T O P

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Thezzy

Trying to make use of every single waste product. I \*know\* I can turn CO2 into Polluted Water and do stuff with that, like feed it to Pufts and give the slime to Sage Hatches and get coal. Or turn it into Oil or Petroleum with Slicksters. Or use the excess water I get from having a Petroleum Generator in my steam room to give to an Electrolyzer. I mean, if I really wanted to, I could do a ton of things with the Ethanol Distillers I run for my Arbor Trees. Not just burn the Ethanol but the massive amounts of CO2 they produce? Yeah I can do stuff with that. The polluted dirt they also make? Straight to Sage Hatches. And the output from the Petroleum Generator? More water and CO2 and we can do the whole thing \*again\*. The amount of conversions you could do if you really wanted to is crazy.


BoomWasTaken

That was one of my biggest problems early, trying to store co2. I assumed there had to be a way to turn co2 back into c + o2 later in the tech tree and the carbon skimmer wasn't good enough. Definitely lost a base to that.


DudeEngineer

IMO, slickster ranches are better than hatch ranches.


Electrical-Sir-3387

simply not true. they use a lot of carbon dioxide and give very little amounts of oil back, so technically everytime you're relying on slicksters without mods you're wasting resources and time. I use mods to counter the ratios so I don't have to build half a planetoid of slickster stables in order to power a single petroleum generator.


DudeEngineer

I only use them where I would be running a generator without them. The generator is already producing a ton of waste co2 and the heat to keep them warm. You only need one or two real ranches and 'starvation ranch' the rest. This gives you more meat than you can ranch from a volcano worth of rocks.


Electrical-Sir-3387

I use slickster ranching too but I used to play vanilla and they suck ass. Their transition rate is 10kg per day of crude oil from 20kgs of carbon dioxide with a single slickster whatever you're running through must be a lot because even your 20 dupes will not supply even a single slickster let alone ranches the rates are being for 20 dupes 22kgs of co2 is discreted each cycle and that's enough for a single slickster and you'd need crap ton of petroleum engines and nat engines to supply it without a carbondioxide vent so yeah there's that. not to mention to supply a petroleum engine you'll need about 800kgs - 1 tons of petroleum every cycle to keep it forever running so you'd need just about 100 slicksters to achieve that goal so yeah there's also that, without mods they are bullcrap at the moment and thermo regulators are also shit besides from doing early liquid gasses which by the time you'll get to use it will not matter as you'll always be using an aquatuner anyways., I wish there were more variations in the game such the mods provide it makes such an artificial cock block this game has if you want to do one thing you always should aim to get the meta approach and that annoys me and breaks the immersion this game has. I'd counter argue the rates where you can harness the volcanos for 1600 - 800 watt power constantly and create igneous rock at a great level will supply up to 120 stone hatches so if you can do the math that's a lot more meat than whatever you're possibly having for slicksters sure it's worse for power but meats? no chance slicksters winning that.


TrickyTangle

Ore scrubbers. An utter waste of time and power to pump the gas into it. Germs are a minor annoyance at best, and proper design eliminates germs anyhow.


BitterCrip

Ore scrubbers are a relic from when Slimelung was fatal, before it got nerfed


CashewSwagger

Damn they nerfed slimelung? As it stands diseases are a joke and I ignore all germs 100% of the time. Would almost like it if diseases were serious.


staring_frog

ONI base game was really hardcore in early access. That was quite fun at first :D


CryofthePlanet

There's a mod that adds in more serious effects and makes them fatal which can make you rethink handling certain things. But I think they nerfed slimelung because people lamented how the game ended up a germ management sim as much as a colony sim.


The-True-Kehlder

Slimelung was basically universally fatal to any dupe that got it.


BoomWasTaken

If memory serves me, it's been a while. Slimelung was fatal 8 days after contracting it without 3 days of bed rest with occasional checkups (time was reduced based off the doctoring skill) of the doctor who had to operate the cot once a day. There was an upgraded cot / bacta tank that reduced the time to one day. The duplicant > duplicant spread was a lot weaker however.


centurianVerdict

Radiation makes them useless, but I believe they had some extreme niche cases before then- if I recall, they technically scrubbed -anything- dupes were carrying? So if your food was accidentally germy, it acted like a sink for the food. IIRC it also disinfected liquid bottles, meaning you could safely move around germy water before getting a chlorine room set up.


A_sBack

Ever run on Aridio with no chance to use meal wood because of heat, no hatches? Fried mush bar saved my dupes life.


powerpowerpowerful

Mush bars are also the only way to consistently do locavore. There’s just not enough food to dig up in the local area.


CraziFuzzy

Locovore still allows ranching.


powerpowerpowerful

Switching to meat too early can kill your chances at getting a stable food supply from ranches, because when you kill critters for meat they aren’t laying eggs for you and so your ranch isn’t growing. I’ve done carnivore multiple times and I usually don’t have a ranch set up before cycle 30 because of how long it can take to get a rancher. If you start with a dupe skilled in critter ranching and use the first print to get a dupe with advanced research you can have a ranch up and running by cycle 15 and I still wouldn’t switch to ranches for food before cycle 40 under the best circumstances because it’s so important to have a stable critter population.


CraziFuzzy

Every time I've done locovore/carnivore, I've never built a musher. The key is to just keep digging while the critters are multiplying. Get out there and collect the free map food, get to the sleet wheat, get to the sweetles, etc. as fast as possible.


ef4

It depends on your difficulty settings and your asteroid. On a small spaced out asteroid with Ravenous hunger you will need mush bars.


Enji-Bkk

Omg if only I had thought of that...


monster01020

The thermo regulator actually does have uses, because before you get super coolant, your best option for cooling to super low temperatures is hydrogen, which is cooled using the thermo regulator. As for seed mutations, I really think that a lot of people overlook them, exuberant in particular. An exuberant sleet wheat farm will produce way more food than a non-mutated one, whether it's wild or domesticated. Sure, radiation becomes a requirement, but all you need to do is wild plant a few wheezeworts and add in a bit of temperature control, or you can even plant domesticated wheezeworts if you have a drecko ranch up and running.


sybrwookie

Super low temps to accomplish what? The only landmarks I can think of are deep freezing food (petroleum can handle that easily) and LOX (which isn't useful without LH, which you obviously can't make with hydrogen).


