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Critter Tier List - Oxygen Not Included
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- Опубліковано 17 сер 2024
- This fun and hopefully educational video for Oxygen Not Included is my ranking of all of the critters and their morphs. I hope this helps you decide which ones you might want to ranch in your bases!
Check out the Critter Tutorial Bites Playlist: • Oxygen Not Included - ...
0:00 - Intro
1:27 - Hatch
2:16 - Sage Hatch
2:48 - Stone Hatch
3:11 - Smooth Hatch
4:24 - Shine Bugs (Sun Bugs, Royal Bugs, Coral Bugs, Azure Bugs)
5:03 - Radiant Bug
5:18 - Abyss Bug
5:36 - Pip
5:58 - Cuddle Pip
6:17 - Drecko
6:51 - Glossy Drecko
7:16 - Pokeshell (Oakshell, Sanishell)
7:52 - Puft & Puft Prince
8:25 - Dense Puft
8:52 - Squeaky Puft
9:16 - Pacu (Tropical Pacu, Gulp Fish)
10:00 - Slickster (Molten Slickster)
10:42 - Longhair Slickster
11:23 - Shove Vole
12:08 - Delecta Vole
12:28 - Gassy moo
13:04 - Morb
13:33- Plug Slug
14:12 - Smog Slug & Sponge Slug
14:43 - Divergents (Sweetle & Grubgrub)
15:34 - Beeta
16:12 - Outro
You can find me over at / gcfungus
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The tier list is pretty acurate when speacking purly about tamed critters, but you dont have to tame critter to make use of them. Pockshels are an s teir for me, because i treat them like a trash cane. If i have p-dirt i throw it to them and get some sand from a reasurce i otherwise have no use for, if i dont have p-dirt they just starve, and since i dont tame them they wont actually die from starvation. If you put them in your water souce they turn to the sunny veriant and help to clean up whatever "insidents" that contaminate in your drinking water, if you put them in other liquid than you just get some lime on the side. Very useful
Yes I did assume tamed critters mostly even though I didn't mention it. Pokeshells definitely have a wild use for waste disposal though.
Same with light bugs in early game I often move there eggs into areas with wild bristle blossoms and then they give me access to free food and some egg shells. Not B tier but useful. Maybe if they dropped meat when they die.
I would personally put glossy dreckos in S
They are absolute MVPs of critters if you don't have oil on your starter or tp-connected planetoid, and even when you do have oil, they give you access to plastic with such minimal effort, in my experience I usually end up just putting minimal ranch with few of them feeding off wild-planted mealwoods and a starvation-sheering chamber and just forget about plastic forever.
100 agree here. Minimal effort for more plastic than I ever need without cooling.
300% agree, i make a triple-level infinite glossy draco farm and forget about them, 200 cycle later, i have so much plastic, i don't know what to do with it all.
Sad to see dense pufts in D-tier, love them in my gold-deficient cluster.
Really loved the puft morphs in my wild critter playthrough. Smog slugs and dense pufts were trapped with electrolyzers and everything came out neatly on rails and in pipes. Princes are not much of an issue if there are hundreds of critters sharing one giant room. (if you want to go the extra mile stick the princes with the slicksters and they wont even use any gases. And in contrast to the pokes that need to have a way to walk to the eggs to go aggro the pufts just know there is a prince somewhere.)
I am really wondering how much different the list would look like if the critters were not judged on their ranchability but their use as wild critter trapped somewhere. Shinebug reactors and the slug morphs lose literally nothing from being outside of stables and I had some real fun with setting up my brick to be the right temperature for delectas.
oxylite is also just a fun material to commit shenanigans with, especially considering the temp ranges you can get with oxygen,
Its only his opinion, not a fact :P I personally do not agree with half of his tiers, but it probably depends on what you want to achieve in your run. Glossy Dreckos, Smooth Hatches and Dense Pufts are pretty much S tier if you are going something like "full achievement speedrun". Stone Hatches are A tier only if you have infinite Ingeous Rock, otherwise they are D tier - he puts Smooth Hatches to D tier cuz they are wasting ores for refined metals, but he lets Stone Hatch reside in tier A when it does the same and only for coal if you dont have Ingeous Rock... and so on.
I absolutely adore slickers not only for their diet and produce but I just find them absolutely adorable including the long hair slicksters despite them being a waste of oxygen
long hair slicksters can be very useful in the late game tbf, especially when talking about hydrogen rockets considering the amount of extra O2 you'll end up with if you use an electrolyzer, they can consume that extra oxygen and give you a nice bit of lime and some food that you probably have plenty of if you're onto hydrogen rockets
I think I'd sort a few of them differently, but then that's largely because I tend to spent an inordinate amount of time in the early and mid-game phases. So things like smooth hatches and glossy drekkos are valuable to me since I don't tend to get to industrial cooling until later, and they're a very heat-efficient and accessible way of getting refined metal and plastic.
i would agree in term of plastic development. But metal is for me scarce resource and i like to minimize my the losses.
Glossy Drekkos can't be valued enough. I made a Glossy Drekko ranch once just to produce a little bit of plastic for the steam turbine without making petroleum, then left it alone. Several hundred cycles later (I don't remember), I had 50 tons of plastic that I didn't know what to do with, so I made a transition tube to space, rebuilt ladders and regular tiles with it and fed the Sandstone to hatches. 😅
in my current run i realized i had no oil to late, when making the transition to steam engines cause i needed plastic for them. Well I've done nothing but try and stay alive on my play, sense i had no oil biome i hoped that i see a dreko and i had one chlorine and hydrogen biome with one 2 drekos in it, I was like thank god I can get off this rock now.
