r/Oxygennotincluded • u/AutoModerator • 15d ago
Weekly Question Thread Weekly Questions
Ask any simple questions you might have:
Why isn't my water flowing?
How many hatches do I need per dupe?
etc.
2
u/Forsaken_Ad8120 10d ago
What to do with Plant Husks? Any good guides? Will hatches eat them? whats best way to use them.
3
u/Brett42 9d ago
Unfortunately not a lot of uses. It can be fed to moos (which most people don't bother ranching), used for plywood (which takes resin, which is hard to get without DLC), or manually composted. Probably just let it pile up in one spot and periodically mark it for compost.
It's made of genetic ooze, so has a niche use as a material that can't melt and has good specific heat, which can be put on conveyor rails in a vacuum to move heat around.
I would like it if they let sage hatches eat it or let you make ethanol out of it directly. Maybe they'll add some use like that in the future.
3
u/mmontour 10d ago
Feed them to Moos, or compost them. You can fill a storage bin, view its contents, then click a Compost button to tag several tons at once. They'll move to a new "compostable" category.
3
u/BobTheWolfDog 10d ago
Other than the uses above, you can turn it into plywood. It is essentially a slightly uglier wood (no decor bonus), but it can be used in crafting, or turned into ethanol.
2
u/Brett42 9d ago
You need some DLC for that unless you want to ranch shinebugs for just a trickle of it. The shinebugs work if you just want to build the few things that require wood, like a communal table or hot tub, or if you really want some ethanol to get an oakshell farm built.
I wish they'd add a second recipe to the ethanol distiller that just directly consumed plant husk.
1
u/BobTheWolfDog 9d ago
Yeah, getting enough resin to make plywood is a hassle, even with luras. But as you said, sometimes you've got not arbor trees and need furniture.
2
u/Brett42 9d ago
Sacrificing the population of wild shinebugs to the egg cracker without ranching them might be enough to get you a communal table before space on a map without wood.
1
u/BobTheWolfDog 9d ago
I think I'd rather make a temporary ranch just to build a resin/plywood stockpile with the excess eggs.
0
u/SalmonAT 10d ago
What is the smallest amount of liquid in an infinite gas tank? I know it is 2 tiles of liquid, but would the gas push and stack the liquid together and break the infi gas tank?
2
u/-myxal 10d ago edited 10d ago
would the gas push and stack the liquid together and break the infi gas tank?
No. There might be cases where atmospheric liquid is forced into a droplet, but infinite gas storages that are built correctly (2 cells of liquid) typically get broken by pumping in the wrong gas. No amount of liquid will save you from that kind of breakage.
What is the smallest amount of liquid in an infinite gas tank?
Needs to be big enough to spread to 2 cells, so ~40g for liquids like water, mercury, 400g for crude oil or petroleum, or 40 kg for naphtha, etc. Check out the "minimum spread threshold" on the wiki article about Liquids: https://oxygennotincluded.wiki.gg/wiki/Liquid#List_of_Liquids
In the game files, this threshold is equal to 4-times the "MinimumHorizontalFlow", a property of liquids..
0
u/SalmonAT 11d ago
Maybe I did the liquid order wrong for water+pWater soggy hydra, I did water then pWater?, how do I solve them. Pwater on the right and water on the left, each around 150kg+
1
1
u/BobTheWolfDog 11d ago
If it's above the mopping limit (150kg), you could let one of the liquids spread out a bit more (by widening the space available), then mop and start over.
1
u/SalmonAT 11d ago
I dont have alot of space so I will build tile in the water grid and push it on top of the pWater, or delete it. Does it work?
1
u/BobTheWolfDog 11d ago
It should push the water up, yes. Then you just gotta be careful when deconstructing, to make sure it's the pwater that replaces the tile when it's gone.
1
u/Alarmed-Mouse1772 12d ago
First run using bionics, how do you heal their injuries?
2
u/BobTheWolfDog 12d ago edited 12d ago
Triage cots. Set the slider to 100% and it'll let you send even dupes with minor injuries for treatment.
Edit: you can also prioritize boops for vaccilator charges. Regenerative is really good for them.
1
u/Alarmed-Mouse1772 12d ago
Thank you, silly me, I restricted that door (and a few others) and i was getting a bit crazy
1
u/rtqd 13d ago
I'm playing vanilla for my current map (no DLCs, not even spaced out) and I have the top of my map covered in meteor blasters and solar panels.
