4:29 This (unless you're running on lower difficulties) no longer applies. Almost every planet now have meteors storms, and if you want to ranch Gassy Moos they increase their population by calling in Mooteors (save the tomatoes for KLEI as they're the ones who thought of that and other equally terri-bull puns). Gas, Liquid and Slime meteors can do damage but refined metal meteors really hurt. 6:30 The same decontamination tricks that work for liquid reservoirs also work for gas tanks.
Smart storage bins are great to always keep a certain stock of manufactured resources attached to a building on continuous production. You don't need to micromanage steel, glass, plastic or w/e. Smart storage bins will just disable the building when it reaches the amount you want and dupes will leave it alone until they need to fill the quota again.
i have a few things to mention about some of the buildings here: 1. algae terrariums do produce bottled polluted water, but keep in mind that they don't require power, and they don't produce heat. you can use these in areas to avoid running power cables and oxygen masks, in areas that you are mining out. furthermore, they consume co2, meaning that they can be used to clean purposely sealed rooms. 2. rust deoxidizers could be both s tier or non-useable depending on situation. on your badlands run for example, you can easily run on just rust for over 300 cycles easy, assuming you have a chlorine vent to supply the salt, or you have a salt biome, such as arboria, verdante, or aridio. if you are running a radioactive asteroid map, which features a flipped asteroid planet as secondary, you will have to run it to get the iron to make steel. there is no iron on either of those asteroids. also, the iron it drops is the ore, which means you can use it with base buildings. you can also feed plug slugs the iron for power. 3. the sublimation station can be used to produce food, if you have pufts. one station can support just short of 8 pufts. this means that one station can support up to 77 dusk caps, which will support your whole colony. add 57 waterweed from the single squeaky puft's bleach stone, and you have a megafactory of mushroom wraps. 4. compost: if you want dirt from polluted dirt you will have to use compost. polluted dirt does not convert to dirt with heat. it goes all the way up to the temperature of magma converting straight to glass. only slime, algae, and fertilizer convert to dirt with heat. 5. automation ribbon is useful for cleaning up automation lines, making things more streamlined. if you have sensors to pumps located in different locations from sensors, and batteries located in different places, you can use the automated ribbon to streamline it into a single tile, vs having 4 separate wires taking up space. 6. signal counters, can be used with pacu, or other critters, to regulate number of eggs collected, or it can be used with cycle sensors, to extent time. filter gates and buffer gates technically can do that, however, they are limited with time, so you would need enormous amounts of them if you were in need of extending time more than one cycle. for its main use, the signal counter is used to convert binary into digital signals for really advanced builds. i would suggest watching the youtube channel base manager to get an example of how powerful this tool is.
Thanks for the feedback! 1) Not consuming power is certainly a niche. Removing CO2 over time is also interesting, but as dupes are running in anyways, you'd need a lot in there to see a net decrease in CO2 I think. I don't think the heat generation is that significant. I think I would still like to see this building reworked as it feels like an underwhelming sidegrade at the moment. 2) I tiered this based on whether you'd choose to run an Electrolyser or a Rust Deoxidiser at the start of a run. Being able to burn the Hydrogen for power for the whole setup is really nice. I think I would only choose to run these instead if I ran out of Water (like, if I didn't have a teleporter on the Badlands run) or if I ran out of Metal Ore early and I really needed it. But as you say, it's certainly not a bad option in a vacuum (ha). 3) This is a cool use that I didn't think of. I need to figure out a good Puft ranch design! 4) I've realised this on my current run. I have large amounts of Polluted Dirt and very small amounts of normal Dirt that I'm slowly consuming with the Drecko Mealwoods. The question is, do I want dupes flipping composts, or do I want a Pip ranch to get more Dirt out of the Polluted Water instead? Considering how many dupes I have at the moment, I might just make a Compost room somewhere. 5) This makes sense, I think my brain is just not wrinkled enough to design anything that requires an Automation Ribbon. 6) I'll have a look at this later! Again, this seems like a big brain time moment.