I'd argue glossy are S tier, since in spaced out is not always easy to get oil early on
I've never used a Polymer Press. In fact, in my current playthrough I'm on cycle 700 and still didn't extract any oil so for me Glossys are S tier
Same for me too! The only reason I'm digging down to oil biome in the end due to the diamonds, and expanding the power generation capacity of my colony, otherwise I still have 40t more of plastic while turning half of my base with plastic tile and ladder lmao, approaching 1000 cycles with more water than I thought I would ever need lmao after taming too many steam vent lmao
Yeah I just put down a drecko farm for thimble reed and plastic. Set up and forget, and end up with tons of reed fiber, plastic and meat.
with beetas you can make not only enriched uranium but also good hydrogen farms (saturn critter trap)
Note: Sweetles have a very quick reproduction and can lay Grubgrub eggs, which drop 4800kcal on death, so 1.5 BBQ. This means they are actually very meat efficient if you can find a setup to both have enough sweetles in a ranch that then lay grubgrub eggs to be evolved.
They are a great way to get a little bit more calories with the Flux-O-Matic.
Also they eat sulfur wich is a renewable resource with low requirements to be useful
One Sweetle produces 15 eggs in its lifecycle. One Sweetle -> Sweetle ranch will produce enough eggs for 14 Sweetle -> Grubgrub ranches.
i like grubgrub, but farming them for meat is so difficult because of their large size and they fight back so hard it make it less feasible. also the sulfur. if you don't have a sulfur volcano it is hard.
i had a infinite sweetie ranch, it produce so much sweetie , my system wanted to die @@nikolaysitnikov796
Shine Bugs are better wild than domesticated as a free light source. Do you want to make your dupes eat, use toilets, cook food, or work 15% faster? Put a wild Shine Bug there. XD
As a person with over 1000 kg of excess oxygen every single game that has no need for more than five tiles of oil - Longhair Slicksters are a source of meat and eggs that don't need their food transported.
As for Pokeshells, you never run out of polluted dirt with the stable Pacu aquarium. And you can use Pokeshells to "evolve" Pacus for you. XD
I like to use a wild smog slug to pull the CO2 and other gases out of my main base areas. As with a lot of critters, they don't have to be tamed to be useful. Smog slugs like to travel to the unbreathable gasses on their own, so I don't have to put up any automation or filters to put the Oxygen back into the livable space, or lay my base out in a very specific way to get the CO2 to fall into the correct position.
So they basically end up being a Carbon Skimmer that costs nothing to maintain, and puts the CO2 onto a piped output instead of deleting it. perhaps the only downside to this is that they don't sort out other unbreathable gases themselves but I'd have had to filter between them if I was using a pump anyway.
I like Longhair Slickster. When the electrolyzers are up and running non-stop, oxygen no longer a problem. I keep a few wild Longhair Slicksters inside bedrooms. I think Longhair Slickster goes matches the Carpeted Tile, they both fluffy and comfy.
until they start laying slickster eggs then you will be sorry.
I'll usually keep a couple Smooth Hatches around if I get them in the early game. Gold Amalgam is replenished through meteors, and gold is incredibly useful for radiant pipes. You also get less of an energy refund from refineries processing gold. I never try to breed them though: the amount of ore you would waste trying to get an egg intentionally far outweighs any value they provide. Gold or copper volcanos render them obsolete, of course.
On some maps dreckos can be the only access to their respective ressource. Also, the only renewable source of lime being 'worse' than the decor bugs really hurts!
You can make lime out of all eggshells
I feel like the slug morphs are basically one little tweak away from being useful, since they're... well, honestly pretty neat? I really like the idea of smog slugs acting as a sort of filter for all those unbreathable gasses that might be floating around your base, it's just strange that they don't really... do... anything apart from that, giving them a reason why you'd want to feed and groom them. Looking at the plug slug, which emits more power when fed... why don't the smogs scale up too? As a example, they could duplicate the gas that they're holding if they're fed. Which would give them a nice niche living in the ceiling of a plug slug ranch, sucking up all the hydrogen the slugs are farting and duplicating it for extra power, at the expense of the food you're feeding them. (Also smog slugs should totally excrete their own hydrogen into their pipe at night, IMO.) The same could be used for the sponge slug, which could be useful on a metal-heavy world that's low on liquid.
I think that their diet should also change, metal might be worth it for power, but it's definitely not worth it for a bit of free pumping. If they ate cheaper things they would have been much more worthwhile, imagine if instead of extreting hydrogen smog slugs consumed a bit of hydrogen
The main problem with Sponge and Smog slugs is that they pump the same amount per second as a pump, but they only do it at night. You don't have to feed them at all, but a pump that only runs 12.5% of the cycle compared to plunking down a regular pump that runs continuously just isn't worth it.
Plug Slugs only work at night, but they produce an enormous amount of power all at once. So their trick is to have a large storage (battery box) for them to connect to. Why not do the same for the other morphs? Have them connect directly to liquid/gas storage and dump everything they absorbed during the day directly into the tank without pipe limits. You get the same feast/famine effect as the Plug Slug, but now with gases/liquids.
Slug also eat a LOT , even a metal volcano can barely support 2 of them ....
The trick is to groom them until they are Tame and producing Tame eggs, then stop grooming them. They will be Glum and eat only 12kg/cycle of metal, but still produce 1600W.
On my Swamp Moonlet base I have 6 metal volcanos, 2 gold, 2 cobalt, 1 iron, and 1 copper. I am feeding my slugs the output of 1 Gold volcano, which is 176kg/cycle if you include dormancy period.
176kg/12kg means I can feed 14 slugs with a little leftover. 14 slugs = 2,800W average if you store all their energy in batteries and release it over the course of the day, like reverse solar panels. Plenty of energy to run a small industrial brick, cooling system, kitchen, oxygen production, shipping rails, pumps, atmo-suits, and getting started with rocketry.