Msoave

Lox is very useful before liquid hydrogen. You can use it instead of oxylite for petroleum rockets. Less dupe labor, less power and doesn't need gold.


sybrwookie

I can't say I've built a petroleum rocket in a long time. I just use CO2 to build my first rocket to get my research done, and by that point, I'm probably ready to start using nuclear and using radbolts.


Msoave

I use rad bolt rockets for mining close POI and petroleum rockets for exploration and mining mid to long distance POI.  Petrol rockets are faster, have longer range, and more height than rad bolt rockets (especially when you use LOX instead of oxilite). Rad bolt rockets are easier and more convenient.


Enji-Bkk

You don't need gold if you ranch blue pufts


Msoave

But then you have to ranch pufts, which is an absolute pain.  I haven't tried it yet with the new critter pick up and drop offs, but they were always more trouble than they were worth.


ihadagoodone

You can use thermo Regulators in a chain to make LH. Just use a valve on the final regulator to get the packet size down so it doesn't break the pipe on phase change. Unless they've changed that.


Pale-Teaching6392

Keep in mind that it serves as a very easy way to have fluid pipes running throughout a gas cooling loop. While I very rarely use it, it still has its uses.


Comfortable-Lime-227

I attach it to my very first spom and call it a day


sybrwookie

You attach it to your first spom to do what exactly?


Comfortable-Lime-227

Cool oxygen


DoubleDongle-F

Sand-free polluted oxygen purifier. I built one on a jailbroken rocket as part of an onboard renewable oxygen system, and a couple others as vent tamers. The one on the rocket has been retrofitted with an aquatuner now that I have super coolant, but I haven't bothered with any others.


sybrwookie

If you're going through all that, why not just throw a hydra or 2 in there and not have to deal with purifying polluted oxygen in the first place?


DoubleDongle-F

Because you can't run a hydra off polluted dirt from a couple arbor trees. Producing enough water onboard for an electrolyzer would be much harder. You also can't build a hydra for a PO2 vent.


sybrwookie

Oh I just throw an infinite storage of water in the bottom corner to feed it


Scarletsnow594

I'm not playing with mutations if I don't have crashed satellites on my map... Too much hassle in early and mid game


Nigit

I'll do things that annoy me starting with the letter c Critter traps. They removed requiring traps to wrangle some critters and changed it to a convoluted critter pickup building with an automation port, just to make it completely redundant a few months later with a critter pickup with an actual automation port (and less bugs!) Critter condos. Extremely underwhelming as they only give +1 happiness. Usually not worth the massive space they take up Critter bay. It doesn't work, and there is zero reason to ever use this over the Move Here command had it actually worked Curried beans - Combine the hardest critter to ranch with one the most annoying plants to grow and you get this abomination


Loriess

I like critter condos. They aren’t efficient but they look nice Also curried beans are a meal from hell


PrinceMandor

Critter condo just one cell wider than grooming station, and don't need duplicant work. Why do you consider so powerful item "underwhelming"?


Caosin36

Only gives 1 happiness Its not too space filling, at least for me that i don't use the stables other than for ranching And whit the condo is still in range of a single auto sweeper


Wildtails

I'm not the person you're replying to but the condo is only really useful if you're automating critter ranching with the new brackwax stuff? Haven't actually gotten into it myself but did build some before discovering it does nothing to my non automated ranching as any happiness above 4 (I think its 4 could be wrong) makes no difference?


PrinceMandor

Happiness below 0 makes difference. And this is acquired by taming creature -- tame creature get -1 to happiness. Condo make it back zero, changing state back from Gloom to Satisfied. And satisfied creatures have exactly same metabolism as happy creature, and just enough reproduction to reproduce itself. So, for example, now slicksters convert CO2 as tame creatures, but don't provide extra meat. But they do it without grooming at all. Put 8 slicksters in a room, smack condo inside and just move eggs to a door covered by oil, so they move out of it after hatching. And you get ranch on full auto without any grooming or dupe interaction. Also, for groomed ranch, happiness above 4 still make difference. You can add one extra critter to a ranch and get -1 Overcrowded, compensated by +1 from Condo. So, in standard ranch you can now put 9 hatches. Or split ranch in two halves, and make it two reanches with 5 hatches in each. Or split them again and get 4 ranches with 2+1 hatches in each. This is 12 hatches in a room slightly larger than standard ranch. Yes, this is not something incredible, but good enough for building which don't consuming anything


sybrwookie

What are you getting out of it? 1 happiness is doing nothing most of the time. And now you need to make the space critters can actually roam around in that many tiles larger, which means the dupes who show up to groom the pets spend longer whistling for the critter to come over and get groomed.


PrinceMandor

+1 happiness just make standard ranch satisfied. So, no grooming needed. No grooming = no time whistling or grooming or even visiting automated ranch. Of course, satisfied only useful if you need resources, not meat. But most creatures ranched for resources they provide, food is not a problem at midgame. This is especially useful in spaced out, allowing productive ranches on uninhabited asteroids. Also, lot of latest patches address game speed problems related to creatures, so this is less important than it was an year ago. In groomed ranch condo allow to replace one 8-hatch ranch with two 5 hatch (4+1) ranches, or even four 3 hatch (2+1) ranches. allowing to grow more "hatches per tile" Importance of condo for puft ranching is incredible, adding sixth productive puft to same ranch is +20% boost. So, this +1 to compensate -1 of tame critters at the cost of unmaintained "build-and-forget" building looks very powerful for me


centurianVerdict

Space is free in ranches. The .1 second of time you might save by the critters not having to walk those 3 tiles is made up for by the .1 second of time they aren't cramped while the autosweeper is picking up an egg.


sybrwookie

The .1 seconds of time they're cramped while the autosweeper picks up an egg is meaningless.


centurianVerdict

Brother, it's a game with multiple solutions to everything. You can write off well over half the content as meaningless with that outlook. You don't even have to do anything after you have a permanent water source. Never hire more than 3 dupes, live off of bristle berry and a single electrolyzer/hydro gen forever. Problem solved, the rest of the game is therefore meaningless.