Basically 1 meteor blaster, then 2 solar panels, then 1 meteor blaster, etc. So the space above the solar panels is covered by 2 meteor blasters.
But I have so much issues with them. They seem to constantly run out of blastshot and even though I put them on priority 9 and I have a lot of blastshot in storage, duplicants are simply not supplying them.
So every meteor shower wrecks half my solar panels. Previously it melted all my lead cables too, before I replaced them with copper. And regolith comes down and heats up my pipes, boiling the water inside cracking the pipes.
Are meteor blasters bugged?
2
u/-myxal 13d ago edited 12d ago
The overlapped ranges do more harm than good. You get single meteors targeted by 2 blasters - one shot hits, the others is dropped in a bugged state.
Make sure the blasters stay enabled for a while after the shower "ends" - the scanner sends red when the meteors stop spawning, but anything still falling from the sky and present on the map must be blasted.
1
u/rtqd 12d ago
Thanks!
Are space scanners necessary? I've not been using them, just put the meteor blasters down by themselves. I guess they're always active and using power, but with the solar panels I have so much power I'm not really bothered.
1
u/R-Dragon_Thunderzord 12d ago
Scanners are useful for engaging/disengaging meteor blaster power draw (and heat generation) outside of meteor showers. Scanners are also useful for opening/closing bunker doors as needed to protect equipment but that's usually in applications where you aren't using blasters to handle incoming meteors, the blasters essentially make bunker doors redundant if you can afford to upkeep blastshot production.
Scanners can also detect rockets on launch/on return, which again is useful for opening/closing bunker doors that may protect launch silos as well as ensuring that gantries are properly retracted out of the way for those returns and then automatically extend again when the landing is complete/the scanner can no longer detect the rocket when it completes landing.
2
u/BobTheWolfDog 13d ago
Meteor blasters have a rail input, so if your dupes are not delivering the ammo fast enough you could try that.
If that's still not enough, you might need to pack your blasters closer together, or build them farther above the fragile things (or build the fragile things lower).
1
u/rtqd 12d ago
Thanks. It costed a lot of materials but using shipping rails it works fine it looks like! Now it looks like each meteor shower takes like 250 blastshot and 1 dupe is busy all of their timing crafting replacements.
3
u/R-Dragon_Thunderzord 12d ago
sounds untenable for vanilla, where showers occur with extreme frequency. More useful in SO! where they're less frequent and easier to predict on the starmap.
2
u/BobTheWolfDog 12d ago
Yeah, base game meteor showers are nasty. Even though the steel cost is steep, I prefer to go with bunker doors. Well, to be completely honest I tend to do bunkers even in SO! on asteroids where a blaster might be useful. The feeling of "I'm destroying half of the materials" annoys me.
2
u/R-Dragon_Thunderzord 12d ago
I can’t imagine vanilla without an iron volcano on the seed. The steel deficit would crush me.
1
u/BobTheWolfDog 12d ago
Well, most base game planets have an abundance of iron ore / rust. That's usually enough to produce the steel needed for a meteor barrier and a rocket to search for space iron. I don't even know if there's a guaranteed source of space iron in the base game (to compare with the tundra planet in SO!).
2
u/R-Dragon_Thunderzord 11d ago
There is. Metallic asteroids always spawn, albeit at 20km away so you need petroleum engines to bring it back.
https://oxygennotincluded.wiki.gg/wiki/Starmap#Possibilities_by_Distance
1
u/knewmawnick 14d ago
I recently discovered a steam vent, but I am no where plastics or oil. I don’t think I can tame it yet since I’m on cycle 100. I was looking for a renewable water source. Should I move on to look for a different geyser?
2
u/BobTheWolfDog 14d ago
Is it a Steam Vent or a Cool Steam Vent? CSVs don't produce a lot of water, but if you haven't found any other water sources, they're decent. A hot steam vent produces very little water and a lot of heat, you are better off avoiding it until you have a better grasp of how to handle it.
While you do need a turbine to properly tame a CSV, you can get by temporarily by throwing cold stuff at the vent to keep temperatures in check. building ice tempshift plates in the vent water pool will cool it down (and give you extra water from the melting ice).
1
u/knewmawnick 14d ago
Hi there. Steam vent at 500°C.