EDIT: Obviously solar and petroleum/ethanol are better, but on the Swamp moonlet you have meteors that break solar panels, no water geyser, and no oil. You have to get into rocketry to get access to the oil planet, set up an arbor tree farm and teleport water for ethanol, or get lots of steel to make bunker doors for solar. Slugs are set-it and forget it once you tame a volcano, which only requires 200kg of plastic (I got mine from a Drecko egg care package -> Glossy Dreckos after visiting the oil planet for the first time with a rover).
sound awesome but didn't try it. is it renewable? how much you get in return?
Shinebugs are very useful for Bristle Berry farm, it is a heat-free light source and Bristle Blossoms are sensitive to heat. The small amount of radiation can slightly increase the chance of obtaining mutated seeds which is a minor but nice bonus.
Since I like to play forest asteroids, going the ethanol route, I'm a big fan of the pip+drecko+pokeshell combo. And I often find the extra lime from pokeshells, whether wild or ranched, to be quite useful when mass producing steel (especially in base game, when bunkering the space biome, and for games where gold amalgam isn't present, so more steel is needed).
Later, oakshells and slicksters can help increase the efficiency of ethanol power, turning the waste products into more fuel, so those are also in my A tier.
And then I would put all pufts in my B tier, as a ranch that handles all the puft morphs makes a bunch of different resources renewable in one go. Sure, you can build oxylite refineries, and now also bleachstone hoppers, and you can get slime/algi from space, but a puft ranch covers all of that while being arguably more interesting to set up, and more fun to optimize/tweak/automate. Whereas the machines are kinda boring in comparison.
14:35 Smog slugs can be used as ghetto CO2 pumps inside rockets for long journeys, making a storage bin of oxylite inside (for offgassing) and a smog slug (to suck up CO2) a viable option. You can, on top of that, add a sleeping location for the smog slug to expel CO2 into space or storage.
However, I admit, that is definitely a niche use and only lasts for maybe 70-100 cycles before they start dropping plug slug eggs and the farm falls apart, needing replacement. That said, for semi-long journeys, they're a neat option.
I would personally put the default shinebug slightly higher as the radiation can kill germs rather quickly. They also provide a free light source for stations in the early game when you don't want to spend power/heat on lighting fixtures. Putting a wild shinebug in the polluted water tank, research areas, certain farms, or in a room where you store germy materials temporarily really helps things for basically free (so long as they are wild). They certainly deserve being above morbs. Otherwise, great stuff!
Fun video. Only thing I would change is the Delecta Vole as it only drops half the meat compared with the default morph (8,000kcal vs 16,000kcal).
Mostly agree except for slicksters. They yield so little oil/petrol that it's just not worth it vs. oil well. CO2 is useful for producing extra polluted water for thimble reeds via carbon skimmer. Otherwise CO2 can just be vented to space.
Minor nit-pick on stone hatches. I would actually put these at S-tier because most maps have such huge quantities of raw minerals you can go thousands of cycles before even worrying about finding a sustainable source.
they are mainly good for the obscene amount of food they give, and also if you have a good petroleum boiler then you'll produce literal tons of co2 per cycle
I agree that longhair slicksters are intended to be a punishment morph, BUT I'm curious about the water to calorie comparison of them versus plants like bristle blossoms.
Longhair slicksters are way more efiicient, and produce better quality food (except for mixed berry pie)
Gulp fish can be free heat deletion water purifier.
In My current playthrough, gulp fish delete all heat from metal refinery which run with pwater. Gulp fish can turn 90C pwater to -10C ice.
Brilliant concept. Might try that as I am running my colony on a very hot asteroid.
@@steino92 just few rule from my exp
1. limit the flow of pwater (190g per glup. 200 is limit)
2. Gulp in -11C brine ( ice will this temp cus gulp is -11C.)
3. Vacuum on top of brine ( or ice will delete brine)
4. 3 tiles wide room
5. Airflow tille on bottom. Pwater go under airflow tille.
Frankly, all the fishes need to put into S tier, it is the ONLY critter that can be infinitely farm for food ANYWHERE so long as you have space and access to refine metal. all they need is seed and anybody can grow seeds anywhere.
Very interesting video. Always interesting to see where seasoned ONI players rank things.
Smooth hatches are actually fairly good on warm swamp-less asteroids. They will let you build up iron for steel making without the heat issues of the forge.
You don't plan on keeping them forever, obviously, but they can drastically help a heat budget until you can set up a cold generator of some kind
Your OWNI journey? Your own ONI journey, get it?
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I'll see myself out 😉
This is a very good ranking list, GCFungus does have the best oni takes. The only reason I want to farm slickers is because they are cute.
4:50 The only great use for Shine Bugs in SO is either in a shine bug reactor for power or radbolts, which is hell on your performance (and much more performance-friendly methods exist) or as plant mutation, where an egg-dropper starvation ranch of shine bugs is the easiest method of flooding a few plants with rads enough to guarantee high rates of mutation. Outside of that, they're just a menace on your performance.
IMHO glossy might be as well as going for the S-tier due to how quick they let you access to plastic, which means allowing building of steam turbine before even reaching the processing of oil at all, meaning earlier taming of hotter geysers such as the steam vents, etc., so lowering the total chase for oil depth to get crude oil just to get plastics. Combining the ranch between mealwood and wheezewort allows for even mutant seeds to be used, which one could reduce the dirt needed. Also for hatches, even if you don't have volcano for renewable igneous rock, or for other reason, as long as you have the ancient specimen story, you can source renewables sedimentary rocks from fossil, along with limes, while feeding the hatches sedimentary yields a positive coal value (diamond->fossils->sedimentary rock+lime->coal->refined coal->diamond), iirc 1kg of diamond can be recycled back to 38kg of diamond (if decide to complete the cycle), and considering how much diamond people can get from oil biome, it'll be hundreds of cycle before needing to worry of running out of diamond, unless active use of drillcone and such, but even then, still a ton to make, and radbolts for diamond press can still quite easily made with the nuclear reactor once you reach that far, but at that point it's hardly needed, or just using wheezewort farm with radbolt generator to generate the radbolts at midgame. Also bit difference: stone hatch can eat igneous rock, while normal hatch can't.