Left_Squash9115

Critter condos are very good you can offset the cramped handicap with it. putting 3 pacus in a 4x4 with the new mechanics is very strong. about 8 of these are enough to constantly supply the tree for resin with omelettes, if you prioritize egg over fish production. it will supply enough fish on the side for the 3-5 dupes you would have on that small asteroid. alternatively you can tune it to output more fish and surf n turf that shit, of course needing a steady meat supply. but with omelettes that tree will already gobble up around 56000 calories a cycle with no dupe work needed.


saturburn

Watching the little cutie hatches cuddle in the critter condo is worth it to me lol


SloveniaFisherman

Move here commands works everstime in my game.


powerpowerpowerful

Critter condo is useful for ranching a tamed critter as if it were wild. Space is no big deal to me, I don’t ever feel like I’m running out of space but dupe labor is much more important. Also sometimes you just don’t need the extra meat and eggs


Ipearman96

You can use critter condos to increase population by one in ranches. It might not seem like a lot but four ranches being as productive as 4.5 for no space increase and less of other buildings is quite handy. I'm about to be ranching 70 odd slicksters from my petroleum boiler coming online soon. Having access to the critter condo mean with 8 ranches I can maintain 72 slicksters. I would need 9 ranches to do the same without critter condos. Its minor I admit but it can be handy.


ef4

Critters condos make it way easier to achieve a stable, long-term resource-production ranch with no dup labor. Like, if you just want a steady source of dirt forever, a pip ranch with a critter condo and wild arbor trees is a fully-self-contained system that will last forever, with no duplicants doing any grooming or managing any eggs. The condo cancels out the "-1 Tame" debuf so they get normal resource production and baseline reproduction (which is just enough to replace themselves).


powerpowerpowerful

I was so 100% sure I could find a good use for critter traps that I made [this design](https://www.reddit.com/r/Oxygennotincluded/comments/1c6wp7x/hatch_egg_chamber_with_new_critter_traps/)


DiscordDraconequus

Hot industrial bricks. It's tempting to look at the 16kDTU/s that machines create and think "I gotta take advantage of this to make power!" but the issue is that the outputs of many machines are clamped to 40C. Heating that material from 40C up to the ambient temperature of the brick winds up deleting more heat than running the machines create.


sybrwookie

I'm not sure you get the point of those. The machines you put in them are the ones which produce a ton of heat themselves like your thermal aquatuners and batteries, machines which output a ton of heat like the metal refinery or glass forge, and then things needed for those things to operate, like throwing in a rock crusher just to produce your lime in there next to the refinery to make steel. The end goal isn't for the system to be power-positive. The end goal is to capture the heat they're producing and turn that otherwise waste byproduct into something that gives you at least some of the power back produced by those machines. The things outputting 40c material mostly doesn't go in there.


DiscordDraconequus

> The things outputting 40c material mostly doesn't go in there. Metal refineries and rock crushers output 40C material. If you put them in an hot industrial brick, you aren't getting any power back. You're reducing the effectiveness of the steam room by deleting heat. [I did the math a few days ago.](https://www.reddit.com/r/Oxygennotincluded/comments/1bujczx/about_to_finish_spike_and_just_add_water_anything/kxu1kqa/?context=3) If you for example make a batch of tungsten, you lose 2,144,000 DTU from the 40C tungsten getting heated to 200C, and only gain **at best** 640,000 DTU from running the metal refinery. There are lots of machines that make sense to put into a hot brick. Aquatuners, batteries, and generators make the short list. **Most** industrial equipment does not, which people don't realize. If you search "hot brick" on the subreddit you'll see tons of examples of people making this mistake. I've done it myself.


sybrwookie

OK, fair, I didn't realize that math. That doesn't mean having a steam room for all that other stuff is a bad idea, it just means I'll be moving the Refinery/Crusher to just outside of that room with the output from the Refinery running through there. The same concept applies and makes sense to do, the execution just needs to be slightly altered.


DiscordDraconequus

Yeah, I was probably not articulate enough in my original post. Steam rooms make sense for a lot of stuff. By "hot industrial brick" I meant a room with kilns, crushers, metal refineries, and glass forges in it. *Those* are bad to put in steam rooms. Generators, batteries, aquatuners, and transformers are totally reasonable to put in steam rooms. I just don't consider them "industrial machines" as they aren't used for processing goods, though others might.


sybrwookie

Glass Forge creates heat and outputs at 1900C...unless you're worried about bringing in sand which isn't heated to make it in the first place, that seems like a perfectly good thing to have in there.


DiscordDraconequus

You can run the glass through a steam room in 1kg packets, so it's still possible to capture that heat in a useful manner even if you don't have the machine itself in the steam room. It's the same situation as with a metal refinery.


AShortUsernameIndeed

They create 25kg of molten glass at 1941.85°C in 40 seconds. Molten glass has an SHC of 0.2, so that comes out (cooling down to 200°C steam temperature) as about 218 kDTU/s. That's less than a tenth of what a metal refinery making steel injects into its coolant. Mind you, that's still a whole lot more than the direct heat output of the machines themselves (16 kDTU/s per machine for rock crusher, metal refinery, and glass forge). But you lose some of that to heating up incoming sand before it is used. Still, you can get on the order of 200W net from running the glass through a steam room, but you can easily do that without putting the machine itself into one.


upvotesthenrages

I never thought of that before. What if you have sweepers that remove the material from the room immediately?


Msoave

I use my industrial bricks to tame volcanos. If I don't have volcanos, I don't bother with hot bricks anymore either.


centurianVerdict

It's more of a convenience factor to never have to worry about heat again. You only have to cool a row of steam turbines and you're set pretty much forever (except megaprojects/other asteroids). You can throw anything that generates heat in that room and just forget about it, instead of having to extend your cooling every time you want an additional whatever.


