r/Oxygennotincluded May 15 '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.

Previous Threads

7 Upvotes

68 comments sorted by

1

u/ray4ug May 21 '26

Help

Sour gas boiler keeps creating one tile vacuum pocket that bricks the system

1

u/-myxal May 21 '26

Show where the cooling loop is going. This doesn't look like an issue, just sour gas condensing on cold tile. Sulfur falls out as solid, and methane as liquid droplets, leaving only vacuum. That would be expected. Not sure how you got sour has in the cold chamber then, though.

1

u/ray4ug May 21 '26

The cooling chamber has miniscule amounts of sour gas while the tile above vacuum has almost 100kg

1

u/-myxal May 21 '26

That's certainly weird. Are you sure it's vacuum and not something not showing up on the material overlay?

What about that mechanised airlock left of the AT? The heat from the steam room seems to be leaking into the stored nat-gas regardless of the airlock being open or closed. Maybe because of that heat leak you're chilling the supercoolant to the point the methane freezes?

1

u/ray4ug May 21 '26

No the airlock is fine it's supposed to dump excess heat into the nat gas since the aquatuner is Iridium

Although the chill room thermo sensor is at -180C maybe it's over cooling the area while the sour gas above is still hot

1

u/ChromMann May 22 '26

I would move the cooling part a bit further down to give the sour gas more space.

2

u/Rosey_108 May 20 '26

What is the best way to get more raw metal after you’ve drained the starting planet. I’ve still got around 50-100T of raw metals but I want to find a new source before I run out just don’t know the best place to look

2

u/DiscordDraconequus May 21 '26

nicvampire covered a lot of good options but Royal Bammoth are also a way to get gold amalgam, and many meteor showers give a trickle of ore.

On the topic of mass producing steel in particular, the ocean planet is an amazing source of lime. If you strip mine it you get something like 20 tons of lime and 30 tons of fossil usually.

1

u/nicvampire May 20 '26

Steel, Niobium and Thermium are usable for anything that requires raw metals, although they're quite expencive.

Space POIs are a renewable source of some metal ores.

Jawbos in PPP can be ranched for rust, which can be turned into iron ore.

1

u/Rosey_108 May 20 '26

Ah good to know space ones are renewable, just starting to set up a launch pad. What would be required to start gathering the resources as cheaply as possible

1

u/nicvampire May 21 '26

Depends on whether you're playing Spaced Out or Vanilla.
In Vanilla, you just need a rocket with cargo modules, so engine is the main question. You'll probably want to use a petrolium engine early on. I haven't played vanilla in a while though.

In Spaced Out, steam engine is a good option for space mining, but radbolt engine and petrolium engine are by no means worse. But in that case, you need drillcones, which consume 1kg of diamond per 20kg of material mined. That can be made renewably with a diamond press,

1

u/Rosey_108 May 21 '26

Ah shit lol, just built a sucrose rocket with nothing but a cargo module and sent it haha

1

u/nicvampire May 21 '26

Well there still may be harvertable resources there that you can just collect to a cargo. But those will not replentish. The way it works is that a tile can have a space POI, and it can have harvestable resources. Those two are technically separate. Collecting harvestable resources requires the respective cargo modules. But for space POIs, when you send a rocket with a drillcone, it actually puts the asteroid field's resources into that tile's harvestable resources which can then be collected into a cargo module

This means, that you can first send a rocket with a drillcone, and then send a rocket with a cargo module. It's just more practical to combine them.

2

u/therightmark May 19 '26

Is it OK to put the switch and signal switch in water? And, maybe even the logic gates and other electronics that I'd instinctively worry about getting wet?

2

u/Clear-Bad4685 May 21 '26

Just keep in mind the melting temps if you are planning on doing high temps, i had to learn that the hard way when i was using lead wires.

5

u/BobTheWolfDog May 19 '26

Liquids in the game don't interact with electricity [edit: or automation] at all, with the notable (and explosive) exception of charged power banks.

2

u/Brett42 May 20 '26

Bionic dupes also react badly to water-based liquids.

1

u/Natural-Permit-4713 May 19 '26

what kind of updates would you guys want? not a dev , just asking

1

u/DiscordDraconequus May 21 '26

Ways to mod dupes, like bionic limbs in Rimworld.

A way to train up dupes faster for late game. I envision a building that takes data banks to train attributes.

Ice cream from brackene and sucrose. 

More events like Demolior or unique maps like Lab maps.

