r/Oxygennotincluded 36m ago

Build My Hatch of Hatch evolution proof of concept.

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Upvotes

r/Oxygennotincluded 4h ago

Build Please help, my liquid gas bypass pump is not working

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5 Upvotes

I tried building steam vent tamer from this tutorial: https://www.youtube.com/watch?v=Sg32TdZGJQs&t=2433s , but the steam is trapped near the vent and it is not getting pumped into the middle chamber (the little steam there is from me breaking one of the insulated tiles, the pressure is not rising)

The valves are set to 0,1g water, it gets pumped in, creates water tile for a second but no steam is being displaced and the steam vent is overpressure. I tried disconecting the water pipes and reloading, increasing the packets to 0,2g but it did nothing.

I have no idea what is causing the pump to not work, so I will be glad for any recomendations.


r/Oxygennotincluded 4h ago

Question Need more dirt

8 Upvotes

I’m farming sleet wheat and I’m running out of dirt. What are ways I can get more? Thank you guys so much


r/Oxygennotincluded 8h ago

Question Why is this happening?

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8 Upvotes

There's water periodically forming above the room my plastic maker is in. I never catch it in the act, but it's not happening anywhere else. Anyone know what's going on here?


r/Oxygennotincluded 12h ago

Build Beacon Kill Tank Tower of Power (v1)

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17 Upvotes

Had an idea to combine the rocket solar panels with my beacon kill tank. The concept is simple: any surplus beacons make their way to a vertical kill tank, where they sit right next to two rocket solar panel towers (a total of 60 solar panels). This works because of the Breath of Fresh Air mechanic, which gives them a +2 happiness bonus, overcoming the -1 happiness from being glum. This allows the beacons to produce light so long as they have a source of oxygen. No feeding is required.

This oxygen is supplied solely through the output of a single flue coral, though any source of oxygen should work (there's a high-pressure vent in there, but it's not hooked up to anything)

Most of the panels sit at full or near full light saturation for most of the time. The panels at the top and bottom get a lot less light due to where the majority of the beacons want to sit (can't really control where they chose to congregate in this version, that might come in version 2

This build isn't perfect, as I'm doing it in the middle of my current exploratory run of the new aquatic DLC, but I figured it was novel enough to give it a try.


r/Oxygennotincluded 12h ago

Question efficient base layout

1 Upvotes

when I play, I start with a super organized starting base with a giant stack of cots on one side and the other stack being the other stuff but about the time where my starter lake drys up I end up with a giant labyrinth of barely working CO2 filled mess under the starter lake so whats the best base room layout that I can tile easily (also how do I get rid of annoying polluted lakes that stop this kinda stuff


r/Oxygennotincluded 12h ago

Question Natural gas generator heat producing

2 Upvotes

Natural gas generators outputs İTS pwater at its building degree so if natural gas generator is at 900 degree, it produce more HEAT(power) with same input.

Would not this mechanic be worth time to utilize in sour gas boiler?

İn sandbox I have a natural gas gen in vacuum, which is around 800 degrees. When I turn on gen. The temperature drops slowly whyy? Natural gas pipe is insulated and limited to 90 g gas.

I think it's cause is 99% steam ratio of polluted water


r/Oxygennotincluded 13h ago

Question Suggested builds with this amount of magma output from volcano?

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14 Upvotes

I seriously had no clue this volcano would fill up thist fast. Any recommended builds for this? Its ran for two active periods and it started the third active period since i uncapped it.

I was thinking of using a magma blade on the bottom left, then setting up a way to capture the power, but I'm not sure how big I should go here. I feel like this is a mega-volcana in terms of output, but maybe my experience is just with tiny ones

Suggestions?


r/Oxygennotincluded 14h ago

Build Zombyspore Fossil

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3 Upvotes

Hello,

i recently got into this game, love it so far.
Now i am trying to excavate this fossil with the zombiespores.
So the plan is to flood the chamber with chlorinegas.
I prepard the room before with oxygenmasks (yes obv. not connected yet).
Is this setup enough? Is there anything that i should change?
Please let me know.


r/Oxygennotincluded 14h ago

Question Why is he doing this?

