The Oxygen Not Included game guide contains tons of valuable information about the basic aspects of the game, base expansion, taking care of your colonists and their needs, and the environment and the creatures, which you will encounter during exploration. You will have to adequately assign jobs, so that they match the skills of your individual colonists.
Apart from that, your subordinates will also be exposed to large amounts of stress, which, when unsuppressed, can cause very unpleasant consequences. Additionally, you will have to take care of the health of your duplicants, the warmth and even the aesthetics of your base. Lastly, you will have to handle the single most important survival factor, oxygen. Without it, the colonists on the asteroid are not long for this world, since during your compulsory “holiday” on said asteroid, Oxygen is Not Included!
The latest production from the Klei Entertainment studio is a mixture of simulation and colony management within an asteroid. In some respects, the game is reminiscent of their previous creation – Don’t Starve. Not only are the graphics similar, but the most important common feature is the survival aspect. Under unknown circumstances, a group of your colonists, or rather duplicates, is located inside an asteroid. With little resources and a machine capable of “printing” more duplicates, they must create the conditions necessary to keep themselves alive.
Important! The guide is based on an early version of the game, and developers have announced changes and new items at regular time intervals. In addition, you may encounter bugs that will make it difficult or even impossible to play. Please check, if the version you are currently running is in accordance with the guide. Although many tips will be universal, some details will probably change or will be further developed.
Current version of the game guide: Build 219035 based on the Agricultural update.
The Oxygen Not Included game guide contains:
- The first steps to take and what is necessary to survive.
- Information, about your duplicants and their abilities.
- Descriptions of all resources available in the game.
- Tips on expanding the base.
- Descriptions of structures and objects that you can build.
- What technologies you should start researching.
- What creatures are in the game, what do they do and how they can be used.
Mateusz Kozik (www.gamepressure.com)
About Oxygen Not Included Game Guide
Author : Mateusz “Kozik” Kozik for gamepressure.com
Translator : Krzysztof “Northern” Bartula
last update : June 26, 2017
Guide contains :
36 pages, 99 images.
Use the comments below to submit your updates and corrections to this guide.
Hot Topics of Oxygen Not Included Game Guide
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Oxygen Not Included Video Game
- genre: Simulation
- developer: Klei Entertainment
- publisher: Klei Entertainment
- platform: PC
Oxygen Not Included for PC / Windows is a 2d science-fiction simulation game, in which your task is developing a space colony. The game was created by an indie Canadian studio Klei Entertainment, known for such games as Don’t Starve, Mark of the Ninja or the Shank series.
In Oxygen Not Included you manage a space colony located on an unspecified planet. You are responsible for every way in which the base functions, from expanding room by room to managing every individual colonist and assigning their duties. The colonist can mine for resources, conduct research, manage transport, and even cook; every action can be prioritized, so that you base can function with maximum efficiency. Moreover, you also have to care for the colonist’s basic needs and ensure they have access to water, food, heating and the eponymous oxygen, distributed across the base by a complex network of pipes.
- Klei Entertainment – Developer Website.
More About Oxygen Not Included
Don’t Starve devs’ next game Oxygen Not Included is now in Alpha
They created Don’t Starve, Mark of the Ninja, Shank, and a couple of other neat games. Now, Klei Entertainment is ready to share a playable version of their next title, Oxygen Not Included, with their fans.
1. In the top left corner, there is an asteroid icon. Here you can see the current day (cycle) and the time remaining until the end of the day. Next to that you can see the number of colonists, the indicator of the most stressed duplicant (if you hold your cursor over that field, you will see a list of the stress levels of all of your subordinates) and how much food you have in the colony. Below that there are the buttons which control the game�s speed and a list of alerts and important events at the colony.
2. The top right corner contains several tabs that cover specific information. First, you have four larger tabs: “Jobs”, which concerns various tasks, “Vitals”, where you see the status of your duplicates, “Reports”, which summarizes several important factors in your colony, and “Research”, which concerns technology.
Below that you can see the overlays/filters which display information at the site of your base (in left to right order): about the amount of air, the power grid infrastructure, the temperature, the light availability, the condition and appearance of your waterworks, the pipeline infrastructure with air or other gases, the decor and the priorities for each job.
3. Below the tabs is a list of all the resources you have. Not only those in a solid state, but also liquid or gas (if they are in your infrastructure). Here you can also find the types and amounts of food that you have.
4. Jobs for your duplicates.
5. The building menu. Here you will select structures and machines, that you want to construct.
6. By hovering your mouse over a given field, you will see all the items and elements that are located there. So in this example: the Research Station, Electrical Wire and Contaminated Water. By clicking several times in a given location, you can select the desired item among a really large cluster of objects.
The building menu is divided into the following tabs.
- Base. Here you will find the basic things that are needed in order for your base to function, such as doors, tiles or ladders.
- Oxygen. This tab contains all the machines you need in order to produce oxygen.
- Power. The whole power grid infrastructure is located here, starting with wires, through batteries, up to various machines capable of generating electricity.
- Food. From here you can build various food storage compartments, e.g. refrigerators, but you can also set up your first crop fields from this menu.
- Utilities. So far there are only two devices here, they are used for controlling the temperature.
- Plumbing. A very extensive section, where you will find machines used to pump liquids or gases and pipes which are used to transport them around the base. Additionally, the shower and outhouse are located here, which you will need to construct in order to meet the needs of your duplicates.
- Refinement. Purification and processing of used materials or resources, e.g. turning contaminated soil into fertilizer.
- Medicine. If your subordinates are somehow injured or get sick, here you can find various means that can help them. You can also build a hand sanitizer that will lower the overall stress level.
- Stations. Here you can choose two research stations.
- Furniture. In this tab there are various facilities and amenities for your duplicants, such as beds or massage tables.
- Decor. Is your base too ugly? Maybe it is worth creating a sculpture, or displaying a work of art? Remember that you need to have an artistically talented duplicant, so that your work does not make things worse.
You can order your duplicates to do the following jobs:
Dig. A basic task, it is enough to mark the digging area, and your people will start digging. If you want to create a large room you should start digging from the top down, so that you do not have to construct additional ladders.
Harvest. When your crops are ripe, use this command and draw out the area from which your crops are to be harvested.
Prioritize. Do you want something to be done faster than the rest of the commands? When you select this option, you will see numbers in the lower right corner. Choose the one that is higher than the rest of the numbers on the board are, and then draw out the area in which you want your colonists to prioritize tasks. This also applies to various machines and research stations.
Sweep. If there are too many resources lying around your base (which impacts the decor modifier), force your duplicates to move the selected materials out of a given area. Remember, that you need to have free storage space, in order for this task to be carried out.
Mop. If someone does not make it to the lavatory and you will see a pool of contaminated water, you can order your subordinates to clean up the area with this command. It only works on small clusters of contaminated water.
Deconstruct. If you want to break multiple structures and machines apart with one command, issue this job order. You can also specify whether you want to break apart everything, or just the electrical wires or pipes.
Cancel. Mass cancellation of issued commands. Refers to all jobs described above.
The upper right corner of the screen hides many useful tools.
The interface part that is located in the top right corner of the screen has 4 tabs, and below there is another list with multiple overlays. Under the Jobs tab, you will be able to see the list of all duplicates and jobs, that they can perform. Here you can also uncheck the boxes, in order to stop them from doing a certain job. While mousing over a given box, you will see the skill level of a certain duplicant. If you are not sure what affects a given job, hold the cursor over its name at the top. You will be presented with a brief description and an attribute that influences the effectiveness of the task.
In �Vitals� you can see the list of your duplicants, their stress levels and how hungry they are. Apart from that, you can also decide how many calories they will consume during the day. Reports is a tab, which gives you insight into the summary of the day in terms of the generation and consumption of electricity, oxygen and calories. The last tab is the research window. Here you can browse through and pick which technologies your duplicants are supposed to research, although certain objects may be necessary in order to proceed with the research.
Overlays are divided into different displays of specific attributes and values. Thanks to each of them, you can quickly check the following things (from left to right):
- The oxygen levels in the base.
- The current state of power grid, as well as what produces and consumes electricity.
- Temperature levels.
- The liquid pipes infrastructure, pumps and sewage.
- The gas pipes infrastructure, pumps and ventilation.
- The decor in the base.
- What priorities are assigned to each object.
Oxygen is essential for your duplicates. Pay attention to its concentration in places where your people will work. If it starts to run out, they will hold their breath and they will continue working without oxygen for a short time and then they will run to the nearest place with oxygen to replenish its supply. The larger the blue glow in the room, the more oxygen there is. You can also hover over a given field, in order to see how much oxygen there is.
Lighter gases move upwards, and heavier ones stick to the ground.
Gas flow. This is a very important factor while building a base, you will find more detailed information later on in the guide. Remember, that oxygen usually rises and carbon dioxide, which is exhaled by your colonists, falls downwards or into the bottom right-hand corner. This means that if you dig down, your people will be more exposed to the lack of oxygen than when digging up. It would also be better to place the bedrooms in the middle or upper part of the base than at the very bottom. Use the oxygen overlay to quickly figure out the situation.
Take care of the food supply by growing crops. Remember that plants require a sufficient amount of air to properly grow. Lack, or even insufficient amount of gases in the environment will halt their growth. Each plant species prefers different temperature ranges, and you need to be aware of them when planting a specific crop. Some of them will require warm environment, some other – a cold one.
Your duplicates can climb up to 1 or 2 fields and jump one field. Remember this when expanding your base. You will be able to receive new people from time to time, which will be indicated by the appropriate information and glow around your starting object – the Printing Pod.
When it comes to digging, watch out for sand tiles, as they can fall as you dig other materials from underneath them. Additionally, your characters can dig up to two tiles away from their position. The same principle applies to pumping water.
Large water tanks can crush walls and natural barriers.
Be careful when digging near water tanks. Each mineral has its own resistance to water pressure. If you dig a long tunnel just one tile away from water, the rock can start to burst and water will flood your base. Not only can it drown your colonists (thankfully it does not happen instantly), but it also prevents you from using multiple machines in your base. It will be the most difficult for you to get rid of water at the beginning of the game, when you do not have the proper equipment to remove excess water.
The first object to build is the outhouse! Seriously, you do not want your base flooded by the physiological secretions of your duplicates. Not only does this affect the decor factor, but it also increases the stress level and the generated contaminated water also produces contaminated oxygen. Only drawbacks.
If a duplicate dies at the beginning of the game, bury his body. Otherwise, his corpse will start to spawn creatures, the Morb, which exhale contaminated oxygen. They are not a direct threat but will make your life difficult. At some point, you will be able to use their skills to your advantage. (See section: Base, Special Rooms, Morb “Farm”).
Stress. If a given duplicate reaches 100% in the stress tab, he will start vomit or destroy the environment depending on his behaviour. If he vomits, there will be contaminated water flowing within the base. On the other hand, if he explodes with anger, he will destroy some object or machine in the base, usually the ones most needed, such as the generator or machine needed for the production of oxygen. Take care of the decor of your base and build the appropriate structures, that will reduce stress. Clean air and good food will also have a positive effect on the duplicants.
