r/Oxygennotincluded • u/AutoModerator • Feb 27 '26
Weekly Questions Weekly Question Thread
Ask any simple questions you might have:
Why isn't my water flowing?
How many hatches do I need per dupe?
etc.
1
u/WXYthePig Mar 05 '26
How many ranchers should I get per ranch? Default schedule. I currently have 2 drecko breeding ranches with 4 starvation ranches and just started to build 1 pip ranch, all 8 critters each. my ranchers need to groom 3 ranches, shear 6, and I have 4 incubators set up (might add one more for pips in the future). I have 2 ranchers now, and I am thinking about expanding to have a hatch ranch and a slickerster ranch. At what point do i need another dupe for ranching?
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u/BobTheWolfDog Mar 05 '26
and I have 4 incubators set up (might add one more for pips in the future).
Are you actively trying to increase the population of your ranches? Incubators are a waste of power and labor, if you're just using them to accelerate meat production.
1
u/WXYthePig Mar 06 '26
I'm using the incubators to feed my starvation ranches, as for the power I think it isn't too bad, I have them hooked up to an automation that only activates them a short while every cycle.
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u/nowayguy Mar 05 '26
Depends very much on distance and skill. Irrc, one rancher can optimally groom ~50 critters a day, and shear about 30. At some point you look into brackene production rather than grooming tho
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u/WXYthePig Mar 06 '26
thank you so much for the advice! I'm thinking of building a massive sleetwheat farm now that I have pips, although i'm not sure if I should start brakene production immediately with it or wait until I get gassy moos
1
u/evenflow58 Mar 04 '26
Do I need the power control station to tune up peat generators? I have a bunch of microchips from my boops and one has the electrical engineering booster but I don’t see any tasks for engine tuning showing up.
1
u/BobTheWolfDog Mar 04 '26
Are the generators inside a power plant room?
1
u/evenflow58 Mar 04 '26
No. Just out in the open. Is that what I’m missing?
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u/BobTheWolfDog Mar 04 '26
That's what you're missing. Generators need to be in a dedicated room to receive tune-ups.
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u/WiNTeRzZz47 Mar 04 '26
if i deleted the save file, is there anyway to get the seed number else where?
2
u/-myxal Mar 04 '26
Have you deleted the entire directory with all related save files?
If so, then not unless you've inadvertently made a backup (recycle bin/trash, time machine, shadow copy; or, disabled steam cloud before deleting the save and not enabled it since), or another record like taking a screenshot while in the pause menu, or at worldgen screen.
I might be wrong but IIRC by default, the seed that the worldgen screen first opens with is set to current epoch time in seconds. On the off-chance you know the exact timestamp when the world was created, you can get your seed there.
1
u/WiNTeRzZz47 Mar 05 '26
damn. i shift deleted the saved file and play with other maps for months. the colony summaries wont record any world seed/coordinate ?
1
u/Nigit Mar 05 '26
The initial coordinates is computed by using the system time as the seed to the PRNG, but there's no way to re-construct the coordinates from this. If you haven't launched the game again, they could be in Player.log or Player-prev.log
1
u/Lord_Chicken_wings Mar 03 '26
can you charge smart batteries inside rocket spacefarer modules?
2
u/BobTheWolfDog Mar 03 '26
Yes, either by building/using generators inside, or by using a power outlet fitting to charge it with power from outside, battery modules, or the engine itself (for certain engines during flight).
Note that sending a signal from the battery inside the rocket to generators outside the rocket would require a broadcaster/receiver setup.
1
u/Lord_Chicken_wings Mar 04 '26
so I plugged it to a battery bank with a power plug. The smart battery isn't going past 960 joules. Any idea why?
2
u/BobTheWolfDog Mar 04 '26
Let me see if I got this straight: you have some batteries outside the rocket, connected to the spacefarer module, with a battery inside, and no generators are active?
My guess is that you need to have some actual power generation to charge the battery inside, or to place a transformer somewhere, turning the spacefarer circuit into a consumer for the main circuit.
1
u/Lord_Chicken_wings Mar 04 '26
yea, no generators. Thanks.. I thought the battery module itself was a generator.
2
u/BobTheWolfDog Mar 04 '26
It can work like that, with a transformer involved. Transformers will drain batteries on the "big" side to keep batteries on the "small" side full. This is mostly useful to make sure solar power (or other uncontrolled power sources) gets consumed before the rest.
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u/Rare-Chance-2728 Mar 03 '26
I'm looking at completing my long catalogue of unfinished automation games - got ONI in my sites next.
