Never really played a colony sim. I have these two. Which one is easier to get into?
>>1852543>easier to get into ONI is more accessible though. Most of the shit you need to know you can deduce from in-game descriptions. The only thing I would recommend to learn before diving deep into ONI is fluid flow inside pipes. DF on the other hand, is all around less accessible and you'd probably play it with wiki open most of the time during the honeymoon phase. Both are great games nonetheless.
Is ONI worth playing?
>>1852562>lets ask the chat >type 1 for yes>type 2 for no111111111112222222222221111111111111222222222222211111111111111222222222222222211111111111111122222222222211111111111111222222222222221111111111111111111111111111Try it out and find out.
>>1852562that game is all about fucking some shit up you never even thought it could happen and then restarting your colony over and over again. but its fun
>>1852543Never played either.However, consider the following:> ONCE> YOU> "RIMWORLD"> YOU> NEVER> GO> BACK
>>1852670>spinning it into game vs game
>>1852543DF was easier for me because it was actually fun. I dropped ONI within the first hour. Plus it's uglier than ascii DF.
>>1852670Never heard anyone say that before. Do you think all the people playing DF haven't played Rimworld?
With Dorf Fort it's fairly trivial to set up settlement that's entirely self-sufficient and impenetrable to any threat the game might try to throw at you.With ONI you're constantly managing a dozen different resources and any one running out or overflowing can instantly start a death spiral.
>>1852543ONI is way more friendly for newcomers. And also way more comfier, you won't suffer army invasions like in DF and has a clear endgame objective to progress to.DF is notoriously unorthhodox with the control scheme but has way more grander scheme of possibilities to build however also has the chance to randomly have something terrible happen that will very likely end your game right there and there is little you can do to stop it. It is also sandbox meaning it doesn't have specific endgame goal, you will build until something happens and you "loose." DF's motto is "Loosing is fun" which means your success is only measured by the length of you colony's survival time and your own personal ideas of fun.
>>1852943>"Loosing is fun"It's not a motto, it's a cope.
>>1852543ONI is closer to an engineering game than a colony sim. Yes your job is to keep your dupes alive and expand your colony, but it helps a lot to figure out how to construct machines for automating processes.
>>1853495you're not a man, you're a fag.
My first game of ONI, I tried to set up an airlock with gas pumps, ventilation, logic circuits, and sequential doors.Then I saw what the community does instead.
>>1853587Unironically making it so that dupes have a breakdown if they get wet too often would be a cool liquid door nerf.
>>1853587I'll never do liquid locks. From all the shit they've nerfed and "rebalanced" over time, they took the lamest thing and kept. it.
>>1852543I wouldn't bother with dwarf fortress, rim world is better and more visually pleasing.
>>1853495Cope with what? It literally is true, the only endgame condition in DF is loosing or getting bored and quitting.
>>1853587You do not have to follow "the META" the community does.
>>1853599The problem is that liquid locks aren't just slightly more efficient than regular doors, they're vastly more efficient on top of requiring no techs to actually make use of. I'd be fine with them if for instance they required some hydrophobic tile to work which was at the end of the research tree.
>>1853602Let me repeat myself just in case my comment had parts you did not understand: You do not have to follow "the META" the community does.
>>1853605So I should just waste resources instead of exploiting game mechanics?
>>1853616YES! Try to have at least some semblance of a challenge. I know this is an incredibly obscure and alien concept to some people. Or think about it this way, play the game the devs likely intended to instead using bugs and glitches. You can use a phone to drive a nail into the wall but that is not what the phone is intended to be used by its creator, invest into a hammer and use that.
>>1853616>I should just waste resourcesWhat resources are you wasting by not using liquid locks?>exploitingThere's literally a material specifically meant to be used for liquid locks - visco-gel. Regardless, I've colonized all the planetoids and neither have I used a liquid locks or felt like I had to.
>>1853626what do you use for airlocks?
>>1853646airlock doors
>>1853668and for the gas?
>>1853624Obviously since they've never fixed liquid locks, they are intended.
>>1853673You must be more specific.The oxygen that escapes while going in and out of space is negligible. For stuff like geysers and volcanoes, I usually prime and set them up in one go.
>>1852543>ONIYou just click playLosing is not funThe game runs at a crawlAdvanced mechanics have actual scientific basis, and then throw laws of physics out the window arbitrarilyThe fanbase will yell at you for not using meta solutions or not having plastic by day 5Colonists kill themselves all the timeBad art style, reminds me of autistsEvery other colonist is called Mohammed and their description is "Le Quirky They/Them"Leaves you feeling empty, like you achieved nothingQuit before you start, the game is designed to take forever to do anything>Dorf FortYou need to learn the interfaceBasic and advanced mechanics appear as complex as scientific theory, it may disappoint you to know they're notFollow the flow chartLeaves you feeling fulfilled by just simply creating a bedroomQuit when you're bored, the game is designed to restart runs>>1852670Isn't that just a visual novel for underage porn modding?>>1852943>and has a clear endgame objective to progress to.>ONI>end>game>objective>>1853587Yeah, the community is autisticI wish airlocks were real because circuitry not only takes so long to get to, the fact that everything takes up a 1mx1m area is insane... and then there's the time it takes to mine, sweep, then your construction dupe either gets stuck in the middle of nowhere or entombs his own head...Sincerely, to make even a manual airlock you need so much electricity and you also have a heat problem too, and drip airlocks become so much better once you get exosuits because dupes can no longer get wet, ugh, Klei is retarded
>>1853818>clear endgame objectiveIn vanilla it's reaching the space rift. Spaced Out! has a variation of that.Seem pretty clear as far as objectives go. Miles better than a whimper that launching a rocket in factorio is. >le wokeIt is, but presentation kind of mellows it out.
>>1853818Ow the edge
>>1852543just play they are billions
ONI is better but I can't stand the art style. Play rimjob instead.
>>1855214>>1855160>Don't play the games I don't like!
>>1852670Translation:>Once you "rimworld">Other games will be too complicated for you to play>Thus you become a rimworldfagAvoid this grim fate
>>1852562I found it too boring. It has cool ideas that simply go nowhere. Its barely comparable to DF or RW because even on the highest difficulty sliders there is simply no difficulty or pressure at all. I would say that it is a game more about automation and min max autism (think of factorio) than it is a colony sim, and even then you dont need to bother with any of that since again there is no pressure or whatsoeve on justify going the extra mile.On a more subjective note, I particulary dislike the game being on a horizontal grid.glad I pirated/10
>>1853818>Isn't that just a visual novel for underage porn moddingBased if true
>>1852543I know it wasn't a choice, but against the storm is a good intro colony sim. Since it's designed as a roguelike its a bit more digestible in terms of complexity and time commitment. The two games you listed are more complex and have more depth overall though.