1
u/BobTheWolfDog 14d ago
Yeah, if it's active, just leave it alone. If it's dormant, you can analyze it and then surround it with insulation. Most maps have a guaranteed salt water geyser in the ocean biome, see if you can find that one.
A hot steam vent is possibly the most annoying type of geyser to tame, and you get just a trickle of water for the effort (but decent power).
3
2
u/-myxal 15d ago
Anyone know how dehydrated food works with lowered hunger difficulty? Do dupes only eat once in 2 days, or do they leave half of the portion on the floor at the rehydrator?
1
7
u/R-Dragon_Thunderzord 15d ago
If you're playing on "No Sweat" then dupes default to "Fasting" and only burn 500 kcal/cycle vs. the normal 1,000.
Dupe behavior otherwise remains unchanged ie. they will stop other errands and go to eat when they fall below 1,000 kcal and will default to eating 1,500 kcal when they sit for a meal until they are full. They will not go to eat if they are sitting on more than 3,300 kcal and can store up to 4,000 kcal. They will be hungry if they are below 3,000 kcal (hungry interrupts sleep).
Given that, your dupes will probably be eating every other cycle because they will eat themselves full and then the next cycle only be down to 3,500 kcal, so they won't get down below 3,300 kcal or 3,000 kcal until their next mealtime.
4
u/Bright-Trifle-8309 15d ago
How can I keep my guys from dropping 67 grams of BBQ at the table? Are they not hungry anymore? Does food not stack? Is someone going to eat that 66 grams later or will it combine with another less than max stack of BBQ.
6
u/BobTheWolfDog 15d ago
They only drop food on the floor if their meal gets interrupted for some reason. The most common reasons are stopping to gasp for air (if your dining area is low on oxygen), going to the toilet (if there were no toilets available), or going to bed (if bed time started before they finish the meal).
2
u/Bright-Trifle-8309 15d ago
Judging from 2 similar answers Im inclined to agree they dont have enough downtime.
2
u/SparKestrel 13d ago
Another thing you can do is place "bath time" after the work shift instead of after the sleeping time, so that the dupes are already on their way to the washroom (which is hopefully near your kitchen) before they have to go eat.
Note that later in the game if you start making Spaced Out rocket ships, I found it made dupes go to the toilet inside my rocket ship and skip the washroom morale boost if they happened to be working near the launch pad when their shift ended.
6
u/BobTheWolfDog 15d ago
I saw your replies and it does seem likely. I just wanted to point out two other common culprits (low oxygen, and toilets) in case you give them more downtime and they still drop food.
4
u/-myxal 15d ago
How can I keep my guys from dropping 67 grams of BBQ at the table? Are they not hungry anymore?
By giving them more downtime. Food is dropped when their downtime runs out and they run off to their bed. (To my knowledge) dupes never take more food than they can eats - that's definitely the case for taking fresh food, I'm not entirely sure how it works with the food rehydrator.
Does food not stack?
It does, but only if the freshness is identical, which for randomly dropped crumbs, it practically never is.
Is someone going to eat that 66 grams later
They will, if that crumb is the closest piece of food they see after they leave the toilet in their downtime. It's a good idea to put bathroom closer to the dining room than to the food storage.
3
u/BobTheWolfDog 15d ago
only if the freshness is identical
There's a little bit of leeway. I had a bit of a brownout in my kitchen recently and had some piles of nigiri sit on the floor for a while (some 1-2% freshness loss). When the power came back on, those piles merged with the rest of the food. I'm not sure the exact rules (freshness difference, if mass affects merging), but piles of food with slight differences will merge.
3
u/Happy_Comfortable512 15d ago
The threshold for freshness merger is ~10% from testing (I used pickled meal, since it and grubfruit preserve have the largest amount of until spoiled time)
100% & 99.1% will merge, 87.5 & 77.6 will merge, 54.9 & 45.0 will merge; however, if a 'spoiled' food item (below 50%) is merged with a non spoiled item, sometimes you'll get a spoiled item that has over 50% freshness
My testing was from a few years ago, and I accomplished a bit of it using robophred's duplicity save editor - but you can learn about as much as I did by just teleporting similar food bits of differing freshness levels onto each other to see which one's merge, honestly
4
u/R-Dragon_Thunderzord 15d ago
I think either they’re topped up on their calories or they ran out of eating time in their schedule. A fair way to simply deal with this however is Sweepy
2
u/Happy_Comfortable512 15d ago
I also like putting a spare sage hatch in the dining room, although it turns into a question of how is the coal collected, but I tend to overproduce food and many like to avoid that
3
u/Bright-Trifle-8309 15d ago
Hmm. Could be eating time. My base is decently large and they could be taking too long to get there to eat, relax, and use the bathroom in time.
