Normal strategy Echo: “you want to be careful adding too many dupes too early as it adds a strain to your resources.” This Echo: “Send in more dupes!” This should be an incredibly challenging and entertaining series.
You are right but maybe that's not the case. A* is for point to point shortest path calculation. In ONI you often have to calculate a lot of different paths ( each dupe to each interactable object ) If in any logic frame game calculates all possible navigation routes for each entity (like in show navigation option), this might be some sort of breath first search. Maybe some modified version, that would allow to group paths separated by some sort of obstacle like 1 tile jump, door etc. to increase performance. This would be much more efficient in cases like collecting data about all entites that are unreachable for dupes.
They probably also add some kind of "cost" based algorithm, jumping across ladders has a certain cost, which explains why they always prefer to walk through lava than use our much safer ladder steps hahaha
to save space on the barracks you could build them with a height of only 2 tiles that would make them more space efficient and fit 16 cots instead of only 8
@@RowdyFam I'm pretty sure only the luxury barraca and private bedrooms need to be 4 tiles high, but even then you can just make it 4 tiles high in only a single horizontal tile to save space
8:25 Hatch ranch. For the separation between the concentrated area for the hatches and the rest of the ranch, I usually put two mesh doors one vertical and another horizontal, projecting towards the grooming station. I also re-arrange the buildings so a 2-tall building fits under said horizontal door. This way no solid extra tiles are required and a sweeper have full reach all around.
Obviously the renewable igneous rock for stone hatches is ideal. But good lord, you get so much sedimentary from chopping all the fossil into lime, and that essentially is renewable. Coal into diamond, into fossil, into lime and more sedimentary.
Echo, have you thought maybe condensing the bedrooms into 2 high, 32 long rooms for space economy? Dupes don't need the head space in a normal barracks if you aren't going to convert it over ever.
Was going to say I started using a thimble reed in a regular farm tile at the start to take care of those P-water bottles from the washrooms because it annoys me to make all my Polluted water reservoirs germy... and then of course you found an infectious P-water geyser. Like you said, ultimately it doesn't matter. Just unnerving to check the germ overlay and seeing the vast basins of food poisoning
This is a strategy I've been leaning towards myself, I usually build a chlorine room to handle the germy pee, but on a playthrough where space is gonna be at a premium, one uranium door takes up a lot less space.
>4:45 I am sorry, but this Pei should be an automatic choice. TOO CUTE! P.S. And also reminds me of a certain pink strimer. Will we have a DumbkinPie in this colony as well?
Fun fact, im following this playthru on a new colony i made (i couldnt get the spom up in time for my other one) while not exactly doing the same challenge, i am trying to make an escape for the first time, ive never been able to complete oni because i never know when the best time is to build things
About the nyctophobic dupes. If it comes down to it, you can do the same with them as you would do with snoring dupes - make a separate schedule for them (compared to their bunkmates) and use a cycle sensor on the light. Not that I think it will make a difference for this colony, but I know I’ve done it in the past when space has been at a premium. (Let’s pretend I was paying attention and took those dupes on purpose because they were great.) WOO! Water geyser!!!! I don’t care if it’s the planetoid’s own urine, that water is only 30 Celcius and we can clean it! Can’t be any worse than washing your hands in your own recycled bathroom water lol. Poor, poor Doritos P lol. Is that stress I smell on the wind? :D
I like your self irony, watched your max colonisation series and really like it. Suggestiin for future serues: try laboratory of blasted frozen asteroid. I'm trying it in base game and that's hard. Really unexpected challenges. Plus the map is not static - you can generate different traits as usual. Chances to survive is really slim ))
Love your channel! Wanted to give you a tip for seeing what the geysers are without having to undig them: If you open priority and mark it with the Exclamation point. It'll pop up in the top left corner and tell you exactly what it is.
I like using doors connected to a critter sensor as the floor of my ranches, they open when there's an egg so the eggs just fall to the floor below. It's a low tech solution to get the eggs out of the ranches fast. And all the eggs and the coal end up in the same place, so I only need one Conveyor loader to send them where I need them once I get a mech engineer
Iirc during the recent update that changed pets and gave us the pet houses, they made all pets who can eat from feeders prioritize feeders over edible things on the ground. TLDR So long as they're fed with the feeder, hatches won't eat off the floor anymore!