Before you get to build a base and explore the interior of your asteroid, you need to know what is needed in order to survive. The game offers a lot of opportunities, and it is easy to get lost at the beginning, and forget what is important for your people. The most important things are oxygen and food. Without these, your duplicates will die sooner or later. For obvious reasons, oxygen is much more important. Your people can withstand a long time without food. Interestingly, they do not need to drink water for now, although they will often need to use the toilet. Apart from that, at the beginning you will have some supplies of resources, but these will soon run out. So do not rush to print new team members! More people means more consumption of your stocks.
Oxylite is your starting source of oxygen.
Oxygen can be obtained in several ways. At the beginning, in your room or nearby there will be a special mineral – Oxylite. It emits oxygen, which is why for a few days you will not have to worry about the supply of air. Do not destroy or dig up this mineral! You will not be able to use it afterwards. Your basic way of getting oxygen will be though a special structure � the algae deoxidizer. By using large quantities of algae you will be able to gain a substantial supply of oxygen. The alternative may be the algae terrarium. This object uses up carbon dioxide from the air and converts it into oxygen, consuming both algae and water. It works slower and needs carbon dioxide in the vicinity, but uses less algae. Later on, you will be able to set up other means of producing oxygen.
Buried objects will make the initial stages of the game easier – you can find food in them.
Food. Although the initial stock is quite large, you have to start thinking about getting food fairly quickly. While digging through rocks you will see that some fields are cracked, and if you hover the cursor over them, you will see the description “buried object”. Most often they will contain some Muckroot, an edible fruit, or plant seeds such as Mealwood, which you will be able to sow.
Other important resources
Water. In the current version, water is not necessary directly for the duplicates. They do not need to drink. This may be a simplification, because the production of all meals in the game is based on water. Two basic types of dishes require tens of kilos of water, where in the game one field can hold up to 1000kg of water. It is also needed for advanced research. The shower, or better outhouse also require water to operate. In the later stages of the game, you will be able to produce two gases from water: oxygen and hydrogen. Water may also appear as contaminated water, not drinkable or used by other machines. Consequently�
Sand is another essential resource from the moment you start to run out of water, or you will only have the contaminated version available. In addition, it is used to clean up contaminated oxygen.
Algae. The primary resource used for oxygen production. There are plenty of algae around the starting area, but you will consume large amounts of it. So do not rely on algae for oxygen production if you do not have to.
Slime. A type of mud or sludge, it is a mixture of water, algae and a few other things. After unlocking the right technology, you will be able to process this raw material into algae, while also producing contaminated water.
Copper ore and iron ore. These two minerals are used to construct most of the structures and the entire infrastructure used for the purposes of production, storage and transporting electricity. You will have no shortages of these materials, but remember to stock up on them before building larger projects.
Where to begin?
Select the right duplicates. The correct choice of the first 3 duplicates is very important. Try to select specialists in some field, that is, people who have more than 4.5 points in a given field. Search for a good digger/miner, preferably with high athletics and ideally with high strength, so that he can carry more materials. Digging tunnels and creating new rooms will be your daily bread during the game. The next character should preferably have a high construction skill and, if possible, lots of creativity. The third and most important role for most of the initial stage of the game is a scientist. He must have a high learning statistic. It gives not just a bonus to research, but it also earns more experience in other areas. Later on you can also choose a good cook. However, you will be oscillating around the first three roles. Medicine strengthens the body’s health and tinkering affects the use of machines. It is also used when repairing broken machines and devices.
All of them have modest requirements when it comes to Decor and Food. Two of them are not exactly the scientific types, but the third one is a good material.
Afterwards, you should look at the traits, that have an additional effect on your subordinates. Duplicants usually have one positive and one negative trait. Note, that sometimes the character has, e.g. high creativity, but has the “Uncultured” trait, meaning he cannot create paintings, which are an area where he would use his creativity. You can find information about traits in the chapter on duplicants, here is some information that will be useful at the start.
- Recommended; Driver’s Longs (less oxygen consumption), Iron Gut (can eat anything without unpleasant consequences), Naturally Robust (increases overall immunity of the body)
- Avoid; Flatulence (bloating, the duplicate will produce contaminated oxygen), Mouth Breather (needs twice as much air to breathe), Biohazard (the duplicate is more susceptible to diseases).
- Neutral; Narcoleptic (can sleep at any moment), Scaredy-Cat (cannot fight), Yokel (cannot conduct research).
The third section contains information about the decor expectation and Food of a given character. If you have the possibility, try to choose a duplicate that has expectations close to or below zero. The Food Quality expectations are based on duplicant’s experience level. Next to the decor expectation is the last and simultaneously a very important piece of information – stress response.
Once the stress levels of a character reach 100%, your people may react in one of the following ways: they will vomit (Vomiter), cry (Ugly Crier), gorge on food (Binge Eater), or begin smashing your base to pieces (Destructive). It is much better to choose the characters that have the first feature, the vomit is simply contaminated water, which can then be used if you build the base properly. Cry, on the other hand, will affect others, increasing their stress levels. A glutton may become a deadly threat if you have limited food supplies, as he will eat through your reserves, leaving nothing for the others.
To summarize: Try to select specialists in specific fields: a digger, a builder and a scientist. You can shuffle duplicants any number of times. Try to select the skills and traits that suit your needs, and eventually accept the choice if the character has low expectations for the decor and the best, non-aggressive response to stress.�
Lots of algae and water. But the metals are missing, they are located only in the upper part.
1. Get acquainted with your surroundings. Maps are generated randomly, the same concerns the amount of resources and water. Sometimes you will find many caves with creatures or masses of buried objects around your starting location. At other times you will find abundant algae stocks or plenty of copper ore. It is worthwhile to find out at the very beginning, towards which side to dig and improve the base in order to get the necessary resources. In the picture above you can see three large water tanks with some Fertilizer around them. There are also 4 caves surrounded by algae and oxylite, which produces oxygen. Thanks to that, I will not have to rush oxygen production. In the caves, you will find plants, which you will soon grow; you just have to research your first technologies. Make sure you collect as much seeds as you can at this point. The only thing missing at the moment, is the supply of metal. The metals are quite high up, above the fourth cave. There is a vacuum right above the copper ore deposit. It will draw in air and dilute the level of gases in the base. I will avoid this area for now. The area is also lacking in buried objects, where I could find more seeds. Given this shortage, my fields will not be too bountiful at the beginning of the game.
An outhouse is crucial!
2. Expand your base and build an outhouse and some storage. The first step is to create a place for the outhouse. You have a supply of food and air. There is always a large supply of Oxylite around your printing pod. It will last for 2-4 days. However, if you do not have an outhouse, you will soon learn first-hand about the danger of your cave being drowned in contaminated water. Now build a few storage compactors, so that resources are not scattered all over the place. This is bad for the well-being of your duplicates. It will also be easier for them to build, without having to run around searching for resources in every corner. Set up each piece of storage for one particular type of resource, especially for the different types of raw metal and one only for algae from the organic category. You do not want to keep the contaminated dirt from your outhouses in the same place, right? Such dirt emits contaminated oxygen, even if it is inside a storage compactor.
A Manual Generator and a battery connected by wires. On the right, the plans for a research station, which will soon come in handy.
3. Electricity and first oxygen generators. Now I am beginning to obtain metals. I had to make a large tunnel to get up to the more substantial deposits. Every machine and most things related to electricity require metals. Without them, you will not be able to begin the electricity production that you will badly need for many reasons. Build a manual generator, and then tiny battery and connect them with wires. All of these parts can be found in the Power menu. If you have chosen a duplicate who is quick, select him in the Jobs tab, so that he is responsible for producing electricity. He will do it faster than the rest, making everyone work more efficiently.
<img src="http://www.gamestrend.org/images/201708/627544909.jpg" alt="If you place a storage compactor near the Algae Deoxidizer, and it will store only
Algae, it will speed up transport and shorten delivery times. – How to start? – The Beginning – Oxygen Not Included Game Guide”>
If you place a storage compactor near the Algae Deoxidizer, and it will store only
Algae, it will speed up transport and shorten delivery times.
Now build the algae deoxidizer somewhere in the middle of your base, or in some other places where your colonists spend a lot of time (research facility, industrial block, dining hall). Connect the machine into the power grid in order for it to start producing oxygen. It will require large amounts of algae, however, throughout the first several days you should have no shortages. The machine will produce oxygen until the concentration reaches a specific value in the room, usually 1800g per tile. Try not to expand rooms without a specific purpose. Do not delve into the algae terrarium for the time being. First of all, you will only need them in large quantities and only when carbon dioxide starts to be a significant problem. Secondly, they consume large amounts of water – a resource, that you will use in various other sections of your economy.
Your duplicants handle stress better, if they have somewhere to sleep.
4. The bedroom. When the most important matters are done with, you will have time to meet several needs of your duplicates. If you have already built an outhouse, this matter can also be considered as handled. It is worth building a second one, in order to avoid problems with queues when it comes to using or cleaning the place. Build a place where all of your colonists will sleep. You can of course build a separate room for each of them, but for now there will be a problem when it comes to providing oxygen to those locations. Place tiles around the room, use the sweep command to pick up the remnants of any resources. You can also build a lamp to improve sleep comfort. Thanks to the basic bedroom, you will avoid the first stress problems.
To gain novice research you simply need dirt, which you have an abundance of.
5. Research. Further development will be impossible without investing in science. Select a research station from the Stations tab. Place it near a battery, and connect it into the power grid. Before you start your research, make sure that the duplicate who has the best learning ability is the only one conducting the research. The Jobs tab will yet again be of help here. Now select the station. You will have a choice of doing novice research. To create one point of such research, you will need 100kg of dirt. Build a storage compactor nearby and let the duplicates store dirt in it. This way you will shorten the transport time. Then select the appropriate research by clicking the button in the machine’s overview window or by selecting the tab in the upper right screen. You’ll see a rather large research tree, where most of the techs will be of no use to you for the first two or three weeks. From the technologies in the first column, always start with “Farming Tech” so that you can create your own farming fields, which are the initial source of food. Then select “Interior Decor“, so you can put up paintings, sculptures and tables for eating. Assign further research in ways suitable to the direction of your colony’s development. Water tanks are too far away? Select the research that unlocks pumps. Too many different gases in your base? Choose ventilation and air filter research.
In this base, the water is very close to the starting location, which will make life easier for the duplicants. Building the compost will allow you to start producing fertilizer.
6. Gain water access. Now is a good time to create a passage to the nearest water tank. It will be helpful in creating meals and developing better research. Besides, is a very useful resource, fertilizer, is often in their vicinity. It will be essential to your agriculture, especially if you want to achieve better results and increased food production. Wybuduj You should also build the compost, from the Food menu. This allows you to process contaminated dirt into fertilizer.
You will soon be able to print another member of the team. Choose the new duplicate carefully, and if you see that there is no good choice, reject the print. There is no hurry to enlarge the colony, because it means greater consumption of oxygen and food. On the other hand, you will get more hands to work.
A large farm is the groundwork for your survival.
7. Farms. It is time to discuss food production. After developing the first technology, you will be able to build the planter box from the Food tab. They occupy a lot of space, so build a new room exclusively for the plants. It is worth building them in the opposite part of the base, so that they are away from machines, batteries and all other devices that are emitting heat (the algae deoxidizer also generates heat). Most basic plant types dislike temperatures above 30 degrees Celsius. What’s more, they have no positive influence on the Decor of your base. At the same time, remember that some plants also need the right concentration of air in order to grow. Too high temperatures will dry out some plants, resulting in no harvest.