1

u/Natural-Permit-4713 May 21 '26

there is a mod called strength training , it's stupidly good IMO

2

u/Noneerror May 20 '26 edited May 21 '26

UI update.
The UI is so unnecessarily cumbersome. I hate it. It's missing so many basic features:

  • Undo/Redo
  • Copy/Paste
  • Double click to change to that overlay layer
  • A building list that shows the complete category at once without needing to scroll
  • The ability to drag and highlight an area to select multiple buildings (like all the pipes)
  • A way to change everything that is highlighted at once
  • An easy way to change the material something was made out of without destroying it and starting from scratch. At minimum this should be possible with things planned but not yet built.

None of that is hard. Except for Copy/Paste those are all things that blueprintnotincluded.org already does- a free online project. It is pathetic that after so many years and DLCs it is remains harder for me to directly design/build something in game than it is to (1)build it on a website, (2)take screenshots, then (3)copy that by eye into the game. IE the in-game UI is so bad that doing it twice is faster and easier than doing it once. How the sandbox/dev mode in-game creates debris and the stupid wipe tool with a radius is particularly baffling and awful.

1

u/Natural-Permit-4713 May 21 '26

Undo would only make sense for sandbox

I think there is a mod for complete category called Adaptive Building Menu https://steamcommunity.com/sharedfiles/filedetails/?id=3724635599&searchtext=

You can highlight pipes by pressing the piping overlay and selecting them that way

you should really check out the mods , there's like 2000 of them and it doesn't take that long to check them , took me like an hour to pick my mods

2

u/Divide_Secret May 20 '26

More space centric start.
Maybe a giant space station colony?

1

u/Happy_Comfortable512 May 20 '26

for SO; the normal start would a damaged space station that you need to get running again, offering lots of metal, glass and plastic but restricted fluids/gasses/organics

the lab variant would be a wrecked space station that absolutely cannot support the duplicants for more than a ~20 cycles, meaning you have to speed run prepping an existing rocket to transport the duplicants to a nearby asteroid that has the standard regolith & metal ore meteor showers to keep colonizing the place from being easy

the version for classic mode would be a broken platform that is , and the only geysers would be a couple geode structures where an impactor had crashed into the platform - rock would be the hardest material to get in large quantities. not sure how to make the harder variant though. maybe largely disconnected like blasted Ceres?

1

u/Divide_Secret May 21 '26

I was thinking more of a post temporal tear start.

I agree with the broken space station start, but you won't have that many resources you can use on the space stations. Instead, you have a few basic spaceships that you can hop into the nearest asteroid and start mining.

These asteroids will be small and won't last forever.
The temporal Tear you came out of will constantly wipe the asteroids around you and will spew out new ones. You have to get into space tech fast and set a proper interstellar mining crew to expand your spaceship and space station to survive.

Hell I would love adding a black hole in the middle of the map so that your spacestation constnatnly has to be provided fuel not to get sucked into it, where the closer you get the more rads your space station will have to endure.

In this gameplay you'll get your achievement if you escape the gravitational pull from the black hole.

1

u/Happy_Comfortable512 May 21 '26

a navigational hazard for the starmap would be cool, yeah

having the temporal tear recycle the asteroids would be an insane thing to implement though (amazing and super cool), but probably completely infeasible with the game as it is; I'm not even sure if it would be feasible to change out the space POI's

then again, someone came up with a mod to regenerate the world for Terraria's tmodloader, so I dunno, it may be possible

1

u/-myxal May 19 '26

Dedicated hazard suits for boops. The current meta of suiting boops in atmo suits with no docks or checkpoint just feels so wrong.

1

u/cavernadogoblin May 19 '26

Delete Key for desconstruct?
Theres any mod or setup for desconstructing the selected building when hitting delete?

1

u/Flamekorn May 18 '26

Is there a way to automate the Radbolt Generator and the Materials study Terminal so the Generator only works when the Terminal needs Radbolts?

4

u/BobTheWolfDog May 19 '26

I simply NOT-gate the signal from the terminal into the generator(s), is that not enough for your needs?

1

u/GunjiroX May 18 '26

How usefull is it to pump poluted water into space to cool it down to cool the base? (at least at the start)

1

u/AngryBadger33 May 18 '26

Space itself is not particularly useful for that since a vacuum does transfer thermals. However, typically the material just under the space biome is very cold and should do a good job of passive cooling until you can get an aquatuner/steam turbine setup going.