If you're on one of the clusters where neither the starting asteroid nor the teleporter asteroid have Oil, Dreckos can go a huge measure toward easing that strain. Shame the Radioactive Ocean cluster has neither.
I wouldn’t change anything in that line but the plug slug is a tier for me because I’ve got 12 of them running my whole base and it’s still going strong at 620 cycles 😄👍
I wouldnt use them as long as you but i agree their awesome. I use them at the very start to push lots of equipment and fast development. They generate a TON of power and Hydrogen that can be more power or an early heat medium running through an ice biome.
I also use plug slug but rather than actually ranching them, I just slap a small room for two each and let them roam there wild, letting me get extra power every night to top out any deficit and power loss from my 20+ smart battery banks lmao
Long hair slickster are S tier. They consume all the waste oxygen from my hydrogen rockets and turn it into meat.
There are many "niche" situations where a critter that woukd otherwise be C tier could be effectively B tier, and likewise some situations where a D tier could leap up to B tier. But this is a general "all factors being equal" baseline to measure by.
I like to know the viewpoints and uses other people have for them, because, for example, at one time I had so much trouble keeping slicksters alive that I just couldn't. I've seen people point out how many slicksters you need to make an appreciable amount of oil. I frequently find pumping carbon dioxide through a heavy heat area (mostly to heat the gas, not so much for cooling) then dumping it into a chamber with a few slicksters over mesh tiles with a pump way below "happens to provide some oil" while eliminating the need to pump the carbon dioxide to space or using carbon skimmers or algae terrariums.
I LOVE how everyone is giving better and better notes to the vídeo. I prefer to prioritize critters and plants because they usually avoid excess heat from machines, which for me is a big deal: purely on that reason, pufts and smooth hatches would increase to the next tier at least, and glossy dreckos are by far my favorite critter, because of heat-free plastic, even more than slickters, and with pips they can easily be feeded mealwood, so S+ for me.
Shine and Sun Bugs are useful for Energy free bristle blossom Farm, but beyond that and duplicant Stations boosted by light, i can't see the benefits of ranching them (decor can be handled easier i think). So all other bug morphs would Go down to D. My last opinion is that i avoid tropical frys but man i love gulp fries, my little water-cleaning critters, they should be buffed a bit in that role. Overall i agree with the list (yes, i'd love me little crabs to be higher)
I would absolutely love a plant tier list, I'm conflicted about which ones to focus on
I definitely plan to make one when I finish the Plant Tutorial Bite series
@@GCFungus awesome!!
Makes me think how funny it is that there is an achievement for eating a lot of meat, and for NOT planting plants in boxes, but nothing for surviving on a vegetarian diet alone.
Longhair slicksters are secretly great. Water sources are usually more abundant than magma volcanos, so they’re more sustainable than hatches later in game.
They produce the same amount of meat as dreckos, with the same reproduction rate and long life cycle. Except dreckos can be ranched for free with balm lillies, and are still useful besides their meat. Longhair Slicksters are quite weak (but they're cute so it's fine)
@@candy-ass4915 but unlike dreckos, longhair ranch doesn’t require any special atmosphere or temperature conditions. You can ranch them in the dupe living area. I like just bringing them to former hatch ranches around the mid game.
Speaking of the longhair slicksters, if you have too much oxygen and you have electrolyzer-based SPOM, you could've fed the SPOM less water, so it's a choice between whether you want to turn water into barbeque or another food that takes water to produce.
Jesus , Beetas yet not mention its broken combo with Saturn plant for free Hydrogen and power ???? I would put it in S tier instantly .
until they give us a recipe for plant meat. it stays in D tier.
My opinion is that with packed snacks disabling the infinite pacu starvation cell, and quartering the amount of algea that Pacu need to eat, feeding is now much more space efficient and pleasant than starvation ranching, even when you account for needing additional farms to feed them. Therefore, Puft ranching is now more desirable than ever. When you can ranch them for only a paltry 18 and 1/3 kilograms of polluted water per puft per day, and one puft feeding over two pacu, i think it's pretty reasonable.
Thanks for doing what you do!!!
In my experience it is entirely unnecessary to feed cuddle pips anything other than arbor trees. They produce more than enough cuddle pip eggs to supply a ranch and you can fit 16 of them in a single ranch. Because of this I think they are actually a tier above the pip.
if you make use of exuberant mutant seeds all of the pokeshell mutants become much more useful as they can eat the rot piles produced and by recycling lumber for oakshells you can also produce large amounts of water through this
Exuberant plants in general are crazy op, they are the main rezon why I even try to setup mutant seeds in the first place, all tho I usually just compost it all. Since fossils are renovable now I don't really care about pokeshells for lime as I use to
Yep, the same as using arbor trees and ethanol production. If you have a lot of polluted dirt then the pokeshells probably become A or even S tier. It's just my personal preference that means I don't use this.
The shell group work great if left wild. Unlimited food, lime and wood just toss them extra food to increase population but dont close their areas in.
I fell into the smooth hatches trap once. I basically fed them all my ores, later I found metal volcanos. I had no metal ores anymore - the only way to get them was by space mining. Oh boy was that a pain. I had to deconstruct all kinds of stuff to get metal ores, even converted stuff to steel just to get metal ore.
I see you put cuddle pips on S tier - they can also wild plant? I didn't know that. I generally just kill them.
Yes both pip morphs can plant so equally valuable there.
There are some that I would clasify as "punishment" for not doing it right.
>Accidentally left all the plugslugs in hydrogen/water? Boom, sponge/smog slugs!!
>Bringing slicksters into normal temperature room? Boom, longhair slicksters!!
Etc etc, this also includes shove voles and the delectavoles if they're fed the ultra hot regolith straight from meteor showers.
