In my own runs, I usually have some 3 tile high rooms (barracks and toilets) and some 4 tile high rooms, (Great halls and Showers) and I agree that 2 pneumatic doors loojks better usually, but when it is a mix of both 3 tile high and 4 tile high rooms, it looks a bit scruffy in my colonies
The only thing I find a bit annoying is the random nature of the dupe selection if you want to go all bionic. I would expect that it might get easier once someone makes a mod to select for them at a higher change, like guarantee 1+ per spawn. Alternatively they could just add that as an option?
I think an option for it would be the best solution. Maybe in the game settings, so you can change your mind at any time and the random generator takes the new settings immediately after a change: only organic, only bionic, or both.
i also dont like to kill my shinebugs, but rather trap them in doors or an airflow tile, though it does take a min of work to do so. they emit enough light to give the lit workspace buff often, but can no longer path.
i usually dont like the look of the lock on the two door high setups like at 50:10, so instead of locking the top doors, i set access permissions both ways to off.
You should really enclose those coal generators and make a "power plant" They've lessened the requirements for it recently and the power surplus would be pretty amazing Edit: nvm nice job 😅 I noticed that bionic dupes plays nicely at the lategame when you have more power than you can use
At 8:07. More games like this? Maybe Timberborn? Startopia (The original was a treat to me), Jumplight Odyssey, Banished... Those come to my mind at the moment, but I think Rimworld is my favorite
Another similar game (like you said "god game of controlling minions, like rimworld") that is also published by Klei is Mind Over Magic, it also has the same sideview/dollhouse perspective as Oxygen Not Included but the theme is building a magic school and training students. I don't know if you've already played it on the channel, but it's going to 1.0 release soon, start of next year.
I'd love to see you make a gunk boiler to turn gunk into petroleum for power to charge batteries. Especially if you can make one without steel and plastic. Also if you have enough batteries you can skip having a power spine and instead use conveyor rails to deliver batteries to power small grids.
Lol. "GTG said: I like to dig out big chunks at a time. ( proceeds to dig out a two tile stretch") as I think tomyself. I dig the 7 tile monster digs. You have that massive coal on the left side where it's a priority of one. Cya tomorrow
Does the save before dupe selection trick work to get to reroll, I feel like there might have been a mod letting you reroll the portal result as well. No one would blame you if you rerolled to get a bionic dupe. Stalling it like this shows a great sense of fairness, but it hamstrings you quite a bit.
Maybe move "The Plug" for the reservoir one tile to the left, so it wont interfere with the ladder (and its air-space left and right) before opening the flood gate to it. Also, do the Bionic Dupes have a livable temperature range? Can they even suffer from heat or germs? They do seem to show chilly surroundings as warning, so they may be as vulnerable as regular dupes. However, without the need to host plants or food - its probably way easier to just stay needing to stay the 'livable' range of hatches and dupes. And throwing all of the map through hatches to make coal is also a fun way to get rid of that extra mass =D
Instead of bionic, these duplicants feel more like androids. Hear me out: bionic means a person who has advanced replacements for parts of their body or enhancements, but it is the same person. Normal duplicants learn naturally and become better at their jobs (you assign their skills, but still their advancement is organic). These "bionic" duplicants don't, they get better at a task only by installing modules. That's why I think they are more like androids, fabricated machines with human-like forms. In my concept, they can still feel emotions and evolve, as shown at 14:16 (they get better at processing in general, or get better gears...), though their emotions, needs and goals are a bit different from organic duplicants.
the kJ are not getting higher because you dont have more Energy storage. I guess you are good to go with the bio-batteries if you have more charged > uncharged. the moment that turns around, you need a new charger set. would be nice to see if you could automate this, that would help you manage the coal generators and the heat of the base....
@Grind This Game If you're still interested in other similar games. I played one a while back and see it's still in early access but pretty fun - The Wandering Village. It's not exactly the same, more of a city builder and base management and survival.