Also for food: since the algae costs of pacu good really cheap they are a good intermediary food source with all the marshy biomes around. (As omelets, pancakes or mushroom quiche, not as cooked seafood)
I think Oni uses Hierarchical Pathfinding and stores all possible paths for a dupe in the map that you can see when turning on the overlay. It is only Updated whenever something on your colony changes, eg. You built something. Also the colony is split into smaller chunks to improve Performance a bit.
not sure if it's still a thing but you could disable the care packets in the printing pod... you're never going to use them anyway and you'd get more dupe options
The goto algorithm for path finding I usually assume is A* It of course, may be different, as some other algorithms may be a more optimized choice for the game.
I think it's too many target to target paths to calculate ( for example dupes to each interactable object to check if they aren't unreachable ). Slightly modified breath first search would be much better for this case.
I got way too deep in game development in university. I would bet money they are using A* (A-star) pathfinding. If not, they should be. It is the best multi-agent pathfinding algorithm I know of.
I think calculating all unreachable objects to show red icon below with A* would be inefficient. Breath first search with slight modification to take advantage of multi-agency might be more efficient here. You can use results of that for all pathfinding after. But i would love to hear your feedback on that. I wasn't that much invested into game dev during my degree. :)
Already a fun series. Just an innocent question: is there a good reason to keep the toilets bundled up like that? I would have thought spreading them out a bit would be much more efficient for travel times. What I tend to do, is have smaller bathrooms all over the base, particularly at the "exit/entry" points to the base. Am I doing it wrong?
There are no "wrong ways". Only advantage I see is less pipping and ensuring they are all in rooms for the moral bonus. It's also good to have them by the mess hell (depending on your schedule setup), since they go eat after they use the bathroom.
There's always one, hidden away in the comment section of every YT gamer is a sadist, who probably grew up pulling the legs off spiders, and giggling hysterically.
Since your limiting factor is oxygen and the limiting factor for oxygen production is volume of water, isn't small bladder a positive, not a negative trait?
I wondered that myself, taking a dupe every pod will put an incredible strain on food, oxygen, bedrooms, bathrooms, etc, which means that he will be constantly making more farms, ranches, bedrooms, dining rooms, spoms, etc.
Why not use slime from meteors and slime biomes for more algae/polluted water then purify the water for a dual source of oxygen. It's a little pricey in power and heat is the only downside but in an ice biome you can melt ice for more water with the lack of geysers
Algae terrariums are the absolute worst way to generate oxygen, or remove co2. Dupe labour may not be a problem, but water and algae are. With a potential of 200 dupes, that means building more than a dozen full rodriguez spoms, which is an awful lot of water to find/save. Algae will only support about 20 dupes for 100 cycles before it runs out, (assuming you dig out the entire map) and 20 dupes will be reached before cycle 60, so a minimum of 1 spom will need to be built, and supplied with water, before then. Dupe labour will actually become a problem the more dupes that you have, as every dupe needs food, which means more farmers and ranchers have to be put to work, which means more space required for farms and ranches, which leaves less space for other things.
@@wolfen210959 algae terrariums are much more water efficient than any other thing, water will be a problem, but with algae terrariums will be less of a problem. Algae is renewable, but in scale I don't know which is worst, hence my suggestion.
I've been trying to figure out a chlorine room to clean my water of germs. It keeps getting stuck with germs in the sensors but none in the buffer tanks and is driving me insane!
I used to do this all the time, but with the DLC radiation you can radiate your water with uranium doors, shine bugs, wheeze worts... lots of new solutions
No need for sensors, simply make a chlorine room with 2 buffer tanks and deconstruct one of the tanks before it fills up completely, so long as the tank has no germs in it, the water can safely be deposited into your water tank. A germ sensor can be utilized in a system that has a constant circulation inside the chlorine room, through buffer tanks, connected to a water shutoff that only opens when the sensor detects zero germs. I usually build the first at the start of the game, then convert to the second version once I have plastic for the germ sensor. Or build a buffer tank on top of a uranium door.
Answer us this: What hand in Texas Hold’em do you hate to see? I can’t even tell you how many times a K 4 gets me deeper into the pot than I have any right to be.
They discontinue any series that don't get enough views... But seem to keep chasing the start of series peak, not realizing that doing so makes overall performance worse.
Why, oh, why didn't you just dig through from the middle water mass to the storage and let most of it go by gravity instead of first dropping it and then pumping it all up?
I imagine the next episode is when the chaos is really gonna start.
