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1* BreatherLevel: Rime (and its DLC equivalent the Rime cluster) is an asteroid with one main gimmick: it's really cold beyond the starting area, with temperatures ranging from -20°C to -50°C. It however has a very diverse environement, featuring all base game biomes. While the cool temperature limits the number of critters that live on the asteroid, [[CursedWithAwesome it becomes a perk more than anything else]] in the midgame as previously-unwanted heat from your machines are now an extra perk that allow you to make your base warmer, and freezing temperatures are far less dangerous than scalding temperatures. Overall, Rime is a recommended asteroid for beginners despite its advertized higher difficulty.
2* CrossesTheLineTwice:
3** 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.
4** Hatches eat anything, including meat. They also drop meat upon death. You can totally feed a hatch the corpse of its deceased parent. They are also good in starting bathrooms so they eat the polluted "dirt" that the outhouses produce.
5* EnsembleDarkhorse:
6** 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.
7** Meep is pretty popular, in part due to his distinctive unibrow.
8** Among the critters, Pips have proven themselves as the most beloved. Not only are they able to wild-plant, something that only they can do, it only takes two wild Arbor trees to feed a full ranch of domestic pips, making for a free source of meat, eggs and dirt for farming. Being the easiest critter to ranch has made them a staple in most games.
9* FanNickname:
10** The player base has a few terms regarding common but incredibly useful builds.
11** SPOM; 'Self-powered oxygen machine'. This is referred to as build for oxygen production machines that use the hydrogen produced from the electrolyzers to power a hydrogen generator, which in turn self-powers the entire production of the electrolyzer. Not as OP as it sounds, as the entire thing still needs water to run, which is a very important and limited resource, and the oxygen it outputs needs to be sustainably cooled before being released into general circulation lest it [[SaunaOfDeath overheat the base]].
12*** Several popular SPOM designs have gotten nicknames of their own, such as the "Half" and "Full" Rodriguez (named after their designer), which use passive gas sorting, and the Hydra, a design that exploits the "one fluid per tile" rule to prevent the electrolyzers from reaching max pressure.
13** Mechanisms deliberately designed to kill animals (usually a flooded room which they can enter but not escape) are commonly called evolution chambers, the idea being that they accelerate their evolution into the ultimate lifeform - barbecue.
14** Geysers, vents and volcanoes whose outputs are exploited in a controlled fashion are said to be "tamed".
15* FridgeBrilliance: Floral Scent is treated as a germ that only dupes with "Allergies" are susceptable to. This is basically how allergies work. The immune system treats something harmless as a disease agent and makes you miserable.
16* GameBreaker:
17** 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.
18** 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 be sustainable for ''way'' longer than it would with a colony of duplicants that don't have Diver's lung. It's possible for a single self-powered oxygen machine to sustain a large base of twelve or so duplicants easily simply by a majority of those duplicants having the Diver's Lung trait trait.
19*** Deeper Diver's Lungs is even better, being Diver's Lung on steroids, although balanced out by the fact that it can only be randomly acquired through neuromachines. A duplicant can have ''both'' traits because of this though, which makes it so they basically making it so they don't even really take a fraction out of the oxygen they breathe.
20*** Another Neuromachine trait is Sunny Disposition, which removes 20% stress per cycle, making morale requirements pretty much irrelevant for that dupe.
21** Cool Slush Geysers. They produce ice cold polluted water, the perfect heat sink, at a constant rate. It's various temperature ranges have so much utility it is frankly absurd, from feeding trees, reeds and pepper plants, to refining for clean water, if you want the best geyser, there it is. Easy to tame and perpetually useful from the beginning of the game to the end.
22** Cool Salt Slush Geysers are a new addition, one that is beloved for several reasons. Salt water serves as a more severe coolant thanks to its significantly higher thermal conductivity, meaning it can cool machines and the base faster than the polluted water from a Cool Slush Geyser. This actually serves to help it when it goes into a desaltinator, since it is too cold to be turned into ordinary water and will become ice instead, damaging the output pipe. Using it to cool the natural gas from a natural gas geyser or the natural gas generator and its output is a viable strategy, one that does not require more than a bit of planning.
23** Thanks to the addition of Buddy Buds and floral scent "germs", Morbs have become the go-to way to produce Oxygen. Because of the way the game is programmed, no two sets of germs can occupy the same tile. By filling up a room full of Buddy Buds and then using uncleaned outhouses in said rooms to spawn a bunch of Morbs, as well as some deodorizers to depollute the oxygen as it leaves the room, you now have a completely near 100% maintenance-free way to produce a bunch of oxygen without worry of slime lung pollution. Alternately you can feed the polluted oxygen to pufts for completely free algae or its byproducts.
24** Shinebugs have a very useful property: due to being quick breeders, they don't need food to produce an egg before dying while tame, even if left completely on their own. By breeding a bunch of them and cramming them into a room with solar panels, you create a "Shinebug reactor". This structure, for a grand total of zero upkeep and zero heat, can produce decent amounts of constant power, enough radiation to quickly feed a radiation collector, and as a bonus it will advance you through the Shinebug mutation chain.
25* GoodBadBugs:
26** 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.]]
27** 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.
