Oxygen Not Included – A Breath of Cool Air (Part 8)



A LOT has changed in Oxygen Not Included since I last played! Fundamental mechanics have changed, new resources are waiting to be exploited, and space travel is now a reality! We’re diving back into this shattered world with the hopes that we can bring safety and prosperity to our small dupe colony. Wish me luck… I’ll need it!

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No copyright infringement intended. Oxygen Not Included copyright is owned by their respective owners which includes but is not limited to Klei Entertainment. I did not make the game (or assets) and do not claim to. I do claim recording the video and audio associated with this playthrough.

Music credit:

“Doo Dat Wah”
by Jules Gaia
Provided by Epidemic Sound (http://www.epidemicsound.com)

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43 thoughts on “Oxygen Not Included – A Breath of Cool Air (Part 8)”

  1. "My dupes are overworked! Should i take steps to reduce there workload? No, of course not, what foolishness is that! Should i bring in additional dupes to delegate tasks to? Maybe, but that would require me providing them with the same level of comfort i provide my other dupes, and thats not worth the resource investment.
    I jest, of course, but i did find this incredibly funny.

    Reply
  2. The reason you have some Hydrogen packages in your oxygen line is because the top pump in your Self powered oxygen maker (SPOM) can't allways get power. This in turn is caused by the circuit being on a small power transformer, which will never output more then 1KW. Since the SPOM circuit used 1.2KW one of the buildings powered by it will not receive power when everything is running. (I believe the game will not power the building that was produced last, which would be this pump). This causes higher pressure in the top of the SPOM then the bottum, causing the hydrogen level to drop.
    To fix this you can:
    1: Switch to a larger power transformed (but this will sometimes overload the SPOM grid), so you should switch to conductive wire, which can carry 2K.

    2: Remove one oxygen pump (I would recommend using the half Rodriguez SPOM design, which is the golden standard along with it's big brother the Full Rodriguez.)

    Reply
  3. Smooth hatch productes 75% of the raw ore eaten into metal, not half. and given the fact your current crusher is 50% its actually better.
    be careful with mushrooms. while they do give plenty of kcal they depend on slime which while plentiful isn't easily renewable and the last think you want is a sudden food crisis because you ran out of slime so keep an eye on the consumption rate and keep a mental note of how long you can supply it.

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  4. Solution provided with your gasses work for early game but it'll not be enough for late game purposes for more power hungry infrastructures.

    What you can do is collect the hydrogen and natural gas in a very large square storage depot , were talking big big, like 20 x 20 big maybe even bigger.
    (of course you vacuum it first but you don't have to if you filter gasses – also automation on the gas pumps when pressure is too low)

    so you can continuously pump out natural gas and hydrogen store them up for future purposes and then once you want to use it pump it out filter it with those gas shutoffs with automation and provided an abundant amount of energy to your base.

    Also instead of normal gas filters which costs 120 watt per second you can use gas shutoffs which only costs about 10 watt per second.
    You'll use gas pipe element sensors to filter which type of gas you want to push which way.

    the pros of this way of storing massive amounts of gas, is that on those vents or creation of these types of gasses have a long cooldown period.
    hydrogen / natural gas vents have long dormant stage , so allowing you to continue providing power towards your base in a late game environment where you are in need of dozens of Kilowatts per second to run all your systems.
    Electrolizers produce more oxygen then hydrogen so it's better to build large so you build up larger deposts of hydrogen which you can vent off.

    the cons is that the initial build up costs and time is just longer but the late game you won't have to think about power anymore and pretty much automate everything.

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  5. Only our Lord Pravus can be so good as to accidentally make "too efficient" systems. Praise be!

    (also, I'm glad to see the uploads are returning toward normal, I love the content, I just hope that you keep that ever present eye on the mental/emotional health my friend. You're a great creator, and seem to be an amazing individual.)

    Reply
  6. I feel like you should be running the cooling radiators directly through your base, rather then cooling the Oxygen only. Ideally, run it in the Barracks – with a thermo sensor so it does not go too low.
    Oxygen will invariably run into pressure issues or the bases air being fully oxygenated.
    And super ideally, you may want to have a closed loop of coolant. It is the liquid with the best thermal capacity. But it is somewhat advanced.

    Reply
  7. If I remember right, there's a kind of "infinite storage" that you can make for gasses. I believe it requires a bit of oil to make. Could be a good idea to look into it further since you've said you're not averse to making use of such things.

    Edit: Pretty sure there a variant for liquid as well, though it's made much differently.

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  8. 3 liquid reservoirs completely clean germy water, no automation needed, just make sure you fill the liquid reservoirs first.
    Though for polluted water from a geyser, you will need 4.

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  9. you can save power by connecting a timer on the incubator. Just make sure to not enable every incubator in the same time and to make sure that the dupe has enough time to give the buff to the egg

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  10. When you place down buildings that affect areas around them, like the gas pump. How do you see those highlighted squares that show the area of effect? Are the automatic or do you have to enable them?

    Reply

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