I am here for all of the future ChAoS.... I mean Learning.
14:15 automatically dig falling sand is an amazing mod.
Normal strategy Echo: “you want to be careful adding too many dupes too early as it adds a strain to your resources.” This Echo: “Send in more dupes!” This should be an incredibly challenging and entertaining series.
incredibly early, this series is going to go super hard.
I love the ladder beds, sure you need to assign them so there's no shaky wakey but it makes dupe housing so much easier for large numbers
"Shaky wakey". Well done. +1 Internet Points to you.
Finally, a playthrough that makes "duplicant hotels" a viable strategy.
The "Which way to move" algorithm is basically always "a slightly modified version of A*( pronounced A-star)
This is a new one for me, any ideas what changes they had to make?
You are right but maybe that's not the case. A* is for point to point shortest path calculation. In ONI you often have to calculate a lot of different paths ( each dupe to each interactable object )
If in any logic frame game calculates all possible navigation routes for each entity (like in show navigation option), this might be some sort of breath first search. Maybe some modified version, that would allow to group paths separated by some sort of obstacle like 1 tile jump, door etc. to increase performance.
This would be much more efficient in cases like collecting data about all entites that are unreachable for dupes.
They probably also add some kind of "cost" based algorithm, jumping across ladders has a certain cost, which explains why they always prefer to walk through lava than use our much safer ladder steps hahaha
good good, nice to have you again.
Loving the series so far! The pacing is ON POINT and very engaging. Looking forward to see how this goes
Thinking of all the wonderful chaos thats ahead just give me goosebumps
Exciting Echo! I am very much looking forward to the continuation of the series 😄
to save space on the barracks you could build them with a height of only 2 tiles
that would make them more space efficient and fit 16 cots instead of only 8
They have to be 4 tiles tall
@@RowdyFam I'm pretty sure only the luxury barraca and private bedrooms need to be 4 tiles high, but even then you can just make it 4 tiles high in only a single horizontal tile to save space
8:25 Hatch ranch. For the separation between the concentrated area for the hatches and the rest of the ranch, I usually put two mesh doors one vertical and another horizontal, projecting towards the grooming station. I also re-arrange the buildings so a 2-tall building fits under said horizontal door. This way no solid extra tiles are required and a sweeper have full reach all around.
Obviously the renewable igneous rock for stone hatches is ideal. But good lord, you get so much sedimentary from chopping all the fossil into lime, and that essentially is renewable. Coal into diamond, into fossil, into lime and more sedimentary.
This is the "calm before the storm"
Can't wait for the all achievement, mini world, 1 duplicant per print, hardest biome series in the future!
Got so excited to hear you answer my question about the ladder beds 😂
I'm excited to see if we get mega ocean water tanks in this series again...never could quite wrap my head around the filtration system lol
Echo, have you thought maybe condensing the bedrooms into 2 high, 32 long rooms for space economy? Dupes don't need the head space in a normal barracks if you aren't going to convert it over ever.
Echo, Genna is pronounced Jenna :)
Was going to say I started using a thimble reed in a regular farm tile at the start to take care of those P-water bottles from the washrooms because it annoys me to make all my Polluted water reservoirs germy... and then of course you found an infectious P-water geyser.
Like you said, ultimately it doesn't matter. Just unnerving to check the germ overlay and seeing the vast basins of food poisoning
You could Use Radiation for the germs
This is a strategy I've been leaning towards myself, I usually build a chlorine room to handle the germy pee, but on a playthrough where space is gonna be at a premium, one uranium door takes up a lot less space.
>4:45
I am sorry, but this Pei should be an automatic choice. TOO CUTE!
P.S. And also reminds me of a certain pink strimer. Will we have a DumbkinPie in this colony as well?
Fun fact, im following this playthru on a new colony i made (i couldnt get the spom up in time for my other one) while not exactly doing the same challenge, i am trying to make an escape for the first time, ive never been able to complete oni because i never know when the best time is to build things
About the nyctophobic dupes. If it comes down to it, you can do the same with them as you would do with snoring dupes - make a separate schedule for them (compared to their bunkmates) and use a cycle sensor on the light. Not that I think it will make a difference for this colony, but I know I’ve done it in the past when space has been at a premium. (Let’s pretend I was paying attention and took those dupes on purpose because they were great.)
WOO! Water geyser!!!! I don’t care if it’s the planetoid’s own urine, that water is only 30 Celcius and we can clean it! Can’t be any worse than washing your hands in your own recycled bathroom water lol.
