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i've probably done 6 different runs now, first one being a blind run into the game on survival, didnt like how the base was shaping up. watched some vids for ideas, started over, didnt like map started over, base had a horrific accident, didnt feel like goin back, started over... then found a promising setup with a nat gas vent, so i built a semi self sustainable nat gas generator room and it was a great success! controlled by a single smart bat, i had floors upon floors of battery to stor up all the power i'd need and transformers on each to cut the power into different grids and it was glorious! then massive slime lung infestation that i just couldnt take anymore and it wasnt dying very fast. so i started over...
but with each reset i come back fresh with new understanding on priorities:
1. avoid slimelung getting anywhere, TOP Priority
2. get a sustainable garden for atleast 6 dupes while setting other facilities up.
3. locate any nearby geysers, plan around exploiting them for all they are worth.
4. setup clean facilities for bacteria types so they dont mic into your primary supply.
5. make base pretty so dupes arent sad.
then from there its roll with the punches the map throws you as you break for the surface and add more dupes and dig to the core for easy heating solutions and oil.
Food poisoning has become a joke once ppl figured out the self sustaining washrooms and the liquid reservoir from research. Built several reservoirs in the chlorine biome and link all the showers,toilets, and washing stations waste water into one line and send to to the sieve. Then have that recycled line sent into the reservoir and back into the clean line.
Since you produce more water than you use, you build up more water and the chlorine will eventually clean the germs out of it as it builds up in the reservoir.
Ahem.
The early game won't require you to do very much with pipes. You can start setting up pipes as you progress, a little at a time. You can start with, say, pumping a puddle of water that's in the way into a resevoir (the one under base tab, or the type you dig out, whichever you please) and add complexity over time. You can go a very long ways without even sieving the water output from your bathrooms.
I take it you've never played factorio or with minecraft mods like Buildcraft?
You don't need to go all-in on the complexity. Plumbing wise, you start with a simple pitcher plant. Dupes will haul water to where its needed.
Then when you do some research you can pump stuff from one body of water to another.
Then when you do a bit more research, you can filter the polluted water from a swamp before putting it into your main water tank.
Then you can try something slightly trickier and set up a bathroom-water recycling loop.
And so on-you don't have to tackle a pipe spaghetti project all at once.
raises finger to object that factorio is more complicated.
remembers that most of his factorio time was spent playing crazy modded stuff like bobs plus angels, thus skewing his perception of factorio complexity
puts down finger
That said, I do enjoy the mod that makes buildings with gas outputs have the option to use gas output pipes. It feels more like factorio that way.
Also, yeah, you don't need to calculate ratios just to get your base established. I might do a bit of serious calculation for some of my stuff along the way (like figuring out how much water I can afford to turn into oil if I use all the polluted water for plants instead of recycling it), but generally speaking, good-old bottleneck analysis will take you very far.
Because I might need that many co2 vent pipess for my base if/when I get around to rearranging it and straightening out the tangle. ;P
I try to avoid looking a lot at other peoples stuff, because I know it will discourage me. My base is a total mess, over 900 cycles in and I still can't send off my first rocket.
The main thing is: you should have fun and you should be ok with it. Nobody cares if someone else builds a more complex, extremly thought out base. As long as your base does the job you want it to do, it's ok. Comparing it to someone else won't change the fact, that this is not a competetive game.
I did not think things all the way through...
Unlike minecraft, you can craft mirror the moment you feel like it or throw water at magma to cool them immediately and you can have all the refined iron and everything without worry about anything but creeper behind your back, that game allows more kind of player from very chilling ones to the hardcore super overly complicated gamer. And then there's ONI, a single tiny little thing like 5kg Iron or other refined metal required some thought like should I rance this smooth little hatch or go with industry set up that would then rise another question where how should I manage a heat and what about power, which definitely rise even more question in that regard. There's no other way around playing ONI without thinking ahead.
ONI is not a sim building game where you only sorting demand and give what they want, this game is more like a game where you maintain the chain of evolution where every solutions introduce more problems. It's up to player to find a way to sustain those problems, or use them to solve another. Make use of everything, turning crisis into opportunity, that sort of thing. That kind of game is not for everyone, and it can be one hell of frustrated.
It fits in every single definition of complex game. Which is why there're all these sort of self-claimed "Most Effective Tactic Available; META" all over internet. Something like that's existed because, and obviously, not everyone can figure out the solution of every single problems presented in game so people are gathering up, thinking, discussing and posting their own design of thing all the time. Which concrete a game into an even more complicated ones. Giving off the impression of overly complicated game to new player.
It's good thing that ONI is single player game. So you can choose your own approaching however you like. What other do have nothing to do with your own colony. And like I've mentioned, it's game where you maintain the changing surrounding, sorting out problem and figuring out the solution, I think those are a main appeal of the game. There're setting that allow more forgiving as well.