Bristle Blossom grows slower, but it’s healthier, has more calories, and can be harvested more often than Mealwood during its growth cycle.
While digging tunnels, you should obtain some seeds, and if their supply is still lacking, look around the caves which already have growing plants. Right now, only two plants interest you: Mealwood and Blossom. You can only sow these two plants and after a few days they will yield their crops. The latter needs fertilizer in order to be planted and also at each re-sowing. When they ripen, you will see white grains that move like worms on Mealwood. Meanwhile, Blossom will be ready to bed harvested when you see a big pink/purple fruit. It is a sign that you can issue the harvest command. Materials land on the ground, and when your duplicates are hungry or have too much time, they will collect them and transfer them to the appropriate ration box.
You can also build a machine for creating meals – the Microbe Musher (you will find both items under the Food tab). The advantage of this machine, is that it creates dishes which have more calories, even if you have no crops. The first meal you can get from the combination of dirt and water, but it can cause illness. The second, you make from Mealwood seeds and water, and it is twice as rich in calories as the first dish.
You can now explore into further regions or improve your base. Think about building more electricity production or more research stations. Construct a better research station – the super computer – close to a water tank. Focus on improving your base decor, which will reduce the stress of your duplicates. Remember, that the algae will run out and you will have to look around for an alternative source of this resource. Could it be better to think about other sources of oxygen production, such as water? This requires further research. Beyond your starting location, there begins a slightly darker section of space that has more hazards. On the other hand, there are also numerous other interesting places there. Build, explore, survive and remember that Oxygen is Not Included!
The research tree.
Developing new technologies is essential in order to further develop your colony and to ensure that it functions properly. This will quickly become necessary, if you wish for your colonists to enjoy pure air, order in the base, better electricity production, or if you simply want to add some ornaments to your environment or increase the efficiency of crops. You must first prepare the research stations. Select the construction menu: Stations, then build at least one research station and super computer. The first will allow you to gain novice research points by using up 100kg of dirt. These points will be necessary for all technologies. At the first and second level, you need 20 points to conduct research. At level three this requirement will increase to 40 points. The second machine will allow you to gain 1 intermediary research point for 25kg of water. These will be required for level 2 and 3 research: 10 and 20 points respectively.
Below, a brief description of the research tree (each object is described in more detail in the chapter “Base”):
(1). The first branch concerns food production and plant cultivation. First, “Farming Tech” allows you to plant crops, that you can then eat, and to build the algae terrarium and the compost. Next, the second-level technology “Fine Dining” allows you to build the cooking station, the refrigerator and the fertilizer maker. What’s more, it enables you to build better fields, which will increase your harvest.
(2). The second branch focuses on gas and heat infrastructure. “Gas Piping” allows you to build simple air circulation with pumps, pipes and vents. You can also build a special tile on which your duplicates will be able walk, but it will still allow air and other gases to flow. “Pressure Management” offers you various methods of controlling the pressure in your pipes and the construction of automatic doors.
Then you have a longer path of development of heating and cooling systems starting with researching “Temperature Modulation“. At the end there is the “Insulation” technology. It will allow for the construction of upgraded pipes, wires and tiles, that will be insulated, i.e. resistant to outside temperatures.
(3). The most elaborate branch that is connected to many aspects of colonial life. At the beginning you can develop “Liquid Piping“, it will allow for the creation of simple installations based on the transport of liquids, among others – water. Then there are three paths. “ Sanitation” allows you to develop various sanitary facilities such as a shower or a hand sanitizer. Then “Medbay” focuses on additional medical infrastructure.
The second path concerns production and advanced transport. “Percoalition” focuses on obtaining purified water or removing CO2 from the environment by using water. “Filtration” enables you to purify or transform e.g. dirty water into purified water or have a better control over what’s flowing through the pipes at your place.
(4). Everything connected to energy is located in this branch. First, “Power Regulation” allows you to produce electricity by using the legs of your duplicates. . “Combustion” focuses on more efficient ways to produce electric power, and “Performance Combustion” will enable you to access more production options when using gases. Additionally, “Advanced Power Regulation” increases your array of options when it comes to electricity conducting.
(5). The fifth branch focuses on decorating the interiors of your base. “Interior Decor” unlocks the option of placing paintings, tables, where duplicates can eat food, and graves, if one of them has somehow suffered a tragic death.
Cultivating plants and providing food for your duplicants is probably the most important thing if after sorting out the oxygen. There are many ways to provide food. You can grow plants from your own seeds, taking good care of them, or try to find an already started plantation in the caves. You can also kill some animals. The plantations have their Predicted Harvest Rating – the higher it is, the better the harvest will be and the greater the chance of getting more seeds. The PHR is determined by the temperature, concentration of gas, etc.
Each duplicant needs some 1000 calories per day/cycle. Lack of food will result in deteriorating health – malnutrition will eventually kill. Everyone have their expectations of the food quality, and though they still may be able to eat less fresh products, it will negatively influence their happiness, increasing the level of stress. The requirements increase with experience. Better food requires more work and preparation before production. The food that’s not quickly consumed or properly stored will start deteriorating and oozing fowl air. Hence you should store it in Ration Boxes or in the Refrigerator.
The encountered plants you can either mark for harvesting or dig out to get the seeds (the upper picture). During the initial stages, it’s a better idea to dig them out. Sometimes you can encounter plants that live in perfect conditions (they’ll radiate a faint glow). If you’re extremely short on food, start making Mush Bar from Dirt and Water.
Getting food at the beginning. Although you start the game with minor food reserves, you will have to start exploring other options right away. There are two quick ways out of it: either search for Muckroot or caves with Mealwood or Bristle Berry already growing in them. You just have to dig them out or order your duplicants to begin auto harvest, and they’ll get to work. Until you have the right technology, don’t dig out any plants. They will grow and blossom without your interference. The only issue is re-planting them or achieving better harvest. You can also hunt animals, such as Hatch, which will drop meet. Most of the time there are not enough of them to provide enough food.
You can also build a Microbe Musher, where Mush Bar can be created out of sheer dirt and water. The problem is that the quality of this nom is classified as “grisly” and it can cause diarrhea. However, often this will be the only solution during famine or when waiting for harvests. You can also use five units of Meal Lice and 50kgs of water to create Liceloaf� consequently doubling the amount of calories (up to 1000).
To create the perfect conditions for your plants to grow, you will often need a lot of work and some additional facilities, such as irrigation and air conditioning.
After you unlock the Farming and Fine Dinning technologies, new possibilities will open. Most importantly, you will be able to build Planter Box and new tiles: Farming and Hydroponic. The former allows you to plant seeds. You need dirt to build it. It’s most useful if the place where you want to grow plants has good temperature. New tiles can be built on standard base tiles. The Farming Tiles’ plantation can be upgraded with the specific fertilizer; the hydroponic tile can be joined with a system of valves, providing irrigation. This will allow you to get much better output during harvests, but you can also cultivate some plants despite unfavorable conditions.
Each plant requires it’s own range of temperature, beyond which it doesn’t grow. Each one has the perfect temperature as well, in which it will flourish and yield the most food (Harvest Rating). Spreading fertilizer and irrigation will also increase the rating. It’s bets to create farming fields in locations that already have good conditions and temperature (like Sleet Wheat in winter biome).
There are three tiers of crops yield: standard, good and excellent. Each subsequent tier provides more food and increases the chance for additional seeds. Make investments into at least one place in which crops should be excellent. Pay for systems that will let you maintains ideal temperature. Use a gas concentration sensor to monitor the amount of gas. Most plants need at least 150g. Ideally, the amount of gas should be greater than 750g.
Below is a table with all useful information:
Temperature range (perfect range)
Time to grow to maturity/ harvest interval
Number of harvests and yield
10 to 30
(18 to 22)
Meal Lice (100kcal),
16 units and 1 seed
16 units and 2 seeds
-23 to 23
(-3 to 3)
Britsle Berry (1600 kcal),
1 unit and 1 seed
1 unit and 2 seeds
-55 to 5
(-40 to -35)
Sleet Wheat Grain,
35 to 85
(55 to 60)
4 units and 1 seed
4 units and 2 seeds
8 units and 2 seeds
Summary: The maximum number of cycles required to get the food and the lowest possible rating for every plant:
- Mealwood. After 12,5 cycles – from 2400 kcal do 4800 kcal. Remember that Meal Lice weights a lot and takes up a lot of space in your boxes/fridges. The quality is grisly (-3). You can make a couple better meals, such as Liceloaf (from 50kg of water and 5 units, i.e. 500 kcal, will yield a meal worth 1000 kcal).
- Bristle Blossom: after 16 days, 4800 kcal. Bristle Berry is one of the best tasting fruits, the quality is relatively good (-1) for a raw meal, however, and its ideal temperature requires a lot of work if you want a lot of these.
- Sweet Wheat. After 20 days from 25 to 75 seeds. If you use the whole yield to prepare a simple meal, Frost Bun, you will get from 25000 to 75000 calories. It requires some waiting, and the temperature has to be pretty low, but the high calories output should compensate. Notice that you use the seeds for both planting and making meals!
- Pincha Peppernut: after 85 cycles you’ll get from 12 to 24 seeds. Used to season other meals, has no calories itself. Increases the quality of meals.
Remember that you get the seeds during the last harvest of the given plantation. That’s when you should make sure the Harvest Rating is as high as possible. Bristle Blossom and Sleet Wheat require clean water if you want to irrigate them. Mealwood and Pincha Pepper actually require polluted water, and lots of it. All plants require fertilizer (apart from Pincha – it needs Phosphorous). All plants apart from Mealwood have a d�cor bonus, but Mealwood is the fastest-growing and most economic plant.
As already mentioned, you will quickly gain access to Microbe Musher, and after discovering the Fine Dining technology; you will also be able to build a Cooking Station. There, your people can make much better and nourishing meals. Make sure that the best cooks take care of cooking, and nobody else. Better meals will require Pincha Peppernut. It’s a spice and it can be combined with other meals to produce better food.
Bad living conditions and poor food will contribute to outbursts of diseases.
Each of the supplicants can become ill and suffer unpleasant consequences. The best method of tackling the problem is prevention – providing good environment to work and live. Make sure the air quality is good in places, where people often stay (such as the bedroom). Clean the place often and avoid polluted water. It’s best to raise insulated rooms with such containers. It goes for industrial machinery, which creates heat. The right temperature is important. Some meals can also cause illness. Makes sure the food is good and at least slightly diverse.
In case of a disease, the most useful object is Apothecary, in the Medicine tab. Here you can produce different medicines and tabs that can help tackle illness by shortening them or neutralizing some of their effects.
Here’s a list of possible diseases:
- Trench Stench. This illness is possible after prolonged exposition to polluted water or air. Usually a person doesn’t have to spend a lot of time in one container with these; it’s enough that there are many smaller concentrations of pollution (for example vomit), and it will increase chances for falling ill. The sickness takes 1-2 cycles and includes unpleasant smell. The smell affects other people: wakes them up and hinders work. Place the ill person close to a toilet or in an insulated room.
- Spores. A dangerous disease that – if not presently tackled – can even lead to death. A person can fall ill if they breathe polluted air or other toxic gas for too long. Lowering the stress level and a lot of medicines should help.
