Follow TV Tropes

Following

History YMMV / OxygenNotIncluded

Go To

OR

Is there an issue? Send a MessageReason:
None


** The inability to take direct command of the duplicants for tasks can get really bothersome. Even if you bump the priority of something up to the max nine and directly move the duplicant to what you want them to do, there's no guarantee they'll ''actually do it''. For building base walls and the like it's usually fine. For smaller but necessary tasks like farming or cleaning the outhouses? Expect the colony to die of starvation because no one wanted to farm, or duplicants peeing in the fresh water supply because nobody wanted to clean the outhouse. This is especially bad if a duplicant traps themselves in some way; even when in red alert mode, you can expect the duplicants to prioritize painting pictures, restocking coal generators and building stations instead of digging the trapped duplicant out until it's too late.

to:

** The inability to take direct command of the duplicants for tasks can get really bothersome. Even if you bump the priority of something up to the max nine and directly move the duplicant to what you want them to do, there's no guarantee they'll ''actually do it''. For building base walls and the like it's usually fine. For smaller but necessary tasks like farming or cleaning the outhouses? Expect the colony to die of starvation because no one wanted to farm, or duplicants peeing in the fresh water supply because nobody wanted to clean the outhouse. This is especially bad if a duplicant traps themselves in some way; even when in red alert mode, you can expect the duplicants to prioritize painting pictures, restocking coal generators and building stations instead of digging the trapped duplicant out until it's too late. A later update eventually fixed this problem; although you still can't directly command them, there's now a '!!' priority which puts red alert mode on and has duplicants focus on that task until it's done.

Added: 610

Changed: 176

Removed: 173

Is there an issue? Send a MessageReason:
None


* Headscratcher:
** If these dupes are here because Gravitas launched the printing pod onto the asteroid, how is there already an (abandoned) Gravitas office building on top of the asteroid?

to:

* Headscratcher:
**
{{Headscratchers}}: If these dupes are here because Gravitas launched the printing pod onto the asteroid, how is there already an (abandoned) Gravitas office building on top of the asteroid?


Added DiffLines:

** Downtime itself isn't a hated mechanic and a nice way to balance out having duplicants constantly working. What's the one thing people absolutely despise about it though? Duplicants will ''immediately'' drop whatever they're carrying to go rest. [[ThePlague Slime in the base]], or other such fume producing objects? Good luck trying to get duplicants to pick them back up. The worst is when they're ferrying critters around, since plastic is a limited resource and certain critters can be a pain to recapture. Better hope the duplicants don't decide to drop a Morb in your base while they go off dancing...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Meep is pretty popular, in part due to his distinctive unibrow.

Added: 1078

Changed: 27

Is there an issue? Send a MessageReason:
None


** Diver's Lung is widely regarded as ''the'' best trait a duplicant can have. Not only does it allow them to spend more time in oxygen deprived areas, allowing them to venture further out of the base before one gets exo-suits, it also lets oxygen in the base go ''way'' further than a colony of duplicants without divers lung. It's possible for a self-powered oxygen machine to make a large base of twelve or so duplicants easily breathable simply by a majority of those duplicants having the divers lung trait.

to:

** Diver's Lung is widely regarded as ''the'' best trait a duplicant can have. Not only does it allow them to spend more time in oxygen deprived areas, allowing them to venture further out of the base before one gets exo-suits, it also lets oxygen in the base go ''way'' further than a colony of duplicants without divers Diver's lung. It's possible for a self-powered oxygen machine to make a large base of twelve or so duplicants easily breathable simply by a majority of those duplicants having the divers lung trait. trait.
*** Deeper Diver's Lungs is even better, and a duplicant can have ''both''.
** Sunny Disposition removes 20% stress per cycle, making morale requirements pretty much irrelevant for that dupe.



** Numerous advanced projects rely on various bugs, exploits, and quirks of game physics indistinguishable from the latter. For example, building tiles around electrolyzers and pumps in a particular way can change the amount of hydrogen and oxygen produced out of 1 kilogram of water by exploiting the way the game spawns gas, making your oxygen generation a free (minus the water consumption) source of power on top of that.