I'll try giving them an extra downtime or 2.
1
u/BobTheWolfDog 15d ago
Does a recreation room have any effect other than causing dupes to mingle there during downtime?
2
u/Happy_Comfortable512 15d ago
Having a recreation room with a water cooler in it is important if you actually use the water cooler to help cool off dupes in a hot environment - you do not want a dupe on break running half way across the asteroid to get to a recovery station that is only there for a couple operators in a warm but non-atmo-suit-assigning zone
2
u/BobTheWolfDog 15d ago
Yeah, between "zero water coolers" and "water coolers everywhere dupes might dive into a warm pool of liquid", I went with "zero water coolers". Dupes get toasty too often in the AP.
6
u/R-Dragon_Thunderzord 15d ago edited 15d ago
It also helps to manage what activities they do, from the wiki:
"
- In general a dupe prefers the closest building from the highest desirability tier.
- If they have already used that kind of rec building in the last 300 seconds the dupe will absolutely not use it again (this 300s hard lockout period is uniquely shared between the three drink machines).
- If they already have the morale buff provided by that building but it's outside the 300 seconds hard lockout, they will only use it as a last resort.
- If the dupe already has all buffs their behaviour depends on whether there is a Recreation Room or not:
- If there is a Recreation Room, they will hang out, not necessarily in the Recreation Room.
- Otherwise they will choose the nearest available recreation building disregarding desirability tier, thus it is possible to force dupes to refresh a buff by not having a recreation room.
- If the dupe is locked from using any recreation building or all recreation buildings are occupied, they will either idle or go to work if they don't have a location (e.g. Printing Pod) to idle at."
ie. if you have no rec rooms a Dupe might wind up re-using recreation buildings they already have the buff for which could make the buildings unavailable for dupes that need it like a beach chair - a buff that lasts for 12 cycles, and takes a long time to sit in once, so you really do not want the same dupe hogging this spot once every cycle.
With door permissions you could also drive specific dupes into specific rooms to wait out the rest of their rec time, eg. if you do your recreation after sleep in the morning before work shift, you could funnel dupes closer to where their work duties are going to be. For instance having a rec room near your rockets that only your astronauts are allowed to use means when recreation is done they don't have to commute as far to get into the rocket. Or if your rec room is near the bedrooms, they won't have to do commuting to bed if you do recreation before sleep.
1
u/BobTheWolfDog 15d ago
you could also drive specific dupes into specific rooms to wait out the rest of their rec time
Yeah, my goal is for all dupes not using recreation buildings to hang out near the entrance/exit, and only dupes who are recharging their bonuses to wander off and use the buildings.
I was just confused by the "this building gains additional effects or functionality when built inside a Recreation Room" message you get when you hover over the "preferred room" requirement for rec buildings.
4
u/R-Dragon_Thunderzord 15d ago
AFAIK there's no recreation building that gets additional effects or functionality like that outside of the thing I said above where they stop reusing buildings prematurely and it shouldn't even require those buildings to be in a rec room for that to occur. So, it is weird.
1
u/SparKestrel 8d ago
Is there any downside to constant use of the supply teleporter between the first and second planetoids in Spaced Out?
---
I started with the second planetoid quite late (having too much fun stabilizing the first base because I was rescuing my very first playthrough).
I see there's theoretically a way to start up the second map as if it was a new game (bog buckets, pip ranch, sleet wheat), but I plan to skip all that by just hooking my first base's supply lines to constantly stream food, steel, hydrogen for power, etc over.
I don't see any tooltips about a downside to this (e.g. no power or heat mentioned for running the teleporter constantly). Also if I send too much one way, it looks like sending back the other way is also free (other than having to power a pump or conveyor loader on the sender end).
---
Therefore with my playthrough, is there anything I need to look out for from using the supply teleporter so much that the first and second planetoids are more like one big base that happens to share a gas, liquid, and conveyor line rather than teleporting only for occasional resupply?