Oxygen Not Included

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A community for Klei's Oxygen Not Included

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New DLC is already available for $7.99 (7.79€) in Steam, WeGame, and Epic Games.

New duplicants, new buildings, and a new short!

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some context that I found online: (meme is OC though)

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before you write your comment: the title is for the funny, I can see the airflow tiles

because they are working in the salt water but everywhere else is full of air, the breathability is ping-ponging between 20% and 80%

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Not yet in WeGame and Epic but it will be soon

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We have a release date and price ($7.99 usd) for the new DLC. Also info that there are features in the final not in the beta. Released on Steam first, Epic and WeGame "soon after."

Steam Page

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New DLC Frosty Planet available in beta (forums.kleientertainment.com)
submitted 6 months ago by FabianRY to c/oxygennotincluded
 
 

Changelog and instructions to try it. It will be free until some time before release.

How to change to testing branch in Oxygen Not Included (Steam)

In Steam, click on Library > Games.
Scroll down to Oxygen Not Included.
Right-click and select Properties.
Go to the BETAS tab.
In the dropdown, select the name of the branch you want to play. In this case, the branch name is "public_testing"
    This branch does not require a password.
In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
Your game will be updated to the the previous branch.
Launch and play Oxygen Not Included"
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screenshot

Can someone explain this? Steam turbine can't consume steam, because it's blocked by this.

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I’ve noticed that changes to pipe and wire layouts are instantaneous if no new entities need to be built. For instance, this wire layout:

─────
─────

can be changed to this immediately:

──┬──
──┴──

Is the reverse also possible somehow? If I wanted to separate the two networks again, I’d deconstruct one of the middle wires and rebuild them in the right orientation, without the junction. But that can’t be the proper way to do it, right?

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Update notes https://forums.kleientertainment.com/forums/topic/154331-game-update-public-testing-594211/

This should solve puft ranching, shouldn't it? Also maybe my colonies > 1500 cycles will remain playable without the game dropping critter actions so much that they forget to feed.

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I printed Catalina specifically to found the 2nd colony.

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¡Hello everyone! I'm Nikola, and my colony tasked me to take care of the colony's food source. We landed on a Frozen Forest asteorid, so i was printed a few hundred cycles ago to deal with this HUGE food problem we had (man, i love farming but I hate mealwood). So, with Frankie's and Ada's help (they are such a good builders) I planed our brand new nosh bean farm.

We discovered that the petroleum generator and the ethanol distiller produce so much CO2 that carbon skimmers can produce enough polluted water to feed several trees. (Thanks Askhan for your brain, he's the best (and only) researcher in our colony), but we keep enough CO2 to avoid pdirt and pwa from produce that dirty oxygen. The wheezeworts we found across the planet help us to keep everything at the right temperature!. I only have to harvest the lumber of the Arbor trees and the nosh beans. Everything else is automated! Building and ethanol cooling is done thanks to hydrogen-filled pipes, some radiant pipes and a pretty convoluted cooling loop (i tried to keep it simple i promise). We put dirt, phosphorite and clean water and boom, food comes out. Sometimes the beans even have a pretty cool mutation!

This is still a WIP, so there are a few things that could be improved as some elements changed during construction. In fact, Camille, our cooker, suggested that the pwater from the generator could be used to feed some pincha pepperplants so she can make spicy tofu. Water is not a problem, as our asteroid has not one but 2 different water geysers, so i probably go that way. Beyond this, Rowan is in a rocket in search of some legendary critter that can help our plants to grow. I asked Ada to build a feeder in the nosh bean greenhouse, but i don't trust Rowan: "They are in ANOTHER asteroid, we just have to find which one!" he said. He also said something about a crab that can eat that polluted dirt?. Yeah, sure, I've never seen any of these "Divergents" or "Pokeshells", he talks about. He should be feeding those smooth hactches, Frankie needs the refined iron to tune up the generator so we can stop eating that whatever thing grows in mealwood. Let me know anything I can improve, fellow dupes!

Note: This is like my first compact-but-actually-work-quite-well-to-produce-one-specific-food build in my 1000 hours in this game. Frozen forest is my favourite DLC asteroid so I wanted to build something interesting regarding the difficulties in there.

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Packed Snacks Update (forums.kleientertainment.com)
submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/oxygennotincluded
 
 

I fired up ONI on my lunch break and was surprised to see a popup about a new update.

They added automation ports to atmosuit checkpoints! This is going to make handling suits in rockets so much easier!

Oh and:

  • new story trait Grow A Bot: Abandoned machinery uses zombie spores to make robots
  • New system for critter moods
    • and they say they fixed pacu feeding
  • Food dehydrator/rehydrator: dehydrated food never spoils, but has to be rehydrated to eat
  • a new animated short
  • plus more

Pretty massive update. I can't wait to dig into it.

Now that we have the food dehydrator I really want a way to base an automation off of available calories.

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The update that made high pressure gas vents Industrial Machinery made my normal rocket cabin layout break. Three extra morale per cycle is nice, but I think I can do better. I've always set a target pressure of 4000g to keep the oxylite from off-gassing, but maybe its time to rethink that and use normal vents.

Anyone have a design they really like?

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this flower looks amazing

maybe I should get closer

why do I have this stupid bulky atmosuit on anyways?

so beautiful...

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Realized yesterday that I must be playing really slow. I sat down and spent half a Saturday managing the construction of my first rocket, the starting steps of a proper industrial brick, and pumping oil up across 2 moonlets (asteroids?). I was surprised I didn't crack +50 cycles in that time. Went from 140ish to 180ish.

I see folks reportng 500 or even 1000 cycles in, and I'm curious how long that takes! Do you pause less and just leave the game at times, etc?

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Nice...we're getting ambient light sensors and critter cargo modules for rockets... And we can move critters too.

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Every time I unlock steel I feel like I get stuck. I have spaced out and I love it but I'm usually stuck to my first two planetoids because I hate the way I built my base but I don't have enough resources or physical space to rebuild everything before I can start doing more rocketry stuff. Any advice?

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I made a complete translation to nl-BE (Dutch/Flemish). Initially for my kids, but perhaps there's another Dutch-speaking Duplicant running around on the globe :). Originally posted on Reddit, but I´ll keep this post up-to-date as well.

Available on:

All feedback is welcome, surely there's some bugs or improvements to be found. Current state: compliant with latest update "Song of the Moo", 08/06/2023.

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Started playing the game a few weeks ago and now understand the basic mechanics of the game, the interface, research, dig/build, etc.

I’m now looking for a recommendation of YouTube vids/channels which discuss beat practices - stuff like who/why to choose dups to print, water, food, gasses, heat, etc- the stuff that I need to learn to progress through mid-game.

Thx

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The cannister fillers allow you to create 25kg bottles at a time, and require dupe interaction to do so. If you build a rocket platform, any engine, then replace the engine with a gas cargo tank, plus of course a rocket port loader, you have a cannister filler that produces 11t bottles without dupe interaction.

Using the new move to-command, you can use this to bring 11t bottles of oxygen along with you to oxygenate a fresh base on a new planetoid, using the cannister emptier. 11 tons will last many cycles. Also you don't need to wait the stupidly long times for these to fill when you build them on the real rocket, which could be flying again instead of waiting on the rocket platform.

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This is what you do to get rid of carbon dioxide build-up in your base in the early game: Just pump it into a canister filler, hit empty storage for a few times when full, CO2 dealt with.

Also serves as a poor man's gas filter, if you need to quickly grab a bit of hydrogen from the top or a bit of chlorine from a caustic environment. The bottles can be moved around and emptied.

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