Today’s game is Oxygen Not Included. Every once and a while i’ll hop into this game and just build a colony. Usually they go to shit real fast though. This one i decided to try scheduling my duplicates, so i have them split between night shifts and day shifts equally.
If you’ll look to the right of the image, you’ll see the Piss Pit. That’s where i have them dump all the dirty water until i get something to clean it. I also have them constructing a cafeteria for them to eat in. I figured they probably need one, and especially a kitchen to produce food in. I want to get a farm started too feed them better food.
I also have a “warehouse” built to the left. And by Warehouse i mean like 8 Storage containers i’m too lazy to organize. The first one is algae though so they can get to it in an emergency. I’ve also built a generator room, with two beds under it. that’s where the generator staff sleeps, so it’s harder for the power to go out. If the power goes out then everything goes bad real fast and i don’t want my little guys dying.
Here’s an extra picture of an older colony that my friends have taken to calling the Mess, because it’s such a jumbled mess of wires, pipes, vents, and beds.
Love this game, I have around 700 hours in it. My current colony just made a rocket and started space travel!
Meanwhile I’ve never made it to the surface lmao. My colonies never make it very far. Turns out I am not good at micromanaging
Currently sitting at 3,185.6 hours in this game.
My current map is over 1,600 cycles old, and I’ve only lost two permanently (some dupes are just too stupid to waste a reload on).
Once you get s self powered oxygen machine (SPOM) going, the biggest concerns are heat and food.
Quick tip, to allow better flow of gasses leave a free segment on either side of the ladders.
To extend on this, dog a CO2 pit at the bottom of the base.Learnt those from Francis John ONI playthrough. You should give his videos a go.
I always leave at least one free space so i can install a fire pole later. I’m going to do this on my next play through, and use the other side for pneumatic tubes!
Definitely saving this for later. I’ve been trying to use an over complicated series of vents and gas pumps to pump CO2 into a “CO2” room from all over the base that I lock with an airlock and shove a CO2 generator in. It didn’t occur to me to just toss it in a pit lmao
Is this like Fallout shelter?
For me, it feels like a mix between Rimworld (colonists with schedules, traits, and skills) and Factorio (complex production chains, finite resources). Add to that a unique physics system, where everything has a weight, a melting point, a conductivity and so on, and you’ve got ONI.
ONI is more like dwarf fortress.
you need to manage your worker’s moods to make sure their tasks and surroundings don’t overwhelm them, or they will become destructive. you also need to make sure they have enough food, water, and air.
where ONi is different is in the simulation; all gasses, liquids, solids and living things have simulated physical reactions to pressure, temperature, and contact with other materials. so:
- if your water pipes are too cold, they freeze and explode.
- some animals only breathe chlorine.
- sometimes you unearth a volcano that melts your walls.
Haven’t played DF, but this sounds complex.
it is. i had to restart like fifteen times before i got anywhere. doesn’t help that the simulation is quite janky and you have to understand its anachronisms to really get anywhere.
things like:
- gases don’t mix with each other, meaning you can have one tile of carbon dioxide block a vent so that oxygen isn’t replenished in a room, or have one errant tile of methane periodically moving over a gas sensor causing a room to overpressurize way over what should be possible from the vent, eventually exploding the walls of the room and filling the base with sour gas (ask me how i know)
- the same applies to liquids, meaning you can stack a liter of salt water on top of a liter of water to get a solid wall of liquid. this also blocks gas, making it an airlock.
- doors push gases and liquids away when closing, but only if there’s free space. this means you can set up a series of doors to act as a compressor. if there’s no free space, the material is simply deleted.
- every process produces heat, but the result of a process is always at a set temperature. for example, there’s a machine that splits water inte oxygen, which you need to breathe, and hydrogen, which you need to get rid of. the gases are always produced at 70°C or so, which means you need to cool it down to make it useful for breathing. you can cool it with a heat exchanger, but heats the area around the heat exchanger instead. so what do? well, you can dump that heat into the water going to the splitting machine. the input being at boiling point doesn’t matter, the output is still the same temperature, meaning you just deleted 30C worth of heat energy from the game. this is crucial for not overheating your base with all the machines you need to run.
- there’s germs everywhere, but chlorine kills germs, but no mixing means you can’t chlorinate the water and only the tiles in contact with the gas get disinfected. but if you put the water in a tank inside a chlorine atmosphere, somehow all the water touches the chlorine and it gets disinfected very quickly.
- some solid tiles let gas through but not liquids. if the gas cools enough to become liquid when moving through the tile, the liquid will simply teleport out somewhere
the entire game is like this.
Wow. Thanks for the detailed reply.
I guess I’ll just try it when it’s on sale.
yeah if you’re not sure whether you’d be into it it’s better to not waste money :)
if you’re interested, check out the contraptions people are building to run steam turbines from geysers, or process oil, or extract metal from volcanoes. it’s crazy complicated stuff but if you’re into that it may win you over.
i would honestly compare it to Rimworld, in terms of colony management. it’s very intensive, way more in depth than fallout shelter. and it’s a lot of fun
That’s good, I liked Fallout Shelter, but wanted more depth. Though, some of the other comments are making me think it might be too complex. Still, seems like worth a try!
Kind of? It’s like If there was a lot more micromanaging things in Fallout Shelter