Poor, poor Doritos P lol. Is that stress I smell on the wind? :D
I like your self irony, watched your max colonisation series and really like it. Suggestiin for future serues: try laboratory of blasted frozen asteroid. I'm trying it in base game and that's hard. Really unexpected challenges. Plus the map is not static - you can generate different traits as usual. Chances to survive is really slim ))
you can use the ladder barracks with proper dupe schedule management.
Brilliant
Smipping the sandstone for regular hatches makes your start slower than doing the switch later when you'll have lots of sedimentary rock.
Love your channel! Wanted to give you a tip for seeing what the geysers are without having to undig them: If you open priority and mark it with the Exclamation point. It'll pop up in the top left corner and tell you exactly what it is.
He knows but I think he considers doing it a little bit cheeky.
@ ahhh gotcha. Thanks 😊
I like using doors connected to a critter sensor as the floor of my ranches, they open when there's an egg so the eggs just fall to the floor below. It's a low tech solution to get the eggs out of the ranches fast. And all the eggs and the coal end up in the same place, so I only need one Conveyor loader to send them where I need them once I get a mech engineer
I hope you find the frost planet, you already have atleast 2 dupes that are frost proof.
Iirc during the recent update that changed pets and gave us the pet houses, they made all pets who can eat from feeders prioritize feeders over edible things on the ground.
TLDR So long as they're fed with the feeder, hatches won't eat off the floor anymore!
19:42 damn dupes have a massive bladder
Also for food: since the algae costs of pacu good really cheap they are a good intermediary food source with all the marshy biomes around. (As omelets, pancakes or mushroom quiche, not as cooked seafood)
I recommend locking unneeded doors open as they keep the rooms and will no longer slow dupes
yayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy echo posted!!
I think Oni uses Hierarchical Pathfinding and stores all possible paths for a dupe in the map that you can see when turning on the overlay. It is only Updated whenever something on your colony changes, eg. You built something. Also the colony is split into smaller chunks to improve Performance a bit.
09:00 I would say a Spanning Tree coupled with Dijkstra's Algorithm
Cant wait or the next!
Yay! New video!
Rip old names they will be missed
Is "Trapped First Search" an algorithm? I think that's what dupes use....
Drekos straight into the critter omatic for quick plastic
There's a great mod for managing schedules that Will autosort your dupes on them
18:30 If your wish is to find bleach stone, explore the jungle biome then
not sure if it's still a thing but you could disable the care packets in the printing pod... you're never going to use them anyway and you'd get more dupe options
If you add a second research bench can you get two researching at the same time to speed it up?
or at least you could make sure they are on different shifts, so 1 is researching while the other is sleeping & eating
Damn... I dont know why I heard that phone call.
The goto algorithm for path finding I usually assume is A*
It of course, may be different, as some other algorithms may be a more optimized choice for the game.
I think it's too many target to target paths to calculate ( for example dupes to each interactable object to check if they aren't unreachable ). Slightly modified breath first search would be much better for this case.
I got way too deep in game development in university. I would bet money they are using A* (A-star) pathfinding. If not, they should be. It is the best multi-agent pathfinding algorithm I know of.
I think calculating all unreachable objects to show red icon below with A* would be inefficient. Breath first search with slight modification to take advantage of multi-agency might be more efficient here. You can use results of that for all pathfinding after. But i would love to hear your feedback on that. I wasn't that much invested into game dev during my degree. :)
Already a fun series.
Just an innocent question: is there a good reason to keep the toilets bundled up like that? I would have thought spreading them out a bit would be much more efficient for travel times.
What I tend to do, is have smaller bathrooms all over the base, particularly at the "exit/entry" points to the base. Am I doing it wrong?
There are no "wrong ways". Only advantage I see is less pipping and ensuring they are all in rooms for the moral bonus. It's also good to have them by the mess hell (depending on your schedule setup), since they go eat after they use the bathroom.
Day 2 of suggesting imprisoned, stressed out ugly criers/vomiters with no toilet to increase water production
There's always one, hidden away in the comment section of every YT gamer is a sadist, who probably grew up pulling the legs off spiders, and giggling hysterically.
@@wolfen210959It's a viable strategy and it's just a videogame. Not that serious.