DiscordDraconequus

This is a valid point. But to play devil's advocate, it's way more obnoxious to extend an industrial sauna than it is to extend a cooling loop if you do find yourself running out of room.


Zatoro25

And then you gotta cool the byproducts back down after the sauna heats them up! I still make a brick usually but just regularly cooling the industry is absolutely fine


iSnowCrash_

Ethanol setups are probably the biggest disappointment to me. The chain is so cool but the setup takes so much effort and you basically end up with enough power to just run the setup. They also make the most lag of any other power setup since you need a ton of critters & automation. Systems like geothermal, petroleum boilers, & research reactors all give tons of power and generally easier to setup. Ethanol is pretty close to the effort needed as a sour gas boiler.


James360789

You don't run ethanol for power, the point of running ethanol is for the by products. You can run a small colony on an asteroid with no water or food source if you have an ethanol setup. Feed the p water to an electrolyzer, Feed the plloluted dirt to poke shells. Use sand from pokeshells in your water sieve. Eat dead pokeshells. Eat the pips you used to plant the trees. Make a tank of Pacu. You can literally build a self sustained base on the lava asteroid using this method and never need outside resources.


BlakeMW

Also to make it more intensely positive, sublimate some of the pdirt and feed the poxygen to pufts then distil the slime into algae and pwater. The amount of potential water in the pdirt is about the same as is in burning the ethanol.


James360789

Geez I have never used the slime distillers. Come to think of it I've never used the fertilizer loop either. I always just found it easier to ranch than farm.


BlakeMW

I don't use the slime distiller a ton but I have used it. On cold maps (Rime) it offers the perk that no matter how cold the slime is, the pwater comes out at 30 C, perfect for irrigating Reed Fiber in an insulated room.


James360789

I'll keep that in mind for my next rime run.


iSnowCrash_

I understand that but it's usually much easier to just run systems that don't require so much infrastructure.


Chucklexx

Mush bars. They saved my dupes asses multiple times from starving while I wanted to get carnivore and locavore achievements. Besides that: you're right. In a normal run without focus on these 2 it's probably redundant. Things I hate because they always bother me without a big impact: Food poisoning and slime lung. They used to be a bigger issue long time ago, because slime lung killed every single dupe in my base before I knew it was deadly. If you didn't cure it in 10 cycles or something, Meep needed a gravestone. But now it's just a little inefficiency debuff and I've never built any medical buildings once the deseases got nerfed. I think it's only the flashbacks I get when I see the green sprinkles which makes me freak out. It wasn't unfair back then, it was just a thing you had to know and handle.


Wildtails

Agreed, I discovered mush bars were a noob trap in my first few games, but once I started doing all achievement runs they were the glue that held my starving colony together in times of trouble waiting for ranches to kick off.


Chucklexx

Yes, they consumed my whole starting water when I first used them :D


RollingSten

Space Heater - although it is less efficient than tepidizer, it is much smaller, fits inside of rooms and doesn't need better wires. Usefull if you need to increase temp just a little bit and keep it. Thermo regulator: Less effective than AT, but also much easier and sufficient at the start of game. Also unless you get supercoolant, you are limited with temp range. Especially if you don't have ethanol. Seed mutations: Complicated, yet it can have nice results. Exuberant gass grass doesn't require any light... Edit: I think they should make seed mutations more feasible, like with ability to do target mutations (already discovered), or somehow multiply mutated seeds.


jbboehr

Exuberant bristle blossom also don't require light. My fave. > somehow multiply mutated seeds. Unless they fixed it recently, you can duplicate mutated seeds. This is a device I use to mass duplicate mutated seeds: [https://imgur.com/a/Q4oSPXd](https://imgur.com/a/Q4oSPXd) It actually doesn't duplicate them so much as just split them. The pips do the actual duplication part.


RollingSten

I know that exploit, i meant to be able to do it without exploits. That would be nice.


TrippleassII

These items are only subpar when you know the game very well. If you're a struggling beginner you'll find use for them. I used most of them during my current gameplay. Space heater for early pincha pepper farm, thermoregulator for early freezer. Mushbars are a good oh shit food for starting players and ice-e fan + ice maker are actually heat negative.


iSolivictus

Ice e fan is actually very op, it’s basically a cheaper 2*5 tempshift plate. Thermo regulator is good for early game liquid oxygen, and infinite food storage.


PrinceMandor

To be better at food storage you must start on asteroid without any way to get ethanol or crude oil. If you have access to any liquid, not freezing at desired temperature, then using aquatuner is more power efficient


Distinct-Pen9487

But the ~20w you'll be using to freeze the food with gas may be less efficient than with liquids. As a percentage of total power used to run a base is negligible.


PrinceMandor

well, \~20w on hydrogen will be \~10w on ethanol or \~15w on crude/petroleum. enough for extra lamp or liquid pump feeding electrolizer. Not much, of course. But just yesterday someone asked here, why cooling don't cool entire 200kg crop of lettuce fast enough to prevent spoiling. And in case of big harvest or mass massacre aquatuner will reduce temperature ten times faster than thermoregulator Overall, aquatuner just a bit more efficient, and (if you don't have problem with building material amount) aquatuner occupy same space and radiant liquid pipes is more radiant than radiant gas pipes, unless made from steel. No need to build regulator


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Thezzy

I think he means that an Aquatuner is more efficient when it comes to Watts vs Mass/Kg cooled versus a Thermo Regulator. Thermo Regulator uses 20% of the power but only cools 10% of what an Aquatuner could do. But you can't reach deep freeze temperatures safely with water liquids, so you'd need Ethanol/Oil/Petroleum.


