You can make a lot more oxygen just by using deodorisers in the poop water room, instead of heating the water you can just use the water sieve to clean it, then the food poisoning germs will die on contact slowly. It will be slower than heating but it will use less power and won't heat the base as quickly.
build the stable next to the greenhouse and set the door to open the room will still count as an enclosed space but the sweetles or grub-grubs can get to your crops and make them nice. Also, they will consider the entire space in their happiness. The incubator doesn't need power, but it won't increase the hatching rate, though you can game it with a timer so they are on for a duplicant to hug and then get turned off keeping the increased rate.
Blitz, you taught me half of what I know about this game when I started. (and about 7 months ago I stopped playing, just came back to it about the time I saw your first "return to ONI" video, and I do understand having to re-learn so much. This game is so similar in some ways, and so different in others to the other games I've been playing lately.) But having left the game so much more recently than you, I have a lot of "residual memory" and "recent update related memory." I typically build my stables taller with a few floors, and use a lot of the space for storage biins. Basically place a tile on top of the floor, then a door on top of that tile (so the top of the door is 3 tiles from the floor of the stable, make the room 4 high so there's an opening above the door, then place a grooming station, critter drop off and critter feeder, then another door. This keeps the critters trapped close to the grooming station, leaves a lot of space for storage. The reason the chlorine gas isn't working in the germy polluted water chamber is there's too much pressure in the polluted oxygen in the room, at 4kg of gas in the tile the storage bin is in, the bleach stone won't off-gas chlorine. Natural sources of gasses (oxylite, bleachstone, polluted dirt, slime and such will not off-gas [emit gasses] unless there is someplace for the gas to go, the polluted oxygen will continue to generate for a while after 1800g, only because the whole area is polluted oxygen, so the gas can spread. But to introduce 1g of chlorine has to displace the entire tile of another gas, forcing it to move to one or more other tiles. With a pressure level around 4.6kg per tile, that gas would have to displace 4.6kg into the 4 tiles around it, so push between 1.15kg into 4 different tiles, or 2.3kg into 2 different tiles, or 4.6kg to 1 tile, already containing likely 4+kg of gas. 2 gasses cannot occupy the same tile, and gasses only move in the game X or Y +/- 1 tile at a time.) [the previous is also why a liquid lock of a little clean water and a little, say crude oil can block gases from passing, or why making a tall V or U shaped passage can create a gas lock. Once Carbon dioxide fills the bottom of the lock, or hydrogen fills the top if it's inverted, no other gas can move into that space from above/below. If you click on a duplicant, the information on them which displays on the bottom right tells you their "current errand" so when they pick up the sedimentary rock, you can tell where they are trying to take it and why. They are dropping it because they are getting close enough to suffocating from the long, unbreathable path they took to get to it, that they have to drop it to make it back to something breathable. "Oh we got melt happening over here, is it warm enough?" No... That's liquid chlorine It'll still give you soggy feet, or completely soaked, hypothermia exposure, but you don't want to drink it, and it'll become chlorine gas if you get it someplace warmer.. and a few minutes later, you just found why they kept going down there after "sedimentary rock" To build those pipes. "oh that's what they were looking at" As an option, you could always slap one algae terrarium down in that long drop down they were going to. It'll produce oxygen slowly, eat carbon dioxide, but 2 issues 1 it uses water which is mostly returned as polluted water (which you can sieve with power) or allow to make polluted oxygen (which you can sanitize for sand and a little power]) and would remedy their "dropping it because they are suffocating" issue, and 2 the terrarium are serious about producing oxygen and doesn't have an over-pressure limit, so if you leave on in a confined space long enough, it can result in popped eardrums. The smooth hatchling egg you pointed at is 72% viable (viability goes down slowly over time, even in ideal conditions) but it's 85% incubated. That egg is going to hatch in about 3 cycles, probably needs well over 10 cycles to become non-viable, so it will hatch unless you screw it up somehow. I think viability goes down something like 1-2% per day in hatchable conditions, while incubation goes up 5% in the same time period. 20 cycles to hatch a hatchling egg into a hatchling
Create insulated rooms for farming in the bottom are where cool water with goes through/into the plots. Open the area around the base more so carbon sinks a bit lower and relocate the carbon skimmers down there. Maybe use the gold volcano to heat up the polluted water naturally then pass it through the cold zones and get gold from it.