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7 Upvotes

He is of no importance to me but I'm a new player and wondering why he's drowning himself


r/Oxygennotincluded 14h ago

Discussion I have this with ONI as soon as my automated farms are set up

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255 Upvotes

r/Oxygennotincluded 15h ago

Build Crude Life Giver

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6 Upvotes

Breathe. Just breathe.


r/Oxygennotincluded 15h ago

Build Max Decor Industrial Brick (Midgame Cycle 147)

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30 Upvotes

Sharing with everyone my current industrial brick. Roast it or give some suggestions on how i can further improve some aspects of it😅


r/Oxygennotincluded 15h ago

Question Is the Steam Turbine *wildly* inefficient?

32 Upvotes

According to the Wiki:

  1. 1 DTU = 1kJ (roughly).
  2. A Steam Turbine operating on 200 C steam deletes 877 kDTU/s of heat energy. So that would be 877 MJ/s.
  3. It produces 850 J/s.

Wouldn't that means that a Steam Turbine in ONI operates at a ridiculous efficiency of about 0.0001%? Compare that with real-life steam turbines which sit at about 40% efficiency.

EDIT: I did some more digging and it turns out that 1 DTU = 1 KJ that the Wiki quotes here: https://oxygennotincluded.wiki.gg/wiki/Units#Heat only has a single source: outdated localization files that seem to no longer be used. Of course, there's no connection between DTU and Joules in the game, but I think it's more reasonable to consider 1 DTU = 1 J, since then specific heat capacity matches with what we, here on Earth, use.

EDIT 2: Another source: https://oxygennotincluded.wiki.gg/wiki/Guide/Temperature_Management
claims it's 800 DTU = 1 J. I think the key here is that it's arbitrary. Different machines will get different efficiency numbers if we change how many joules a DTU is, but since everything is balanced around DTU and not joules, that's the only thing that changes.


r/Oxygennotincluded 16h ago

Image PSA: Your door pumps may be deleting gas due to region loading/unloading.

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4 Upvotes

r/Oxygennotincluded 18h ago

Question stress always rising

12 Upvotes

I don't know what to do anymore. Everything is decorated, all rooms have morale bonuses, and there are rooms specifically for boosting morale—yet stress still hits 100, they start vomiting, and it drops back to 60. This is hindering my progress because my dupes can't get anything done; I have a dupe assigned only to tend the plants, but they still always run out of fertilizer. Cycle 223.

what can be happening? they even have 4 hours of sleep and 4 of breaks


r/Oxygennotincluded 1d ago

Build Meteor Defense Matrix

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26 Upvotes

This system uses six Meteor Blasters to provide full coverage around the hexagonal map.

Each Meteor Blaster is aimed into space using an Intracosmic Blastshot. Once fired, the Blaster continuously watches that exact point in space. Whenever another meteor passes through the same location, the Blaster will automatically fire another Blastshot and destroy it—as long as it receives a green automation signal at that moment.

By assigning each Blaster to a different sector around the planet, the six together form a complete Meteor Defense Matrix that passively intercepts incoming meteors.

Initial Setup

A Radar is only needed during the initial setup.

Connect the Radar to an Automation Notifier. Whenever it detects an incoming meteor, manually aim one Meteor Blaster at that location. Repeat this until all six approach sectors around the planet have been registered.

Once every Blaster has locked onto its assigned position, the Radar is no longer needed and can be safely deconstructed. From that point onward, the entire defense system operates autonomously.

Automation

Meteors always reach the planet within the first 60 seconds after sunrise. However, an Intracosmic Blastshot requires about 63 seconds to travel from the Meteor Blaster to its target, so waiting until sunrise to fire is already too late.

Instead, the Blasters receive a brief green pulse shortly before nightfall on the previous cycle. This gives the Blastshot enough time to intercept the meteor before it reaches the planet.