- Diarrhea. Some low-quality foods can cause this unpleasant condition. The duplicant will perform poorly at work and they will spread an unpleasant smell. You can manufacture a special tablet that will cut the time of the disease in half. Feed the duplicants with better food to avoid problems.
- Hypothermia. It’s caused by temperature that’s either too high or too low. Due to this disease, the affected duplicant’s performance drops. It lasts around 1-3 days. Move the duplicant to a cozy room and make sure you’re people aren’t exposed to extreme temperatures.
Temperatures in a room, cave or of the minerals themselves can be recognized by the small bubbles floating around and their colors. If there are none, it means the temperature is ok.
The temperature in your base is another very important aspect. You can check the temperature by hovering the cursor over the given field, turning the temperature tab or just looking at the room. If it’s very hot, you will see red bubbles, and the colors will be generally warm, slightly reddish. Similarly, for cold temperatures, expect hues of blue.
Places that are too hot will cause Overheating. This mainly affects electrical objects (cables, generators and devices powered with electricity). Due to temperature they will start breaking, eventually becoming useless. The duplicants will automatically start repairs, but if they have a lot tasks at hand, it may take a while.
Many plants require the right temperature to thrive. Your people are not fond of extreme temperatures either. They can become sick or injured, as reflected by their HP bar. The creatures you encounter apply to the same rules. They can die because of temperature.
High or low temperatures cause the state of matter to change. Mild temperature will let you turn ice and snow into water; high temperature turns water into vapor, and low temperature turns water into ice. This applies to many other elements, but they have different thresholds. This allows you to get water by for example heating up a winter biome or cooling down a room with a hot geyser.
Starting biome. It’s the area where you begin the game, and its layout is similar each time: a few bodies of water and caves with plants and numerous Algea. Additionally, you’ll find here significant amounts of sand, as well as earth, coal, and copper ore. It’s got the most optimal temperatures for your duplicants. This zone is the only one not separated from others by a thick wall of Abyssalite.
Gree/Toxic biome. A very warm area, full of animals, and featuring numerous bodies of water (both polluted and clean). You’ll also find geysers and impressive amounts of Slime. That’s why the air in this biome is mostly polluted, although there are some pockets of clean air to be found as well. One thing unique to this biome is gold ore, which cannot be found outside of this area.
Purple/Hot. It’s one of the hottest, and at the same time most hostile areas for your duplicants. Caves filled with chlorine or hydrogen are a common occurrence. Sometimes, you can encounter Morbs, which transform said gases into polluted air. It’s the only area where you can find Bleach Stone and iron ore deposits.
Blue/Winter. This biome is characterized by below zero temperatures. It’s separeted from the others with a wall of Abyssalite, which enables it to preserve its conditions. Inside you’ll find deposits of ice and snow, which can be melted to obtain water. It’s also the only place where you can find Wolframite and several unique plants, such as Sleet Wheat.
Volcanic. It’s the hottest biome, always located at the bottom of the map. As the storage of hot magma, it’s a great place to convert polluted water into steam or melt other resources.
The solid state and the resources in this form are the most common objects in this game. They are the driving force for your machines, they serve as building material, and they help you keep your oxygen levels and your plants alive.
You can divide them into several types, depending on their purpose. Raw Metal are the resources which you will use to build all machines that require electricity and to construct different generators, wires or batteries. Raw Minerals are the main building material. All basic tiles, doors, many pieces of furniture or decor will use up these very resources. Cultivable Soil – different types of soil, which have a crucial role in the growing of plants and crops. Organic, this category covers all kinds of organic resources, or ones that have residual parts of organisms, such as algae or fertilizer. Consumable Ore is the ore that can be processed to produce a specific effect, such as coal or oxylite. The last large category is Filtration medium, which are the materials used for the purposes of purification and filtration.
- Igneous Rock
- Sedimentary Rock
- Cooper Ore
- Iron Ore
- Gold Amalgam
- Bleach Stone
Sandstone. This is the basic mineral, which you will mainly use to construct your base. It is always located somewhere around your starting point. It usually occurs in very large quantities, above 1000kg per field. It is not very durable, but building with it causes a small increase in decor.
Granite. This is a more durable building material, and also a more appealing one. It has as much as 80 points of hardness. Its bonus to decor is also greater than it is for sandstone. It usually occurs at the edge of the starting zone and around the toxic biome, although, it can also be encountered in other areas. It is a very dense material, since it can appear in deposits that are in the range of 1000 to 2000kg per field.
Igneous Rock. A type of material created from congealed magma. You can use it for the purposes of construction. It can be found around locations with magma, usually at the bottom of the asteroid. These areas are most often extremely hot, so be careful.
Obsidian. A medium strength rock when it comes to e.g. withstanding water pressure. However, it will still do its job. Interestingly, it has a very high melting point, as much as 2500 degrees. It occurs in the neighbourhood of granite, usually near the Toxic biome.
Sedimentary Rock. It occurs alongside other organic resources. Since it is only a bit harder than sand, it has one of the lowest hardness statistics possible. Still, you can use this rock as a building material.
Copper Ore. One of the most precious metals and resources that you will need. It occurs only within the starting area, similarly to sandstone. It usually surrounds a vacuum bubble. Sometimes it does not appear in such a composition, and occurs only in small quantities around caves, water tanks or between sandstone. You will mainly use it to produce electricity.
Iron Ore – ruda zelaza. Another metal, that will become a substitute for copper ore. It has similar properties to the mentioned copper, but it has wider use in the industrial area. Like any metal, you will use it for the construction of machinery and electrical systems. It occurs in a zone of dangerous gases with a purple glow (the Purple Biome), which makes it a bit harder to extract.
Gold Amalgam. It is simply gold, but not yet in its pure form. So far it has no special use, but you can use it like any other metal. It only occurs in the toxic biome, that is also where Slime or Algae appear. Unlike copper and iron ore, it is not a very durable material, since it only has 2 points of hardness.
Wolframite – The material is very resistant to high temperatures. Perfect for conductors. You’ll find it only in the cold biome. It is classified as a metal, which means you can use it to build structures or power grids.
Ice – frozen water in solid state. You can either freeze the water yourself or find it as ice in the cold biome. If the temperature of the environment rises above 0 degrees Celsius, the ice field will begin to melt, giving you either clear or polluted water.
Snow – a lighter from of ice, which can be melted to obtain water. Snow can be found in the cold, blue biome. It displays similar physical properties to sand. As it’s a loose material, it will fall if you remove the solid surface on which it rests, for example when digging, and it will stop only on other solid surface.
Dirt. A soft, light material. Very important for novice research and essential for setting up your first crop fields. It is usually found in the vicinity of sand and sandstone, and also in caves with algae. Sometimes, it can also be found close to volcanic areas.
Clay. A material created from earth at high temperatures. For this very reason, you can only find it in very hot areas. It is included in the Cultivable Soil category, which means that you can use it in agriculture and for sowing plants.
Algae. A very important organic material. With its use you can produce the vital oxygen, that you desperately need to survive. It occurs in large quantities near the starting zone. Sometimes, you will find small clusters within the purple and toxic biomes. But you will not find it in the volcanic biome.
Fertilizer. A resource required in order to sow some of the plants. Essential when upgrading your fields to achieve better crops. It occurs only in the starting area and around water tanks, in small quantities. It can also be obtained by processing other raw materials, e.g. by processing contaminated dirt from the outhouse in the compost.
Phosphorite – it’s a mix of sedimentary rocks with various phosphorous compounds. It’s easiest to find near the hot biome. You can use it as fertilizer for some plants, e.g. pincha pepperplant.
Slime. The main representative of the toxic biome. It has a similar composition to algae, but needs filtering in a special machine in order to get algae out of it. Contaminated water is the by-product of the mentioned process. In addition, the resource emits contaminated oxygen, especially during its extraction. It becomes indispensable when you eventually run out of algae. I occurs in large numbers on a sizeable part of the map.
Coal. A resource that you use in order to produce electricity in your generators. Said process then produces carbon dioxide.� It occurs in various places and in different amounts. You will most often find it near copper ore or near a very hot volcanic zone.
Oxylite. An exceptional ore, which emits oxygen! However, it does disappear after some time. It does not produce oxygen if the concentration is quite high or if it is blocked by other rocks. Occurs only at the starting location.
Bleach Stone. An unusual rock, which emits chlorine. It is necessary if you want your duplicates to have clean hands. It is always present in a formation of a round cave full of chlorine and chaotically dispersed rock. It most often occurs in the purple biome, much less frequently in the toxic biome.
Sand. An unusual material. If you dig out the ground under this resource, it will begin to fall because it is not a typical rock. Be careful when you are building in its vicinity. It only occurs in the starting location, between other rocks. It is a very useful mineral, since you will need to use it in order to purify many resources, including contaminated water.
Abyssalite. A mysterious mineral that is attached to the special category. So far, there is no machine that can use it, although it is possible to extract it. One interesting fact is, that its temperature is the absolute zero! This is the coldest thing you will ever encounter (next to the vacuum). It does not conduct heat. It always separates the toxic biome from the purple biome, creating unique caves. Perfect for constructing basic base tiles to insulate rooms.
Neutronium. Another mysterious mineral that sets the border, beyond which you cannot expand further. It is on the edge of every side of the interior of the asteroid, in which your duplicates live. At the bottom of the map, it is often filled with magma tanks. Its temperature is the absolute zero, and its density cannot be measured. You are not getting through this thing.
The gaseous state is the state of the matter, which fills a given room or cave. The behaviour of gases in the game is modelled to resemble the laws that rule them in real life. Of course this is still a game, and there are some simplifications. The game allows you to transform almost any matter into the gaseous state, upon reaching the correct temperature. Thanks to that, you are able to turn many metals and substances in the liquid state into their gaseous state.
Three different gases in the same cave.
Gases in the game have different colours and look similarly to smoke, so that you can quickly distinguish each type. The higher the gas concentration, the more intense the “smoke’s” colour.
However, in this chapter, you will find information about naturally occurring gases and the ones which are the products of your machines. Gases can be divided into two groups. The first one is Breathable gas, the gases which your duplicates can inhale. Of course, this includes oxygen, as well as its contaminated version. Apart from that, it contains what the duplicates can inhale and still be able to function. On the other hand, the second group, as you can easily guess, is unbreathable gas. Duplicates may still stand in such surroundings, but they will start to hold their breath, and some gases may cause side effects. Gases will always be spread throughout the room, so that each field will have a similar or the same value of concentration. You will encounter such a situation when you increase the size of your base, enter a cave with a vacuum or a lower concentration of gas, or when you open an airlock to your premises.
The gases mix, but they divide into layers according to their weight (left in the normal view, right in the oxygen overlay).
Keep in mind, that every substance in the gaseous state is assigned a certain weight. It defines whether a given gas will rise or fall if there is more than one type of gas in the room. When there is only one kind, it will strive to fill the entire room. Unlike real air, there is no such thing as the mixing of gases. This means that there can be only one type of gas in a given field (the same applies to solid and liquid matter). If there are several gases of similar density in one room, they will form layers.
Hydrogen will be located the closest to the ceiling, being the lightest gas. Then there will be a mixture of pure and polluted oxygen (though most often pure oxygen will be above the contaminated layer). Next, there is steam, chlorine and the heaviest gas: carbon dioxide. Keep this in mind when planning your base and designing rooms. It is worth to have, e.g. a small basement, where carbon dioxide will be able to calmly descend, without poisoning the main rooms.
