Oxygen Not Included

Oxygen Not Included

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tank fan Jan 26, 2022 @ 9:10am
multiplayer mod coming up
is there a multiplayer mod coming up like there is one for rimworld even tho the devs say "abloo bloo its single player only" but then some dank bois made mp??? do u think they do this with OXYGEN NOT INCLUDED?
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Showing 1-15 of 20 comments
Project Danny Jan 27, 2022 @ 7:53pm 
Dank kitchen let that sink in boi.
Last edited by Project Danny; Jan 27, 2022 @ 7:54pm
AlexMBrennan Jan 28, 2022 @ 11:11am 
There is nothing stopping you from making a MP mod yourself. Don't let yourself get discouraged by the impossibility and pointlessness of the task.
caseyas435943 Jan 28, 2022 @ 10:00pm 
Game isn't designed for multi. The way the game works isn't good multi.

If they ever made it, they have to either change completely how the game works. Or just add multi and it would be a terrible game.

The way it plays just won't work multi player.
nor7hy5 Jan 29, 2022 @ 12:37am 
Originally posted by caseyas435943:
Game isn't designed for multi. The way the game works isn't good multi.

If they ever made it, they have to either change completely how the game works. Or just add multi and it would be a terrible game.

The way it plays just won't work multi player.
there is no game which isn't designed for multiplayer most game you see are just the base-game+multiplayer and that is the point of multiplayer anyway nobody going to want to play a game that has been entirely changed for multiplayer it might as well be a new game at that point they want the base-game with friends if you give anything else it better be a extra because nobody is asking for that.

the only issues i see is how to design the interaction with each other properly which i doubt would take too long you just gotta get people who know what their doing to take a look at the problem and they'll find the solution the rest of the game is probably fine as is it might need some tweaks to some thing to get it just right but i doubt anything substantial needs to be changed for it to be fun.

now i am against the devs adding it mostly because iv heard it's pretty painful to tack on multiplayer to a game that didn't have its back-end designed for it and also because it'd be a year or more without new content in which only a % of the player-base would like the multiplayer not everybody when with new content i think we can all agree pretty much everybody but the people who can't live without mods will enjoy fresh new content but if it's attempted by a modder i see no harm in doing it.
Last edited by nor7hy5; Jan 29, 2022 @ 12:37am
Murden Nov 27, 2022 @ 9:49am 
I have a few ideas of how to implement multiplayer for ONI and all of them are realistic but with different degrees of difficulty.

The easiest way would be Farmville style. Two people play independently and beam resources and/or dupes to each other using the teleporter.

Another way to implement multiplayer would be for one computer to render an additional frame of the game and stream it to the second player and the second player would relay clicks and keyboard commands back to the first player. ONI is not GPU heavy so I don't think rendering one or two additional frames would be a problem. I also presume the input lag would be acceptable due to how the gameplay works.

A more complex way would be to synchronize all data across all players, but this would require the most amount of reengineering from Klei, while the two first methods could be done in a mod.
Last edited by Murden; Nov 27, 2022 @ 9:53am
tank fan Nov 27, 2022 @ 10:03am 
Originally posted by Murden:
I have a few ideas of how to implement multiplayer for ONI and all of them are realistic but with different degrees of difficulty.

The easiest way would be Farmville style. Two people play independently and beam resources and/or dupes to each other using the teleporter.

Another way to implement multiplayer would be for one computer to render an additional frame of the game and stream it to the second player and the second player would relay clicks and keyboard commands back to the first player. ONI is not GPU heavy so I don't think rendering one or two additional frames would be a problem. I also presume the input lag would be acceptable due to how the gameplay works.

A more complex way would be to synchronize all data across all players, but this would require the most amount of reengineering from Klei, while the two first methods could be done in a mod.

Ya even if its just ghetto MP where you can portal stuff back and forth maybe launch rockets at each other with stuff
tank fan Nov 27, 2022 @ 10:04am 
Originally posted by Murden:
I have a few ideas of how to implement multiplayer for ONI and all of them are realistic but with different degrees of difficulty.

The easiest way would be Farmville style. Two people play independently and beam resources and/or dupes to each other using the teleporter.

Another way to implement multiplayer would be for one computer to render an additional frame of the game and stream it to the second player and the second player would relay clicks and keyboard commands back to the first player. ONI is not GPU heavy so I don't think rendering one or two additional frames would be a problem. I also presume the input lag would be acceptable due to how the gameplay works.

A more complex way would be to synchronize all data across all players, but this would require the most amount of reengineering from Klei, while the two first methods could be done in a mod.

this mfer boi a genuis hire him to work game
Murden Nov 27, 2022 @ 10:12am 
at the moment I'm a little obsessed with Bannerlord, but after that passes, I might give it a go :)
ne_propheta Nov 28, 2022 @ 2:55pm 
Nothing against modders nor modding opportunities, of course.
Still,

Originally posted by Murden:
Two people play independently and beam resources and/or dupes to each other using the teleporter.

Servants.
You need servants, not players.
Typical example: 4 or 5 friends (or virtual friends) on 4 or 5 different starting world.
One of them will have plentiful access to crude oil;
the other will have a lot of Fossil for easy steel making;
the third got renewable source of iron/copper/gold/wathever;
the fourth one got a lot of ranches and water.

With DLC:
the fifth player got a lot of Uranium Ore deposits and can make cooled Nuclear Waste for cooling purposes (good luck to ship and to stock that!).

