Oxygen Not Included: Difference between revisions

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(Created page with "* Every Duplicate (worker) will need a certain amount of oxygen and food during each cycle. So while the Printing Pod will constantly offer you new Duplicates, don't get more...")
 
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* Start with a dedicated researcher dupe - that means at least +7 in research, though you could get away with less if you wanted. There are varying opinions on the other two, but I like at least one digger to speed up the early game. You might want to consider a cook or a artist or rancher or even just a builder.
* Start with a dedicated researcher dupe - that means at least +7 in research, though you could get away with less if you wanted. There are varying opinions on the other two, but I like at least one digger to speed up the early game. You might want to consider a cook or a artist or rancher or even just a builder.
* If you select a configurable object, there's a Copy Settings button on the bottom right you can click then select an area to apply settings to everything in it. It's a huge convenience when setting up rows of storage lockers or farm tiles.
* The smaller buttons in the bottom right are for giving Duplicates direct orders. The one to know about is the sweep liquids command for cleaning up spills, the rest will show as options when you select anything relevant to them or happen automatically.
* Learn how ranching works. While the game presents it as a food source, most of its value is in the materials critters can generate. Hatches (the ones that look like headcrabs with teeth) are the easiest to start with, dreckos are good but take some setting up to make full use out of.
* WASD scrolls the screen. I mostly prefer to navigate using the mouse, but holding mouse click then keyboard scrolling is great for laying down the big multiscreen pipelines.
* The piping system doesn't always quite work as you'd expect for a pressurized system. Often it behaves a bit more like if the game sees the pipes as one-way roads, uses connected sources/sinks to assign directions to each section, then the gas/liquid squares act as individual cars driving along those roads. This isn't something to worry about too much, especially early on, but as your system gets more sprawling and convoluted you may run into weird things like mid-pipe clogs or junctions where one leg is empty but the others are stuck/full. A good practice to help fix these is to avoid routing pipelines directly through source/sink squares. Instead, route the pipeline alongside it and connect each one with its own single small side branch. That way the tile is only interacting with the larger system as a single pipe source or a sink rather than simultaneously trying to be both and sometimes confusing it.
* On a circulating closed loop cooling system this behavior also means leaving air in the pipe actually helps it flow better. A full pipe starts to seize because no individual water square can move until the one in front of it does so they eventually all get locked up.
* Dig aggressively, especially early on. The cracked looking blocks hide objects, which can be things like plant seeds or critters that help jump start production. You'll start needing new biomes and geysers by the time your initial water reservoirs start running out and digging's how you find them.
* The game has a sandbox mode, you enable it in options -> Game then click the Sandbox button to turn it on. There can be a surprising amount of design and engineering in the game, so sometimes making a dummy game to figure out a solution to implement in your real one is the best way to go.


[[Category:Games]]
[[Category:Games]]