- Oxygen (O2)
- Polluted Oxygen
- Carbon Dioxide (CO2)
- Hydrogen (H2)
- Chlorine (Cl2)
- Natural gas, Natural gas gyser.
- Vacuum, The Void
Oxygen. The most important gas in the game, due to the life-giving properties for your duplicates. It is a light gas and will rise above most other gases. It has a bluish glow. It occurs in many locations, primarily in the starting zone, in caves and some rooms where contaminated water and oxygen are located. It can be obtained in an artificial way by using machines and other resources.
Contaminated Oxygen. A light gas that will usually float on an equal level to pure oxygen or right below it. It has a colour of rotten bile. It is still breathable by your people. However, exposure will lead to illness, so you will want to minimize its quantity in the base. Naturally, you can encounter it in large numbers in the toxic biome. It is most often extracted from contaminated dirt or water. It is also produced by Morbs and by duplicates, who have the trait “Flatulence”. Fortunately, you will quickly get the equipment that will remove it from your base, or you can simply pump it out of there.
Carbon Dioxide (CO2)
Carbon Dioxide. It is the by-product of inhaling oxygen by the duplicates. It is a waste and is not suitable for inhaling. It has a black shade and looks like dark smoke. I does not occur naturally. It is the heaviest gas and will drop to the lowest levels of your base. It is worth building an extra room where you will gather it. There, you can remove it in several ways, e.g. by processing it using an algae terrarium.
Hydrogen. The lightest gas, which will rise above all others. It has a pink colour and is unsuitable for breathing. It occurs naturally in the Purple biome. You can create it as one of the products of the hydrogen generator. It is suitable for industrial purposes, such as the production of electricity in a relevant machine.
Chlorine. An extremely toxic gas. Not applicable in industry. It has colour that is a mixture of green and yellow shades. It is a heavy gas and it will descend, but it floats above carbon dioxide. It often causes illness. You will usually encounter it in the Purple biome. The unique resource – Bleach Stone, emits it. The only way to get rid of it is to pump it out of the base or into a room with a Morb.
Steam. The gaseous state of water, that has been heated (both pure and contaminated) to above 100 degrees Celsius. It has a light blue colour and is not breathable. It can be turned into liquid water again, when cooled down. To acquire it, you need to put water in a hot room with batteries or other heat generating devices, or bring water into naturally warm rooms, e.g. near the bottom of the map.
Sometimes, you may encounter steam geysers on the map. Usually there will be several similar objects in the game world, typically in the green biome. Thay will periodically generate a certain volume of steam, which will quickly turn into liqid. In some cases you will have to assist in the process either by cooling the environment or pumping steam to another, colder room. This will enable you to replenish your water reserves. Interestingly, by heating contaminated water, converting it to steam, and then cooling it, you will receive pure water.
Natural gas, Natural gas gyser.
Natural gas – a flammable, unbreathable gas. You’ll find it only near its dedicated geysers. It’s got a significant volume density, usually around 5kg per field. It can be used in your industry as a power source. By pumping it into a Natural Gas Generator, you’ll be able to produce significant volumes of power. There are usually only few such geysers on a map, typically between 1 and 5.
Vacuum, The Void
The Vacuum and the strange object, which sucks in gases – The Void.
Vacuum. It is not a gas, but rather the lack of gas. It has no colour, unlike how it is in the case of gases. Duplicates will hold their breath in such an environment. Sometimes you can discover caves where there is a vacuum. If a field has this status, it means that there are no gases there. If, however, somehow you connect it to a field where there is a gas, it will start to fill the vacuum. Thus, the vacuum will disappear. However, the vacuum has a very interesting application, because its temperature is the absolute zero (-273 degrees Celsius). You can pump air out of a sealed room, in order to create an artificial vacuum.
The Void. It is not gas, but rather an unknown object that has special properties. This is a naturally occurring phenomenon. There is usually only one, somewhere at the edge of the map, and it looks like a small black hole. With one distinct difference, it only sucks in all of the nearby gases. It can be enclosed and fenced off from the rest of the world, or used to get rid of unnecessary gases such as chlorine or carbon dioxide.
The liquid state, which behaves in the game just like it does in reality. In this state, the substance is constantly changing shape, trying to fill a given place to a degree which depends on the amount of the substance. Unlike gases, it does not expand to the whole room. It always falls down to the floor. If some gas appears in the liquid or below it, it will rise to the surface.
Duplicates can walk on the bottom of the tanks, but they must have access first, e.g. a ladder. You can build this without any obstacles. You can also designate the construction of machines or pumps, or put up new walls and thus divide the tank. If the liquid in an affected field exceeds 1/3 of the volume, the objects in that area will stop working. Duplicates will have to first get rid of the liquid, in order to use the equipment.
In the game, no liquid behaves exactly as it does in reality. Things are a little more flexible and rubbery, due to the one field – one type of material/substance principle. In caves that are full of water, you will see bubbles of some gas, instead of thin layers just under the ceiling. Also, when it goes down slopes, the liquid first takes the form of a small bubble, and then it slides down. Any liquid can be converted to the gaseous or solid state if the appropriate temperature is obtained. Liquids can destroy thin walls, both natural and artificially constructed, if the amount of a given liquid is very large or if the density of it is much greater.
- Polluted Water
Water. The most important liquid and resource in the game. You can find it in natural caves near the starting location. It achieves a density of about 1000kg per field. You will use it in many branches of colony life, e.g. in order to produce oxygen or food, although the duplicates do not drink water nor do they directly need any other liquid to consume.
Polluted (or Contaminated) Water. It has the same properties as pure water with one crucial difference, that it cannot be used in production, industry or hygiene related systems. Additionally, it emits contaminated oxygen. It occurs in large quantities in the toxic biome. It is also appears as a side effect, when your duplicates do not get to the outhouse or vomit as a result of stress. It is also a waste generated during production or e.g. by the shower. It can be purified back to its clean form.
Magma. This is a unique substance, it is a rather hot mixture of various minerals and substances. It has an unusually high temperature, that melts other rocks and condenses liquids into their gaseous states, e.g. water into steam. Most often, however, it will turn into igneous rock under the influence of ambient temperatures being lower than its own.
Mealwood. A strange plant that grows “living” and moving seeds. It is the most common plant. You can dig it up and sow it in planter boxes.� It needs about 5 cycles from when it has been planted to mature. It is necessary to have a suitable temperature, around 20-30 degrees. After harvesting, it takes about 2-3 days for it to be harvestable again. You can harvest crops 3 times from one planted seed. Each harvest will yield 8 or 16 Meal Lices, and equivalent of 800 or 1600 calories. A drawback is the fact that the quality of this meal is very low, only -3 (grisly). You can create a slightly more caloric meal using 500kcal of meallice and 50kg of water in a machine called the Microbe Musher. This will enable you to create a Lice Loaf meal, with twice the amount of calories, 1000 kcal, and a bit better quality of -2 (terrible). If you’ve got enough water, you should invest in this Food.
Bristle Blossom. A rarer plant, which produces nutritious fruits. You can dig it up and plant it in your base. It needs cooler conditions than Mealwood and also a certain concentration of any gas. It takes as much as 10 days for the plant to produce the first crop. After each harvest, it takes 2 days to produce another fruit which is worth 1600 calories and has a quality of -1 (poor). A significant advantage of this plant is the fact that it can bear up to 5 fruits before it needs to be replanted. You can also use the fruit to create a less caloric meal, which will have quality improved by one point. Namely the Gristle Berry, prepared in Cooking Station.
Muckroot. This is a fairly common plant, which yields a ready-to-eat vegetable worth 1,000 calories after being dug up. However, it cannot be replanted or otherwise reacquired, it is a one-time use food source. You can sometimes come across a buried Muckroot while digging tunnels.
Sleet Wheat. It’s a peculiar grain cultivated deep inside the asteroid. Large amounts can be found in the cold biome. In contrast to most other plants, it prefers cold temperatures, from -55 to 5 degrees Celsius. It’s got a very long maturation period, as much as 20 cycles, but offers a significant amount of grain in return: from 25 to 75 grains. Each seed can be planted or used to produce food. While the crop itself is inedible, it can be used to cook Frost Bun, prepared from 3 grains on a Cooking Station. It’s actually quite decent (food quality -1) and provides 1000 kcal. Long maturation period prompts the player to create larger farming grounds. Additionally, the plant has a positive influence on environments and Decor.
Pincha Pepper. It’s a somewhat unusual crop that is inedible by itself. When combined with other types of food however, it can be used to make delicious, quality meals. It prefers high temperatures, between 35 and 85 degrees Celsius. Maturation period is long; it needs 25 days before it can be harvested, and 20 more cycles before next harvest. You can harvest it up to three times, each time collecting 4 or 8 Pincha Peppernuts. The fruit is required to bake various other meals, such as: BBQ, Pepper Bread, Stuffed Berry. While they do not have the best calories to time and effort ratio, they offer better quality, which may help in relieving stress and meeting the requirements of some duplicants. The plant also provides a +15 bonus to Decor.
Bristle Briar. The plant is inedible, but its view delights the duplicates. If you put it in a flower vase, it will have a positive effect on the Decor. There are no other uses for it, and it yields no crops. You can often find it in the starting area, among other plants.
Wheezewort. An unusual plant that can only be found in the cold biome. Other than its positive effect on Decor and interiors, it has a certain very interesting quality. Namely, it absorbs warm gases from around itself and reemits them a few degrees colder. You can use it as bio-air-conditioning of sorts.
Thimble Reed. It’s a special, wetland plant, which will enable you to make clothes for your duplicants. It grows very fast and provides up to 5 harvests of a special resource – Fiber Reed. The plant need warm temperatures, between 25 and 45 degrees, and water. You can plant it only on special fields – Aquatic Farm Tiles, which need to be submerged. The plant itself can be found in the warm, green biome.
Puft is one of the less common, non-aggressive creatures. A chubby being, which flies and rises in random directions. It has an extraordinary metabolism, as it inhales contaminated oxygen and produces Slime after some time. It occurs most often in caves with contaminated water and oxygen and some amount of pure oxygen; usually in the toxic biome. On some maps, a very small number of these animals is generated. They are also vulnerable to high temperatures, which can prove to be fatal.
Morb is a small animal with one eye and four short tentacles. This is the most common species, which occurs especially often in caves with different gases. It can jump one field and also climb two fields. It inhales any kind of available gas and emits contaminated oxygen. Thanks to this, it can be used as a filter for unwanted gases, and as an intermediary in the production of oxygen. It does not withstand high temperatures, just like your duplicates. Important! A Morb is also created from time to time from the corpses of your fallen duplicates, until you bury the body.
Hatch is a nocturnal animal, which looks like a predator, but is not aggressive. Although, if you attack it, it will start to defend itself. Its body yields one piece of high calorie meat.�It lies buried in the ground throughout the entire day, just like a mole (but it will remain active until it finds soft ground to burrow). At night, it comes out from its hiding place and searches for food. If it encounters some resources in its way, it will consume up to 50 kg of the material (up to a maximum of 3 times a night). When it is full, it will leave behind 125kg of coal. If there is only coal along its path, it will also eat it and release the same amount of coal again.