28** Nuclear fallout has a far lower heat capacity than its liquid form nuclear waste, so every times it is produced, a lot of heat is deleted. Using this, it's possible do build a "nuclear core drill" that dumps a massive amount of nuclear waste into the core to cool it down.
29** The walls of a rocket interior in the DLC are supposed to be unbreakable, but they can still be melted if exposed to a sufficiently high temperature. This allows you to unlock the rest of the space [[AlienGeometries outside of the rocket yet still inside the module]], which is several times larger than the base size. This allows you to turn the rocket into a quasi-mobile base, or at the very least to comfortably ferry far more dupes than normal.
30* LowTierLetdown:
31** Among the geysers, one of those that's largely seen as more of a hinderance than anything else is the chlorine geyser. Chlorine only has one very specific use; killing germs. Which is easy enough to set up a chlorine cleaning system by just pumping natural spawned chlorine on the asteroid into an airtight room. Once that's setup, there is really no use for chlorine pretty much ever again. It's not good enough to use as a cooling source, stresses out dupes if they run through it, and is nothing more than an annoyance. More often than not, finding a chlorine geyser just means having something annoying to try and build around.
32** Carbon dioxide vents and geysers produce carbon dioxide, which is classified as waste by most colonies. Earch has a signature danger, with the former releasing it scorching hot and the latter capable of letting it build up to 50 bar, at which point it will flood your entire base in the blink of an eye if breached. While their temperature could potentially at least be interesting, [[AwesomeButImpractical any use as a power generator or coolant is ruined by carbon dioxide's terrible specific heat capacity]] which will cause it to change its temperature quickly without having accomplished much.
33* SelfImposedChallenge: You aren't forced to get all achievements in the game in a single run, especially since some of them can invalidate themselves permanently, but players still had a go at getting all of them in a single game. The troublesome ones are "Carnivore" (400k kcal of meat consumed before day 100, you'll need to get those hatches going FAST), "Locavore" (400k kcal consumed without any crop, say hello to mush bars), and "Super Sustainable" (240 MW without any fossil fuel burner). If you're masochistic enough, you may as well crank up all difficulty settings to the max first since you're at it.
34* ScrappyMechanic:
35** The random 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.
36** 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 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.
37** How stress increases can seem extremely arbitrary, especially when duplicants seemingly have a stress jump for no reason and absolutely ''refuse'' to use a massage table even if you assign them to it and set the priority to the max.
38** 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.
39** 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.
40** 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...
41** Gas reservoirs were enormous structures that held only 150 kg of gas. Thankfully, they were updated to hold 1,000 kg of gas instead.
42* TheScrappy:
43** 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.]]
44** Dupes with particularly bad traits are likely to do more harm than good, particularly Flatulent dupes emitting natural gas in locations that require a specific atmosphere, and often have an "unfortunate accident" happen to them.
45* ThatOneAchievement: "Carnivore" requires eating 400k kcal worth of meat (and its derivatives) before the 100th cycle. If you want a chance at it, this will require extremely aggressive hatch ranching from practically cycle one. This will also require rapid dupe replication, with all the problems this will undoubtedly cause, just to eat all that meat.
46* ThatOneDisadvantage:
47** 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, Mouth Breathers and Bottomless Stomachs simply chew through two dupes' worth of resources, and those with Allergies will get '''extremely''' pissed off when exposed to Floral Scents (which pop up among certain common plants and brighten non-allergic dupes' days), practically guaranteeing they peak stress in a matter of seconds.
48** As far as negative ''world'' traits go, players not looking for a challenge avoid ''geodormant'' (fewer geysers, which means less renewable resources), ''metal-poor'' (metal is extremely important in all parts of the game, and limiting its amount cripples your production) and ''large boulders'' (which generates large obsidian boulders that take ages to clear out).
49* ThatOneLevel:
50** Swamp biomes were this at one point, before changes to disease mechanics rendered the near-ubiquitous Slimelung infection found in dirty swamp Slime and polluted water to be irritating rather than highly deadly. In the modern incarnation of the game, the closest equivalent is probably extremely hot biomes like the Oil or Volcanic Biome; while the Abyssalite deposits that streak the map keep the heat confined early on, once that protective layer is breached the seeping heat can easily cook a base if the player isn't quite familiar with heat management mechanics
51** Oasisse/Oasisse cluster spawns you in the middle of a Forest biome (read: no algae in the early game and no easy way to produce oxygen) surrounded by a vast scalding hot wasteland with very little in the way or resources. You will need to make a mad dash for thermal insulation before your entire starting area is boiling, that is if you didn't run out air and suffocate or run out of water and softlock yourself first. Good luck.
52** The Radioactive Ocean from the DLC lacks many crucial resources on its small map, as well as its connected asteroid. Most notably, fiber, either in the form of Dreckos or Thimble Reed, is nowhere to be found. This means you'll have to get creative for rocketry, as you won't have an atmo-suit before reaching the more distant asteroids. Plastics aren't available either, so say goodbye to many, many midgame buildings, most notably turbines, until farther in the game. Oh, and it's a Forest biome start so no algae at the start here either, although at least the connected Flipped Asteroid does have some.
53* UglyCute: The duplicants themselves. InUniverse, Hatches, Pufts, are this to duplicants, as they have positive decor values.
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