@@erisia_gaming with the terrariums, the polluted water converts 1/1 to polluted oxygen, which i have heard is more efficient than running electrolyzers via water sieve. so, running deodorizers with a relatively good-sized oxygen farm, would be quite good. also, you get clay out of it when i have rust, i just go ahead and use it first. water isn't a problem long term, but if we are speaking of at the start, i rather spend the rust over water, since the computer takes so much for research. also, rust doesn't have any other uses anyway, why keep it? one last note, is the memory toggle and xor gates. those are often paired with filter and buffer gates; they are useful for making doors open and close, which can be useful for creating, and maintaining vacuum without a water lock, such as keeping temperature from degrading in an ice biome. it can be used with doors to delete gasses, such as co2, or steam, when you don't have steel or plastic or pumps. the biggest use of the memory toggle, is with francis john based petrol boilers.
Algae Terraiums can be fully submerged in water and work. They'll pull water from the surroundings too. If you're having trouble putting a light source, such as at the bottom of the water asteroid, then use glass. They are not limited by overpressure or submerging issues, and do not require direct water. With the current carved lumen quartz, they don't even require power. Technically shinebugs can work too. Its a niche usecase, as usually you are more limited by water-- but it is a usecase. The polluted oxygen offgas has its uses too, but when fully submerged, this isn't an issue. When you're not limited by water, algae terraiums become very interesting.
If you have plastic in bins under a rocket launch pad (I leave a few tiles space at bottom of my rocket tunnel) then dump it onto ground, the plastic will liquefy and can be mopped up into bottles of naphtha after a launch and return. Ditto phosphorite to become either liquid phosphorus or refined if you then put that into a bottle dispenser and allow it to fall onto the cold surface. Good for getting small quantities. A CO2 rocket is hot enough.
One thing to note with the Algea Terrarium is that it does not have a pressure limit, so it can stress Duplicants with popped eardrums if you have excessive oxygen production.
I use power switches because I want manual control over the operation of a device (usually gas or liquid pumps), and it's cheaper than automation wire/switches. ...I also didn't mess with automation for a long time, so I didn't know the automation switch existed.
This is very true, if you don't have refined metal for automation wires yet, power switches will do the same task provided you power wire everything appropriately.
1.Yes plastic tiles are more sustainable late game but the decor from metal tiles especially gold ones is something you can't resist. Metal tiles S-tier, plastic tiles A-tier 2. Many people don't know that normal heavy-watt bridge can support heavy-watt conductive wires so, because non-refined metals come easier, especially early game yes they belong to A-tier, but the heavy-watt brother belongs to B-tier cause you can use them if you have a metal volc for example, but you can actually skip them
@@mso2013 nope. The decor still counts. For example if decor outside the base is really bad, the average decor will remain bad if the decor inside the base is only 120. But if is more than 120 the average decor will be positive. It just stops counting in 120.
@@BillRizzGR are decore items and worklights baned outside the base now? or has the granite stockprice just realy high? late game you have to send a rocket or wait for a volcano to eroupt, where as you can just pump oil. (hint dont waiste your aluminium! it gets REALLY hard to get more of to build with after you run out.)
"What builds do you use gas thermo sensors on?" I use these for food freezers if I don't have crude oil or ethanol. Thermo regulator is good enough and you don't need an aquatuner. I also use them for liquid O² when I don't yet have supercoolant for similar reasons.
gas meter is imo significantly more useful than liquid meter because they allow you to connect bases on other planetoids to your main base's oxygen supply. what you do is have an atmo sensor (connected to a filter gate) detect when your off-base needs oxygen. it sends an interplanetary signal to the main base, which resets the gas meter and sends the gas to the base that needs the oxygen. you can set the meter to the exact amount needed to fully repressurize the base based on how big it is and then just forget about it
Dude, how did you drop all atumatization buildings att the end of the tierlist?. Automatization is what makes this game fun and interesting. Without them its impossible to build complex sytstems.
I'll be honest, my brain has so far lacked the wrinkles to really go ham on all of the advanced automation stuff. I've ranked the automation buildings higher when they have simple use cases that really help get a base to work efficiently early on.