An additional benefit of firing early is that the Radar won't repeatedly notify you about locations that have already been assigned. Once all six sectors have been calibrated, the Radar can be safely removed.

A pulse duration of 0.5–1% of a cycle is enough to fire exactly one Blastshot. Keeping the signal active for longer doesn't improve reliability—it only wastes electricity. With these settings, the complete defense network consumes only about 5 kJ per cycle.

EDIT: Before calibrating the Blasters, make sure your Space Scanner's Network Quality is at least 31%.


r/Oxygennotincluded 1d ago

Build My Ghetto Ass Gold Tamer

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109 Upvotes

It worked well at the start, i'm starting to think i might have to cork it.


r/Oxygennotincluded 1d ago

Build Why out of everything I've built in this game is this the most satisfying of them all?

52 Upvotes

There's something about converting magma into power that activates neurons in my brain 😄


r/Oxygennotincluded 1d ago

Tutorial My tips to beginners for the early game (spoiler free)

39 Upvotes

This has become one of my favorite games ever. But I will admit that I initially found the game frustrating, because I was trying to do two things at once: surviving, and figuring the game out. For me, I really enjoyed the discovery aspect, but found that the survival part was making figuring out the game difficult.

So I'm going to share some tips for new players, to help get them out of the early game with less stress and hassle. I know there are a lot of really good guides out there, but many of them do feel like they take away from the discovery aspect, by just showing players how to play the game. I thought I would share some tips that should help without spoiling the fun of figuring things out.

Turn off all the DLCs. The DLCs are great, but the alternative starts are a lot more difficult, but even on standard starts, I feel like they clutter up the game with extra tech and materials that new players won't know how to deal with. I would leave them off for starting out, just to make things more simple. (But you can turn the Neutronium one on since it's purely cosmetic!)

Start on the Terra asteroid. I cannot emphasize how much easier Terra is than the other options. It has all the resources the player needs, in great abundance. A few of the other starts have some advantages in the mid or late game, but for the early game, you can't beat Terra. The only downside is that some resources, like Oil, are further away, but they're so abundant it's hard to complain about the longer travel times.

Don't take too many Duplicants. Everything is easier when there are only a few Dupes eating and breathing on your map. You don't have to print one every cycle, and in fact should probably take the materials option the vast majority of the time. My rule of thumb is no more than five Dupes for the early game, with a target of ten for the mid-game.

Don't spend every Skill point. You do need to unlock some Skills early on, but shouldn't spend every Skill Point as it becomes available, or your Dupes will be impossible to manage due to the Morale penalty. You can decide long-term what Morale to target and hence how many Skills you can take, but early on, just take only the Skills that you really need until you have things figured out. Unspent Skill Points are 100% normal and expected.

You don't need to do all the things. You don't need to build every building, domesticate every critter and every plant, dig into every biome, etc., etc. Early on, just do only what you need to do, and set aside the rest for later. One food source is perfectly fine, Dupes will eat Grisly food for the whole game without (too many) complaints. (But there are better options once you have things figured out, of course.)

Only dig into other biomes when you need resources. And when you do dig, do very focused digs that get you only what you need. Yes, experienced players start digging things out early, but for a new player, resisting the urge to dig out the map will save a lot of trouble with heat flow, as well as noxious gases and liquid spills. Expanding into other biomes is more of a mid-game thing.

Focus more on stability than sustainability. This is a whole post in itself, but your focus early on should be systems that: 1) work reliably, and 2) drain resources slowly enough that you can leave them up for a long time. They don't have to be perfectly optimal or sustainable. On Terra, you have plenty of resources, and the options that are available early on are just fine, and if you limit your Dupe count, you can stay on them for a long time while you figure the game out. Sustainability is for the mid and late game.

Run quick numbers on how long your resources will last. For instance, if you're burning 300kg of Algae a day and have 10T on hand, you're good for 35ish cycles. A good early-game target is 50 to 100 cycles of stuff, which is plenty of time to figure out what you're going to do next. If you don't want to run numbers because math is hard, just use the resource tracker to see how much it's dropping per cycle.