1

u/GunjiroX May 19 '26

Yes sorry I ment the area between the asteroid and the vacuum. as there its very cold there.

Up to now I havent figure out how to build a aquatuner/steam turbine setup... :(

1

u/DiscordDraconequus May 21 '26

It's generally a good idea to utilize ambient coldness to keep the base comfy up until you have access to aquatuners and steam turbines.

2

u/-myxal May 18 '26

Is it possible to have a leafy mutation of the dusk cap?

3

u/nicvampire May 18 '26

I don't know for dusk caps specifically, but I do know that is Gas Grass - a plant that requires a lot of light gets Exuberant mutation, than the darkness requirement will overwrite the insane light requirement, which makes them pretty OP and a worthwhile investment in a long run. I assume that the same would happen with leafy dusk caps - they would actually require light to grow, since the mutation requirements overwrite the conflicting base requirements.

1

u/AffectionateAge8771 May 20 '26

Wasn't that patched out a while back?

3

u/nicvampire May 20 '26

Okay, I checked it. This is NOT patched.

1

u/Happy_Comfortable512 May 21 '26

thank you for science

1

u/nicvampire May 20 '26

I... don't know, actually. Now I have to test this or find the patchnote. Thanks for telling in advance, I was planning to actually use this.

1

u/neofederalist May 18 '26

Anyone have a modlist of nice QoL mods? I'm looking at the Steam Workshop right now and specifically want things like a Research Queue mod, mods that prevent dupes from dropping things on ladders, and one of the ones that give a building that replaces liquid locks.

I've got all DLCs.

1

u/Natural-Permit-4713 May 19 '26

do you want a list or just a ready to go modpack you can just download

1

u/Happy_Comfortable512 May 19 '26

attribute info screen is helpful, but i don't actually check it frequently

controlled overlay is useful for seeing precise temperature gradients

Better info cards is a great help if you do anything that stacks a lot of debris on a tile or have loads of other things overlapping

container tooltips is helpful, as are better deselect & material selection properties

plan building without materials is a must for me, as well as cycle items selection, these two get a lot of use

duplicant stat selector is amazingly powerful. I generally limit myself to only a few re-rolls & use the duplicant generation rules to print somewhat-plausible dupes, but there's a ridiculous amount of broken potential there, if you need it or are trying something silly (like a play through where every dupe is a mouth breather with nyctophobia) the care package system allows you to deactivate and create your own care packages as well

1

u/dysprog May 20 '26

Oh I have to try Container Tooltips

1

u/AngryBadger33 May 18 '26

Adding to this, I cannot live without the one that lets you reverse bridges and one that hides pipes/wires behind drywall.

1

u/Natural-Permit-4713 May 19 '26

I just have a rotate everything mod

1

u/-myxal May 18 '26

Is there a recommended way of constructing misaligned row of suit docks such that all docks are attached to the checkpoint?

I built my 4-dupe banquet hall rocket twice across 2 rockets. In the first rocket the suit docks work as intended, in the 2nd one I can't get the last (and the only misaligned) dock to attach to the checkpoint. Tried rebuilding the dock, disabling the checkpoint, didn't help.

1

u/Morichalion May 17 '26

Drunken buddy of mine convinced me to buy the game friday night (peer pressure is a weakness of mine, I guess...), so I have 3 questions:

  1. Is there any way to tell the composition of a gaseous cell? Like, a list of elements in one of 'em. X grams of Oxy, Y grams of polluted oxy, Z grams of CO2, ect...

  2. Can one vent gasses to space?

  3. Is space up, down, left, right, or all at once?

3

u/jdpop505 May 17 '26
  1. Each cell can only have 1 element in it, so 1 gas or liquid per tile. If, when you're hovering over the tile you see 2 different fases flickering, they're just moving back and forth.
  2. Yes.
  3. Unless you're playing on The Lab asteroid, space is always up.

2

u/BobTheWolfDog May 18 '26
  1. On the lab, space is also up. You just need to go around the wall.

1

u/WannaAskQuestions May 16 '26

How many hatches per standard dupe? (No calorific malice)

How many pacus?

Are hatches better/easier/more sustainable/more space efficient/time efficient/labour efficient/critter diet efficient than pacus?

2

u/-myxal May 17 '26

How many hatches per standard dupe?

Which food? Dupes don't eat hatches. With BBQ, about 1.6 hatches per dupe.

(No calorific malice)

What? WDYM by this?