** Negative traits range from completely inconsequential to "never ever pick this dupe unless you're on a self-imposed challenge". In particular, Flatulent dupes generate small amounts of natural gas periodically, not enough to be useful for energy generation, but enough to screw with your plants, Narcoleptics drop anything they carry when they randomly fall asleep, and Mouth Breathers and Bottomless Stomachs simply chew through two dupes' worth of resources.



* UglyCute: The dupes themselves. Also pufts.

to:

* UglyCute: The dupes themselves. Also pufts.pufts and hatches.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** As related to the above, the priority system is a little broken. Each usable item has its own priority and each duplicant have several categories of tasks that can be prioritized. For example, you can decrease or increase how much value a duplicant places on farming and even make it so they will NEVER prioritize farming. The problem is that many usable items won't tell you what type of priority it is. Many times you can guess, but sometimes you can't. For example, many items require deliveries of materials, but many different priority categories have "deliver" as a task included in that priority and the item won't true you the context of category that delivery falls under.
** As of the December 14th, 2018 update, heat transfer is still a major problem. A localized area of heated gas will linger in one spot way longer than it has any right to (as opposed to the heated gas raising away). This can make a common, open area of your base have gas hot enough to burn your Duplicants, but it can take an entire cycle or two for it to cool enough to be safe. It's especially annoying in areas where Duplicants regularly pass through as they could be incapacitated just by walking through there a few too many times.
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: Swamp biomes. Heavily populated with germs, and duplicants are almost guaranteed to get Slimelung from it, which can kill them if not dealt with quickly. It also can very easily spread through the colony like wildfire. What makes Swamp biomes so hard is that they often generate right next to the base; sometimes surrounding it on all sides, which makes it impossible to avoid.

to:

* ThatOneLevel: Swamp biomes. Heavily populated with germs, and duplicants are almost guaranteed to get Slimelung from it, which can kill them if not dealt with quickly. It also can very easily spread through the colony like wildfire. What makes Swamp biomes so hard is that they often generate right next to the base; sometimes surrounding it on all sides, which makes it impossible to avoid. It is also the only source of Slime and Gold Amalgam, the former of which is necessary to make Algae (see Scrappy Mechanic above) while the latter is the best metal to use to build machines that are likely to overheat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Diver's Lung is widely regarded as ''the'' best trait a duplicant can have. Not only does it allow them to spend more time in oxygen deprived areas, allowing them to venture further out of the base before one gets exo-suits, it also lets oxygen in the base go ''way'' further than a colony of duplicants without divers lung. It's possible for a self-powered oxygen machine to make a large base of twelve or so duplicants easily breathable simply by a majority of those duplicants having the divers lung trait.
Is there an issue? Send a MessageReason:
None


** Heck, Puft Princes are this {{in-universe}}, considering that they have a positive decor value.

to:

** Heck, Puft Princes are this {{in-universe}}, InUniverse, considering that they have a positive decor value.
Is there an issue? Send a MessageReason:
None


** Just algae in general until you can get the relatively late game upgrades that make it obsolete. One Let's Player described the game as "find algae, or die". You can't grow more of it yourself either until late in the game[[note]](producing more algae involves ranching Puffs, collecting [[SolidGoldPoop the slime they excrete]], then refining that slime into more algae, but by the point you can safely and reliably do that you [[BraggingRightsReward probably don't need it anymore]])[[/note]] for extra irritation points.

to:

** Just algae in general until you can get the relatively late game upgrades that make it obsolete. One Let's Player described the game as "find algae, or die". You can't grow more of it yourself either until late in the game[[note]](producing more algae involves ranching Puffs, Pufts, collecting [[SolidGoldPoop the slime they excrete]], then refining that slime into more algae, but by the point you can safely and reliably do that you [[BraggingRightsReward probably don't need it anymore]])[[/note]] for extra irritation points.




to:

** Heck, Puft Princes are this {{in-universe}}, considering that they have a positive decor value.
Is there an issue? Send a MessageReason:
None


** Just algae in general until you can get the relatively late game upgrades that make it obsolete. One Let's Player described the game as "find algae, or die". You can't grow more of it yourself either for extra irritation points.

to:

** Just algae in general until you can get the relatively late game upgrades that make it obsolete. One Let's Player described the game as "find algae, or die". You can't grow more of it yourself either until late in the game[[note]](producing more algae involves ranching Puffs, collecting [[SolidGoldPoop the slime they excrete]], then refining that slime into more algae, but by the point you can safely and reliably do that you [[BraggingRightsReward probably don't need it anymore]])[[/note]] for extra irritation points.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Headscratcher:
** If these dupes are here because Gravitas launched the printing pod onto the asteroid, how is there already an (abandoned) Gravitas office building on top of the asteroid?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs: During the beta for the rocketry update, it was discovered that rockets destroy everything in their way when they launch off, including neutronium. Cue people using [[https://www.youtube.com/watch?v=zbFNaTeMKjc&feature=youtu.be&t=12m16s rockets in mass as makeshift drills.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In relation to the above, cool slush geysers output ''very'' cold water, with the only drawback being polluted, which is easy to purify. In addition to dealing with the usual water cooling problems, polluted water also makes for a very good heat sink. Either have the oxygen ventilation system pump through it to cool the hot oxygen output by the Electrolyzers or have the polluted water pumped to extremely hot areas of the base and have it act as a natural cooling system for the area.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EnsembleDarkhorse: Of the possible duplicants that can be brought in, Mi-Ma is a fan favorite, thanks to her unique design (an old lady amongst the ambiguous twenty-somethings of the other duplicants) and rarely, if ever, having any major negative traits while usually having a lot of positive ones.
Is there an issue? Send a MessageReason:
Insolation = how much sun a location gets. Insulation = how fast temperatures change


** Steam geysers make water troubles a non-issue. While the water they put out is significantly hot, encasing them in insolated tiles or pumping the water to an insolated room just outside of your base negates the problem pretty handily. Bottled water doesn't heat things up too much, so the dups using it for that purpose isn't a problem and pumping the water to an oxygen producing room isn't a worry, as Electrolyzers always put out Oxygen at a fixed tempature regardless of the water pumped in, making cooling the oxygen the only real problem. Many people have managed to make fully self-sustaining colonies simply via steam geysers alone.

to:

** Steam geysers make water troubles a non-issue. While the water they put out is significantly hot, encasing them in insolated insulated tiles or pumping the water to an insolated insulated room just outside of your base negates the problem pretty handily. Bottled water doesn't heat things up too much, so the dups using it for that purpose isn't a problem and pumping the water to an oxygen producing room isn't a worry, as Electrolyzers always put out Oxygen at a fixed tempature regardless of the water pumped in, making cooling the oxygen the only real problem. Many people have managed to make fully self-sustaining colonies simply via steam geysers alone.

Added: 1358

Changed: 712

Is there an issue? Send a MessageReason:
None


* GameBreaker: Finding a 'cold' biome early on can seriously help deal with a large number of problems a player would deal with otherwise; the low temperatures are great for killing a number of germs, making them ideal for storing food, they're a great place to set up a lot of machinery since the cold temperatures keep a large number of them from overheating and setting up an oxygen producing room in there does wonders for keeping temperatures in the base balanced out. Normally it's balanced out by the fact that world gen usually spawns them far away from the starting area (usually behind [[ThatOneLevel Swamp biomes]]) but every now and then, you'll get a lucky world gen that spawns one not far off from the main base.

to:

* GameBreaker: GameBreaker:
**
Finding a 'cold' biome early on can seriously help deal with a large number of problems a player would deal with otherwise; the low temperatures are great for killing a number of germs, making them ideal for storing food, they're a great place to set up a lot of machinery since the cold temperatures keep a large number of them from overheating and setting up an oxygen producing room in there does wonders for keeping temperatures in the base balanced out. Normally it's balanced out by the fact that world gen usually spawns them far away from the starting area (usually behind [[ThatOneLevel Swamp biomes]]) but every now and then, you'll get a lucky world gen that spawns one not far off from the main base.base.
** Steam geysers make water troubles a non-issue. While the water they put out is significantly hot, encasing them in insolated tiles or pumping the water to an insolated room just outside of your base negates the problem pretty handily. Bottled water doesn't heat things up too much, so the dups using it for that purpose isn't a problem and pumping the water to an oxygen producing room isn't a worry, as Electrolyzers always put out Oxygen at a fixed tempature regardless of the water pumped in, making cooling the oxygen the only real problem. Many people have managed to make fully self-sustaining colonies simply via steam geysers alone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreaker: Finding a 'cold' biome early on can seriously help deal with a large number of problems a player would deal with otherwise; the low temperatures are great for killing a number of germs, making them ideal for storing food, they're a great place to set up a lot of machinery since the cold temperatures keep a large number of them from overheating and setting up an oxygen producing room in there does wonders for keeping temperatures in the base balanced out. Normally it's balanced out by the fact that world gen usually spawns them far away from the starting area (usually behind [[ThatOneLevel Swamp biomes]]) but every now and then, you'll get a lucky world gen that spawns one not far off from the main base.
Is there an issue? Send a MessageReason:
None


