Oxygen Not Included

Oxygen Not Included

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Kutsuu Mugen Jun 10, 2018 @ 1:49pm
Storage Compactors + Material
I've recently started playing and tried looking up guides to get me started but one thing that is bugging me with the different Materials you can use to make things like the Storage Compactors.

By default Storage Compactors give -10 Decor but when you build it with a certain material it changes things, but the Wiki is useless and not correct on the Decor part.

Sandstone is +10% Decor - Making it -9 Decor - meaning it's better not worse like wiki says.
Granite is +20% - Making it -8 Decor - meaning it's better than Sandstone and not worse like wiki says.

However they also add other things that I cannot find information on and the tooltip ingame is not enough to explain things.

Granite - Overheat Temperature +15C
Igneous Rock - Slow Heating - Overheat Temperature +15C
Obsidian - Thermally Reactive - Overheat Temperature +15C
Sedimentary Rock - Thermally Reactive

Overheat Temperature - This material will add +15C to the finished building's Overheat Temperature
Thermally Reactive - Thermally Reactive materials require little energy to raise in temperature, and therefore heat and cool quickly. Specific Heat Capacity: 0.2 J to raise 1g by 1K.
Slow Heating - Slow Heating materials require large amount of energy to raise in temperature, and therefore heat and cool slowly. Specific Heat Capacity: 1 J to raise 1g by 1K.

So to me Granite is best used for Decor unless it's wrong/bugged, but the others I don't quite understand.
Overheat Temperature seems to me that it should increase the the limit at which it will start to melt or something, so when I look at my Melting Point on a Sandstone Storage Compactor it says - 926.9C but with a Granite it says 668.9C.

Thermally Reactive seems to me that it can heat and cool down quickly but thats it.

Slow Heating seems to me that it can heat and cool down slowly but thats it.

So if anyone can give me some information on this I would appreciate it, thanks.
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Showing 1-10 of 10 comments
ButterStuffed Jun 10, 2018 @ 3:40pm 
Overheat temperature changes the temperature at which the object will start to break down and require more material to be repaired.
If the object doesn’t show an overheat temperature in the properties then I dont think it has any effect as the object in question doesn’t overheat.

Everything else you are correct on.
Last edited by ButterStuffed; Jun 10, 2018 @ 3:42pm
Areth Jun 11, 2018 @ 7:23am 
There's a database (book) button on the upper-right corner instead of checking the wiki. Although it might not help in this case.

Decor increase/decrease only affects buildings with a decor tag. So if it doesn't say anything about decor, even if you use copper ore (decor+10%) on a pneumatic door, it'll still show Decor: 0.

The same with overheat. If the building doesn't say "overheat temperature" under effects, then it won't apply (to your storage compactor). Buildings will, however, still melt if they reach melting point regardless of overheat temperature.

"Thermally reactive", "slow heating", and "insulator" are simplification (and reliable indicators) of the material's specific heat capacity and thermal conductivity and applies to all buildings. These comes into play because it's one of the, if not the primary, things ONI simulates: heat dispersal.
Kutsuu Mugen Jun 11, 2018 @ 10:16am 
Originally posted by Areth:
There's a database (book) button on the upper-right corner instead of checking the wiki. Although it might not help in this case.

Decor increase/decrease only affects buildings with a decor tag. So if it doesn't say anything about decor, even if you use copper ore (decor+10%) on a pneumatic door, it'll still show Decor: 0.

The same with overheat. If the building doesn't say "overheat temperature" under effects, then it won't apply (to your storage compactor). Buildings will, however, still melt if they reach melting point regardless of overheat temperature.

"Thermally reactive", "slow heating", and "insulator" are simplification (and reliable indicators) of the material's specific heat capacity and thermal conductivity and applies to all buildings. These comes into play because it's one of the, if not the primary, things ONI simulates: heat dispersal.

Im aware of the Database (Book) button and is of no use in this case.

Well to me this seems rather odd and possibly stupid, should you not get different effects for different products, so if "Overheat Temperature" does nothing for Storage Compactors then it should give something else or not say at all as it has nothing to do with that product.

But it still doesn't change the fact the Melting point changes and becomes lower (worse) with Granite compared to Sandstone due to Granite having "Overheat Temperature".

So I really think these types of things need a rework and abit more explaining, also if the product is not effected by the said effect then it should not be shown or should have something else.

But thanks for your information, also @Mikro Maniac thanks for information.
Areth Jun 11, 2018 @ 10:46am 
Agreed. It's quite confusing unless you've played for a while and you just know what material to use on certain cases by memory.

The overheat temperature is probably related to hardness. Sandstone is soft. Granite is very firm (along with the other very firm rocks that get +15C overheat temperature). Abyssalite, is nearly impenetrable, which gives you +2000C overheat temperature.
Ζiоqch Jun 11, 2018 @ 5:59pm 
Originally posted by Areth:
The overheat temperature is probably related to hardness. Sandstone is soft. Granite is very firm (along with the other very firm rocks that get +15C overheat temperature). Abyssalite, is nearly impenetrable, which gives you +2000C overheat temperature.
Gold Amalgam is the only raw metal that gives overheat bonus and is a hardness of 2.
Bobington Jun 11, 2018 @ 6:05pm 
Originally posted by Kutsuu Mugen:
Well to me this seems rather odd and possibly stupid, should you not get different effects for different product

I think you're reading the tooltip wrong. The +x% information applies to the material and is generic, the end result of completed item + building material is only visible after you build it and you click on it. Maybe it should be visible prior to building but as it is, it's kind of self explanatory.
Kutsuu Mugen Jun 11, 2018 @ 6:29pm 
Originally posted by Bobington:
Originally posted by Kutsuu Mugen:
Well to me this seems rather odd and possibly stupid, should you not get different effects for different product

I think you're reading the tooltip wrong. The +x% information applies to the material and is generic, the end result of completed item + building material is only visible after you build it and you click on it. Maybe it should be visible prior to building but as it is, it's kind of self explanatory.

Depending what effect your refering to or all of them, there is nothing difficult to understand about for example the Storage Compactors giving -10 Decor while Sandstone does +10% Decor and Granite does +20% Decor, meaning on finished product that -10 Decor is either -9 (Sandstone) or -8 (Granite).

But the other stats such as "Overheat Temperature" does not apply to Storage Compactors from what I've heard or just doesn't make sense.
The Tooltips are just not very well explained or do not show results very well and if they do not apply to said Product should it not do some other effect instead or just not display the effect if it does nothing.
Last edited by Kutsuu Mugen; Jun 11, 2018 @ 6:30pm
Bobington Jun 11, 2018 @ 9:40pm 
I don't understand what's confusing about it. If it's a building that can't overheat then the materials +overheat has no effect.
Kutsuu Mugen Jun 12, 2018 @ 4:24am 
Originally posted by Bobington:
I don't understand what's confusing about it. If it's a building that can't overheat then the materials +overheat has no effect.

If it has an effect the tooltip is able to display more information to explain it better and the Proporties window for the product should display whats needed in there.
If it does not have the effect then it should not show up or should have a different effect.

So just like me asking this cause I'm curious as the same effect is shown on everything it can be misleading for others as well, it's not a huge issue but it's something that could easily be done better.
Bobington Jun 12, 2018 @ 8:46am 
Well there's at least one reason I can think to keep the effects there for buildings that don't benefit from it. You might use a material with +overheat for an item that can't overheat and thus waste it. You might prefer to save that material for something that would benefit from it.
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Date Posted: Jun 10, 2018 @ 1:49pm
Posts: 10