This tab contains all of the basic objects that will allow you to create a functional base. One of the most important objects is the ladder. You will have to construct one if you want your colonists to climb higher than two fields. They can jump from one ladder to another ladder if there is one horizontal space between them. You do not need a lot of minerals to build it, and constructing it is also very quick. You can build ladders as temporary scaffolds for building walls or digging ceilings. They have a negative effect on the decor, so do not exaggerate with their quantity, especially in the residential areas. Another very useful structure is the storage compactor. You can store all of the materials that your people dig up from the inside of the asteroid in it. Thanks to that, you can keep the base clean and keep the necessary resources close to the devices that require them (e.g. the coal near to the generator).
Knowing how to use the right tiles is half the battle. Several types of doors are also shown in the picture. From the right: pneumatic doors, manual and mechanized airlocks.
Next you have several types of walls and floors. For this purpose you will have to build tiles. You can decide which mineral you will use. Some have a better impact on the environment, others tolerate higher temperatures or are stronger overall. In addition, the movement speed of duplicates is faster on tiles, than it is on fields with raw materials. Over time, you will gain access to specialized tiles. The first of these – the Gas Permeable Tile – as the name implies, allows gases to flow through it (1). However, by itself it does not maintain any amount of gas. This tile does not allow liquids to pass through, so a small amount can block the gas, especially one that is falling (2). Duplicates can still walk on it, though it affects the environment badly. Mesh Tile is the further development of the previous tile (3). It is improved with the possibility of letting liquids through. It is useful in sanitary rooms or other places where you want to have an outlet. Insulated Tiles have the same properties as normal tiles, except that they do not restrict the flow of heat (4). You will use them if you want to fence off a very warm or cold place from the rest of the base, e.g. to protect your garden or enclose a room with hot batteries with electricity.
The last group of objects of similar use are various types of doors. Pneumatic Doors allow the gases and liquids to pass through. They serve only to separate rooms in terms of decor. The Manual Airlock is a very useful object. It will not let through gases or liquids until it is opened. This way you can protect the access to your base from dangerous gases. Appropriate construction of such facilities will significantly contribute to the efficiency of, e.g. oxygen production (it will not disperse where it is not needed). The downside is that they need a moment to open and close. The Mechanized Airlock has the same properties as its manual counterpart, but it opens faster, though it needs electricity to operate. Without electricity they behave like ordinary manual airlocks. By clicking on it, you can choose whether it should run automatically, be constantly closed or constantly open.
Maintaining the right level of oxygen is one of the most important factors in the game. You have several pieces of equipment for the purposes of its production, and for keeping the appropriate composition of air at your base. The first category is the oxygen producing equipment. The first and most used piece is the algae deoxidizer. It requires a lot of algae and electricity. In return, it produces oxygen and some heat. It is also not pleasant to its surroundings, which decreases the value of decor. One upside of this machine, which has to be pointed out, is that it will produce oxygen up to the highest possible concentration in the environment (1800g per field). Do not place it close to any plants, because of heat generation. Over time, you will begin to run out of algae, so you will have to look around for slime and start to extract algae out of it. The second device you must access through research is the electrolyzer, which produces oxygen and a small amount of hydrogen from pure water. It also needs electricity, and you have to supply water to it with pipes. It is worth building it in a large room, so that the hydrogen is gathering at the ceiling and does not poison the duplicates. You can additionally build a pump to pump out the hydrogen from the room into another tank or into a special machine which is producing electricity.
The Algae Terrariums are an interesting alternative to other oxygen production methods.
The second category of machines are filter objects. They indirectly produce or affect the level of oxygen in the environment. You will quickly get access to the algae terrarium. It consumes a small amount of algae and some water to convert carbon dioxide (CO2) into pure oxygen! It is a very handy piece of gear, but only in great quantities. Build terrariums where carbon dioxide collects, which is usually at the lowest levels of your base. The ideal situation is to have a water tank close by, so that the duplicates will not have to run a lot. The terrarium has a bonus to efficiency under proper lighting. The air deodorizer is a device that removes contaminated oxygen, passes it through sand and releases a small amount of oxygen and produces a by-product in the form of clay. The big plus is the small size and no need for oxygen. You also have the option to construct an air scrubber. It needs to be connected to a power grid, while also requiring a supply of pure water and CO2 in the environment. As a result, it removes carbon dioxide and produces contaminated water. The advantage of this machine is that there is no loss of water in the process, which can then be purified again using sand in the Water Purifier.
Electricity will quickly become an extremely important “resource” in the game, almost equal in rank to oxygen and food. Without it you will not be able to use many of the essential objects in your base, such as the Algae Deoxidizer, which is necessary for oxygen production. All elements of the grid require Raw Metals to be constructed and have a negative effect on the decor.
The first category are the facilities used to produce electricity. The manual generator utilizes power from the leg muscles of your duplicates to produce electricity. It is a cheap and effective method, especially useful if you do not have access to or you simply cannot use other forms of production at a given moment. Then there is the coal generator. This furnace uses large quantities of coal. It occupies a lot of space, and produces a lot of heat and carbon dioxide during combustion. Build it far from your base, preferably in the lower parts, so that the CO2 does not run rampart through your base.
There are several other options to produce energy even more efficiently. The hydrogen generator is a means of producing clean energy. It only needs a supply pipe for hydrogen. Ensure adequate supply from areas that are rich in this gas, make sure to use filters in the pipes so that only hydrogen reaches the device. Although it produces no by-products or waste, it generates enormous amounts of heat. Build it on the opposite side of the base, away from your crops or dwellings. Natural Gas Generator uses gas, which can be found being emitted from randomly generated geysers. After you pump the gas through a system of pipes, you’ll have to create a pipe to remove CO2. You’ll also have to arrange for proper work environment for the generator, as the machine will produce polluted water. Geysers tend to produce significant a volume of natural gas, enabling you to supply up to two generators with a single geyser.
In order to provide devices with power, as in reality, you will use electrical wires and Heavy-Watt Wire (1). The first cost a small amount of 100 kg of metals, the second consumes as much as 200 kg of a particular metal, but they are resistant to extreme temperatures. Use them only in very hot areas. Normal cables can be laid not only in empty fields, but also under ladders and in tiles/segments. This makes the base look much cleaner and is less impactful on the decor. Heavy-Watt Wire, however, can only be placed on empty spaces under the ladders. They are perfect to connect generators and batteries (2). Then, place a Power Transformer (3), able to adjust the current to a reduced voltage (4) that can be sent via normal cables, protecting your grid from overloading. This will enable you to divide your base in to sections (5) and solve the problem of faulty devices and electric grid.
You can also control the grid through various switches, which may be placed on fields with cables. The first one is a typical power switch on the fields with wires. You can block access to a particular part of the electrical grid. When switched over, the bulb will turn red and not a single watt of electricity will flow through the switch. Thermo, Atmo, Hydro Switch – this group of switches influences temperature as well as gas and liquid concentration. You can set when a switch is to cut off the rest of the grid. There are two types of such switches: maintaining the conditions either below or above a value of your choice.
The last group of objects are batteries, the tiny battery and its 4 times as large superior – the battery. They are used to “store” electricity when it is not being produced. It is worthwhile to build a couple of them, so that the duplicates are not burdened by the need to continuously deliver coal and run on the manual generator, and so that there is a supply of power at night time when everyone is asleep. A large amount of them in one place can create enormous temperatures. It is worth to build them away from the base or to surround them with insulated tiles.
Food is one of the basic resources you will have in your colony, and is essential to the survival of your duplicants. In this build menu you have access to everything related to the cultivation and processing of food. You start the game with the ration box. It works the same way as a storage compactor, but you store everything that has some calorific value in it. Its improved version is the refrigerator. It requires electricity in order to work, and will allow you to protect your food from spoiling.
You will most often have to build a planter box. To build it you will use resources from the Cultivable Soil category, e.g. Dirt. This object will allow you to sow seeds of various harvestable plants.�In time you’ll gain access to improved versions of Farm Tile and Hyroponic Tile (requiring metal to construct). Both can use various fertilizers to improve the harvest. Hydroponic Tile enables you to hydrate your crops through a system of pipes and improve your harvest even under bad conditions. Aquantic Farm Tile serves primarily to grow plants that need to be planted in water. Apart from that, you can also construct a microbe musher. Here, a duplicate will be working as a cook in order to create simple meals with a combination of different products. You have to select the machine, choose the meals you want to produce and wait for the duplicate to come to the machine. It can be given a specific priority, as can all other tasks. Some meals can pose a risk in the form of a low chance of getting sick, which is a consequence of their low quality. To tackle this issue you can create a cooking station, which allows you to create better dishes and eliminates the risk of illnesses. Not only can it be used to prepare calorific meals from various half-products, but also enables you to increase the quality of the food you serve.
This section contains objects and structures that directly affect the life in the base. None of these things are required to meet basic needs of your duplicates, but they do make work in some areas much simpler. The hydrofan, when connected to the gird, allows the air to cool down in its immediate surroundings. It is useful in, e.g. your room with plants, which require specific temperatures. Another way to change the air temperature is to use a thermo regulator. First you have to connect to the power gird, and then pump the gases that you want to cool down through the device, it will emit as much heat in its vicinity as it has absorbed from the passing gases. The gases that pass through one such device will change the temperature by -14 degrees. This way you can cool the air in a specific location. You can go one step further and pass the gas through several devices, until the gas reaches a temperature even as low as the absolute zero. It will can be extremely helpful in the process of obtaining water: pump steam into the device, cool it down, and then pump it into a warm room where it will turn into water. Space heater increases the temperature of the environment. You can use it to heat rooms with your crops or living space if it gets too cold. Liquid Tepidizer is used to heat water. It takes up a lot of space, needs to be submerged, and consumes a lot of power. It will also be essential in raising the temperature in waters where your plants are growing, or if you want to use water in irrigation of your heat-loving crops.
An exemplary infrastructure and distribution of gases.
Managing gases and liquid substances is one the main problems you will have to handle after the first few cycles in your base. In this tab you will find all that is connected to transport of these resources. You will not only need to clean the rooms from gases or liquids, but also to transport them to appropriate machinery and facilities.
First, we start with the sanitary category. The outhouse is the first structure you should build from all of the available objects in the game. This will ensure that duplicates will meet one of their most basic needs. The improved version of the outhouse is the lavatory. It requires connection to a sewer, that is a pipe that supplies clean water and a drain pipe. The shower uses a similar system, and will allow you to meet the sanitary requirements of your duplicates and improve their mood. It mostly serves as a means of relieving stress, and is not as essential as the toilets.
The second category of facilities are the systems for transporting liquids and gases through the suitable pipes. The following pipes are used as means of transportation: liquid/gas pipe, insulated liquid/gas pipe (an insulated pipe, resistant to external temperatures) and liquid/gas pipe bridge (a special pipe, which is used as a bridge over other pipes, in order to avoid creating an “intersection”). Like wires, you can place pipes in empty spaces and under ladders or segments. They have a bad influence on the decor, so it is worth hiding them under the tiles.
Objects with fairly obvious names are used for the purposes of pumping – the liquid/gas pumps. They require connections to the power grid and pipes which will lead the resources to their destination. For water or other liquids, install the pump as low as possible. You should also build tanks for liquids similarly to a stairway pattern, so that the remnants of liquids do not spread over large areas. The gas pump is a bit more tricky, since different gases rise up to specific heights. This is not a problem if there is only one kind of gas in a specific room.