Meanwhile Pakus are the opposite, they kind of "adapt" without becoming an inconvenience later on.
And btw, the Morb is amazing, for example, having a lot of them in the regolith asteroid where there is NOTHING THERE, and a sustainable source of oxygen is almost mandatory, (or keep launching 200kg packages of o2 from the main planetoid as I'm currently doing) and it doesn't lag that much as the map itself is small.
Why am I in the trashy regolith asteroid you say? By accidentally almost asfixiating my pilot in his rocket and emergency landing... (he survived btw)
Dense and Squeeky Pufts are actually super easy to ranch. You pretty much just stuff them in a room and pump in whatever atmosphere they want. The only management you have to do is to get rid of the occasional puft egg which you can just set as a repeating task on an egg cracker if you don't want to ranch pufts separately.. They'll breed princes as needed on their own. Of course you need a good source of surplus oxygen or chlorine.
1. Grubgrubs/swetles. For the efficiency reason they both been farmed simultaniously for smooth "sulfur -> sucrose -> mud" transition route, as ranching grubgrubs alone directly on sulfur is strictly inefficient. Still, I agree, niche use for "I have a sulfur geyser here" planet.
2. Longhair slicksters. I have an idea of a closed system based on _morb_ ranching, which could supply dupes with food and oxygen with literally no material input whatsoever on a very short production cycle (morbs -> P.Oxygen -> freezer -> oxygen -> slicksters -> meat). Probably, in vacumed "minimal feeding" chamber/farm. But still, I agree with that D tier of yours, as it's, deffinitely, not a "I do that way every time" scenario.
Extra note for sweetles. Can't be sustainably starved anymore. At age of 47-48 they are going onto "Mood: Miserable" with like 95% of reproduction. So, "be groomed or be drowned" mode for them from now. FPS will rejoice. ;-)
Polluted oxygen freezer I like the idea of, it sounds cool. The problem with mores I'd getting enough of them as I found it was around 4-5 per dupe. Then triple that for plating on 3x speed and it becomes a lot of morbs needed!
A bit rough on sanishell. Polluted dirt is not that hard to come by. Slime can come from meteors. And otherwise easy to ranch and provide food for burgers. Just a few is needed
I love the sanishell, most my plays they are fundamental
I usually release carbon dioxide into space, to me slicksters are C tier.
Moving carbon dioxide to ranches and petroleum back to power plants also requires electricity. If you consider this and that, you will lose electricity overall and require additional manpower. If the temperature is not maintained at 100 degrees, crude oil is produced instead of petroleum, so there must also be a means to raise the temperature of the ranch.
If you want to use dupe effort to make petro vs the slicksters. Your choice.
I think Beetas are worthy of S tier.
Their uranium efficiency is 90 or 45% vs the centrifuges 10%, so they give you plenty of power.
They just have to be kept cold and need dupes harvest the hives, no other interaction.
It's very easy to create other hives to process a lot of uranium.
They are very effectively used with the Saturn critter traps to make a large amount of sustainable hydrogen and even more if you flow some polluted water.
Lastly, they make radbolt engines very easy to use with nuclear power, which IMO are the best engine to use.
Very insightful tierlist
I thought that smooth hatches were cool because I can free my refinery. It came as a surprise when I ran out of gold amalgam
Yes, I would say that beginner players never have enough refined metal, advanced players never have enough metal ore!
Having played a decent bit of hours of the game and someone who loves ranching
1. Hot take: Grubgrubs are s tier they are excellent for domesticate and wild farming im surprised you aint put them in S when you promote wild farming. They basically make it so you need less plants and resources to grow them and all you need to do is tame a sulfur geyser.
2. I believe you overrate slickters ive tried them and honestly like them but they dont produce enough to rank them so highly i would put them in B tier.
3. Pokeshells and its morfs are what i like to call situational critters. A critter that is only useful if you are going a certain route. If you are going the arbor tree route for power like im doing in my current playthrough then they have a use especially oakshells. I would put pokeshells in a tier of itself being situational.
4. Glossy dreckos should be in S, with spacedout mode without mods you start with no oil. So they are great early plastic and meat, they produce a lot of plastic overtime.
5. Beetas should be in the same tier as pokeshells as situational since they are only useful if you plan to use the reactor besides that they are nothing.
6. Stone hatch should be in s tier for ez food and coal.
7. Morb in c tier mot that useful to be in b.
Besides these i agree with your list.
I think I've only got two differences.
Both drecko's belong in S tier. With a single mealwood ranch farming both and overflow room, you can get tons of plastic and plentiful reed fiber for no heat. Yes, it doesn't last without dirt, but it's a simple 1.5 room ranch that requires no tech and low power to turn dirt into food and useful resources.
Pokeshells (base) belong in B, maybe A tier for producing lime. Once again, turning low-value polluted dirt and rot piles into a more useful resource. Admittedly, I only use a ranch with 2-3 and combine it with an overflow pit. They definitely aren't S, but I never regret ranching them.
That's probably fair on the glossy drecko, I just had them a bit lower because I like playing with oil. But overall they are simpler.
I like doing dreckos, feeding them Pincha Pepper plants. They produce the phosphorite the plants need, so the plants only additionally require water and a slightly higher temperature than my base. In the DLC I just breed normal dreckos and then use the Flux-O-Matic to reconfigure them as needed into glossy for tons of plastic. I'm sure it makes me a bad person, but I just don't bother feeding the glossy's at that point... I don't have an oil biome on my starter colony, so it easily covers all my plastic needs so far, and I was able to get it started super early to run over time.
14:38 some guy on reddit did a no power base i guess that is the only reason to use theses guys.
also beetas also can be used to farm saturn critter traps giving them another use
how did he do science with no power?
@@gamebuster800that is a little missleading they did use SOME power
I'd up the ranking for pokeshells.
I'm running a p-water refinery by boiling it, and the little bit of pdirt seems to be fine for my wild pokes.