I find large power transformers useless unless you’re really careful about how many consumers you put on a line. For my main grid with many machines which are unlikely to go at once but where it would be a bigger deal for them to overload rather than be delayed slightly is significantly more likely than needing to use 4kw. The large power transformer fails at being a circuit protector and frankly I really think it’s much worse than normal transformers.
Manual airlocks is the primary way you create smart compact infinite storage. Hint check the cost of things, using single tile items, when two tile items cost the same is not a good strategy in a resource game. You are pulling a Donny Kruger here, you don't know enough about ONI and is overestimating your own knowledge. Now if you want to learn time a dupes and make a row of 20 tile high ladders and firepole's and make the dupe travel horizontal across them. Now make a second row of ladders and firepole's, but this time do it like space ladder space firepole space ladder space firepole. Dupes move slower without the empty tile when they jump onto ladders and firepole's. because the extra empty tile jump take the same time as the no tile jump. Oh, and don't make poles and ladders touch the ground, 1 tile off there too. Ladder - Up/down ladder - ladder is also a problem as dupes can hang on the ladder and side jump, instead of running on top of the ladder. Always do transitions with a solid tile, so the pathfinding choose to run on top of ladders, because horizontal ladder jumping is a lot slower than running on top.
I don't pretend I know everything about the game. I always admit when I don't know something or when I'm doing something I know is sub-optimal because it's fun or I just want to. I just enjoy playing the game and post these videos to promote discussion about topics and the game, especially topics I don't fully understand.
4:29 This (unless you're running on lower difficulties) no longer applies. Almost every planet now have meteors storms, and if you want to ranch Gassy Moos they increase their population by calling in Mooteors (save the tomatoes for KLEI as they're the ones who thought of that and other equally terri-bull puns). Gas, Liquid and Slime meteors can do damage but refined metal meteors really hurt.
6:30 The same decontamination tricks that work for liquid reservoirs also work for gas tanks.
Yes, the meteor update that has since been released will affect some of these rankings.
Smart storage bins are great to always keep a certain stock of manufactured resources attached to a building on continuous production. You don't need to micromanage steel, glass, plastic or w/e. Smart storage bins will just disable the building when it reaches the amount you want and dupes will leave it alone until they need to fill the quota again.
Have you considered a weight plate for this use case instead?
i have a few things to mention about some of the buildings here:
1. algae terrariums do produce bottled polluted water, but keep in mind that they don't require power, and they don't produce heat. you can use these in areas to avoid running power cables and oxygen masks, in areas that you are mining out. furthermore, they consume co2, meaning that they can be used to clean purposely sealed rooms.
2. rust deoxidizers could be both s tier or non-useable depending on situation. on your badlands run for example, you can easily run on just rust for over 300 cycles easy, assuming you have a chlorine vent to supply the salt, or you have a salt biome, such as arboria, verdante, or aridio. if you are running a radioactive asteroid map, which features a flipped asteroid planet as secondary, you will have to run it to get the iron to make steel. there is no iron on either of those asteroids. also, the iron it drops is the ore, which means you can use it with base buildings. you can also feed plug slugs the iron for power.
3. the sublimation station can be used to produce food, if you have pufts. one station can support just short of 8 pufts. this means that one station can support up to 77 dusk caps, which will support your whole colony. add 57 waterweed from the single squeaky puft's bleach stone, and you have a megafactory of mushroom wraps.
4. compost: if you want dirt from polluted dirt you will have to use compost. polluted dirt does not convert to dirt with heat. it goes all the way up to the temperature of magma converting straight to glass. only slime, algae, and fertilizer convert to dirt with heat.
5. automation ribbon is useful for cleaning up automation lines, making things more streamlined. if you have sensors to pumps located in different locations from sensors, and batteries located in different places, you can use the automated ribbon to streamline it into a single tile, vs having 4 separate wires taking up space.
6. signal counters, can be used with pacu, or other critters, to regulate number of eggs collected, or it can be used with cycle sensors, to extent time. filter gates and buffer gates technically can do that, however, they are limited with time, so you would need enormous amounts of them if you were in need of extending time more than one cycle. for its main use, the signal counter is used to convert binary into digital signals for really advanced builds. i would suggest watching the youtube channel base manager to get an example of how powerful this tool is.