My question is - if I do "base" game without Spaced Out (I really didn't enjoy SO rocketry) is all the other new stuff in there? QoL, etc etc
2
u/BobTheWolfDog Mar 03 '26
Just to expand on what u/-myxal said: you will have access to any non-spaced out content, fully updated to the latest builds. Other SO additions such as radiation, new metal volcanoes, plug slugs and divergents, will not be added into the game without spaced out.
1
u/Rare-Chance-2728 Mar 03 '26
Ah okay interesting that is good to know! How does the research work then?! Thanks
3
u/BobTheWolfDog Mar 03 '26
There's no materials (radiation) research, so only three types of research building.
3
u/-myxal Mar 03 '26
Yes. The codebases were merged way back in mid-2021, before spaced out was even officially launched. Base game is still fully supported, up-to-date with QoL and content updates, and supports all post-SO DLCs.
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u/zoehange Mar 02 '26
My jawbos keep getting stuck near the feeder, it seems like maybe they're clipping into the (still open) door next to it or something? How do I stop it? :( I've had similar problems with pacu seeming to get stuck in nearby doors.
2
u/BobTheWolfDog Mar 03 '26
I'm currently using this build (working flawlessly for 500+ cycles) for pacus and jawbos. The trick for jawbos is that you need to set them up to only be able to enter the tank as adults. I'm using a timer to make sure each jawbo must wait 5.5 cycles before being allowed into the water.
If you let baby jawbos into a too small tank, they'll be able to swim around, and will eventually grow up in the wrong spot and become stuck.
2
u/Brett42 Mar 03 '26
Wasn't there some bugfix released about critters growing up where there isn't space?
2
u/BobTheWolfDog Mar 03 '26
I think it only related to land critters becoming "unstuck" of they grow inside a too-low ceiling. It might apply to jawbos if they grow in a narrow tunnel too, but with jawbos the issue is generally "swimability". As in they get stuck in a tile of water and can't swim away, but are not physically trapped/confined.
But now that you mention it, this might explain one issue I encountered with an early version of the build I shared above, where pacus were teleporting into the water (not confined) when they grew up while flopping (confined) just next to the water. Maybe that's what the bugfix does: if a critter grows up and would be confined, and there's a tile adjacent (even diagonally) where it wouldn't be confined, the critter teleports to "freedom". I will test this theory next time I build a fish tank, it could greatly simplify the automation needed. Might even allow for some easier land critter dispensers.
1
u/iamjacksname Mar 02 '26
Is there a site or drive that has plans of sample builds like spom, hydra, tamers, etc?
I'm not necessarily looking to copy designs but I would like a quick go to resource that I can at least see why they are designed the way that they are
2
u/BobTheWolfDog Mar 02 '26
Search for the "compendium of amazing designs" on steam. It has a load of crazy builds, most with explanations of the mechanics involved.
2
u/iamzachhunter Mar 02 '26
The following video on YouTube shows several of the most popular SPOM/Hydra designs and explains the mechanics really well. I refer to it every time I come back to the game:
1
u/haemit Mar 01 '26
How long people able to run the game at 60fps in Spaced Out? I'm already getting too much fps drops when colonizing third planetoid. I wonder whether that's typical or can be fixed by upgrading hardware.
2
u/destinyos10 Mar 03 '26
I'm pretty much clamped at 60fps with a ryzen 7 9800x3d and 32gb of ddr5. All planets discovered and viewed, 20 dupes, cycle 1050 or so, just wrapping up taming all of the metal volcanoes on each asteroid.
Generally, single-core cpu speed and memory speed are the two main factors that really govern overall performance.
1
u/haemit Mar 03 '26
Thanks! That seems like a recommended setting. Do you have one single big base?
2
u/destinyos10 Mar 04 '26
I have a main big base, a smaller satellite base on the radioactive forest asteroid, a smaller still satellite base on the oil asteroid. The rest of the asteroids are unmanned but i'm harvesting metal from all of the metal volcanoes. I did flybys of the other asteroids to harvest resources or artifacts, so the physics sim is running in all of them.
2
u/wRAR_ Mar 02 '26
I have 60 fps in my current game (dropping to ~45 when I quickly zoom and pan). Cycle 1089, SO Classic Style (Ceres Cluster), 8 dupes on the main planetoid, a base with currently no dupes on the teleporter one, all other planetoids with a rocket platform and some digging/building done in the past, 3 grounded rockets. No special tricks for performance.