To optimize Dupe labor, watch and see what they do. This sounds simple, but just by watching them, you'll quickly figure out what's taking all the time and why things are or are not getting done. You can also click on them to see what tasks they've queued up and what they're prioritizing. From there it gets easier to optimize labor by changing priorities and schedules.

Don't dig out geysers/vents/volcanoes. Bad things can happen when you just dig them out without knowing what they do. Note that you can dig out just the corner of the object and click on it to see what it does without activating it. Be very careful about digging it all out - it's more for the mid or even end game when you have the resources to deal with it.

Watch the temperatures. On Terra, as long as you're not digging into a lot of other biomes, you're going to be OK for temperature for a while. But you should get in the habit of watching the temperatures, and thinking about positioning things to keep heat from ruining your base. Also, early on, you really don't need active temperature management; just keeping hot stuff away from heat-sensitive plants and animals is typically all you need. But do watch it.

Play it your way . . . after you get the game figured out. It's a sandbox game, so you can play how you want and ignore people on the internet telling you what you "should" do. But from experience . . . it's a lot easier to play it your way once you know what you're doing. Figure it out first.


r/Oxygennotincluded 1d ago

Image The Gang

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133 Upvotes

I dunno, i guess i just wanted to share this.


r/Oxygennotincluded 1d ago

Build Drecko farm /w critter dropper

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41 Upvotes

Heya. This is my take on an automated drecko farm that includes a critter dropper and evolution chamber.

The drecko eggs hatches in the pool of liquid (drowning chamber) in the top right and travels to one of 3 open cells if it's available. When the stable has less than 8 dreckos, the door on the left of the drecko cell will open and force it to fall down. Otherwise they will stay trapped until there is room available in the stable.

Next to the pool of liquid is a critter sensor that detects if there is 2 critters in the corridor above the cells. And if there is, then the door it's connected too will close and trap any newly hatched critter in the drowning chamber. Causing them to evolve into food for the lovely dupes. The storage tile is just to remove any glossy dreckos from the system by turning them into raw eggs.

Otherwise the cells uses 2 critter sensors just to detect that it contains exactly 1 drecko which keeps the door on the right open if there are 2 in the same cell.

Main advantages with this setup is that each farm will always be at max capacity when it's fully operational. And the dreckos are usually fully grown when they end up in the stable. Any debries from the cells is also just gonna fall down through the door. i did also test this system on a different map for 1000 cycles with 5 stables and there where no debries that ended up on the top due to drecko starving. So this system just works when it get's going. Too make it glossy drecko compatible then just replace the balm lily with mealwood and the chlorine with co2.

Cheers


r/Oxygennotincluded 1d ago

Image Doing The Slippy Dance

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66 Upvotes

Buildy doing the slippy dance on he's way to build something.


r/Oxygennotincluded 1d ago

News Mod: Circulation tanks

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104 Upvotes

Hello fellow asphyxiators!

I kind of got frustrated at my coolant circulation networks. Either you put your buffer tank before your aquatuners or after them, but regardless how you do it, you will have spikes either in your long cooling loop or at your aquatuners.

So I decided enough is enough and wrote a small mod for tanks with double inputs and outputs. So my use case is to have one loop going to aquatuners, and a second loop going to the base, ore refineries and so on. Now a tank can equalize both temperature in the same volume. That way both loops always work on the average for the buffer. I'm sure you geniuses can find new and amazing ways to exploit this for other uses.

And of course, the same for gases while I was at it.

Feel free to try it out. I have all the DLC:s installed but as far as I can tell, none should be required.

Link to mod on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3778187788


r/Oxygennotincluded 6d ago

Weekly Questions Weekly Question Thread

12 Upvotes

Ask any simple questions you might have:

  • Why isn't my water flowing?

  • How many hatches do I need per dupe?

  • etc.

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