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Author Topic: Oxygen Not Included: Alpha Release  (Read 47733 times)

Aklyon

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Re: Oxygen Not Included: Alpha Release
« Reply #60 on: February 24, 2017, 06:22:19 pm »

Considering its bugginess, it should produce fire as a byproduct.
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forsaken1111

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Re: Oxygen Not Included: Alpha Release
« Reply #61 on: February 24, 2017, 06:43:28 pm »

I found gas in general is a little bit borked and that's why I decided to stop playing until a few patches come down the road. Your problem in specific though is caused (to the best of my knowledge) by the fact that an air pump will only ever pump the first gas it pumps, so, if it's sucking in multiple gasses whatever the first thing it sucks in will be what it pumps and the rest gets stored infinitely. This behavior can be reset by loading the save, at that point it'll pump... Well. Something that it has stored, and then set that as the only gas it can pump.
Apparently this was fixed in patch alpha 207167 on the 22nd.

[Game Update] - ALPHA 207167
fixed a crash that occured on startup when launching the game connected to certain tvs
fixed a bug where pumps would only try and pump the first gas they ever pumped
added support for fullscreen aspect ratios other than 16/9 and 16/10
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LoSboccacc

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Re: Oxygen Not Included: Alpha Release
« Reply #62 on: February 26, 2017, 05:06:59 pm »

ptw. the game seems interestig enouh to get the eventual tablet port.
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Vivalas

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Re: Oxygen Not Included: Alpha Release
« Reply #63 on: February 26, 2017, 05:33:20 pm »

PTW When this game isn't super buggy I might give it a shot, seems cool from the gas simulation aspect if it worked right
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The Scout

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Re: Oxygen Not Included: Alpha Release
« Reply #64 on: March 01, 2017, 05:56:04 pm »

Each tile being it's own gas type is turning out to be a nightmare. You get gasses trapped in a weird place and then, viola. 15g of gas is blocking 900g from moving. The only way around it is to make a bigger and bigger area for it to flow in and hope it doesn't just spread to block it again.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
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Puzzlemaker

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Re: Oxygen Not Included: Alpha Release
« Reply #65 on: March 07, 2017, 12:00:11 pm »

I am going to wait for this to enter early access before I buy, but I have to say it looks awesome.  I love the simulation aspects of it.
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ThtblovesDF

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Re: Oxygen Not Included: Alpha Release
« Reply #66 on: March 07, 2017, 12:06:34 pm »

I feel ya scout - even if they find a workaround, i would much prefer to have

Title
50% Oxy
30% Contaminated Oxy
20% coČ
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The Scout

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Re: Oxygen Not Included: Alpha Release
« Reply #67 on: March 07, 2017, 12:15:03 pm »

I feel ya scout - even if they find a workaround, i would much prefer to have

Title
50% Oxy
30% Contaminated Oxy
20% coČ
I don't care if they just slapped the raw amounts on it. It would make more sense than the current oxygen goes up and CO2 goes down, since I would presume airflow would try to maintain an equal pressure while following that rule. Top of your base is mostly oxy, middle is a bit of both and bottom is mostly CO2. Unless the concentration of one goes down and the other has to take it's place.
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Puzzlemaker

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Re: Oxygen Not Included: Alpha Release
« Reply #68 on: March 07, 2017, 12:40:40 pm »

Maybe just adding brownian motion would work.  Chance of two gas's to flip positions.
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Azated

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Re: Oxygen Not Included: Alpha Release
« Reply #69 on: March 10, 2017, 05:35:29 am »

Definitely an enjoyable game for quite a while, despite the fact that as others have mentioned, it's more of a "You MAYBE have 20 days to live. See what happens before that" sort of game.

The plumbing is so borked that you can't have more than one or two water-using machines on one line or the entire systems breaks, which means you need to plan for crossing water lines or tap into separate reservoirs. On the topic of water, contaminated water is literally liquid cancer. I've lost 6/10 of my games to the vomit/stepped in vomit spiral that contamination causes.

I've lost about 3/10 to the fact the algae eventually becomes rarer than a diamond unicorn at a gun show. The other 1/10 is to the obscene amount of food these little buggers eat and how much oxygen the mealwood consumes. I can filter the CO2 in the corners that apparently set up camp with the roll of a twelve sided dice and two vegetable tacos, but I can't compensate for the mealwood.


21 days is my max. I ran out of algae, I couldn't process enough slime to get more, and the electrolyser eventually drank all the water I needed for everything else.