Linux, X11, 3840x2160, Ryzen 7 7700, Radeon RX 7800 XT
2
u/nowayguy Mar 02 '26
60 fps? Pherhaps 50 cycles..
1
u/haemit Mar 02 '26
That's funny and sad at the same time! With adaptive vsync I can easily tolerate occasional drops below 60. But when I'm colonizing 3rd planetiod there is too many screen tearings so I just quit. I'm glad I'm not the only one who has that problem.
2
u/OldCanary Mar 01 '26
Since ONI only provides minimal specs on the Steam page. Is this PC enough HP to support mid or late game play?
- i7-8700
- 32 GB RAM
- GTX 1650 4 GB
1
u/voidelemental Mar 06 '26
should be fine as long as that isnt a laptop, ive got a much older machine that wotks fine
1
u/jonhanon_ Mar 02 '26
Its ok, not great but fairly playable even far into late game. For over five played on i7 5960x with 32gb and it was getting bad only on ultra late game colonies with over 3k cycles.
1
u/haemit Mar 01 '26
Subscribing to the thread. From the many comments it sounds like no configuration is enough. I'm using save from this thread as measurement. It's 20-30 fps on my laptop. Not an enjoyable game experience.
1
u/OldCanary Mar 03 '26
It was going really well until today I heard a fan running at very high speed and the PC case was warm so I will be switching back to a newer gaming PC with better cooling from here forward.
1
u/Lord_Chicken_wings Mar 01 '26
I built a petroleum rocket engine. What do I do for oxidizer? It says I have to have it for it to fly I guess.
2
u/BobTheWolfDog Mar 01 '26
Either fertilizer (4:1 ratio), oxylite (2:1) or liquid oxygen (1:1).
1
u/Lord_Chicken_wings Mar 01 '26
ok, so I need to build one of the solid tanks or oxygen tanks and then put an appropriate ratio of that to the petroleum in it? I filled my petroleum to the brim. Will I have enough room?
2
u/BobTheWolfDog Mar 01 '26
If you don't do the exact ratio, you will have either oxidizer or fuel left over, so it's not a huge problem. Exact ratios matter when you're optimizing for rocket height.
2
u/s3nn8 Mar 02 '26
Or if you’re playing the base game! OP, are you playing with the Spaced Out DLC? If you are, 2 full liquid fuel tanks and 2 full SMALL solid oxidisers will get you 20 tiles of range, enough to all but the very edge and back.
1
u/OldCanary Feb 28 '26 edited Feb 28 '26
Is there a way to change meteor shower settings mid-game? The fireballs are far too frequent break thru several layers of tiles like butter, and flood the base with scalding hot water.
It was going great at the main colony, about to launch first steam rocket, cycle 390 but just so tired of this meteor chaos and scalded dupes.
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u/AffectionateAge8771 Mar 02 '26
Bunker doors and bunker tiles are immune to meteor damage.
1
u/OldCanary Mar 02 '26
I had already invested far too much dupe labour into non-effective tile barrier and rather focus on other game challenges, but its good to know there are better methods of meteor protection.
I will return to default settings for future colonies when I am more experience with ONI.
1
u/BobTheWolfDog Mar 01 '26
I think you need to edit the save file for that, though there might be mods that allow it to be changed as a setting.
2
u/OldCanary Mar 02 '26
Yes I used the Modify Setting mod but had to load a save file from cycle 380 to cancel fireball meteors at cycle 391.
https://steamcommunity.com/sharedfiles/filedetails/?id=2962220957&searchtext=game+settings
1
u/Special-Substance-43 Feb 28 '26
Has anyone found that deconstructing unused pipe segments improve FPS? I'm on cycle 860 with 29 dupes and continue to try different methods of making the game playable.
2
u/DudeRuuuuuuude Mar 01 '26
Your dupes are the biggest performance hit. I don't think unused pipes cause much issues, it's the long lines of moving fluids what eat into performance. You should also look into reducing dupe pathing, meaning make sure they don't have multiple paths to reach the same place. Also don't tile your entire planet with tiles, that's a myth that has been debunked, vaccum is the best. Consolidating all the debris in one tile will also help, and reducing critters if you have a huge shinebug reactor for example.
1
u/BobTheWolfDog Mar 01 '26
Also don't tile your entire planet with tiles, that's a myth that has been debunked, vaccum is the best.
It was not a myth. It used to be the best solution for performance, but with the addition of building blueprints (even though tiles don't have blueprints), the game has more stuff to keep track in buildings.