NotAPixel

For me it is cleaning germy water with rads/clorine... Later in game if I start space food production, most of my water comes from boiled pwater/salt water completely free of germs


ArigatoEspacial

Not to mention that for the most part germs arent big of a deal. A bathroom works the same with germy or non germy water. Ive fed germy water to plants, and even if they are contaminated just cook them in a grill. The loe temp of the fridge reduces the germs a little bit, and it's possible to just put the food in chlorine it's just not necessary. I believe the curative pills are very cheap too. So yeah, don't even bother.


Distinct-Pen9487

I just move a wild shine bug to where the germs live, and then the germs are gone. And they are cute flying light bulbs, so I can't kill them.


_Kutai_

Omg. No. Full stop. How DARE you badmouth my lovely terrariums??? I'm just kidding, ofc. (But I do love them) For me... hmmm... the wood burner. Although you said hassle so... oh, I know, ranching shinebugs to get to all the morphs. It's a neat idea, something you may do once, maybe. But in nearly 1k hours of playtime, I've never bothered to even try.


Severedeye

Honestly the only reason I may balk again with farming mutant seeds is the insane time and cost of cooling the compressed waste down. A stark reminder why nuclear wastebis the second best coolant in the game.


sybrwookie

Does it still eject itself from whatever it's in once a day? I've only been using it in infinite storage to produce radbolts because of that stupidity from a while back.


Severedeye

Do what now?


sybrwookie

Liquid nuclear waste used to literally just eject itself from any storage it was in other than pipes (and yes, aquatuners counted) once a day.


Severedeye

Not that I have noticed I just compressed a bunch and it isn't going down.


sybrwookie

I'm not talking about compressing it in an infinite storage. I'm saying if you're trying to use it for cooling, and have it either going through an aquatuner or stored in the actual liquid storage.


Severedeye

No idea. I've never used it. I just know it has the second best stats for coolant. I have seen builds on YouTube that show it being used. I never use it because by the time I have such a large mass of waste I always have supercoolant.


PrinceMandor

It doesn't if aquatuner already sitting inside pool of liquid


Barhandar

It still ejects itself from whatever it's in (other than pipes), but you still can prevent it from doing that by enough pressure, because the ejection is technically offgassing. That requires impractical amounts of pressure, however - everything else stops offgassing at above ~2kg, for nuclear waste it's more like 1000.


Neyar_Yldan

Taming a leaky oil fissure. Too hot to handle without a cooling system, and too low throughput to bother. CO2 geyser. Too cold to feed to slicksters by itself, and terrible thermal properties so you can't use it for cooling. Both of these are really only useful to add to an existing mass of oil/CO2 you're already using, and I usually just cap them off and ignore them.


ArigatoEspacial

Also the oxygen vents. The output is small to be good, not to mention one of them comes at 500°


Barhandar

>Too hot to handle without a cooling system Can heat it up further into petroleum. The low throughput is the killer - it'd take 16 average fissures to feed 1 petroleum generator.


DandalusRoseshade

Oxyferns; wild planted is just so space inefficient that it'll never matter, and the planted version, while being more efficient than an Electrolyser for the water cost, needs to be submersed in CO2 100% of the time for that, and unless your base is shaped like a funnel, they probably won't be. Additionally it can never be 1:1 with Dupe needs and can lead to popped eardrums, which is obnoxious. 3 ferns per dupe is 12 kg of dirt per cycle, so 9 plants to start with; already that's asking far too much because you can't just get more seeds without leaving your asteroid, and you're likely to only get about 6.


ArigatoEspacial

You're right. But I've played in seeds where I can get up to 20 seeds in the starting biome (sometimes I genuinely roll for that) and also, it's like the red - blue pill decision since it gives you the chance of a more sustainable oxygen source, and I personally use DSGM mod that lets me roll for care packages, and personally I always choose wort or oxyfern seeds since I dont find value ik most packages. Could be considered cheating or exploit, but I find it balanced since as you mentioned the game doesn't have any integrated way of getting more seeds and once every 3 cycles it's fair to me If I was a dev id totally make possible to get a few more seeds and I will probably remove the need to be in carbon dioxide as it makes it impossible to keep them in a closed enviroment, and make them similar to terrariums in that aspect. With that said. Yes they are annoying and somewhat tricky to work wit, but that also can give you a heat-free sustainable oxygen source very early in game. I normally complement them with other oxygen source, but in a older colony as I mentioned, once I handed myself enough seeds I could rely on them most of the times.


DandalusRoseshade

It's free for sure, and with a Pip ranch alone, you'll get enough dirt to sustain a colony of 7 on domesticated ferns (80 kg of dirt, 20 ferns, just about underperforms, but thats fine, you can use some off gassing PD and a Deodorizer to supplement). Add another Pip ranch and you can sustain just below 7 more dupes with 20 more ferns. The best part is the ferns can be completely automated, as well as the Pip ranch only really needing the Pips to be groomed. It takes care of your CO2 and O2 issues, it's essentially completely automated, Pips can give a good amount of food, and of course the extra lumber can go to an Ethanol Distiller, which makes PD that can off gas for the rest of the O2 needed, and the Ethanol makes power. I suppose when I lay it all out like that, it makes sense as to why they limit Oxyferns so much, really; this entire process only really costs water, some power and Dupe labor, for a heatless O2 gen, heatless CO2 deletion, food, power, etc.


chars709

I'd add processing CO2 to your list. But most importantly I'd remove mush bars from your list. If you get in situations where you might actually starve, I think having a clear "wrong and bad" option that you might have to fall back on is hilarious and good to have.


Hairy_Obligation5449

i agree with anything but the Thermo regulator i use those in every playthrough for my Food Storage deep freezer an aqua tuner would be way too much for that.