Put food into the Fridge insted of the food chest. Finally spend one of your points of Field Research and havethem investigate the geyser (I think that may do something)
The tempshift plates in the greenhouse are a good idea but is VERY temporary. I would recommend using them down in the water of your clean water basin. If you have polluted ice, you could do the same thing; where you put tempshift plates of polluted ice down in the polluted water or at least near the top. (So your doofs don't have to get soaked in it.) Now that you have copper you can use a water shut off valve and a temp gauge down in the ice to have it pump down and stay there until it gets to a certain degree and then it will flush the cold water into the base and the warm water will come down into the ice. It will prevent more electricity from being constantly used too! :D Good luck Blitz! You can make it outta this dumpster fire! xD I believe in youuuu!
My favourite stable dimensions are 6 tiles wide and 16 tiles high. Gives a full size stable, but the hatches are always super close to the groomer. Also, you can just have that hydrogen power feed into the oxygen maker so you're not wasting it. Also, your main issue with the oxygen is math. Your system is able to produce 1666 kg/s of oxygen, but the pump only pumps 500g/s. Add in at least two more or alot of the oxygen is just gonna be trapped in that room and stifle your system.
blitz the reason all your dupes are starving is that you have very long commutes, so when they get hungry and go to eat, the run to your food is so long and they start starving, but the the alert appears when your dupes have 1000 to 900 kcal left
the heat problem can be fix if you make air in a cold place and pump it back to base, any build thing output the liquid/gas at the temperature they are or the input temperature if it got a input
Place deodorizers in the poop room and let the oxygen vent out into the base. That much polluted oxygen could sustain the dupes for several dozen cycles.
There are two wezwort,s in the small radioactive Ice biome above your Coal Power Plant you can also use the radiation map to see wheeze wheezewart in the distance because they are Radioactive
at 8:20 I would've personally kept the door on the right open leading to the small closed chamber allowing it to safely flow back in without nasty spills like this one.
Build a storage in your clean water supply, and then set it to hold ice. Set it to a high priority, and the ice will begin cooling the water, and will eventually melt to add to your water supply automatically.
Put a storage bin in your water tank, actually IN the water, and set it to ice only, it will cool your water, if that's not good enough, put the ice blocks in the water as well.
Well the chlorine room thing does work, but you need a room with max pressure chlorine and use 3 water resovor tanks and it'll make all the filthy germy water into non germy water after it goes through the room
I know the power situation is a reason but why havent you put air sucker things ( i know sorry very technical here) and move use different filters to move the gasses around your base better? I.e. move the hydrogen to the storage and the co2 wherever you need it
I love being a chef.. even tho its not really me lol. Also, you probably needed to put the chlorine into the water instead of making into gas above the water.
The fact that he's letting all his air out into that massive sprawl isn't helping either. Oxygen masks should be used mch closer to the base, when you're low on it to begin with!
Early on, sure. Honestly, oxygen over production is hurting my colony currently. I'm looking into converting oxygen into liquid oxygen so my hydrogen production quits stalling out... But you have to get to that point before you start venting oxygen everywhere or you end up with 30% breathability *cough*
@@DarkRider1768 Yup, that does start becoming a problem later on, but at that point you're basically set, since it takes a lot of work to get to the point that you have infinite oxygen generation like that.
1. He was heating his polluted water to 80 degrees to kill the germs and that water was right next to his clean water than goes to his plants 2. The polluted water heated up his water and killed his food production. 3 He is not cooling the oxygen that is coming from the Electrolyzer, and he is using only 1 gas pump for 2 Electrolyzer 4. He has zero automation in his generator. This base is a death trap. :D hahaha
When it comes to heat transfer using raw meterials. If you want to reduce heat transfer use Igneous rock and if you want to increase it use Granite :3
When the natural gas geyser is inactive, you could theoretically expand the room to eliminate the germy tiles near it.
You can make a lot more oxygen just by using deodorisers in the poop water room, instead of heating the water you can just use the water sieve to clean it, then the food poisoning germs will die on contact slowly. It will be slower than heating but it will use less power and won't heat the base as quickly.
build the stable next to the greenhouse and set the door to open the room will still count as an enclosed space but the sweetles or grub-grubs can get to your crops and make them nice. Also, they will consider the entire space in their happiness. The incubator doesn't need power, but it won't increase the hatching rate, though you can game it with a timer so they are on for a duplicant to hug and then get turned off keeping the increased rate.
Blitz, you taught me half of what I know about this game when I started. (and about 7 months ago I stopped playing, just came back to it about the time I saw your first "return to ONI" video, and I do understand having to re-learn so much. This game is so similar in some ways, and so different in others to the other games I've been playing lately.) But having left the game so much more recently than you, I have a lot of "residual memory" and "recent update related memory."
I typically build my stables taller with a few floors, and use a lot of the space for storage biins. Basically place a tile on top of the floor, then a door on top of that tile (so the top of the door is 3 tiles from the floor of the stable, make the room 4 high so there's an opening above the door, then place a grooming station, critter drop off and critter feeder, then another door. This keeps the critters trapped close to the grooming station, leaves a lot of space for storage.