The liquid/gas vent is a small structure from which a given gas or liquid will emerge after being transported through pipes. These outlets can be used, e.g. to supply cool air or to supply water from distant reservoirs. The distribution system is cleverly done, so if you have a few outlets, the game will distribute an equal portion of resources to each one. This is where two other items also become handy: the liquid/gas valve, which is a valve that determines the amount/concentration of the substance inside the pipe, and the liquid/gas filter. Filters allow you to route a specific substance to another pipe. When used wisely they can be the most valuable tool in the whole system, e.g. when selecting only the oxygen from a pump working in a contaminated room.
Over time your colony will burn through some of the resources or you will not be able to acquire them easily anymore. With aid comes a group of objects that turns one product into another, often using an extra mineral. The simplest example, though it requires researching certain technologies, is the water purifier. It allows you to use 1kg of sand to purify 5kg of contaminated water and get the same amount of clean water. This machine only requires access to electricity and two pipes. One brings in contaminated water and the other pumps out the pure product. As long as you have sand, you are able to provide yourself with a large supply of pure water. The compost is another useful place, where you will produce fertilizer from contaminated dirt. As long as fertilizer is readily available, the more important role is as a means of disposing of the by-products from your outhouses. Because of this, the fertilizer maker is completely unnecessary, especially since it creates fertilizer from contaminated water, which it is better to purify instead.
The bio distiller is another essential item that you need in your base, especially if you depend on the production of oxygen with algae. This machine uses slime and electricity to produce algae and contaminated water. You will need pipes to drain the liquid, while the algae will lie on the floor until you pick it up. It is a good idea to build a closed room for slime, since it produces contaminated oxygen (even if you store it in a storage compactor). The distiller itself also emits contaminated oxygen, is ugly and increases the heat in the environment. It is best to put it away from the base, preferably in an isolated room. Duplicates can still breathe in it, so there is no need to pump in pure oxygen into it. Slime can be obtained mainly in the toxic biome, but in enormous quantities. To keep the pace of production at the right level, construct more than one distiller. Although it does depend on the size of your crew and the number of devices emitting oxygen using algae.
In accordance to the name, here you will find everything that affects the health of your duplicates. If one of the colonists is in some way injured or his health drops, you must assign him to a medical cot or to its upgraded version � the rejuvenator. There he will rest until he returns to full health. If any your duplicates catch some disease, you will require medication. Production takes place at the apothecary. You can make meds in a similar way to meals. You choose the pills that interest you and pick the amount of meds you want to make. The hand sanitizer will help keep the duplicates clean while consuming food. Duplicates will use this device before they eat anything, so they will not have a negative penalty to stress (dirty hands status). They do not require electricity, but you will have to extract some bleach stone. To get this mineral you have to dig deeper into the asteroid.
Your colony will grow very quickly if you acquire new technologies. You will increase your access to many objects, that will significantly affect the lives in your colony. From the beginning of the game you have access to two stations. The first has a fairly obvious name � the research station. It will use up small amounts of dirt, and after powering it up you can create one point of Novice Research. Build it near a storage compactor, in which you will only store dirt. This way the supplier will not have to travel long distances. The second object is the super computer. This station needs 25 kg of water in order to produce 1 Intermediary Research point. Storage of water without the proper technology can be problematic, so it is important to place this object close to a natural water tank. It is best to create a pleasant working environment at all research stations, by increasing the decor factor.
A group of objects that make life easier for your duplicates, without which it is difficult to work later on. Your first choice will usually be a simple cot. Thanks to which, not only will the duplicates have a place to sleep, but they will also avoid the negative sore back status. You can assign each bed to a specific colonist, the game does this automatically too. The mess table works quite similarly. It also affects the mood positively, the duplicates no longer have to eat on the floor. The tables are automatically assigned. The case is a bit different with massage tables. You decide when your duplicants can get a massage. This can be done by setting the maximum and minimum levels of stress that will allow the duplicants to use the tables. A duplicant will be chosen automatically, and he will use the table when he’s got a free moment to spare. Additionally, a table needs to be plugged into the power grid. It’s a key piece of furniture as one of the few things that can affect stress levels of your duplicants directly. Make sure you have enough tables as your colony expands and take care to decorate the rooms in which you put them.
Lighting also affects stress. Duplicates feel better if the room is well lit. The floor lamp gives light at a small distance around itself. The ceiling lamp illuminates most of the room if it is placed high enough. Lamps require electricity, which makes them a quite inefficient method of decorating, especially when compared to other objects that give more bonuses and do not need any electricity.
It would seem that the decor in many games is purely an aesthetic part of the game, meant to please the eye. In Oxygen Not Included all objects usually have some influence on the environment, which then affects the stress levels of the duplicates. In this tab you will find objects which improve the decor factor. The first available blueprint is the flower vase. It also requires appropriate seeds, e.g. Briar seeds. Interestingly, even without a plant in it, the vase still provides a pretty healthy bonus to the decor. In the case of the death of a duplicate you will want to bury his body � the tasteful memorial serves this very purpose.
A separate group of objects is made out of the following blueprints: the blank canvas and the sculpting block. Placing them is only first step towards making the environment more appealing. This action can be performed by any duplicate. Then there is the painting/sculpting process. Only colonists who can carry out the Art job are up to this task. At this point, the creativity of the given duplicate is the crucial factor. It is worth to choose only the best duplicants, so that others will not lose their time, besides, the higher the creativity attribute, the better the artworks will be. Better art grants a larger bonus to the decor. Place these objects in locations where your people often walk or spend a lot of time in, such as the dining room or the bedroom.
Order and organisation. That is the key to many strategy games, especially ones where management is the key gameplay element. Therefore, you will quickly realize that building a room or an area for a particular purpose is a task of utmost importance. Especially if we emphasize the importance of the game’s most valuable resource – oxygen. It is worth building up high quarters, which are 4 or 5 fields tall, so that they allow you to accommodate more oxygen and space for lamps or paintings.
The outhouse. It has often been mentioned in this guide, that this is a very important object. Because of the negative decor modifier, the production of contaminated dirt and the possibility of spoiling and creating a large pool of contaminated water, it is best to build these facilities in a separate room. I often build such places by putting a small “wall” at the end of the platform, consisting of one base tile. Thanks to that, I am sure that the contaminated water will not spill further into the base. It is best to place 1-2 extra outhouses and a compost next to it, so that duplicates do not have to run around the base. After some time, you will have to improve this location and include lavatories and showers. You can build outhouses in several places if your base grows to a really large size.
Storage space. Here you will want to place numerous storage compactors. Thanks to this, all resources will be stored in one place. Not only will it affect the environment positively, but it will also bring order to the base. You will be the most effective when you allow for the storage of only one group of raw materials, e.g. only metals, in a given compactor. This way you will have more control over what and where is something stored. This will allow you to quickly empty the compactors from resources that you want to store elsewhere, e.g. algae closer to terrariums or deoxidizers. Do not be afraid to create a large room, over time you will have to store increasingly large quantities of resources. Remember to construct a separate storage location for poisonous raw materials, such as slime or contaminated dirt. These substances have the ability to emit toxic gases, and there is no need to deliberately contaminate the base.
The basement. A fairly loose description of the lowest location in your base, to which the heavy CO2 gas will have easy access, and will thus not interfere with the work of your colonists. It may be a simple cave, a mine near your base, or a shaft to an underground water tank. What is important is that you build your base in a way that allows gases to flow freely. Build algae terrariums or other equipment that will get rid of CO2 in your basement. There will be more information about the flow of gases in the next chapter.
Growing plants. In theory, cultivating edible crops is not a problem. The struggle begins when you have a large number of plants near the active parts of your base. Why? Growing crops involves two factors: the concentration of gas and the temperature. The first means that the gas pressure level cannot fall below a certain value, usually 150g per field. The easy thing about this is that it can be any gas. It does not have to be oxygen in its pure or even in its contaminated form. The second thing is the temperature. Every plant has a range of temperature in which it can grow and a small range of optimum temperature, in which the crops will be better. The key here is the right location for your greenhouse. Away from heat generating machines and warm air. You can create a small air circulation system, where you will cool it in one thermo regulator and let it out into the same room. You should also consider enclosing such a room with insulated tiles to keep the right temperature. Make sure to build a ration box in the vicinity and a compactor just for the seeds. Better farning tiles will require fertilizer and water supply (clean or polluted, depending on the plant). They will allow you to increase harvest efficiency, gather bigger crops, and collect more seeds.
The power grid. The production of electricity and its storage quickly evolves into the problem of emitting large amounts of heat. In the current version, high temperature influences your duplicants as well as plants and animals. Remember that too high a temperature causes stress and may lead to various diseases. Building a power plant on the opposite side of the base, placing the batteries in separate and cool rooms and creating spacious areas should mitigate this problem.
Clean and contaminated water tanks. This is a possible extra activity, but it will make your life a lot easier. It will allow you to quickly assess the amount of water and its distribution. It will facilitate transportation to the necessary machines, so that duplicates will not have to run too much. The contaminated water tank will allow for proper segregation. This way you will avoid problems resulting from mixing these two liquids and make it easier to transport them to your treatment plant.
Spacious dwellings allow oxygen to flow freely.
The flow of gases in your base is a very crucial thing. A properly designed colony will minimize any problems, even if an undesirable substance enters the system. The basis is the proper construction of ordinary tiles and those that let gases through. When building new rooms, remember to create spacious entrances. When building vertically, especially with ladders, dig out one or two empty fields (one for each side of the ladder). Duplicates can jump one field from the ladder and onto a segment. In this case, the air produced in the lower parts will move faster than it would in the narrow passages.
Speaking of oxygen production. Let your oxygen-emitting machines be in a few different places, not in one single cluster, and always put them at the lowest levels of the base. They are not very nice to the eye and produce heat, so you do not want them inside your colony. In addition to the wide entrances to rooms and higher or lower levels, build gas-permeable tiles in the floors (especially the floor is very long). As a result, the oxygen will rise higher and the carbon dioxide and chlorine will drop to the lowest levels. Remember that oxygen is a light gas, build your bedrooms on higher levels so that they always have enough air for your duplicates to breathe. Thanks to such tiles on the bedroom floors, CO2 will fall down at night and will not interfere with the sleep of the duplicates. However, do not exaggerate with the quantity of these tiles, because it negatively affects the decor factor.
Hydrogen is a gas that floats over oxygen. Therefore, build a room at the top in a staircase pattern, just like a loft in a real detached house. This way, the gas will gather at the ceiling. Put a pump and a filter there, and transport the hydrogen out of the base or to the hydrogen generator. Chlorine, on the other hand, is a heavy gas, but it still hovers over carbon dioxide. Take note of what you are building on lower levels of the base. It is worth to place objects there that require minimum attention from the duplicates, such as a room with batteries.
Remember to build airlocks! This way, you will avoid massive outflows of precious oxygen and you will prevent other dangerous gases from entering the base. They do not cost much, and are very easy to control. It is best to build them only in a few necessary places. Duplicates will then minimize the losses in air. You can go one step further and create airlocks in the basement. Carbon dioxide will then begin to escape, although you will reduce the working time of your duplicants outside of the base.