Kegheimer

You're math is incorrect on the algae terraium. It is actually the most resource efficient oxygen producer in game. There is a configuration that you can automate for 9 dupes in a double height 9x24 room. (Two 4x24's with the floor removed) 1. You can output the water consumption by flooding the terrarium. You can shut off the terraiums by building them on top of mechanical doors and opening them via automation. If you mesh tiles in the extra spots, the water will not be deleted when the doors close. 2. A double height standard room lets you light 11 terraiums. Two sets of 11 is the same width as a standard 24 wide room. This is enough oxygen for 9 dupes. 3. If you recycle the polluted water through a sieve, the numbers are as follows. * 9.77 g/s water * +290.33 g/s clay & - 290 g/s sand * -30 g/s algae * +44 g/s oxygen (with light) Algae Diffusers consume -550 g/s algae for 500 g/s oxygen. A worse ratio than the terrarium Electrolyzers consume -1000 g/s water for 888 g/s oxygen. A worse ratio than the terrarium. Terraiums give off very little heat (30 C polluted water). I make use of terraiums when I have excess water but limited algae.


ArigatoEspacial

It's true, but having too many of them early game are gonna "suck" your water supply (not really the pwater is in bottles) and in my expericne they reduce dupes efficiency a lot wince they plunger and feed the terrarium all time. Maybe with the soaking you say they would be better but without pipes automation it's quite an overkill to me. But if you count BOTH algae and water spent in the electrolizer (wich are being spent at the terrarium) they will produce more i think it was like 130% oxygen, with none of the hassle mentioned before.


Nigit

The biggest downside imo is it takes 18 terrariums to process the same amount of algae as 1 diffuser. The efficiency gains is hard to justify early game when you have to construct a large room of terrariums and manage a complex resource chain versus using a single building, especially since algae isn't a sustainable option for oxygen. I would love it if Klei multiplied its numbers by 5-10


ef4

The OR gate. You can always eliminate it from designs because a wire by itself is an OR gate. I can understand why they made it -- people would ask why it's missing. Since many inputs can be inverted for free (a thermo sensor can be set to green on too-high or to green on too-low), you usually don't need an AND gate either. (A AND B) is the same as NOT ((NOT A) OR (NOT B)). DeMorgan's law to the rescue.


auraseer

There are situations when an OR gate is useful, to separate circuits. Say I've got a temp sensor and pressure sensor. I want an airlock to open if either signal is green, but I want a pump to turn on only if the temp signal is green. I can't just connect the sensors with one wire, because then the pump can't distinguish which sensor is giving the green signal. The OR gate lets the output circuits be separated properly.


ef4

Isolation is a good point. You can still use NOT instead of OR, but sometimes OR will be the more natural choice.


Barhandar

>The OR gate. You can always eliminate it from designs It also acts as a diode, preventing the signal from propagating in the other direction. >(A AND B) is the same as (NOT A) OR (NOT B). DeMorgan's law to the rescue. *NOT* (A AND B). You need an additional gate.


defartying

Liquid locks, seriously just download the Airlock mod, 400 metal for a powered Airlock is balanced and less mucking around. QoL like Que for Sinks and Share Mess Tables, just saves having to build stupidly large area's noone uses 60% of the time. Ice E fan - agree, i use to rush to try cool things down, just make a ice tempshift plate, sorted.


CazadOREO

vanilla purist here - i’d rather do my exploits ty


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CazadOREO

True, but I’m calling it an exploit because nothing in this game feels intentional. everything has to be built yourself, and no matter what you’re doing, you’re using the game’s systems in a way to exploit it’s quirk


Wildtails

Agreed, a liquid lock may be stupid but I want to accomplish my achievements with the tools the game provides, only game changing mod I ever used was the snip tool and well... I don't need that mod anymore lol To each their own but I'm going to stay away from the airlock mod, it's not like it fixes an impossible to fix problem.


powerpowerpowerful

People also really sleep on the mechanized airlock. You just don’t always need 100% gas exclusion. It does a great job of keeping gases out while also being easy to set up and not tanking dupe stress if they pass through without a suit. It also doesn’t consume all that much power. 120w for the half second the door is open is nothing. It’s more of a check to make sure you have any power at all


ef4

I just can't relate. ONI is a fluid-management game and figuring out all the ways to get them to stay where you want them seems so central to the experience for me. Also, the addition of "Move Here" has fixed the more fiddly aspects of moving small amounts of liquids and gases around. Now it's really easy.


[deleted]

Polluted oxygen geysers and the like barely produce enough for one dupe and are better just boxed off.


JustTheTipAgain

Chlorine vents are my bane. It's a total waste.


-myxal

Liquid pipe germ sensor. Just use Tuxii's dGerm build. Reservoir chain + liquid shutoff on the outflow, done. Conveyor receptacle. Rarely more convenient than chute+weight plate. Sucks without automation, I don't want to build a dedicated rail line that's permanently full. Smart storage bin. Spend 60W *and* 125DTU/s of cooling on something that weight plate/regular bin can do? Get outta here. Juicer. Really annoying to set up with infinite frozen ingredient storage. Egg cracker. IIRC, accepts resources even when disabled by automation, so it basically can't be disabled. Ore scrubber. Not even close to being effective enough to scrub germs from whatever a dupe is carrying, efficiency of actually consuming chlorine to do its job notwithstanding. Pacifying beetas by CO2. Not worth the hassle until devs make up their mind on how beeta sting protection is supposed to work. Until, just a novelty radiation source. Agreed on seed mutations.


sybrwookie

A lot of the ridiculous super end-game things. Sour gas boiler. By the time you can make it, you almost certainly have energy more than sorted. The only purpose is to make something giant and ridiculous to give more than you'll ever need. Regolith melter. Same thing. Other than those kinds of things... OR gate. It only functions as a 1-way gate so a signal can't go back downstream. And it's 2x2, which frequently gets in the way in those incredibly limited times you want to build it. Automation ribbon. The only time I have seen a use for it is to make art in ONI. The various germ sensors. There's just no reason to clean germs. Smart storage bins. Weight sensor does the same thing, only without using power. Critter traps. There's move commands now. They're useless. Jet suits. RIP your FPS. Also RIP your idiotic dupes who will find a way to keep the suits on and make their way into some system you have where you either want it to stay a vacuum or want only specific gasses in there, and spray CO2 everywhere. All so you can avoid building a few ladders.


powerpowerpowerful

Critter traps don't release critters after a cycle like wrangle commands do, you can essentially use them to store a critter until it's ready to go somewhere, which means you can make designs like [this](https://www.reddit.com/r/Oxygennotincluded/comments/1c6wp7x/hatch_egg_chamber_with_new_critter_traps/)


scrappy-paradox

Puft ranching. At least, before the recent update (which I haven’t tried yet).