The reason the chlorine gas isn't working in the germy polluted water chamber is there's too much pressure in the polluted oxygen in the room, at 4kg of gas in the tile the storage bin is in, the bleach stone won't off-gas chlorine. Natural sources of gasses (oxylite, bleachstone, polluted dirt, slime and such will not off-gas [emit gasses] unless there is someplace for the gas to go, the polluted oxygen will continue to generate for a while after 1800g, only because the whole area is polluted oxygen, so the gas can spread. But to introduce 1g of chlorine has to displace the entire tile of another gas, forcing it to move to one or more other tiles. With a pressure level around 4.6kg per tile, that gas would have to displace 4.6kg into the 4 tiles around it, so push between 1.15kg into 4 different tiles, or 2.3kg into 2 different tiles, or 4.6kg to 1 tile, already containing likely 4+kg of gas. 2 gasses cannot occupy the same tile, and gasses only move in the game X or Y +/- 1 tile at a time.) [the previous is also why a liquid lock of a little clean water and a little, say crude oil can block gases from passing, or why making a tall V or U shaped passage can create a gas lock. Once Carbon dioxide fills the bottom of the lock, or hydrogen fills the top if it's inverted, no other gas can move into that space from above/below.
If you click on a duplicant, the information on them which displays on the bottom right tells you their "current errand" so when they pick up the sedimentary rock, you can tell where they are trying to take it and why. They are dropping it because they are getting close enough to suffocating from the long, unbreathable path they took to get to it, that they have to drop it to make it back to something breathable.
"Oh we got melt happening over here, is it warm enough?"
No... That's liquid chlorine It'll still give you soggy feet, or completely soaked, hypothermia exposure, but you don't want to drink it, and it'll become chlorine gas if you get it someplace warmer..
and a few minutes later, you just found why they kept going down there after "sedimentary rock" To build those pipes. "oh that's what they were looking at"
As an option, you could always slap one algae terrarium down in that long drop down they were going to. It'll produce oxygen slowly, eat carbon dioxide, but 2 issues 1 it uses water which is mostly returned as polluted water (which you can sieve with power) or allow to make polluted oxygen (which you can sanitize for sand and a little power]) and would remedy their "dropping it because they are suffocating" issue, and 2 the terrarium are serious about producing oxygen and doesn't have an over-pressure limit, so if you leave on in a confined space long enough, it can result in popped eardrums.
The smooth hatchling egg you pointed at is 72% viable (viability goes down slowly over time, even in ideal conditions) but it's 85% incubated. That egg is going to hatch in about 3 cycles, probably needs well over 10 cycles to become non-viable, so it will hatch unless you screw it up somehow. I think viability goes down something like 1-2% per day in hatchable conditions, while incubation goes up 5% in the same time period. 20 cycles to hatch a hatchling egg into a hatchling
GG. If you daisy-chain 5 liquid tanks together in a room full of chlorine, by the time the water gets to the end all the germs will have died.
I believe only 3 is needed
Create insulated rooms for farming in the bottom are where cool water with goes through/into the plots. Open the area around the base more so carbon sinks a bit lower and relocate the carbon skimmers down there. Maybe use the gold volcano to heat up the polluted water naturally then pass it through the cold zones and get gold from it.
Put food into the Fridge insted of the food chest.
Finally spend one of your points of Field Research and havethem investigate the geyser (I think that may do something)
The tempshift plates in the greenhouse are a good idea but is VERY temporary. I would recommend using them down in the water of your clean water basin. If you have polluted ice, you could do the same thing; where you put tempshift plates of polluted ice down in the polluted water or at least near the top. (So your doofs don't have to get soaked in it.)
Now that you have copper you can use a water shut off valve and a temp gauge down in the ice to have it pump down and stay there until it gets to a certain degree and then it will flush the cold water into the base and the warm water will come down into the ice. It will prevent more electricity from being constantly used too! :D
Good luck Blitz! You can make it outta this dumpster fire! xD I believe in youuuu!