My only issue with watching echo is when I play i feel like I'm missing part of my brain
Since your limiting factor is oxygen and the limiting factor for oxygen production is volume of water, isn't small bladder a positive, not a negative trait?
From a “fun” perspective I wonder if one dupe every other pod would make the series more fun for poor echo.
I wondered that myself, taking a dupe every pod will put an incredible strain on food, oxygen, bedrooms, bathrooms, etc, which means that he will be constantly making more farms, ranches, bedrooms, dining rooms, spoms, etc.
@@wolfen210959 right, I mean for us the viewer it’s gonna be great watching the chaos. I feel bad for poor echo tho, don’t want him to burn out.
Why not use slime from meteors and slime biomes for more algae/polluted water then purify the water for a dual source of oxygen. It's a little pricey in power and heat is the only downside but in an ice biome you can melt ice for more water with the lack of geysers
4:35 Did you know you can use yellow alert to reveal that vent/geyser/volcano?
Yes, he does know, but he almost never likes to use it, as he believes it is cheating.
@@wolfen210959That was sarcasm from Turtle :)
Since dupe labor is not a problem, algae terrariums efficiency on water should matter (long and short term), no?
Algae terrariums are the absolute worst way to generate oxygen, or remove co2. Dupe labour may not be a problem, but water and algae are. With a potential of 200 dupes, that means building more than a dozen full rodriguez spoms, which is an awful lot of water to find/save. Algae will only support about 20 dupes for 100 cycles before it runs out, (assuming you dig out the entire map) and 20 dupes will be reached before cycle 60, so a minimum of 1 spom will need to be built, and supplied with water, before then.
Dupe labour will actually become a problem the more dupes that you have, as every dupe needs food, which means more farmers and ranchers have to be put to work, which means more space required for farms and ranches, which leaves less space for other things.
@@wolfen210959 algae terrariums are much more water efficient than any other thing, water will be a problem, but with algae terrariums will be less of a problem. Algae is renewable, but in scale I don't know which is worst, hence my suggestion.
I disagree with every other thing you said. Food will not be a problem.
I've been trying to figure out a chlorine room to clean my water of germs. It keeps getting stuck with germs in the sensors but none in the buffer tanks and is driving me insane!
I used to do this all the time, but with the DLC radiation you can radiate your water with uranium doors, shine bugs, wheeze worts... lots of new solutions
No need for sensors, simply make a chlorine room with 2 buffer tanks and deconstruct one of the tanks before it fills up completely, so long as the tank has no germs in it, the water can safely be deposited into your water tank. A germ sensor can be utilized in a system that has a constant circulation inside the chlorine room, through buffer tanks, connected to a water shutoff that only opens when the sensor detects zero germs. I usually build the first at the start of the game, then convert to the second version once I have plastic for the germ sensor.
Or build a buffer tank on top of a uranium door.
Answer us this: What hand in Texas Hold’em do you hate to see? I can’t even tell you how many times a K 4 gets me deeper into the pot than I have any right to be.
How is this relevant to a oni video?
what if you put like 30 dupes on a planetoid another 30 on another and so on? it would be a fun challenge
What happened to the metallic swampy series 😭
They discontinue any series that don't get enough views... But seem to keep chasing the start of series peak, not realizing that doing so makes overall performance worse.
Name the shifts based on if they are top bunk or bottom bunk dupes
Anyone else unable to change the video quality???
New Dupe eaxh 3 cycles
Nothing says they need to survive 😅
19:50 Why don't you just clean it and dump it into the main water pool, then just place some uranium doors down there to get rid of the germs
You could have just disabled care packages in difficulty options at the game start, but now its too late.
Why, oh, why didn't you just dig through from the middle water mass to the storage and let most of it go by gravity instead of first dropping it and then pumping it all up?
Do you want to make a polluted water (water locked) deodorizer build? You will probably need multiple spoms anyway, so that could be fun.
1Kth like yeeeh haha
Voice is diffrent
It's his UA-cam announcer voice doesn't always jive with his Twitch voice.
@@binomialhydra1615 you diffrent
Acaba nazgul türk mü
No, I am not. My name comes from Tolkien's LotR. But I do know it means flower in turk languages and is a common female name :)
@@nazgu1 holy shit, big fan also thank you
@@nazgu1 do you know turkish
@@megaton8561 No, but (a) I get asked about my nickname every now and then by people who speak Turkish or similar language, and (b) Google translate
@@nazgu1 HOLY SHİİİİİT you are right also big fan
First