No One Could Have Foreseen That... | #3 | Oxygen Not Included "The Frosty Planet Pack"
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- čas přidán 22. 08. 2024
- In the space-colony simulation game Oxygen Not Included you’ll find that scarcities of oxygen, warmth and sustenance are constant threats to your colony's survival. Guide colonists through the perils of subterranean asteroid living and watch as their population grows until they're not simply surviving, but thriving...
Just make sure you don't forget to breathe.
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Map: The Lab (fixed seed)
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#oxygennotincluded #StayEffective #letsplay
oh advice I have on this map, Starting dupes, Tier 1 starting digger for granite rush mining, a Lv 1 Rancher trait or at least one you will be willing to lv up asap to Rancher tree, and a SUPER strong researcher. With these you can rush things needed to do to have an All achievement possible run a bit easier to get.
You rush getting to the granite areas, to get Granite, the extra cold coming in is FINE, and actually good. You will also get Igneous rock more while getting the Granite, and some areas not blocked by Abysslite.
This is to rush build your base tiles out of Granite, and Igneous rock (especially for Ladders).
Look packed snow is cool (pun intended) and packed snow is very useful at times, but you dont want it melting at bad times, and you will forget about it soon enough and suddenly have issues. Wood tiles should be used rarely and only when you can spam wood sources (flox and trees mid to late game). Igneous rock can be used instead for many things wood would be used. This quick build resource changes and other is actually really good even early game targeting.
As you will need to rush finding the easier water geysers to open up and use in a SPOM system for O2 supply. Even if you dont care about the Locavore achievement with its restriction of NOT using planters and farm tiles until you get the calories eaten. That SPOM will be the first step to mid game self sufficient build. Once you get that then a cooling system to delete heat, you will be done with the hardest part of this asteroid. It is just heat control of the map overall after that. then done to focus on anything else.
Bammoth Critter is a freaking amazing critter!
For the oxylite, it might be worth building a dedicated offgas box with a pump to distribute the oxygen around the base. The pump should keep the pressure near zero so the oxylite can have full offgas rate.
I think someone said oxilite has problems off-gassing properly if it is all in the same spot...
@@MirageGSM If you have enough i see that as a good thing, that way you build up backup
if you cover oxyline, slime, polluted dirt etc, in a thin layer of liquid (
21:22 Pretty sure there's an animal entombed in the airflow tile next to the grooming station.
I look forward to seeing the ethanol tank walls melt
It's probly fine if he doesn't start distilling ethanol and pour it in there
Enjoy your vacation!
There seems to be a lot of CO2 aggregating on the level above the O2 producers. Some airflow tiles might help a lot there.
I like making the ledge tiles airflow tiles, so that you have a consistent 5-tile wide column going up
I wish he'd do more than three episodes in the same series on this game
Played a little of this on the beta public test offered, with some wild pip planting (yes I managed to get pips early, not sure exactly how, I had turned off several mods, and a few more the didnt work at all) Most of my mods did surprisingly work actually. Anyways, with using wild pip planting, these new critters are amazingly efficient and very very good. Even without the pip plant its pretty dam great experience. I only had 3 pips and couldnt plant too much as they died from the cold.
I love the new interactions, I just dont recall of any way to make snow....I think crushed ice was possible. Either way, a way to make snow will be needed. Awesome critters definitely. Tho the New spigot seal needs some # clarification about nectar drinking. That and some other numbers either need to be labeled correctly. But in testing and usage, some of them are way better then the numbers even say.
Mercury was an issue, and I found little to no use for it. In fact it was more a issue of trying to deal with it. Once they find a more interesting, and useful way to use it might not be so bad. Until then Mercury is more a, when do I get rid of this or where to place it to ignore it. (I could vent/launch it all to deep space and not care, even excess dirt I dont think about much I would not throw dirt that away.)
Liquid mercury has a niche use of an idea in running colder cooling systems (it is slightly better then other liquids of similar use), However even that niche use is more of becuase you can, not because you need too.
Wild fed Bammoths are super powerful, even if you can only afford a few at a time in each built ranch with wild plants. Seriously super powerful for long term. (free clay/phosphorus is no joke) with reeds on top and good meat efficiency. Bammoths are actually Slightly better then hatches overall. (however you will need at least a ranch or too of hatches for coal making to make steel indefinitely. So dont forget the little hatch guys!
While a Fully feed and home planted food source Bammoth Ranch is MEAT HEAVEN, it will rain down upon thee so much you will have to compost the meat to dirt!
(Or get a lot more dupes, O2 is the only issue then and the starting map is full of water geysers. This base map is likely able to support a shiz ton of dupes without space travel really needed.)
The new Flox or foxy thing, are ok, it isnt bad really, a way to auto get wood with some meat. Over all wild feed plant ranching them is NOT that great, you will want to tame and home farm their food for them. However this can be done efficiently and safely as long as you control the ratio of materials used vs how much you can replace them. These Flox or named such are just more labor needy overall, and even when you can automate most of that, its just ok.
The Spigot Seals, are actually really useful, and right now will likely get nerfed. As wild feeding them is down right ridiculously Overpowered. They only need two WILD trees, and even then one will reach Full Nectar load for some reason, numbers in game wiki make no sense. This is raising them as wild seals I think, but even then I think they could be very effectively raised with just WILD trees for nectar if they are tamed. (sure a few less Seals then home grown trees per ranch, but Snow will not last indefinitely and you will have to get some from Meteor showers, and that is limited in amount for several reasons. So really you will NEED To wild farm their Tree food in the end. Still they are really easy to wild feed in small ranches of 2-4. Likely to be nerfed, there is no way they will keep this, if they do even better as they are still a mid to late game target never early game so kind of worth it to keep them this way.