Haven't had a single lime shortage in probably 400 cycles and I'm going steel crazy.
Granted, they're all wild, not sure if my pdirt supply would keep up.
Boilong polluted water produces normal dirt, not polluted dirt
I've not tried it yet, but I wonder if sponge slugs would pair nicely with slicksters...
The biggest disagreement I have is with regular puft. If you don't try to go for dense and squicky, they aren't that hard to ranch. The reason why they are great is because they are the easiest way to get renewable slime which is necessary to sustainably grow mushroom, which is then used to produce quiche, one of the best foods in the game.
Also pacus are still S tier imho. Starvation ranching hasn't been their best use since the introduction of quiches at least. You can feed them with excess seeds and get lots and lots of eggs from them, one egg every 1.5 cycles. Each pacu egg weight x2 the normal size, so you can actually make 2 quiches per egg.
Smooth hatches are fully sustainable late game if you take into account space POIs. Not that I'd advice to ranch them.
Technically true but a complete pain as the amounts of ore out there are still fairly limited. I struggled to get enough just to build with let alone feed smooth hatches.
@@GCFungus Agreed, doing the math it's about 1/4 - 1/3 of the output of a volcano. Meaning it's enough for probably 2-3 hatches only. That's for the Frozen Ore Asteroid Field which has the most yield. All POIs combined probably barely feed one ranch.
I would definitely put plastic dreckos in S tier, for sure above regular dreckos, also I would drob down delecta vole to C or even D tier (because they give much less meat than regular shove vole), also change the order of hatches, because I consider sage hatches being the best one, because they give 100% output, like none other morphs, and they can eat polluted dirt which is easily renewable and widely available. Also I would put the gulp fish in first place between other pacu morphs, because they are just the same plus they clean water. And probably get the dense puft and longhair slicksters up to C tier, because they are not that bad.
One more thought about plastic dreckos, I would say it is the best critter overall, because it still could be fed with wild mealwood, and produce incredible amount of plastic and phosphorite. So basically it's just free resources out of nothing. And you could even melt plastic for naphta, then boil it to sourgas, use for power production and get polluted water, co2 for feeding slicksters and sulfur for sweetles. It's the one and only critter which could be completely free and can sustain hall base with oxygen, food and water, and even power.
I think plug slugs could be quite good now too but i havent played in a while. They are very powerful early and now you can feed them with refined metal you can squeeze quite some power out of them. the mutations are so annoying thought cant liquid lock them in a room any more...
The smooth hatches are really hard to get right... They have ended one of my runs due to them eating all my metal ore before I could sustainably source refined metal
Sedimentary rock is easier to get by with the fossil story trait. Input is diamond which can be made from coal 😀
Crushed fossil gives 95% sedimentary rock
ty very much for all yours videos c:
I think default poke shells are a lot better after the new DLC because you can just run a bammoth flox self sustaining system and get infinite polluted dirt from the ethanol distillers from that system… temp regulation is a bit odd for it but you can very easily set it up for infinite lime, wood, meat and a bit of dirt in one big system
I use abyss bug for my rad bolt reactors for all of my colonies because 1. they live for 75 cycles, 2. Eat abysalite which there is hardly any use. Take up almost no space. i can get up to 4000 rads or more per reactor! . very compact design. my only problem is getting them to lay eggs is pain in the ass. The work around is the Azure bug which produce abys eggs in large quantities if you feed them refine phosphorus. which is easy as pie to make in large quantity if you know how to heat up and cool stuff. The Main problem with Azure bug is it live for only 25 cycle and if you only feed it refine phosporus, it would ONLY make abys egg and NOT Azure egg. meaning your Azure farm will die out if you are not careful. to get them to make azure egg. azure bug need to eat Stuff berries, which is another pain if you are making berry sludge at the same time. but this is extremely sustainable because i don't use ANY limited radio source and i can place my reactor anywhere.
abyss bug = S tier
I think there should be a new hatch variant that goes through the sage hatch stage. Perhaps the new one can eat most organics and produces fertilizer.
I had an idea of one that if you feed them a fruit or veggies, they poop the seed out, but it must be raw version. And an extra niche idea to it, if the hatch would be exposed to enough radiation it would give mutated seeds, still random, but guarantees it will be mutated
The seed idea is not a bad idea, but the mutated seed guarantee might be exploitable since you can build a piece of furniture out of uranium that would provide a tiny amount of radiation and you can choose what seed and have multiple ranches producing them in large quantities.
@vectinator7605 I mean what is not exploitable in this game? Also, if you saw some of the mutations, not everything is that great unless you wild farm them which some of them can be busted the more I think about it. I also wanted to add that you can support the pacu ranch with the seeds
I'd have put beetas in S tier, because if you're running a nuclear reactor (which I think is a very reasonable thing for players to do) then they're not just nice to have or useful, they're essential. Trying to obtain fuel for your reactors without them is so incredibly wasteful that I wouldn't turn on a reactor until I had a beeta ranch going, unless I was truly desperate for power.
Other than that, I broadly agree. I tend to leave my pips wild for wild planting and not tame them, but I think I'll try them on my next play through.
But even losing half you'll be able to run a reactor longer than you'll ever play the map. Plus reactor isn't a must. They take up half a small map in space to setup. With all the water ONI now gives you, you can run Hydrogen Generators easy enough by making bottomless Rodreges in space. Each pretty much makes enough Hydrogen to run 4 of them flat out. You stack 4 of them that's 16 Hydrogen Generators 12,800 watts. Put them in a power run its 24 for 19200. Clean and they run cool. Takes up almost no space and uses water you have to much of anyway for more power than you'll ever use.
@larrylindgren9484 well yeah, if you just don't use the thing a critter is designed for they all kind of suck I guess
You also don't lose half to run a reactor without them. You lose 90% (50% digging up, then 80% of that in the centrifuge).