Thanks for the feedback!
1) Not consuming power is certainly a niche. Removing CO2 over time is also interesting, but as dupes are running in anyways, you'd need a lot in there to see a net decrease in CO2 I think. I don't think the heat generation is that significant. I think I would still like to see this building reworked as it feels like an underwhelming sidegrade at the moment.
2) I tiered this based on whether you'd choose to run an Electrolyser or a Rust Deoxidiser at the start of a run. Being able to burn the Hydrogen for power for the whole setup is really nice. I think I would only choose to run these instead if I ran out of Water (like, if I didn't have a teleporter on the Badlands run) or if I ran out of Metal Ore early and I really needed it. But as you say, it's certainly not a bad option in a vacuum (ha).
3) This is a cool use that I didn't think of. I need to figure out a good Puft ranch design!
4) I've realised this on my current run. I have large amounts of Polluted Dirt and very small amounts of normal Dirt that I'm slowly consuming with the Drecko Mealwoods. The question is, do I want dupes flipping composts, or do I want a Pip ranch to get more Dirt out of the Polluted Water instead? Considering how many dupes I have at the moment, I might just make a Compost room somewhere.
5) This makes sense, I think my brain is just not wrinkled enough to design anything that requires an Automation Ribbon.
6) I'll have a look at this later! Again, this seems like a big brain time moment.
@@erisia_gaming with the terrariums, the polluted water converts 1/1 to polluted oxygen, which i have heard is more efficient than running electrolyzers via water sieve. so, running deodorizers with a relatively good-sized oxygen farm, would be quite good. also, you get clay out of it
when i have rust, i just go ahead and use it first. water isn't a problem long term, but if we are speaking of at the start, i rather spend the rust over water, since the computer takes so much for research. also, rust doesn't have any other uses anyway, why keep it?
one last note, is the memory toggle and xor gates. those are often paired with filter and buffer gates; they are useful for making doors open and close, which can be useful for creating, and maintaining vacuum without a water lock, such as keeping temperature from degrading in an ice biome. it can be used with doors to delete gasses, such as co2, or steam, when you don't have steel or plastic or pumps. the biggest use of the memory toggle, is with francis john based petrol boilers.
I think it was worth mentioning that plastic tiles is great radiation blocker too
Algae Terraiums can be fully submerged in water and work. They'll pull water from the surroundings too. If you're having trouble putting a light source, such as at the bottom of the water asteroid, then use glass.
They are not limited by overpressure or submerging issues, and do not require direct water. With the current carved lumen quartz, they don't even require power. Technically shinebugs can work too.
Its a niche usecase, as usually you are more limited by water-- but it is a usecase. The polluted oxygen offgas has its uses too, but when fully submerged, this isn't an issue. When you're not limited by water, algae terraiums become very interesting.
If you have plastic in bins under a rocket launch pad (I leave a few tiles space at bottom of my rocket tunnel) then dump it onto ground, the plastic will liquefy and can be mopped up into bottles of naphtha after a launch and return. Ditto phosphorite to become either liquid phosphorus or refined if you then put that into a bottle dispenser and allow it to fall onto the cold surface. Good for getting small quantities. A CO2 rocket is hot enough.
One thing to note with the Algea Terrarium is that it does not have a pressure limit, so it can stress Duplicants with popped eardrums if you have excessive oxygen production.
I watched this whole thing in one sitting and i actually learned a lot
Amazing tier list! Keep them coming!
45:42 using the Disconect wire tool you can easily play without ever building a switch
Yes I'm so glad they added this!
1:21:00 you can use the liquid meters to make a napta or visco gel dispenser
I use power switches because I want manual control over the operation of a device (usually gas or liquid pumps), and it's cheaper than automation wire/switches. ...I also didn't mess with automation for a long time, so I didn't know the automation switch existed.
This is very true, if you don't have refined metal for automation wires yet, power switches will do the same task provided you power wire everything appropriately.
Great video. Subscribed!