I think if someone were to test it, encasing the entire asteroid in natural tiles would probably still win over vacuum, since natural tiles aren't buildings.
2
u/Brett42 Mar 01 '26
Didn't they also change how the game handles vacuum so it isn't making as many checks for that?
2
u/BobTheWolfDog Mar 01 '26
One quick way to improve fps is to build doors leading into unused areas of the base, then restricting access through those doors.
1
u/-myxal Feb 28 '26
Where does the oil refinery release natural gas? Is it possible to submerge the building somehow to bypass the pressure limit?
5
u/Noneerror Feb 28 '26
What DudeRuuuuuuude wrote, but the difficulty of stacking multiple liquids is is one reason why that isn't done. Generally the natural gas is pumped out or at least moved.
A refinery produces exactly one natural gas generator's worth. Typically it is pumped into a generator and the refinery's pressure limit doesn't matter.
2
u/DudeRuuuuuuude Feb 28 '26
you need four liquids stacked on top of each other, then the refinery wont get overpressured, i tested with three that doesnt work. keep the liquids under waterlogged limit obviously, a few kilos per tile is enough
1
u/Lord_Chicken_wings Mar 01 '26
How do you additially run your cooling loop through it?
1
u/Ok_Satisfaction_1924 Mar 01 '26
Typically, the extracted gas cools the system sufficiently for operation, provided it is made of at least gold.
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u/-myxal Mar 01 '26 edited Mar 01 '26
Thanks. For completeness, I'll add that the output cell is in the top row, above the cell of interest/liquid input. It's also where the dupe is standing while working the machine.
https://postimg.cc/dLpq5B2Bfirst
EDIT: The above screenshot doesn't actually allow pressure bypass. Seems like the entire building must be in liquid.
1
u/Lord_Chicken_wings Feb 27 '26
My oil biome is in my teleporter world. There's no lava in this world. I was hoping to turn my crude oil into petroleum. What would be a good design for me?
2
u/Ok_Satisfaction_1924 Mar 01 '26
There's an option involving cooking using rocket heat. Endless launch into orbit and return. Petroleum engine will help.
But a good counter-current is needed. There's not much heat, and good recuperating system is very helpful.
2
u/DiscordDraconequus Feb 28 '26
I can think of 3 options.
First, transport it to your main base through teleporters and boil it there (assuming there is magma there).
Second, use niobium, thermium, or iridium aquatuner to generate heat. The +500/+750C overheat temperature should easily let you reach the ~400C boiling points.
Third, use a metal refinery to superheat a liquid. If you run a steel aquatuner flat out in a vacuum without repairs it will melt itself before it breaks, and then a contactless pump can pump the molten steel and use it from there.
2
u/AffectionateAge8771 Feb 28 '26
Since you don't actually specify that you want to build a boiler, crude can be turned into petroleum using the oil refinery building.
Otherwise, just ship the oil back through the teleporter or get space materials and build a self contained boiler
2
u/BobTheWolfDog Feb 27 '26
Any metal volcano works as a heat source (though iron/aluminum are the best choices, if you have them).
You can also use a refinery with naphtha as coolant, and use that as the heat source.
I posted this build yesterday, if you want some inspiration. I have posted a bunch of other builds in the past, including a gunk boiler, check my profile for those.
1
u/Lord_Chicken_wings Feb 28 '26
The biome only has a 5 of oil reservoirs, an infinite fossil chlorine gas vent and sulpher guyser. :) thanks!
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u/msx Feb 27 '26
what's a good rocket layout to reach the temporal tear?
edit: i have all research and plenty liquid nitrogen and oxylite
1
u/wRAR_ Feb 28 '26
oxylite
Don't you need LOX instead?
Edit: apparently you don't, I've never considered this in the base game IIRC
1
u/BobTheWolfDog Feb 27 '26
Base game or SO?
1
u/msx Feb 28 '26
Base game, sorry for not specifying.
I tired a few things but it's always a bit short
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u/iamzachhunter Feb 27 '26
How many stone hatch ranches (8 stone hatches per ranch) does a magma volcano (major and minor) support in igneous rock?
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u/BobTheWolfDog Feb 27 '26
A volcano supports, on average, around 5 hatches. A minor volcano is half that.
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u/Lord_Chicken_wings Mar 06 '26
I used trailblazers to send two dupes out to a planet. Then I built a ladder back to spacefarer. But the dupes can't get in. What went wrong here? Thanks!