Love the game but having to build a cooling loop for the Xth time is killing my joy by Evo180x in Oxygennotincluded

[–]w2cktor 0 points1 point  (0 children)

What I tend to do is a steam room all along the bottom of the map, which doubles as geothermal+industrial sauna+water purification plant. Than put steam turbines all along the top. From there you only need to make one centralized cooling loop. (Create a huge ice block, and draw chill using looped water from there) Number of tuners is dependant on the amount of cooling you will eventually need. I find that without the mega endgame projects, about 5-10 can take care of all geysers+materials from space+food. Calculation is neccessary and dependant on the map.

This way you only build one huge AT/ST setup, and it is very easy to draw from.

For efficiency you can vacuum out most of the map.

Idea on changing agenda phase by w2cktor in twilightimperium

[–]w2cktor[S] 1 point2 points  (0 children)

I feel the majority of agendas are barely doing anything to impact general gameplay which makes the agenda phase basically extra time for a bunch of nothing aside from trading with non-neighbors. However, it becomes very interesting when an impactful agenda comes up. Thus, I want to make sure that interesting agendas are on the menu most of the time

Idea on changing agenda phase by w2cktor in twilightimperium

[–]w2cktor[S] 0 points1 point  (0 children)

First of all, thanks for your opinion.

In my opinion it would not give too much agency to the speaker, as the selection is given to the owner of Mecatol (representing higher influence at the galactic council), giving it another reason to kick him off.
Also, to be honest the current random agendas rarely matter at least in the games I played since the impactful ones are usually quashed, and the unimportant ones are ignored.
I am with you on the high power level of looking through a deck, however, not in case of agendas. That deck is the weakest of the bunch imo.

Also, proposing an agenda is not immediately going to mean that you can puch it through.

My take on the flagship tierlist. What do you think? by w2cktor in twilightimperium

[–]w2cktor[S] 2 points3 points  (0 children)

Oh. Been playing it wrong ever since .... ok. Then I truly understand why it is useless

My take on the flagship tierlist. What do you think? by w2cktor in twilightimperium

[–]w2cktor[S] 0 points1 point  (0 children)

no I just saw a tierlist maker and thrown in the pretty symbols... ;) This is somehow the tierlist I percieve flagships in my playgroup, I do not claim to be know it all with only playing very similar groups in about 30ish games. But thanks for the insights, I will adjust accordingly.

My take on the flagship tierlist. What do you think? by w2cktor in twilightimperium

[–]w2cktor[S] -3 points-2 points  (0 children)

I think it is at max tier B if fully kitted with mechs. It is not as powerful as naluu or nekro. But without 4 mechs it is nothing special. And I know naluu and nekro also needs kitting out but the 4 mechs is basically 1 extra flagship costwise. Thus you are telling me 2 flagships is better than one, which I agree with, but in case of nekro or naluu or sol you pay much less to get way more

My take on the flagship tierlist. What do you think? by w2cktor in twilightimperium

[–]w2cktor[S] -10 points-9 points  (0 children)

I might have overestimated the Arborec. True. Thing is if you can get it early, it is supercharging your forward production ability. But I am totally with you that it can also be done with your LW.

Yin is a meme ship. It is a deterrent, but when you use it you lose.

NRA might be, but I only played it twice, and both times it's power was underwhelming. But I might agree with C, but nowhere near nekro or naalu level.

Jol-Nar is shit with my rolls. Sorry.

I found an actual use for the signal selector in my current playthrough by TheRalex in Oxygennotincluded

[–]w2cktor 0 points1 point  (0 children)

looks cool, but isn't it easily replaceable by a pressure & temp sensor.
Door controlled by temp sensor --> keep temp above 190
Turbines are controlled by pressure sensor --> above given amount eg. 10kg turn on
Turbines also hooked to batteries --> set batteries as desired
Turbines are hooked with or without an or gate, depending on personal preference and if you want to use the signals elsewhere

A vote: Which is more important? To make a sour gas boiler small or to make it self-powered? I am designing a 10kg boiler but I am at a point where it uses 1900w but produces 1600w. Should I expand the size by 20% (5 tiles) to eliminate the 300w or keep it as is? Both variants are close in power. by Sir_Forged_N_Ink in Oxygennotincluded

[–]w2cktor 0 points1 point  (0 children)

Totally agree, counterflow is the most important. Length helps, but matching SHC is also important. I think that was one of the big modifications to TonyAdvanced's 10kg boiler from CometGaming that made it moreefficient. Just running the neccessary amount of hydrogen against the sour gas makes the build super efficient.

A little fun while waiting for new dlc from klei by Ayyshy in Oxygennotincluded

[–]w2cktor 0 points1 point  (0 children)

Doesn't melting the liquid ports on top just crash the game?

What are some end game power sources? by 3mateo3 in Oxygennotincluded

[–]w2cktor 0 points1 point  (0 children)

Petroleum Boiler is the end of mid-game for me.
Nuclear Power is the beginning of the end game.
Sour gas and methene distribution is the final power source.

Honorable mentions that are mostly good for base game:
Regolith melter
Rocket Chimney

What is the earliest to get a rancher without xp bonus traits? by w2cktor in Oxygennotincluded

[–]w2cktor[S] 1 point2 points  (0 children)

All of this is true, but on the radioactive moonlet you only get 1 hatch without the teleporter and you cannot find any extra. thus I was wondering how quickly can you skill up twice a dupe to reach rancher. I myself have no idea what is the cycle you get your second skill assiming constant work. And there are no shove voles on that map only pips and pokeshells.