I've found them to be incredibly slow and buggy converting natural tiles, so I dig it up anyway. In that case, with beetas, you lose 55% of the mass, since they convert 90% of the ore to enriched uranium rather than 20%. Digging up the ore, they're still 4.5 times more effective than the alternative.
i would think more on smooth hatch, they are less efficient than refinery, but they don't produce so much heat and i always have problem with disposing heat in early game, for me, smoot hatch is very good early and mid game, late game where heat is converted into energy it will loose purpose
how do i produce sulfur with acid gas? have any tutorial? i like ONI, but is so difficult find youtubers in br playing it, i like so much the channel.
Sour gas has to be condensed into liquid methane at -160 degrees C to make sulfur, so it's not a good way to make it unless you have a controlled process which I covered in the Sour Gas Boiler Tutorial Bite: ua-cam.com/video/um8vmm4jOMs/v-deo.html
I'd put all the shine bugs in D.
Cause they make the game lagging.
Smog slugs are sometimes used in rockets to clean up carbon dioxide
Glossy dreckos with the mealwood on pot "feature" are decent
I've been doing some calculations on Sage Hatch ranching with a Lettuce farm. Amazing coal output. Worth looking into.
You'll have to share the maths because as far as I can see a sage hatch eating lettuce can make 1.7kg/cycle of coal, which is enough to run a coal generator for 1.7s and makes about 1kJ which is basically nothing.
@@GCFungus You're totally right. I misread the output number for Lettuce -- still the best *food* to feed Sage Hatches for kcal to coal conversion rate, but compared to Stone and vanilla Hatch, not great output overall. My mistake.
@ZachariahWiedeman No worries! The problem with feeding hatches dupe food is that they eat a lot and then make very little coal by mass so I don't think its worth it.
i disagree with some of the things here, mainly things at the bottom of the list, here is why:
1. smooth hatches have value in a few ways, for one it saves power since the rock crusher and metal refinery take quite a bit of power. running complex industrial bricks can recover some of it, but they are undesirable due to the resource and area demand. secondly, the smooth hatch switches the burden from operators to ranchers, which are always more in number due to BBQ, coal, and drecko ranching that colonies typically need, reducing the need for extra operators and buildings, and finally there is no heat penalty associated with them.
2. longhair slicksters are among the best in this game, due to the lack of need for complex systems, unlike the other versions which require annoying industrial bricks that are meme-ish with any normal build. furthermore, they consume only oxygen, which is easy to get in the modern game, and gives food longevity that only pips with wild arbors and dreckos with wild planted crops can share, all while consuming the same resource shared with dupes. that is not a handicap, but a blessing.
3. the pufts get low grades, but only one full stable of 6 standard pufts can support at least 40 dupes with fried mushrooms, provided that the dusk caps have micronutrient applied ( i still fail to understand why people ignore this anyway, duration scales based on dupe ag level by 10% per level, and it works on wild plants.). this is not hard to build early since polluted water, used for the polluted oxygen, can be provided from lavatories and showers. puft princes can be in the colony itself, due to the oxygen consumption ability.
4. as for the squeaky puft and dense pufts, there is no need to pair princes with these. the reason for this is that a standard puft with a prince will 3 way split 48/2/48 between squeaky, puft prince, and dense puft respectively. every puft that is thrown into a large overflow room with princes, or a stable with princes will either lay dense or squeaky eggs. there is no need for complex ranching of them. if it makes things easier, throw all of the dense puft eggs into the main colony area, and let them float around, only picking up the oxylite they drop around and storing it in containers. since metabolism is -80%, then you will need 30 non groomed dense pufts to equal a single stable, this is not hard to reach, since a groomed puft of any variant drops an egg every 4.5 cycles.
5. large scale wild planting arbors for pokeshells is quite unimportant, since the ethanol produced will be used to generate power, which produces polluted water which feeds the majority of the trees, 6.4 arbor trees to be exact. one only needs 4 wild trees to equal 1 domestic, so 6 domestic trees with 8 wild trees will support 4 ethanol distillers. this supports 1333.3 grams per second, or 799.99 kg of polluted dirt per cycle, enough for 11 of any pokeshell variant.
6. as for the two slug variants, i haven't used them so i don't have any numbers, but i will say this, they don't require plastic, they don't require power, and they don't count as industrial equipment, holding back room formation.
You do realise Plug slugs produce 1600 Kw/s when ranched, even when crowded. If you just make a breeder, you can put 30 of them in a room and each of them generate energy, and true, they are only active for a small amount of time /cycle, but still they are easy to sustain with a refined metal vulcano.
Power in ONI is so easy to get it makes them worthless. They'd make even more power you don't need.
the critters i am using are
1 deckos most for reed fiber midgame and phosporite lategame
2 stone hatches if you have volcanoes or a regolith melter for diamond.
3 sweetles + grubs for farming boost on mutated crops if i can be bothered
5 pips if i expediently killed of to many wild pips....
6 shove voles if i run bbq
After many thousands of cycles I came to the conclusion that sliksters are not worth it for meat production. They just cant beat the shove vole and their byproducts are kind of redundant. You usually run sliksters when you have lots of oil vents floating around any way and that makes em useless late game. For example if you want to feed the resin tree with frost burgers or even bbq you need more than 120 slicksters....sorry cant find exact number any more... . They are great for efficiency on paper but in reality they are not worth the fps loss.
Stone Hatch is definitely S tier. You can feed hatches tons and tons of sedimentary rock which you will never run out of and can keep feeding them sedimentary rock after they are mutated to stone. Then they produce lots of coal and provide tons of bbq. Stone hatches are free food.
I've run out of stone using them
The only time I use smooth hatches are when I’m going for all achievement runs for the one achievement then I just kill them all
Will there be a video for the new pacu farm?
