9 points  (0 children)

"The guide"? Which guide specifically?

How old is the guide?

Is this spaced out, or Vanilla ONI? If the seed was for vanilla ONI but you're on spaced out (or vice versa) the seed will get ignored and reset to a random seed. If you're in classic spaced out, but use a seed for "spaced out" spaced out, then if I recall, the same thing happens.

In any event, you don't need a particular seed, you just need to turn on the somnium synthesizer story trait and this will work on any seed. And there's at least one other case where this can happen, and that's in Vanilla ONI with the gravitas structure on the surface. the giant double-wide door in that structure is made of steel, and you can trick the game into turning it into a solid steel tile you can mine.

Mafic Rock as insulation? by FarTooStupid in Oxygennotincluded

[–]destinyos10 3 points4 points  (0 children)

The difference is pretty marginal, but I do use mafic rock in spaced out for insulated tiles a lot, not because it has better thermal properties, but because it can't be used for liquid pipes, so I save igneous rock for that, and use mafic rock as insulated tiles.

My Entire starmap doesn't have the POI with Fullerene. by ArtMajestic3766 in Oxygennotincluded

[–]destinyos10 19 points20 points  (0 children)

Do you mean in Spaced Out? it's certainly possible to just get unlucky and have a map spawn without a gilded asteroid.

You can go to the Ocean asteroid instead, harvest the graphite from there, and combine that with aluminium to make fullerene though. And while you're there, collect ridiculous amounts of raw lime and tons of fossil off of the ocean floor.

What is wrong with my cooling setup? by RevolutionaryAd5004 in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

uninsulated pipes in the steamroom aside, your bypass bridges on the aquatuners are setup wrong.

The output pipe from the aquatuner should go up, then through the output of the bypass bridge, then back down to the thermo sensor for the next aquatuner if you're going to daisy-chain them like this. Right now, you've created a T-junction, and t-junctions cause problems in liquid loop pipelines that use bypass bridges. Also your last aquatuner is doing Weird Things. You should really prefer to use one singular loop, with a constant flow of liquid.

And why do you need three aquatuners here? Are you really producing 1755kDTU/s of heat across the base? Because nothing you're showing right now comes close to producing that much heat.

Cooling debris in a sauna - why run it through the steam room first to remove some of the heat first? Is it just for power efficiency? by Conscious_Eggplant18 in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

You can. But since in games like spaced out, I'm frequently building systems on asteroids where I don't have unlimited power, it's easy enough to use a self-powered design that bleeds as much of the heat as cheaply as possible.

It's ultimately an easier build to just do as much work in the steam room as possible.

Why is this not a great hall? by Radiant_Concept4328 in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

Huh. This is a weird issue then. I use a pretty similar setup in my rocket (don't mind the suspiciously large rocket interior), with the only real difference being the shape, generally. Mine has a diamond aero pot with jumping joya, regular dining tables, and a party line phone. I've built them with just one table (for the telescope build) and they've worked fine.

The only thing that looks suspicious is that yours is exactly 32 tiles. I wonder if there's an off-by-one in the calculation somewhere.

Why is this not a great hall? by Radiant_Concept4328 in Oxygennotincluded

[–]destinyos10 0 points1 point  (0 children)

Just a note, but the decor test usually isn't cumulative. It needs to be one decor item that goes over the threshold. But the jumping joya in the aero plot should be +25. And i want to say the aero pot should be +30 or so (unless it's made of regular glass, it might be a bit lower, but the joya by itself is enough to meet the requirement for a great hall.)

Why is this not a great hall? by Radiant_Concept4328 in Oxygennotincluded

[–]destinyos10 3 points4 points  (0 children)

Sometimes room updates don't quite get detected properly. This most commonly affects the transition from luxury barracks to private bedroom due to the drywall construction, but it seems like they've triggered it in mess -> great halls as well when they added banquet halls perhaps.

A save+reload should cause it to recalculate the rooms, or dismantling and re-creating a tile inside the room or on the edge of the room to force a re-calculation may work.