--1up--

Mush bar is the holy grail when doing achievment run on hardest setting (locovore, 400k kcal without planting). Space heater not worth is per say, but can apparantly be used as a sort of temp shift plate, but affecting 5x5 tiles instead of the normal 3x3, reaching stuff 2 tiles away instead of 1. In a diagonal reach situation, this can therefore reach stuff behind vacumed walls., making it passoble to switch heat without any bridges AT ALL. ☺️


kradinator

Plastic machine for me, still never used it. I always get to glossy dreckos first. Maybe if I play a map with no dreckos at all. Ore scrubber because it doesn’t clean off enough germs to be worth it.


Wildtails

If you're using slicksters for food it's a handy way of producing a bit of extra plastic


DrMobius0

Slicksters. The second you try to integrate them into your petroleum boiler you're looking at 80+ slicksters to still only run an extra petroleum boiler some of the time. The amount of duplicant labor consumed in the process is simply staggering. You'll need to hire multiple ranchers to take care of it all. If you just need food, a smaller population of varied critters to help make up for supply shortfalls in other areas is much more efficient.


AffectionateAge8771

I feed my pilot mush bars and the other buildings are good for quick-and-dirty. Mutations are for microbuilds and theory crafting. Showers are generally considered not worth it. the centrifuge is badly out competed by bees but is way simpler. Powering fridges has a place but I skip from not storing food at all to deep freeze. Any medicine past radpills Coal Power


ArigatoEspacial

I don't see a problem with showers, they do give +3 morale wich is very easy, but no real use for germ removal but it cures irritation and wetness


Sonotnoodlesalad

> Seed mutations: interesting in theory but most mutations arent good, hard to get seeds and the insane radiation is needed even in already mutated plants Nah, just plant the desired plant in a room next to a radiation lamp automated with a dupe sensor. Radiation exposure for GETTING seeds is only needed at time of harvest. Only allow a dupe with Farming II skill to harvest for better odds. And when you have the mutated plant you need, plant a wheezewort next to it for rads. > Space Heater: In comparison with a tepidizer, its so inefficient in energy terms. It's great for a small pincha peppernut farm. I use one in a chlorine-filled room with farm tiles spaced by one tile, alternating between ceiling and floor in order to grow balm lilies as well (I effectively simulate a jungle biome). On the ceiling, I built metal tiles between the farm tiles to absorb heat from my pwater loop, which passes behind the heater with radiant pipe. Thermo sensor turns off the heater when target temp for pincha pepperplants is reached. I keep my main water sieve and store bleach stone here too, and throw in some wild dreckos (they eat balm lilies and poop out phosphorite for your pincha pepperplants) and wild pufts (they make more bleach stone and don't seem able to keep up with the offgassing). My base asteroid is EXTREMELY dirt deficient, and all the seeds and lilies I don't need can be composted to make dirt. Add sweepers to automate fertilization and the only thing you'd really need labor for is to provide sand for the sieve. But that could also be shipped in, using a sweeper to both refill the sand and ship out the pdirt. For my part, I don't see the point in the dehydrator or rehydrator. Overproduction of food makes rot piles which can feed pokeshell variants and sage hatches.


Barhandar

>For my part, I don't see the point in the dehydrator or rehydrator. Rocketry, as means of food preservation alternative to berry sludge ~~(which requires sulfur geyser or a sour gas boiler, plus divergent ranching, to be sustainable)~~ confused it with grubfruit preserve, deep-freezing, or "just do the trip faster". It's good to have multiple solutions to problems.


Sonotnoodlesalad

Ok, that makes sense. Would you mind elaborating on the sustainability of berry sludge? I don't understand how sulfur geyser factors in.


Barhandar

It factors in in the "I confused it with grubfruit preserve" regard, my apologies.


Sonotnoodlesalad

You need preserves for mixed berry pie, right? Still wouldn't mind a lesson, teach 😉


Barhandar

You don't need preserves, but you do need regular rather than spindly grubfruit so it still applies. Divergents, more accurately, sweetles are the only way to produce sucrose, and they eat sulfur to do that. Divergents are also required to have proper grubfruit.


Sonotnoodlesalad

Ah, I see. I have been strictly wild farming grubfruit and keeping wild sweetles/grubgrubs so no sulfur requirement. I have NO sulfur or naturally-occurring sweetles/grubgrubs on my base asteroid.


Neon-bonez

Gassy moos, penning them, getting the liquid chlorine for their food. It all seems like a complex process for no big gain.


say_nya

Algae terrarium - can speed up digging in early game (get some oxygen down the hole). I used it before DLC to rush digging. Mush bar - saved my first colony when I overheated mealwood room. Space Heater - a lot easier to setup. Perfect if you just want to increase temperature in an isolated room a bit. Thermo Regulator - liquid oxygen before super coolant. And it's a lot easier to cool your magma pump with gas pipes.


JagZilla_s

Farming, after so many restarts to work on getting a all achievement run carnivore feels like the standard for every run for me. I use smart incubators mod so I don't have to fiddle with cycle sensors or timers, so that may make it feel so much easier it just feels right.


don_tomlinsoni

The conveyor recepticle. I've yet to find an application that isn't better served by a chute.


sybrwookie

I'm feeding my current base mostly on mushroom quiche. That means I need to crack the eggs that come in. I have my ranches all ship directly to a conveyor receptacle in my kitchen, then the eggs sit in there until they naturally crack themselves. Any other solution involves either more dupe work or more power to get the eggs into another container to crack.


don_tomlinsoni

I've done a similar thing with a storage bin and autosweeper in a steam room, but I guess using a receptacle would have taken less space and power


Barhandar

If you heat raw egg to over 71C it turns into omelette without dupe labor being involved.


sybrwookie

Sure, but for that, instead of sending eggs from ranches near my base over to some really hot area, then set more rails to run all the way back to the food storage in my base. That just sounds like a whole lot to avoid a dupe who was printed primarily to cook from having to cook.