I plan to cover it in the update video, and do hope to update the Critter Tutorial Bite at some point too.
i will have to dissagree with you about smog slugs. because they only take in unbreathable gases, they are the perfect sollution for that little bit on natural gas or chlorine that likes to gather arround the bottom of my base because i reckelssly dug a bunch of bleech stone, which i think should put them above the pufts. but yeah other than that i dont think theyre much usefull
So pokeshells in C tier what is this heresy the lime producing god machines as they are. even if you just have one and yeet it in with the water purifier free lime for life and it takes care of the polluted dirt and gives you sand which is yeeted back into the purifier just a great combo.
Will you update the critters tutorial bites post the last changes?
The last changes doesn't really affect the critter ranching, it just simplifies the mechanics. The only exception is infinite pacu ranching as I mentioned, so that video needs an update. I do hope to update more tutorials, but I have to finish the new ones before I consider doing that.
@@GCFungus looking forward for new vídeos!! But my minimum feed shove vole farm its mt much less efficient right now =/
4:50 i cant agree with u, i would put all shine bugs to D. They definitely are worse then smooth hatch, they dont give u anything other than rads/light. Its a waste of resources, althought u need smooth hatch for achviement
Guessing all variants of Pacu have changed as about two days ago.
Cann't you use the Shine Bugs for Radiation.
Yes that's why u think they're now A rather than S but still good. The shinebugs do give off radiation but I only mentioned that in respect to decor farming. Personally I don't use them for radiation because I find wheezeworts and nuclear waste compression better so didn't influence my score much.
Radiation from the Shine Bugs lowers their score for me a bit. Before I was okay with a few in rooms like the kitchen, dining room, early grinding rooms due to the light helped the dupes do their things faster without a heat up mechanic of light bulbs. But the radiation on hard from them can be painful now.
Said the Pacu thing before you got to them in the video and did not remove it.
Thankk youu 🎉
I really think g.drecko should be s as well because I just ranch dreckos usually with all feeding only with mealwood yes even normal ones its really easy to use pip ranch to get dirt or just use composter but theres a cach here im only doing 1 full ranch of normal dreckos and 5 g.dreckos whithout an evolution chamber I just dump the eggs in a hydrogen room whenever they hatch They get sheared there and I make so much plastic im using plastic over mineral whenever I can 1 ranch of normals are good enaugh to keep fiber coming and theres no need for chlorine to ranch them this way since they will have eggs even if they eat mealwood 6 total farms just keeps laying enaugh normal ones
therefore I dont use atmosuit for ranchs just for evo chamber which saves a lot of time and effort
Should some critters get buffed/nerfed?
A tricky question because it's not a competitive game so there isn't strictly a need to balance things. That said, Klei have clearly been balancing with things like the shove vole and pacu nerf, and the gassyly moo buff. Overall I think the balance is fine, and maybe the pufts could be made easier to ranch.
Would be nice if you included save files for the builds in your videos... Kind of impossible to reproduce them just by looking at them... Otherwise nice videos.
how do you not have excess oxygen? My entire planet is completely filled with oxygen and I Have 4 full pipes going into infinate storage that never gets tapped into for thousands of cycles.
Just place longhair slicksters in every room that can fit them for extra no effor tdecor.
Your infinate spoms are running anyway, it does not matter to "use" the oxygen, because you are at max gas pressure of perfect oxygen anyway always.
Well a lot of my more recent runs have ended up with a lot of dupes, so actually water has been a bit on the limit, but in general I agree that most normal bases do have lots of excess oxygen.
@Sage Hatch: How can you renew dirt in a meaningful way? (Edit: OK, Pips. Guess I have to search your Pip-video)
@Smooth Hatch: Huh? 75%? Did they nerf it? I remember them having a 100% conversion rate?
There are actually quite a few ways to renew dirt, pips being the most obvious but an arbor tree ethanol farm makes a lot of polluted dirt and grubgrubs can be ranched to make a lot of mud and therefore dirt too. The smooth hatches have always been 75% as far as I'm aware.
15:01 I wonder how many takes it took to record
We'll never know (because I sure can't remember...)!
Damn. I so disagree with some positions and thats mean that Klei make a great game where you can play different styles and tactics
Exactly, there are many different routes you can go to making a working base that for sure would prioritise different critters!
True but most are more trouble than they are worth. In Spaced out you get everything. You'll never not have something. So why go with more trouble than they are worth when there are better and easier options. Most of the critters are more trouble than they are worth. Now is certain playthroughs had only X sure you not options. But in Spaced Out you get everything, and easily I might add.
Why the hate for the longhair slicksters? They love normal base temps, they're cute, give a free decor bonus just by existing, and I am ranching them for meat at the meager cost of some water (which I have more than enough of) being pumped into my SPOM. I already have an overabundance of oxygen, so why not put it to use "feeding" this new meat source instead of having to constantly scrounge up rocks or whatever other food. I personally love that they just "eat" the oxygen already filling my base, and at temps already found in my base. So far, they've been one of the easiest meat sources I've tried to ranch. I know there are probably better overall critters, but I see them as perfectly viable for food, and at least deserving of a B tier.
❤
MOLTEN slickster. my problem with this variant is its body temperature and prefer temperature range which is very close to the boiling point of water 100 degree C. Everyone who play ONI knows that once steam is produced it is really hard to get rid of it and destroy stuff. For this reason i break every Molten slicker egg i find and hunt them down. i put a egg cracker on them on priority 9 always. just my view. i hate them sorry.
LONG hair slickster they are great until they start laying normal slickster egg all over your facilities and before you know it, your base is full of oil !
Smooth hatches are awesome, they don`t need to be operate to produce refined metal, plus generates eggs and meat. So I strongly desagree.
Once you learn how to tame metal Volcanos, you will find that they are a complete waste of time and effort.
In what way morb use of? Aside from oxygen generator
Well that's it, it just makes small amounts of free polluted oxygen
That's not a bad use in and of itself.