It'd also be nice if the different metals had different values. At this point, I don't even bother getting gold because copper does exactly the same thing and doesn't need me to dig through slime and vomit out contaminated air.

Other than all that, I love it. Definitely keeping my eye on this for future developments.
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ThtblovesDF

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Re: Oxygen Not Included: Alpha Release
« Reply #70 on: March 10, 2017, 09:34:00 am »

You can go 300 turns if you want to (not taking more then your starting 3)

I got to 100 cycles, taking in every duplicant.

First off - mealwood grows everywhere, not just in oxygen. You just need volume and temperature correct, the rest doesn't matter.

There are a lot of things not explained, for example you can suck in dirty water, keep cooling (or heating) it and then spit it out to get clean steam or clean-solid-ice.

________

Here is a video showing how to make water without Sand or Algea;

https://youtu.be/KjmuWX--6kM

________

My most common mistakes to avoid:

Taking in every stupid duplicant
Only applying Decor to the sleeping Areas
Trying to have everything full of oxygen
Not leaving 3 blocks open for oxygen to move if it should
Not using a shitton of air-tight doors
Not (mainly) using manual power generators
Not hiding away batterys behind some walls, because why wouldn't you
Not putting heat generators in the right place


As a sidenote: There is a debug mode that is pretty good if you want test limits.
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Grim Portent

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Re: Oxygen Not Included: Alpha Release
« Reply #71 on: March 15, 2017, 12:03:58 pm »

I've been playing this quite a lot lately and I find I keep gravitating to a mesh floor chimney design for my colony.

Current game I'm at cycle 143 and using a very simple narrow design.

Spoiler (click to show/hide)

Lowest floor is a pump in a small hole to collect vomit from the floor above, which contains my algae terrariums, and sent it to be filtered and added to my cistern, which is off to one side of the colony proper.

Immediately above the algae terrariums is the bio distillers in a sealed room to one side and the power apparatus to keep them running.

Above that is storage and a generator that powers the plumbing for the toilets and shower, and some compost heaps in a sealed room.

Above that is the microbe musher, ration box and associated power. To either side outside the mesh chimney design is the portal, the toilets/shower and two airlocked mines I use to collect extra water, slime, sand, dirt and algae.

Above the musher is the farms and above them the dining room.

Spoiler (click to show/hide)

Then it's the beds, and above them the unused medbay, which I plan to deconstruct eventually, and the gas pump that scrubs chlorine and hydrogen from the air and dumps them into a hydrogen generator, other gases are dumped at the bottom of the chimney to make their way back up.

Spoiler (click to show/hide)

The mines extend far more vertically than shown, with big tunnels dug up and down to access water and other resources. That tiling above the ladders in the top image was a funnel to direct water from the cave above into the pool on the left, which worked with only minor spillage.



Stress is 100% across the board, and in past colonies I've found it to be too difficult to keep it down in the long run, so this time I went 'fuck it! Embrace the vomit!' and just decided to make it part of the design. It now makes a small contribution to my cistern when it occurs in the main chimney stack, but elsewhere it is still a nuisance.

The air is highly contaminated as a lot of it came from the caves to the right hand side, which has a handful of Morbs running around polluting it. Since diseases are not really a huge problem I just decided to deal with it, so I have only a handful of deoderyzers now.

Scattered around are remnants of the original layout, which was a simple flat plan spread out on either side of the printer, and an experiment with cooling chlorine to a liquid to mop it up, which I abandoned when just destroying it with the hydrogen generator turned out to be easier and more efficient.
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kilakan

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Re: Oxygen Not Included: Alpha Release
« Reply #72 on: March 15, 2017, 03:35:17 pm »

ptw for the day that being sustainable is actually a thing.
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Grim Portent

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Re: Oxygen Not Included: Alpha Release
« Reply #73 on: March 15, 2017, 03:38:27 pm »

Does it bug anyone else that Algae Terrariums consume algae? Logically they should produce more of it at the cost of fertilizer and water, in addition to CO2 recycling, 'cause that's what algae freaking does in the real world.
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kilakan

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Re: Oxygen Not Included: Alpha Release
« Reply #74 on: March 15, 2017, 03:41:09 pm »

The algae tile resource even says it can be grown in terrariums, and it just can't.    The game actually drives me crazy how it just destroys gas/liquids/solids in all of it's reactions and there's no way to ever get them back.  It's a survival game on an asteroid, you should really be able to recover/grow everything in some way or shape.  It'll be a good game if we eventually get environment suits and the ability to make solar panels out in space (when it exists) and then have electrical devices to fully recover everything that gets used up.
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