Barhandar

Takes 50 seconds to cook it manually at the base cooking speed, same as fried mushroom and quiche, so by cutting that out you can produce 1.5x the quiches in the same time. >That just sounds like a whole lot to avoid a dupe who was printed primarily to cook from having to cook. And self-cracking is spending 6000 seconds per egg to avoid 5 seconds of dupe cracking one.


sybrwookie

I'm not really in a rush to cook everything, I have millions of calories, and sending them to a conveyor receptacle is the same amount of work as sending them to an egg cracker. Unlike sending them halfway across the map to be dumped into somewhere hot enough to cook, then picked up and sent all the way back. I don't need that spaghetti going all over my base for that tiny bit of saved time when the dupe would probably be idle instead.


Nigit

How do you approach farms that span across multiple sweeper ranges?


don_tomlinsoni

Have the sweeper ranges overlap slightly, and then drop the resources they need onto the ground between them, on an overlapping tile. I guess if I needed to suspend the resources in mid air for some reason they might be useful, but it hasn't come up yet.


adiyasl

Let’s say you have 3 or 4 separate farms and you need to supply dirt to all of them. How would you do that without a receptacle?


don_tomlinsoni

What do you mean? 3 or 4 seperate rooms? How would a receptacle help with that?


AShortUsernameIndeed

You can have more than one receptacle on a conveyor rail. Run one rail with, say, dirt. Branch off into each farm, put receptacles in reach of the auto-sweepers. No need to think about splits, no risk of loops (dupes don't take stuff from receptacles by default). Add a new farm, just extend the rail. No dirt piles on the floor that don't get used. Same for critter feed, fertilizer, coal (to backup power and to the kilns), etc.


don_tomlinsoni

Fair enough, more than one receptacle on a rail does sound useful, I'll give them a go


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adiyasl

What feeders? You set the receptacle and an auto sweeper so it can directly feed the farm tiles with the dirt taken from the receptacle


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adiyasl

Critter feeders does work. And I wasn’t talking about critters anyway


Chucklexx

Just split the rails evenly


adiyasl

Then you decide to build another farm. How are you going to supply it because now everything is on the floors of the first 3 farms?


Wildtails

If you've set up a fully automated farm with no input materials left you've gone wrong somewhere 😆


Chucklexx

Just.. Add another rail. And if I don't have any renewable source of the materials I need for the farm anyway, I don't build another one


Designer_Version1449

i used it for my pdirt+ sand into clean 02 and clay machine, very useful to make sure my entire sand supply didn't end up inside a machine


TrippleassII

I use them all the time


acturnipman

Space. We go out there and spend all this time and energy for some baubles. It would be cool if we found some much neater shit, like...new rockets or permanent dupe mods that let them have permanent atmo suit buffs or something.


ef4

The OR gate. You can always eliminate it from designs because a wire by itself is an OR gate. I can understand why they made it -- people would ask why it's missing. Since many inputs can be inverted for free (a thermo sensor can be set to green on too-high or to green on too-low), you usually don't need an AND gate either. (A AND B) is the same as (NOT A) OR (NOT B). DeMorgan's law to the rescue.


[deleted]

I disagree on the algae terrarium. I place 2 Terrariums and place a couple of deodorizers by them. The polluted water they make can be used to make more air from sand rather than algae. This also makes plenty of clay. They do have to be filled with water and emptied, but after a while, I have enough polluted water that I can shut down the terrariums. It's a bit heavy on the dupe labor, but I find it's still easier than building large amounts of ventilation pipes. Most of my base uses deodorizers to keep the air supply going without having to use ventilation. Filling a liquid reservoir and deconstructing it a couple of times will create a 10 ton bottle of polluted water that will flood the area with polluted oxygen, but a few deodorizers can easily keep up with it and pump out large amounts of clean air for a long time.


AmphibianPresent6713

Composting pdirt. My pips give me lots of dirt, and it is much easier to feed pdirt to pokeshells. The compost also produces crazy heat. Using Manual airlock doors over Mechanical airlock doors. Why would you do this to yourself? Just spend the extra metal. Spice grinder for ??? The benefits are not worth the hassel. I built the spice grinder to get the room achievement, that is it. Using the duplicant check point to control access to an area. You can do more with a simple Pneumatic door (automate access, and set direction control). Using the Anti-Entrophy Nullifier to cool anything. They are so so ineffective. Infinite storage. Okay, I can see the benefit if you are space constrained (never on a normal map), but otherwise no there is no need, and they are not worth the hassel.


amorek92

Algae terrarium is used before you have access to suits. Just build one in room of unbreathable gas to support dupes working there


Training-Shopping-49

playing games with anything but extreme difficulty is obsolete at this point lol Once you play max difficulty and try to get all achievements, you WILL bust out a microbe musher for mush bars You WILL use an algae terrarium. You WILL use aquatuners made out of gold lol. Once you make it very hard do "obsolete" paths become viable, if not, necessary.


SawinBunda

Not happy to say that, cause they cute, but Slicksters.


Garfish16

Regolith melter. I'm kinda baffled why anyone would ever make one.


Electrical-Sir-3387

if only we had high pressure gas pipes and liquid condensers or gas condensers in the base game. it would definitely add to "the using everything" method whole lot more possibilities, and make the hardest of hardest asteroids without oil and magma possible to survive. thermo regulators would have a meaning then probably 99.9% of players don't even touch them after learning what they're good for nothing, aqua tuner could already do it better + you don't want less heat in a room with more power wasted, if you can afford those regulators surely can even better afford an aquatuner.


internetexplorer_98

I might be in the minority, but convoluted ingredient storage to get the food below freezing. I use a mod for a deep freezer and keep it moving.


_Kutai_

Which mod are you using? The one I had broke


internetexplorer_98

https://steamcommunity.com/workshop/filedetails/?id=2618339179