The new food stuff, with frying is cool but Not really needed. I love the idea, but in practice they made some too hard to maintain alot of until LATE game, and even then you will have had other option going on. So Fried food cool, desire for use is optional and more cause you can not cause you need too.
The new Aleo plant or however its spelled, is actually very very good. Slightly better then Oxyfern, with a bit more issue of management technically. But overall they could be of use even late game, especially since they give SEEDS (more Fish food at the very least!). great way of removing CO2. Only you need to keep more CO2 going into it then your likely producing with Dupes (yes and Know that coal and Wood burning are a thing, with other stuff later on.) but if your going for the energy sustaining achievement your not going to be using those for a LONG time. When you do use those things, you need to COOL the CO2 first, and will produce more then you will need unless you want to produce that much Oxilite, However wild farming them for this is just more a space issue late game, but by far more resource efficient. Having tons of Oxilite around actually get me excited for more MODDED critter ideas! Sorry side tracked.
I like most of what I have seen, and several numbers are really good, a few are feeling TOO good, but I would like to keep them that way for desiring them. (and on other Maps you need to chill the area to even get them to live/work for your needs). These too good numbers are really only that good on this map if you stop and think about it.
Mercury is the only big complaint, and even then its more a Eh its there, guess I have to deal with it then ignore it.
But the theme fits, the mechanic changes, and new plants/critters feel alive and useful. I give this a 9.5/10 and this is the beta, I would love to see what they have hidden from us.
Please Nilaus, keep it as cold as possible, go with the cold instead of against it, put the heater only close to the water res. You will get the new trees, they give -40c nectar with the termal heat capacity almost the same as poluted water, play with all the new stuff, the heater gives a buff, as long as they use it they wont get cold i think. so many new cold mechanics, play with that and keep it cold, regular play gets boring.
no Nilaus don't go with the cold, keep it as warm as possible
@@donald1792 boring
@@deacom8528 exhilarating
New gameplay stuff is actually really good, Yes KEEP anything Outside your Main colony as COLD as possible (-50 C average perfered I believe -40 C if not).
This map is basically the opposite of the HOT sand map, but technically way easier. Since from what I have seen AT LEAST 3 Water geysers (not steam ones) are always given. with up to 5-6 sometimes given, and even then a few STEAM geyser may as well. LOTS of water on this map overall, and I am not talking about the chilly ICE or snow.
Its just a rush to control your heat from escaping (usually by cycle 200) so once you start getting into steel stuff, its time to encase and trap your heat. Then you actively cool the Wild areas outside your controlled home to maintain the Cold temperatures as needed. The only true challenge to this Asteroid is the 3 difficult achievements of the colony. Super Sustainable, Carnivore, and Locavore. You could actually rush a digger skilled dupe Tier 1 trait of digging at start rush Tier 2 digging. Hunt down all the Bammoths except a few, always keep 2-3 alive at least. That meat from the first dozen kills alone will sustain 4-6 dupes for a good 40 days or so, and get you to the locavore and carnivore achievements really fast. I found 13-16 extra Bammoths on a normal vanilla sized map this way. While still keeping 4 alive! Spaced out may not have as much, but mark areas with 3 plus Wild Plum plants that is a Level area no two high jumps, and use those as wild farm ranches for Bammoths, 3 plants 1 bammoth, 5 plants and you could get away with two Bammoths. This way you can Groom them and start getting eggs every 13 days, and hatching them with incubators within 4-5 days. 1 baby Bammoth every 18 days = about 25,000 calories/18 or 1388 calories per cycle, two Bammoths done this way feed 3 dupes with little to no labor. (use an evolution chamber for the babies to meat, (yes I said babies to meat, its a video game farming life get over it) I love PIPS, but I still drown the extra when I need too, its life.
Wild Bammoths lay an egg at cycle life 126 or so, give or take 2 cycles, any wild Bammoth of age 90 or higher should be kept until they lay an egg. Then promptly taken to an overflow ranch, shaved for reeds and butchered for meat in that order. I did the food achievements when planned for this in less then 50 cycles, But I was at like 8 dupes, with 1500 calories needed a day difficulty, and scrambling for Oxygen sources all the time knowing I was going to be having O2 issues in the future. Two of those dupes had hunger negative traits (extra 500 Calories a day needed).
I am almost sure at a higher difficulty using 2000 calories a day PER dupe, and proper planning I could get the Locavore and Carnivore achievement within 38 cycles or less. 02 would be the only issue, but once you get Locavore you can start planting the O2 making plants you need. Its the power achievement after the O2 has been solved that will be the only limiting factor of your colony using only the Wheel, solar, Hydrogen power sources. Solar is likely to not happen for a bit either. Easy map then
Saw it coming
CAP
That Flox is still trapped in the airflow tile.
Floxes being trapped is standard after about 6 per ranch any type of tiles just panning the screen causes it.
I’m curious, why did you put in an air pump in the carbon dioxide pit rather than just a couple air flow tiles?
@@pyroman7196 Heat insulation. The power area is going to warm up quite a lot and he doesn't want to melt everything.
@@DavidGuild Ohhhh that makes sense, thanks!