** The inability to take direct command of the duplicants for tasks can get really bothersome. Even if you bump the priority of something up to the max nine and directly move the duplicant to what you want them to do, there's no guarantee they'll ''actually do it''. For building base walls and the like it's usually fine. For smaller but necessary tasks like farming or cleaning the outhouses? Expect the colony to die of starvation because no one wanted to farm, or duplicants peeing in the fresh water supply because nobody wanted to clean the outhouse. This is especially bad if a duplicant traps themselves in some way; even when in red alert mode, you can expect the duplicants to prioritize painting pictures, restocking cole generators and building stations instead of digging the trapped duplicant out until it's too late.

to:

** The inability to take direct command of the duplicants for tasks can get really bothersome. Even if you bump the priority of something up to the max nine and directly move the duplicant to what you want them to do, there's no guarantee they'll ''actually do it''. For building base walls and the like it's usually fine. For smaller but necessary tasks like farming or cleaning the outhouses? Expect the colony to die of starvation because no one wanted to farm, or duplicants peeing in the fresh water supply because nobody wanted to clean the outhouse. This is especially bad if a duplicant traps themselves in some way; even when in red alert mode, you can expect the duplicants to prioritize painting pictures, restocking cole coal generators and building stations instead of digging the trapped duplicant out until it's too late.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The inability to take direct command of the duplicants for tasks can get really bothersome. Even if you bump the priority of something up to the max nine and directly move the duplicant to what you want them to do, there's no guarantee they'll ''actually do it''. For building base walls and the like it's usually fine. For smaller but necessary tasks like farming or cleaning the outhouses? Expect the colony to die of starvation because no one wanted to farm, or duplicants peeing in the fresh water supply because nobody wanted to clean the outhouse. This is especially bad if a duplicant traps themselves in some way; even when in red alert mode, you can expect the duplicants to prioritize painting pictures, restocking cole generators and building stations instead of digging the trapped duplicant out until it's too late.
Is there an issue? Send a MessageReason:
None


** How stress increases can seem extremely arbitrary, especially when duplicants seemingly have a stress jump for no reason and absolutely ''refuse'' to use a message bed even if you assign them to it and set the priority to the max.

to:

** How stress increases can seem extremely arbitrary, especially when duplicants seemingly have a stress jump for no reason and absolutely ''refuse'' to use a message bed massage table even if you assign them to it and set the priority to the max.



** In any given run, you're likely to come across at least ''one'' duplicant who seems to make a habit out of causing trouble; be it getting himself locked out of the base/trapped while building something, refusing to use the bathroom even if you have multiples open until it's too late or refusing to take a break at the message bed when their stress starts getting high. Naturally, these duplicants will quickly start to grate on you as time goes by.
* ThatOneLevel: Swamp biomes. Extremely populated with germs and duplicants are almost guaranteed to get slimelung from it, which can kill them if not dealt with quickly and can very easily spread through the colony like wildfire. What makes it so hard though is the fact that swamp biomes like to generate right next to the base; sometimes completely engulfing it from all sides, which makes it impossible to avoid.

to:

** In any given run, you're likely to come across at least ''one'' duplicant who seems to make a habit out of causing trouble; be it getting himself locked out of the base/trapped while building something, refusing to use the bathroom even if you have multiples open until it's too late or refusing to take a break at the message bed massage table when their stress starts getting high. Naturally, these duplicants will quickly start to grate on you as time goes by.
* ThatOneLevel: Swamp biomes. Extremely Heavily populated with germs germs, and duplicants are almost guaranteed to get slimelung Slimelung from it, which can kill them if not dealt with quickly and quickly. It also can very easily spread through the colony like wildfire. wildfire. What makes it Swamp biomes so hard though is the fact that swamp biomes like to they often generate right next to the base; sometimes completely engulfing surrounding it from on all sides, which makes it impossible to avoid.