The config tab on the left of the dupe menu displays all of your modules that is where you can go to both assign and eject them. Be sure that you pay attention to the debuff they each get for specific skills when assigning modules, it is extra important because they do not gain any skill improvement from activities. So no gym to train up athletics. Although every module seems to have +2 to athletics. You should only apply the modules from the soldering station once for any given dupe. Those unlock abilities but are more expensive. The ones made in the crafting station have the same amount of points for a given skill but cost less.
i beleive you arent getting any more bionic dupes due to the fact you have printed all 5 already, and you only get duplicate dupes once all dupes are printed, you might be able to rename the dupes to get around this
@@GrindThisGame interesting. were they a new dupe or a duplicate dupe, i might just be misremembering the number of bionic dupes if its the former, if its the latter its interesting to know they are counted separately.
Hm, maybe because he is playing with Bionic Dupes, that work in a completely different framework. Food is not needed, but oil and power and such. Its like re-learning the whole game. (At least on the 'care for your workforce' level)
I don't want to upset you, but I agree with you regarding the double-door thingy. Imo it looks much better with the single door and wall above it :D
Yes!
In my own runs, I usually have some 3 tile high rooms (barracks and toilets) and some 4 tile high rooms, (Great halls and Showers) and I agree that 2 pneumatic doors loojks better usually, but when it is a mix of both 3 tile high and 4 tile high rooms, it looks a bit scruffy in my colonies
I can tell that you're having fun playing this DLC because I can hear it in your voice , and by extension, I'm having fun watching you play.
Yeah it's fresh and new!
The only thing I find a bit annoying is the random nature of the dupe selection if you want to go all bionic. I would expect that it might get easier once someone makes a mod to select for them at a higher change, like guarantee 1+ per spawn. Alternatively they could just add that as an option?
I think an option for it would be the best solution. Maybe in the game settings, so you can change your mind at any time and the random generator takes the new settings immediately after a change: only organic, only bionic, or both.
I watch and play a lot of ONI and I’m enjoying watching your Bionic vids.
your series always gets me back into ONI. Thank you!
Glad to hear it!
09:23 GTG saying like Ricardo Diaz from Vice City... Pigeons.. where did you come from..*shotgun sounds* 😂
Lol
i also dont like to kill my shinebugs, but rather trap them in doors or an airflow tile, though it does take a min of work to do so. they emit enough light to give the lit workspace buff often, but can no longer path.
More content please. I like to watch your gameplay.
i usually dont like the look of the lock on the two door high setups like at 50:10, so instead of locking the top doors, i set access permissions both ways to off.
You mention you need more coal but it seems you may have forgotten the large deposits to the left around 28:35 that you set to level 1.
I get them next episode :)
You should really enclose those coal generators and make a "power plant" They've lessened the requirements for it recently and the power surplus would be pretty amazing
Edit: nvm nice job 😅
I noticed that bionic dupes plays nicely at the lategame when you have more power than you can use
At 8:07. More games like this? Maybe Timberborn? Startopia (The original was a treat to me), Jumplight Odyssey, Banished... Those come to my mind at the moment, but I think Rimworld is my favorite
I suggested Mind Over Magic by the same publisher, Klei, if you're on the lookout for more similar games. 👍
I've tried Mind Over Magic but didn't do a series... but might in the future.
Maybe i missed it but if they fill up on PO2 do they get something like "yuky tank" or they just don't care?
Another similar game (like you said "god game of controlling minions, like rimworld") that is also published by Klei is Mind Over Magic, it also has the same sideview/dollhouse perspective as Oxygen Not Included but the theme is building a magic school and training students.
I don't know if you've already played it on the channel, but it's going to 1.0 release soon, start of next year.
I did briefly try it but didn't do any videos on it. I might cover it at 1.0.
I'd love to see you make a gunk boiler to turn gunk into petroleum for power to charge batteries. Especially if you can make one without steel and plastic. Also if you have enough batteries you can skip having a power spine and instead use conveyor rails to deliver batteries to power small grids.
Both sound interesting but make work projects. A conveyor might use less metal vs. A backbone though. I will try remote power out since it is new.
Lol. "GTG said: I like to dig out big chunks at a time. ( proceeds to dig out a two tile stretch") as I think tomyself. I dig the 7 tile monster digs. You have that massive coal on the left side where it's a priority of one. Cya tomorrow
Eventually I end up just strip mining everything after I get suits.