They will exchange their resources easily - even a rocket would be un-useful.
Typical very useful resource: power. How will you beam power?
Why it is preferable over the Sandbox mode, if you will also have to dance at the other players rhytm and pace?
Need steel? Spawn or paint some!
Need critters? Spawn freely!
Need diamond? Good luck with that even in "multiplayer".

Originally posted by Murden:
Another way to implement multiplayer would be for one computer to render an additional frame of the game and stream it to the second player and the second player would relay clicks and keyboard commands back to the first player. ONI is not GPU heavy so I don't think rendering one or two additional frames would be a problem. I also presume the input lag would be acceptable due to how the gameplay works.

A more complex way would be to synchronize all data across all players, but this would require the most amount of reengineering from Klei, while the two first methods could be done in a mod.

It's nice.
"Hey mate! I'll make my three dupes sleep at morning, to make them works at night; you can make the contrary - yay, 24/24 7/7 productivity!"

3 x 3 dupes that will have to eat and piss and blah blah blah.

(Pro tip: get more dupes from the Printing Pod and make clevers use of the Scheduler - no need to enslave other players to do what you want, or to be enslaved to do what they want)

So you can mine, build, produce and scheme separately!
Like when you play with sand to build a castle and another lovely person comes and "hey, what about a massive and wonderful turret here?"
And the sand castle collapses.

Are you a math maniac?
Are you a meticulous engineer?
Would you love to double check every-single-work of any other player messing with your world?

"Darn, Eddie! Why the water loop is blocked in regular pipes inside a steam chamber over a volcano?!"

"Oh no, Mark, I failed to supply enough coolant to our Research Reactor, and now we have a meltd- oh God, it's horrible...!"

"Whyyyy you haven't insulate the base already? We did agree to that previously ... uh, you had to take a dump? Well... okay, time well spent but... NOW WE HAVE HEAT EVERYWHERE, YA FOOL"

Say goodbye to an afternoon (~4 hours) of carefully engineered colony for an avoidable error that someone makes for you - of course, in good faith. Pranksters doesn't exists, neither in that army of "friends" recruited writing "Yo! someone wants to play with me?" in a *casual* Steam Hub.
But, well, let's have FUN (to be read with that peculiar Dwarf Fortress aftertaste)!

ONI it's all about exploration, trial, error, failure and other failures.
And a lot of grind.
Aaaand a lot of waiting time.
If you delegate those aspects, or dilute them, what will remain to play?

You can open the Temporal Tear more quickly.
Maybe too quickly.
And then? When you have spoiled all the game (with or without DLC) has to offer at godspeed thanks to the efforts of the other players, what you have to do?

Quick answer: leave this game rot in your library until the next paid or unpaid DLC.
maestro Nov 28, 2022 @ 3:20pm 
Originally posted by caseyas435943:
Game isn't designed for multi. The way the game works isn't good multi.

If they ever made it, they have to either change completely how the game works. Or just add multi and it would be a terrible game.

The way it plays just won't work multi player.

I just wish I knew a pro that could jump in from time to time to fix my mistakes. I guess you could just stream it lol.
View The Phenom Nov 28, 2022 @ 4:46pm 
The concept for multiplayer in this game is relatively simple, even though the implementation is likely far more complex. This game obviously was not made with multiplayer in mind, it's not something that you just "plug-in" to a game during development. With that said, a potential version for this game could be:

1) Each player has their own base + set of starter duplicants, and they start on different asteroids.

2) Players set orders for their individual duplicants, so there's some type of control between multiple users.

3) Players gain new duplicants by printing them from their individual printing pods. Those duplicants will only take orders from that specific player; greatly increase the time between new duplicants (possibly scale it based on total duplicants in the world) since there will be more overall.

4) Each user is responsible for researching their own tech trees, but sharing techs researched can be possible once other users who have unlocked them have been met. To balance this out, researching techs takes significantly longer than single player; possibly scale the cost based on number of techs you've already researched, so sharing knowledge between players becomes a requirement.

And you would need to solve common problems in new ways, lest you end up in a situation where everyone has the same techs; meaning nobody can share knowledge on a critical tech needed for the mid/late game. Leading to actual planning and strategy among the users, instead of everyone just doing their own thing.

5) Players are able to "trade" resources by using the same means of transportation that exist in Spaced Out. Teleport resources, ship them over in rockets, etc. Make trade deals for tech knowledge or just important materials that your colony desperately needs.

But this also shows why multiplayer in this game wouldn't work; it's just delegating some of the work to others for the same experience (or worse) that you would get from printing and managing more duplicants yourself.

It's not like Don't Starve Together, where you get to play with extra characters while controlling one. It's like having multiple overseers in charge of minions, instead of just one.
Last edited by View The Phenom; Nov 28, 2022 @ 4:56pm
tank fan Nov 30, 2022 @ 2:44pm 
"But this also shows why multiplayer in this game wouldn't work; it's just delegating some of the work to others for the same experience (or worse) that you would get from printing and managing more duplicants yourself."

Rimworld is not designed for MP either. It is literally just delegating extra characters and the same tasks but its really fun and often more challenging if you approach it the right way and let everyone do things and make their own decisions with their piece.
Murden Nov 30, 2022 @ 2:47pm 
"delegating some of the work to others for the same experience"
isn't that the very definition of coop?
Alucard † Nov 30, 2022 @ 6:45pm 
How would that even work?
Murden Nov 30, 2022 @ 7:26pm 
what do you mean?
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Date Posted: Jan 26, 2022 @ 9:10am
Posts: 20