Added DiffLines:

Added: 754

Changed: 398

Is there an issue? Send a MessageReason:
None


* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech that's just barely keeping them alive.]]

to:

** How stress increases can seem extremely arbitrary, especially when duplicants seemingly have a stress jump for no reason and absolutely ''refuse'' to use a message bed even if you assign them to it and set the priority to the max.
* TheScrappy: TheScrappy:
**
Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech that's just barely keeping them alive.]]]]
** In any given run, you're likely to come across at least ''one'' duplicant who seems to make a habit out of causing trouble; be it getting himself locked out of the base/trapped while building something, refusing to use the bathroom even if you have multiples open until it's too late or refusing to take a break at the message bed when their stress starts getting high. Naturally, these duplicants will quickly start to grate on you as time goes by.

Added: 416

Changed: 1

Is there an issue? Send a MessageReason:
None


** The random rescource allocation can increase or decrease a game's difficulty hugely, especially early on. Landed in a spot with no algae and don't have enough oxygen to mine out far enough to get more? [[FakeDifficulty Just give up and start a new colony.]] Not so bad later in the game where your tech can solve problems like this (i.e. making oxygen with just water) but in early game it's a killer.

to:

** The random rescource resource allocation can increase or decrease a game's difficulty hugely, especially early on. Landed in a spot with no algae and don't have enough oxygen to mine out far enough to get more? [[FakeDifficulty Just give up and start a new colony.]] Not so bad later in the game where your tech can solve problems like this (i.e. making oxygen with just water) but in early game it's a killer.


Added DiffLines:

* ThatOneLevel: Swamp biomes. Extremely populated with germs and duplicants are almost guaranteed to get slimelung from it, which can kill them if not dealt with quickly and can very easily spread through the colony like wildfire. What makes it so hard though is the fact that swamp biomes like to generate right next to the base; sometimes completely engulfing it from all sides, which makes it impossible to avoid.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CrossesTheLineTwice: If you don't have a memorial built and one of your dupes drops dead, the others will just leave their x-eyed corpse lying there and continue going about their business. They could be doing something like getting a massage or munching a muckroot next to their late friend's body. So wrong it kinda becomes hilarious.
Is there an issue? Send a MessageReason:
You must explain why.


** The germ system from the Outbreak upgrade.

Added: 680

Changed: 43

Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The germ system from the Outbreak upgrade.

to:

* ScrappyMechanic: ScrappyMechanic:
**
The germ system from the Outbreak upgrade.upgrade.
** The random rescource allocation can increase or decrease a game's difficulty hugely, especially early on. Landed in a spot with no algae and don't have enough oxygen to mine out far enough to get more? [[FakeDifficulty Just give up and start a new colony.]] Not so bad later in the game where your tech can solve problems like this (i.e. making oxygen with just water) but in early game it's a killer.
** Just algae in general until you can get the relatively late game upgrades that make it obsolete. One Let's Player described the game as "find algae, or die". You can't grow more of it yourself either for extra irritation points.
Is there an issue? Send a MessageReason:
death takes my boody

Added DiffLines:

* ScrappyMechanic: The germ system from the Outbreak upgrade.
Is there an issue? Send a MessageReason:
None


* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech just barely keeping them alive.]]

to:

* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech that's just barely keeping them alive.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UglyCute: The dupes themselves. Also pufts.
Is there an issue? Send a MessageReason:
None


* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech keeping them alive.]]

to:

* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech just barely keeping them alive.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheScrappy: Any duplicants with Destructive as their negative trait can become this very quickly if the stress levels in your colony get too high. Expect a whirlwind of desperate rebuilding as they [[TooDumbToLive throw a tantrum and kick apart all the tech keeping them alive.]]
----

Top