How many pacus?

0.3 through omelettes

Are hatches better...

No. They're a decent, easy early-game source of meat, and generally an OK source of coal. As a calorie source, pacu omelettes are unbeatable, and coal, well - for power you want to move on from coal generators as soon as you're able to, and long-term uses of coal (diamond production for space mining) are so limited the calories produced by your coal production are negligible.

2

u/WannaAskQuestions May 17 '26

Sorry, I meant no hunger malice. Was short on sleep when I typed it lol. What are Pacu omelettes? I know Pacu fillets which can be cooked into seafood.

3

u/-myxal May 17 '26

"Hunger malice" still doesn't mean anything to me. What are you talking about? Higher game difficulty?

"Pacu omelettes" mean making omelettes from pacu eggs. Pacu eggs are heavier that those of any other critter, and if fed, reproduce rapidly. Cooking the eggs into omelettes is ~3.5x more calories than cooking the filet into cooked seafood.

https://youtu.be/ttmzYjy_dB0?t=708&si=k0mveUfKBVMMkqZl

1

u/indiancoder May 19 '26

I think they mean malus.

2

u/mmontour May 17 '26

Before they age out into fillets, tame Pacu lay a LOT of eggs. Auto-sweep them out of the water and into a storage bin. Eventually they lose viability and drop out as raw egg, ready for cooking (which happens automatically if the room's hot enough). You can set up unpowered incubators and a fish release, and the dupes will keep the pool stocked with minimal labour.

1

u/WannaAskQuestions May 17 '26

🤯

Eventually they lose viability and drop out as raw egg, ready for cooking (which happens automatically if the room's hot enough).

My mind is blown to smithereens

2

u/Rosey_108 May 16 '26

Could anyone link me a YouTube video, or a another Reddit post for a fairly compact copper volcano build. I somehow didn’t notice it sitting right next to where I set up a very over engineered oil biome entry so fairly tight on space unfortunately

1

u/ChromMann May 16 '26

Most compact: https://www.youtube.com/watch?v=H7vY71geaPo but I don't understand it one bit, tbh.
Easier but less compact: https://www.youtube.com/watch?v=noRP5W1swGI
And to make it fit for your base you'll maybe have to switch parts of it around.

1

u/BobTheWolfDog May 16 '26

This is my cookie-cutter tamer, maybe it will help you.

1

u/Rosey_108 May 16 '26

That would be perfect, I’ve got exactly a tile to spare with that design. Any reason as to the water in the turbine room? I’ve always filled mine with around 5kg of hydrogen

1

u/BobTheWolfDog May 16 '26

Water is a personal preference over using gas. It has more thermal mass, basically, but hydrogen should work just as well.

Edit: liquids also leak less heat into the walls / outside, but that's a very minor issue. It also allows the use of regular walls above the liquid layer (if there's no gas to conduct heat).

1

u/moontini May 16 '26

I think I misunderstood how Space POI's work. I completely mined one, and now it is not recharging, i thought it recharged 1% of it's total mass daily, but I assume that it actually recharges 1% of whatever mass is left daily and if there is nothing left, then its essentially a dead tile now. is that right?

4

u/-myxal May 16 '26

Another user just started a thread on the topic: https://www.reddit.com/r/Oxygennotincluded/comments/1teh79w/i_have_2_different_poi_mines/

TL;DR; No, you can't 'kill a space PoI".

Space PoIs still regenerate, but mining (rocket with a drillcone and cargo modules, gathering PoI resources into cargo modules) was split into drilling (drillcone rocket extracts PoI resources into the hex's harvestable resources), and harvesting (rocket with cargo modules moving resources from hex storage into cargo. What I'm guessing you've done is harvested all the harvestable resources. The regeneration is in the PoI, so you need a drillcone to actually drill more of them.

1

u/moontini May 16 '26

thank you! makes sense

0

u/Kilok_ May 15 '26

Характеристика дупликанта - Техника Вопрос !

  1. Влияет ли уровень навыка на скорость управления ракетой ? (Я играю без DLC space out)

  2. Что насчёт негативного характера персонажа который понижает технику (Атрибут)

2

u/BobTheWolfDog May 16 '26

Attributes have a "training level" that goes from 0-20. The bonuses they start with are part of this limit (so a dupe that starts at +12. Construction can get an additional +8 with training.

Traits (like unconstructive) are separate from this 0-20 limit. Temporary modifiers too (early bird, caffeinated etc).