Ep6 Training for Oil and Steel : Oxygen not included



Their is something to be said for a calm playthrough. We are not rushing for something, we are not trying to achieve something crazy difficulty we are just cruising for the end game. Reminds me a lot of my first few playthroughs.

Credits song – Aaron Kenny – Happy Haunts

https://www.patreon.com/FrancisJohn

https://discord.gg/nS5UFgd

Mods
DGSM – Duplicants Generation Settings Manager // by @Ony

Map Seed : V-VOLCA-C-1556283541-8YL0A2-C3

Save game file :
https://drive.google.com/file/d/1T4tz1GVLaFbIkrgAFNQz06x8-DnKlrOM/view?usp=sharing

source

31 thoughts on “Ep6 Training for Oil and Steel : Oxygen not included”

  1. your current toilet setup will run out of water eventually because it splits before hitting the sieve instead of prioritizing it, there's a bit of extra water produced but not double

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  2. Wanted to say thank you for the casual run! It's really fun to play super optimized, perfect runs, and I enjoy watching the amazing things you can pull off in them. However. Showing my spouse who plays this fantastic design for a research reactor will gather little interest from them. This though, this I can show anyone new to the game and they can follow along. Taking time to handle all of the little things, showing some of the basic survival strategies in ways that someone new can follow, going into all the things that we as veterans take for granted and just handle as sessions nature? Like, calculating how long you can survive. I appreciate this, and am reminded of little things that I've forgotten! Thank you!

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  3. 29:25 Astronomy doesn't actually give you +2 science, but all the other science skill do, so if you can take the morale hit, applied science research is better.
    Also, I usually time the decoration of the base along with the start of atmo suit rollout, to also help with morale.

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  4. FJ, on those science skills, Astronomy does not give a bonus to science. Instead, the 3rd science point should be Applied Sciences Research, which does give another +2 to science. Also, the slickster will drain that CO2 with zombie spores in it. You can no longer crush the sporechid seed. Either make a composter to destroy it or feed it to your pacu.

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  5. Francis, Love see you back to ONI. I like Rimworld and I bought X4 because of you, but ONI is my ALL-TIME favorite!
    One thing though: If you're playing chill, why don't you do dreckos? Plastic and reed fiber for free … why don't you like them?

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  6. I've actually come up with a 'better' alternative to the training room. It's pretty much the same, except instead of hooking it up to a light, I hook up the wheels to my SPOM, and set the wheels to 100%. This means your dupes will run on them non-stop, and at the same time power your spom, so it doesn't need any hydrogen to function. Thus letting you store all that juicy hydrogen for later use, either to burn it in generators, or to liquidize and fuel rockets with. Also minor oopsie, Astronomy doesn't give +2 science, so that talent point is wasted for training dupes. Applied Sciences research does, but costs 1 more morale.

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  7. Spice is actually pretty interesting, because it lets you mess with food buffs, if you're willing to micro-manage a bit.

    Refresher spice lets you have BBQ that never goes off in a fridge, making early game rocketry easier to deal with. Late game, If you have a Dupe who Taxis a rocket constantly back and forth, most of their time will be eaten up by rocket travel, so +3 Rocket piloting is like having +3 Athletics on another dupe.

    If you're willing to do some micromanagement, basically you say "This type of dupe eats this, and this shall be spiced". Feeding a hauler with (Brawn-Spiced) Curry, gives them +6 Strength, or 240kg carry (And +3 Athletics). Throw on an espresso machine/Juicer for another +1 to each. Small buffs add up. A basic dupe (20Str) with Carry I+Carry 2, has 2360kg carry; +6 would be a 10% increase to carry, meaning they get ~1 more job done every 10. You actually would see slightly better results for larger jobs, because if you have say 33 "jobs" , they can do it in 3 trips, instead of 4, so the time save would instead be 25% in this instance.

    No one does this, because it's kind of a pain, but it IS better.

    You basically have to figure out separate food chains to really make use of it. Making sure no one eats the rocketry berry sludge, etc. Hauling is pretty universal tho. (Except perhaps if you're just doing the BBQ trick, decent food that just doesn't go off, without having to set up a deep freeze tile, is always pretty nifty). Having all these different food types might seem like a waste, but If you're overproducing food, just feed any extra, to the tree. You can even use automation so that if your fridges are full, they turn on a conveyer-loader, so the food gets shipped out to a launcher.

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  8. 1. Chlorine is actually slightly lighter than CO2. CO2 is the heaviest of the gasses (unless you start gassi-fying steel, iron and so on)
    2. One note on skill-scrubbing; If your dupe starts with a skill point on print, skill-scrubbing them will make them lose that point (last i heard at least)

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  9. I always wondered why they dont just switch Suit wearing and rocketry. Never understood why my basic workers need to know rocketry to dig, clean the base, and swim around the the oil biom. Seems like suit wearing would be better suited as a pre req to rocketry.

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  10. Would it not be a good idea to instead of rolling until you see narcoleptic just change the first dupes you see to ahve narcolepsis and only taking the inital roll but modified instead of rolling a ton

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