Structure your Colony with CITY BLOCKS in 'Spaced Out' DLC for Oxygen Not Included | Tutorial/Guide

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"Spaced Out" is the upcoming expansion for Oxygen Not Included. It is currently available in an Early Access.

Link to the other Early Game "Spaced Out" Tutorials:

SPACED OUT
- New Multi-World Gameplay! The Starmap and space program have been completely redesigned to allow you to span your Duplicant civilization across multiple planetoids, each with their own resources to contribute.
- Brand New Starting World! The Swamp start, along with its supporting biomes, provides a new, different mixture of resources to exploit as you nurture your fledgling colony.
- Mid-Game Rocketry! The rocket mechanics have been completely redesigned to make rocketry part of your colony's core infrastructure, rather than just an end-game goal.
- Rocket tech is easier to research and is more integrated with the rest of the tech tree.
- The surface of the starting planetoid is a lot less hostile, and new early-game tech is being added to ease the transition into space.
Multi-Colony UI Improvements! The Diagnostics side panel and redesigned Resources screen have been expanded to manage your attention across planetoids.

Spaced Out: Future Plans (Not Ready Yet!)
Because this alpha is focused on stability and building out compelling gameplay around the features listed above, here's what you will not find in Spaced Out just yet:
- Radiation/Nuclear Systems: We've put lots of work into the underlying mechanics of this system already, although it’s still not quite at a point where we're ready to test and receive feedback on it. Radiation systems should become available for testing later in early access, once the existing features and systems are in good shape.
- Late-Game Planetoids and Rocketry: There's still a lot of content to make for this DLC, and we feel it's important to focus on the early and mid game content first.
- Rare Resources and Global Sustainability: We have plans for how we want to distribute geysers, resources, and other sustainable solutions in the late game, but are holding off on expanding on these ideas until we feel comfortable with the early and mid game content.
- Mods: Our primary goal during this early alpha period is to make the game stable and ensure that the gameplay we've added so far is functioning as intended. To ensure the crashes and bug reports we receive are relevant, we've temporarily disabled mods in the alpha branch.

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City Blocks! All we need is a sacred path and we'll be set 😂

threeinchsair
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In the base game I did something similar with standardized block sizes but with less but wider transport shafts. A good portion of the main base (at least a third) is reserved as atmosuit-accessible only. A liquid lock keeps oxygen inside the non-suit base with liiving areas and non-climate-controlled farms/ranches. The atmosuit zone includes a power brick, industrial brick and climate controlled farms/ranches. I let carbon dioxide build up inside this area to make it easier to clean out other gases when building. Dupes can only exit the non-suit area of the base through one exit where they must change into an atmosuit to pass.
The smaller map sizes in the DLC make it so I can put off the atmosuits for a long time now. Most of the map can be oxygenated and a carbon skimmer at the bottom of the map can handle the waste. Eventually I can just set some door permissions, close up walls, and transition over to the atmosuit checkpoint.
The atmosuits are especially important on the highest stress setting with all the new debuffs.

thenoone
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ONI Tutorials I would like to see:
Spaced Out: New Rocket System Internals (Basic + Adv designs)
Spaced Out: New Rocket System loading/unloading cargo
Vanilla: Advanced Rock-Crushing/Kiln (self powered)
Vanilla: Oil refining/Plastic Press (can these be self powered?)
Vanilla: Glass Production (self-powered with cooled glass output)
Vanilla: Liquid Hydrogen/Oxygen production (I haven't got there yet, would like all kinds of info)
Vanilla: Taming Volcanoes / Hot Geysers
Vanilla: Geothermal power plants (I have designs but, I would like a construction method that doesn't vent steam everywhere)

n-steam
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Yea that would be crazy, no one would tear their entire base down at 300 cycles to move everything over exactly 1 tile to the left due to forgetting vacuumed tubes existed.
*nervous laughing*

npc
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not to mention airflowtiles is -decor where pneumatic doors are decor neutral

nasghul
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I build like you, the only problem is that gas tiles gives a lot more lag than solid tiles, so I recommend just tap some 64(or 96) blocks with plastic tiles or whatever you want

auricanmajere
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Sweet! Do a LetsPlay!
Have you given any thought to a 100k sub special??

baddestmofoalive
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good video. smile more when you talk. we'll hear it in your voice.

nibnob
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oh god
the city block is spreading!




jk love the vids :)

joshuamurray
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Why are you not using electrolyzers?

Also, sublimation station needs 7 deoderizers each (based on max output). You're going to have Yucky Lungs debuff forever.

ronburgundy
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I'd want a Youtube series because can't really catch your streams due to timing

Lykas_mitts
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This is 95% personal preference. It's 5% needed to build this way from a strategic point of view, the 5% being leaving enough room for ladder/pole/tube and the 96 tile ranch. However if you are building the entire column 24 tiles wide you will run into problems because critters that don't need access to farm tiles are better walled in so they stay close to the grooming station, so you need 25 tiles wide to fit the wall.

Oni does not really need a structure. You are never going to feel cramped or have trouble building because of too much spaghetti.

Hedning
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ONI ... NIlaus .. NOT factorio .... ok i AM confused ;) lets see how you handle dupes dumber than pocket lint

kaboom
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Nilaus: “Why make something new or creative, when you can just play this game just like I play Factorio!?”

DanielHartz