Oxygen Not Included

Oxygen Not Included

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Map size?
Now that the game has launched, anyone know the dimensions of a world?
Originally posted by Bokonon:
256 wide, 385 tall for most maps. A couple are 384x384. Look in C:\Program Files (x86)\Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\worlds\. The yaml files are text and can be looked at with notepad.
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The author of this thread has indicated that this post answers the original topic.
256 wide, 385 tall for most maps. A couple are 384x384. Look in C:\Program Files (x86)\Steam\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\worldgen\worlds\. The yaml files are text and can be looked at with notepad.
Also, if you want to have an asteroid with different dimensions, you can make a copy of one of those and edit it. In fact, most worldgen properties including biome types are editable from there.

This is especially useful if you want to make a smaller world if your computer can't handle the bigger ones.
Originally posted by Yrame IV, a true I of the dragon:
Also, if you want to have an asteroid with different dimensions, you can make a copy of one of those and edit it. In fact, most worldgen properties including biome types are editable from there.

This is especially useful if you want to make a smaller world if your computer can't handle the bigger ones.
Thanks didn't know this, sounds like it could be fun to mess around with.
Yeah, if you look on the workshop and see a new map mod (like that eden map), it is often just an edited yaml. Sometimes they also edit traits and biomes, and you can do that with notepad too. Klei really made worldgen easy to mod.
Watch out, you can fall in a really bad situation here. This game really eats a lot of resources memory- and CPU-wise on larger bases. I played on really big maps 512x512 and even 512x1024. Everything was fast and fluid in the beginning, but I was forced at some point to abort the maps after 100 hours or so mostly around cycle 1000 or later simply because it wasn't playable anymore. You get in a really bad mood when you invest so much time in a base only to find out the performance cost of those maps eat away the last fun you have with it.
I've found that a slightly smaller map (200 wide, 300 tall) really helps with performance, without disrupting worldgen TOO much. The least width I've tried was about 150, and then some of the biomes started getting squished. Might be fun to try a tube world some day...

Just remember that everything is squared--halving width and height divides area by 4, and multiplying each by 2 multiplies the amount of blocks your computer needs to handle by 4.

So 512x1024 actually multiplies the proccessing power needed by over 5.
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Date Posted: Aug 1, 2019 @ 4:58pm
Posts: 6