1.Yes plastic tiles are more sustainable late game but the decor from metal tiles especially gold ones is something you can't resist. Metal tiles S-tier, plastic tiles A-tier
2. Many people don't know that normal heavy-watt bridge can support heavy-watt conductive wires so, because non-refined metals come easier, especially early game yes they belong to A-tier, but the heavy-watt brother belongs to B-tier cause you can use them if you have a metal volc for example, but you can actually skip them
Decor bonus stops at 120 and there are many cheaper ways of getting there than refined metals.
@@mso2013 nope. The decor still counts. For example if decor outside the base is really bad, the average decor will remain bad if the decor inside the base is only 120. But if is more than 120 the average decor will be positive. It just stops counting in 120.
@@BillRizzGR are decore items and worklights baned outside the base now? or has the granite stockprice just realy high? late game you have to send a rocket or wait for a volcano to eroupt, where as you can just pump oil. (hint dont waiste your aluminium! it gets REALLY hard to get more of to build with after you run out.)
@@mso2013 yeah nice advice. Now accept that you are wrong. Goodbye
@@BillRizzGR care to tell me with a rational reason why i am wrong lol?
"What builds do you use gas thermo sensors on?" I use these for food freezers if I don't have crude oil or ethanol. Thermo regulator is good enough and you don't need an aquatuner. I also use them for liquid O² when I don't yet have supercoolant for similar reasons.
Yes, this is the main use I've identified, with the freezers.
gas meter is imo significantly more useful than liquid meter because they allow you to connect bases on other planetoids to your main base's oxygen supply. what you do is have an atmo sensor (connected to a filter gate) detect when your off-base needs oxygen. it sends an interplanetary signal to the main base, which resets the gas meter and sends the gas to the base that needs the oxygen. you can set the meter to the exact amount needed to fully repressurize the base based on how big it is and then just forget about it
What an interesting use case!
umm you can absolutely automate an anti entropy thermo nullifier by using a gas shutoff to starve it off hydrogen when you dont want it running...
Dude, how did you drop all atumatization buildings att the end of the tierlist?. Automatization is what makes this game fun and interesting. Without them its impossible to build complex sytstems.
I'll be honest, my brain has so far lacked the wrinkles to really go ham on all of the advanced automation stuff. I've ranked the automation buildings higher when they have simple use cases that really help get a base to work efficiently early on.
I challenge you on that statement: “some of them you have to use: ladders”. I challenge you to make a whole base NO LADDERS (it is actually doable) 😅
Haha, this does sound technically possible... but why would you :p
I find large power transformers useless unless you’re really careful about how many consumers you put on a line. For my main grid with many machines which are unlikely to go at once but where it would be a bigger deal for them to overload rather than be delayed slightly is significantly more likely than needing to use 4kw. The large power transformer fails at being a circuit protector and frankly I really think it’s much worse than normal transformers.
Manual airlocks is the primary way you create smart compact infinite storage. Hint check the cost of things, using single tile items, when two tile items cost the same is not a good strategy in a resource game.
You are pulling a Donny Kruger here, you don't know enough about ONI and is overestimating your own knowledge. Now if you want to learn time a dupes and make a row of 20 tile high ladders and firepole's and make the dupe travel horizontal across them.
Now make a second row of ladders and firepole's, but this time do it like space ladder space firepole space ladder space firepole.
Dupes move slower without the empty tile when they jump onto ladders and firepole's. because the extra empty tile jump take the same time as the no tile jump.
Oh, and don't make poles and ladders touch the ground, 1 tile off there too.
Ladder - Up/down ladder - ladder is also a problem as dupes can hang on the ladder and side jump, instead of running on top of the ladder. Always do transitions with a solid tile, so the pathfinding choose to run on top of ladders, because horizontal ladder jumping is a lot slower than running on top.
I don't pretend I know everything about the game. I always admit when I don't know something or when I'm doing something I know is sub-optimal because it's fun or I just want to. I just enjoy playing the game and post these videos to promote discussion about topics and the game, especially topics I don't fully understand.
Uses the browser by the homophobic guy, updates to Windows 11 anyway...