My favourite stable dimensions are 6 tiles wide and 16 tiles high. Gives a full size stable, but the hatches are always super close to the groomer. Also, you can just have that hydrogen power feed into the oxygen maker so you're not wasting it. Also, your main issue with the oxygen is math. Your system is able to produce 1666 kg/s of oxygen, but the pump only pumps 500g/s. Add in at least two more or alot of the oxygen is just gonna be trapped in that room and stifle your system.
blitz the reason all your dupes are starving is that you have very long commutes, so when they get hungry and go to eat, the run to your food is so long and they start starving, but the the alert appears when your dupes have 1000 to 900 kcal left
temperature shift plates made of ice can be put in greenhouse, when they melt it will cool down the area for a while
Hi blitz just swape 1 line of cooling pipes with those Trans pips
the heat problem can be fix if you make air in a cold place and pump it back to base, any build thing output the liquid/gas at the temperature they are or the input temperature if it got a input
When the cool ❄ water goes back up it passes next to the hot water going in. I think the hot water is then heating back the cool water
I'm loving the honesty of going through ONI again and struggling through. Currently my fav series!
you have to put the liquid storage tank, like the gas storage tank, inside a room of chlorine to kill germs.. not chlorine in your polluted water room
I saw this coment on your previous videos... "Make tempshifts of ice!!" And I think it might help you.. 😅
Place deodorizers in the poop room and let the oxygen vent out into the base. That much polluted oxygen could sustain the dupes for several dozen cycles.
More oxygen not included AMAZING
There are two wezwort,s in the small radioactive Ice biome above your Coal Power Plant you can also use the radiation map to see wheeze wheezewart in the distance because they are Radioactive
at 8:20 I would've personally kept the door on the right open leading to the small closed chamber allowing it to safely flow back in without nasty spills like this one.
I thought this was Oxygen Not Included, not Don't Starve Together.
😆
Build a storage in your clean water supply, and then set it to hold ice. Set it to a high priority, and the ice will begin cooling the water, and will eventually melt to add to your water supply automatically.
Love how it's always sitting at the tipping point. 10% sanity - dopes are like "you're right, this is just kinda normal" 😆👍
Put a storage bin in your water tank, actually IN the water, and set it to ice only, it will cool your water, if that's not good enough, put the ice blocks in the water as well.
It's so chaotic🤣 I love this play through.
Yes, great, big brain time! 🧠
Vents and Geysers have active and dormant periods in cycles: like 100 active + 70 dormant.
Such a fun game.. I brought my duplicate from 1 at cycle 100 back to 8 by cycle 200😭 .. the struggle was real.. still is real.
You can leave a layer of normal water on top of the polluted water that way the germs won't spread into the air
Well the chlorine room thing does work, but you need a room with max pressure chlorine and use 3 water resovor tanks and it'll make all the filthy germy water into non germy water after it goes through the room
You have a cold co gyser let it go and flow in the base making it cool, and turn in into hydrogen!
Hrm... if you raise the lights into the roof of farms, can you then reduce lights you need?
Hatch farms could be 6x16 rooms. Link the hydrogen generator back to one of your electrolyses.
Hey :) why not use a temperature sensor to loop the water until it’s as cool as you need it? Keep at it !
I know the power situation is a reason but why havent you put air sucker things ( i know sorry very technical here) and move use different filters to move the gasses around your base better? I.e. move the hydrogen to the storage and the co2 wherever you need it
Well, “everything is on fire”.
I love being a chef.. even tho its not really me lol. Also, you probably needed to put the chlorine into the water instead of making into gas above the water.
Hot and steamy 🧖♂️
Youre base is too big bro you should make it smaller
the natural gas geyser will not go off unless you send a field researcher to it
It will erupt normally without analysis, analyzing the vent just tells you when they will erupt
You desperately need a maintenance corridor and a dedicated gas filtering setup...
The fact that he's letting all his air out into that massive sprawl isn't helping either. Oxygen masks should be used mch closer to the base, when you're low on it to begin with!
Early on, sure. Honestly, oxygen over production is hurting my colony currently. I'm looking into converting oxygen into liquid oxygen so my hydrogen production quits stalling out... But you have to get to that point before you start venting oxygen everywhere or you end up with 30% breathability *cough*
@@DarkRider1768 Yup, that does start becoming a problem later on, but at that point you're basically set, since it takes a lot of work to get to the point that you have infinite oxygen generation like that.
NO WAY HE"S BECK PART 16!!!!!!!!!!!!!!!
i struggle with spelling lol
Hot and steamy 🥵
That emoji is also questionable...
Feed your plant the dirty water instead
What caused the base to overheat?
1. He was heating his polluted water to 80 degrees to kill the germs and that water was right next to his clean water than goes to his plants 2. The polluted water heated up his water and killed his food production. 3 He is not cooling the oxygen that is coming from the Electrolyzer, and he is using only 1 gas pump for 2 Electrolyzer 4. He has zero automation in his generator. This base is a death trap. :D hahaha
@@Ro-ed8sc omg haha thanks gor explaining!!!
Instead of waiting for it to erupt cant he analysis the natural gas steam vent???
They still have dormant periods. Analyzing them is a good idea to know when they're active and how much they output though.
Thats a questionable title