Does the save before dupe selection trick work to get to reroll, I feel like there might have been a mod letting you reroll the portal result as well. No one would blame you if you rerolled to get a bionic dupe. Stalling it like this shows a great sense of fairness, but it hamstrings you quite a bit.
I guess I could try the mod.
Maybe move "The Plug" for the reservoir one tile to the left, so it wont interfere with the ladder (and its air-space left and right) before opening the flood gate to it.
Also, do the Bionic Dupes have a livable temperature range? Can they even suffer from heat or germs? They do seem to show chilly surroundings as warning, so they may be as vulnerable as regular dupes.
However, without the need to host plants or food - its probably way easier to just stay needing to stay the 'livable' range of hatches and dupes.
And throwing all of the map through hatches to make coal is also a fun way to get rid of that extra mass =D
Pooping and burning the entire asteroid :p
Instead of bionic, these duplicants feel more like androids. Hear me out: bionic means a person who has advanced replacements for parts of their body or enhancements, but it is the same person. Normal duplicants learn naturally and become better at their jobs (you assign their skills, but still their advancement is organic). These "bionic" duplicants don't, they get better at a task only by installing modules. That's why I think they are more like androids, fabricated machines with human-like forms. In my concept, they can still feel emotions and evolve, as shown at 14:16 (they get better at processing in general, or get better gears...), though their emotions, needs and goals are a bit different from organic duplicants.
Androids don’t breathe
Cyborgs? They learn like neo :)
According to lore the normal dupes are already clones, so making them straight androids seems entirely on brand.
Get the "Duplicant Stat Selector" mod to get the bionic dupes.
the kJ are not getting higher because you dont have more Energy storage. I guess you are good to go with the bio-batteries if you have more charged > uncharged. the moment that turns around, you need a new charger set. would be nice to see if you could automate this, that would help you manage the coal generators and the heat of the base....
I need more eco batteries for sure. I will need a cooling system at some point.
the boosters are op goddamn!
Yeah stacking 4+ is a bit nuts :)
Stick the shine bugs in your bath for free light
@Grind This Game If you're still interested in other similar games. I played one a while back and see it's still in early access but pretty fun - The Wandering Village. It's not exactly the same, more of a city builder and base management and survival.
I will check it out. I think ratopia is next.
Maybe install the dupe reroll mod, assuming it works.
Ranching module was installed but you had 0 as current skill. Means it started at -5 right?
Oh right!
1+2 is really difficult.
The config tab on the left of the dupe menu displays all of your modules that is where you can go to both assign and eject them. Be sure that you pay attention to the debuff they each get for specific skills when assigning modules, it is extra important because they do not gain any skill improvement from activities. So no gym to train up athletics. Although every module seems to have +2 to athletics. You should only apply the modules from the soldering station once for any given dupe. Those unlock abilities but are more expensive. The ones made in the crafting station have the same amount of points for a given skill but cost less.
Ok thanks!
yay🎉
Is it only 360p for anyone else. I cannot select anything else
Just you.
@ interesting, all well love the series, i watch you because i would fail XD
Aren't these bionic dupes immune to slimelung?
Don't think so... but haven't tested them.
why ranch hatches?
they poop coal, coal is needed for power
yup coal.
@@GrindThisGame I always have thought of coal from hatches as a waste byproduct, my brain derped it might be a primary lol.
i beleive you arent getting any more bionic dupes due to the fact you have printed all 5 already, and you only get duplicate dupes once all dupes are printed, you might be able to rename the dupes to get around this
I eventually got a 6th.
@@GrindThisGame interesting. were they a new dupe or a duplicate dupe, i might just be misremembering the number of bionic dupes if its the former, if its the latter its interesting to know they are counted separately.
12:38 superWHO
Super digger
anyone else just chanting config config at the screen!
Oops
lmao
You used to be so good at this game, what happened?
Hm, maybe because he is playing with Bionic Dupes, that work in a completely different framework. Food is not needed, but oil and power and such. Its like re-learning the whole game.
(At least on the 'care for your workforce' level)
no.
A totally different meta, clearly