Shower/lavatory + water purifier (closed circulation). These first two objects need clean water in order to work. After using them, they produce the same amount of contaminated water. But instead of continuously supplying clean water and storing its contaminated version somewhere in the base, you can create a self-sufficient circulation of this resource. Over/next to/under the shower and/or toilet room, you can build a room with one water purifier (plus a compactor with sand only) that you should switch off immediately. Connect everything with pipes with a minimum length of several fields and bring in clean water. After several uses, the pipes will begin to transport contaminated water. When you have more than a few fields worth, remove the pipes that bring clean water into the system and turn on the purifier. From now on, the duplicates will use the same water to handle their needs. The system will continue to work as long as you have sand in your stores.
An advanced airlock. The construction of a single airlock by itself is not as effective as the construction of a proper, advanced airlock system. You can achieve this effect in several ways. The first is the construction of a double-doored entryway. Thanks to this, only part of the gas will escape to this room and even less will go beyond the base. The most efficient way, however, is to build a pump system with two vents and a filter. You put the pump in the entryway, which is the room between the base and the outside world (or a room in the base with dangerous gases in it). Next to it, you place a filter that will selectively drain oxygen through one pipe back into your base. The rest of the gases go through the second pipe to the outlet on the outside. This way, the oxygen that will want to escape will return back to the base instead. Before putting up this system, you can build a switch that will allow you to control the situation. Not only does this work, but it also looks great aesthetically.
There is also the so-called “water airlock“. Since no liquid allows gases to rise or pass through it, you can build a small tank, e.g. 3 fields wide and 2 fields high. Fill it with water, build ladders and enjoy the ultra-airtight airlock! The downside … is the tightness, because it will never let the air pass to the other side, even if you need the oxygen. It also requires careful flooding and putting up pipes in its location. Unless, of course, you can find a natural tank and adjust it to your needs.
An example of the production of oxygen and hydrogen and the dispersion of the gas using a ventilation system.
An air ventilation system versus stationary production. The production of oxygen from algae deoxidizers in one place of the base, or even scattered across different rooms is not very effective. Not only do the duplicates have to run around with resources, but said resources also run out very quickly. In turn, the electrolyzer is a very good machine, but it also produces contaminated oxygen. However, using the electrolyzer, you can build an effective ventilation system.
Build a large room, with several electrolyzers connected to water (depending on the number of colonists), two pumps (one on the floor, the other on the ceiling) with a filter for each, pipes that lead out of the room and two vents inside the room next to each of the pumps. Seal the room completely or build an airlock and set its status to locked. Now set the bottom filter, so that it selects only oxygen and transports it out of the room, and let the main pipe transport the gases to the vent above. The upper filter should be set to only select hydrogen and pump it out of the room (preferably to a generator). The rest of the gases go from the filter to the vent at the bottom of the room. This way the gases will circulate. Oxygen pipes, that emerge from this room should be spread around the base, into different locations, not just one (you are creating a ventilation system, are you not?). With a few vents, you will avoid the problem of having a concentration of gases that is too high. The game will distribute an equal amount of gases to each vent. No human input is required to run the electrolyzers, so once all is set up and functioning, there will be no need for inspections or visits from the duplicates. This system will allow you to supply the whole base with oxygen.
A dead duplicant is effectively a Morb Farm.
The Morb �Farm”. Creatures can be used for specific purposes. The Morb is a great example of recycling of unwanted gases into bearable, contaminated oxygen. Build a closed room and sacrifice the worst duplicate for this purpose. When he dies, a Morb will appear every few days. This way you can breed a small group. Earlier on, you should build an outlet, through which you will pump in unwanted gases. You should also build a pump that will only pump out contaminated oxygen, if you do not have enough pure oxygen in stock.
The Hatch �Farm”. This species will be useful when in a larger group. Otherwise, it is an interesting supplement, rather than a permanent source of carbon. This farm will be difficult to create, because sometimes these creatures are not generated on the map. Leave some intact dirt, so that it has somewhere to burrow. Reduce the area, however, by building walls 3 fields high, because it can climb like your duplicates. Place a storage compactor somewhere in the middle and fill it with the mineral you have the most of. Usually it will be sandstone. You should also allow for the storage of coal. When your people already fill the compactor with minerals to some degree, turn off the storage option. The compactor will throw out the materials, and the Hatch will eat them and expel coal at night. This works infinitely (as long as it is not too hot in the room, otherwise it will die).
The duplicants are your workforce, the needs of which you need to take care of. The whole gameplay revolves around their survival. At the beginning of the game, you get a certain number of duplicates, but given time you will have the ability to “print” them (similarly to clones). Each of them has a separate set of special traits and skills. Everyone copes with stress, some better than others, and gives way to emotions in a different manner. You can get a lot of information about each duplicate and respond accordingly, so that they live the best life they can.
When you click on one of your subordinates, you will see the character profile window of the chosen person. You have four tabs here: Info (basic information), Stats (skills and traits), Assigned (a list of objects which have been assigned to a given character, e.g. a bed), as well as Details (the same information as when you choose a field or a machine, namely, the temperature, the materials, etc.).
You will most often be looking at the first tab – Info. Here you have two subcategories:
Status shows you what is currently happening to the duplicate: how much oxygen he is inhaling and how much CO2 he is exhaling, what he is currently consuming, what are the conditions that have been imposed on him, e.g. Hungry, Sore Back or Dirty.
Needs. Here you will find all the needs that you need to meet, in order to keep your duplicate healthy and fit. You will see a percentage value next to the majority of states. Small triangles next to the numbers show you increases or decreases in the values. If you hover over these values, you will see a small window detailing what affects a specific need. Below you will find short descriptions of the values:
- Health, depicts the overall hit points of the duplicant. When this value drops to zero, the duplicant will die. You can treat wounded by using the suitable medical devices.
- Stress shows how annoyed and stressed a duplicant is with the current situation in the colony. When this reaches 100%, you can expect his reaction to the stress to come very soon.
- Bladder is self-explanatory, where 0% means complete ease. In contrast, 100% suggest that a quick visit to the outhouse is needed, otherwise the situation will be “dealt with” in the duplicate’s current location.
- Breath is the level of oxygen in the body. The higher the value, the better.
- Stamina is the ability to work, the level of rest. If it is low, the duplicant must be very tired, which will reflect his productivity.
- Calories. The level of calories in the body. This does not determine whether the duplicant is fat, but rather how full he is. When this value reaches zero, the duplicant can starve to death.
- Body Temperature, External Temperature – the temperature of the body and the perceived temperature. Extreme temperatures have a bad effect on the duplicant’s health and can lead to various illnesses.
- Decor. The level of decor in the duplicant’s current location. When you hover over this value, you will see a detailed enumeration and minimum expectations.
Stress, Decor Expectation and Food
The stress of your duplicates is a very important indicator. Not only does it show that something is wrong with your base, but also, if it reaches 100% your duplicates will let their emotions loose, which will result in a lot more work for you to do. Stress can be handled in several ways:
At the top of the picture you can see the effect of the paintings and the closed environment on the decor. It is important that the bedroom has a high indicator. At the bottom, you can see a situation which you want to avoid inside the base: an area without ??base tiles, a mess of resources lying around everywhere and spilled contaminated water.
Take care of the appearance of the base. When you turn on the Decor Overlay, you will see which areas are not pleasant (red), and where the duplicates feel calm (green). Try to keep ugly places such as outhouses, machines, ladders, wires, pipes and undeveloped caves away from frequented places. In turn, dining space, massage tables or bedrooms should be well-decorated. Sculptures, flowers vases or paintings can be placed wherever you see the need. Make sure they are first placed in these important rooms. Then, place them in locations where duplicates often perform the same activities, e.g. near the research station. Clean up resources which are lying on the floor and build nice base tiles, e.g. from sandstone. Lighting is also helpful, but the usefulness and the ratio of cost to profit (power consumption) makes it a marginal improvement of the decor.
Massages. This is the only direct method, in the current version of the game. By placing massage tables, you can allocate a duplicate for a massage session. The machine will start working, the duplicate will go to sleep and will use the charms of this machine. For this reason, it is best to send your people for a massage before the night, so that they do not wake up in the middle of the night. Take care of the decor of this room, so that you can speed up the process of neutralizing stress.
Mopping the floors. Contaminated water causes high stress increases. You simply cannot avoid all caves with contaminated water, and entering them will sometimes be a conscious decision, but pools of puke or urine will negatively affect both the decor and your duplicates (they will receive a special negative status when they walk in such locations). Although in both cases it is still contaminated water, you must use the Mop job to clean up the place. Remember that if there is too much water (that is, in the hundreds of kilograms) this command will not work.
Decor Expectations. This is a factor you see while selecting the characters, but it affects the whole game. It indicates what level of decor the environment that the duplicate is in should have. If it is below this value, the stress levels will increase and vice versa. Each duplicate has -25 points to decor expectations. Each character level (visible under the name of the character in the profile) is equal to an additional 5 points to the expectations. So a level 6 character has plus 30 to Decor expectations. After summing it up, we get a final value of 5 points of decor in the surrounding environment (30-25=5). At level 10 the expectations rise by 50 points, granting an actual value of 25 points of decor. Duplicates gain experience during the game and achieve higher levels, which makes their expectations increase. Some special traits also affect this value.
Food Quality Expectation. Another important factor that influences the stress levels of your duplicants. Each food and meal type has a quality. Your duplicants in turn, have certain expectations in that regard, the higher the higher their experience level is. They will be stressed if they are forced to consume meals below their expectations. You can avoid this situation by investing in agriculture and good meals.
Duplicates can destroy objects or vomit as a result of stress.
Reactions to stress. If you fail to keep the stress levels below 100%, you will soon find out about the unpleasant consequences. There are two possible reactions, and a given duplicate will always show his anger in the same way.
- Vomiter, he will simply vomit in his current location. There will be a stain of about 20-30kg of contaminated water, that you could theoretically use. Most often, however, you will want to get rid of this problem as quickly as possible, besides, 20 kilos is not very much. Duplicants who walk in such a place receive a penalty to stress, which only worsens the situation.
- Destructive reaction results in the destruction of objects in the base. Most often, the duplicate is directed to machines involved in the production of oxygen or electricity. You will then need to fix such objects.
- Binge Eater. When stressed, this duplicant will begin to eat without any constraint. It can be dangerous if your food supplies are limited. Your colony may even starve.
- Ugly Crier. When this duplicant gets stressed, he will begin wailing like an infant. Not only will his efficiency drop, but he will also gain a negative status that will lower the Decor levels around him, stressing out others with his presence.
Remember, that the response to stress does not reduce the level of stress. You still need to tackle this issue, and lower the stress level. Otherwise, the duplicate will give in to his emotions once again. Kick the decor up a notch, make sure the rooms are clean, increase the number of massage tables and serve better food.
Each Duplicate has a set of skills that determines the speed of his work in a given field. Some skills affect more than one task. Others are passive and some affect not just work. Pay attention to what duplicates you choose and try to match them to specific tasks, so that they can do their job as quickly as possible.
Duplicate Floyd (on the right) is a great miner and painter, while Gus is a jack of all trades, but a master of none.
Duplicates may have the following attributes, which also affect the jobs from the Jobs tab.
Athletics. Affects movement speed, every point in this area is equal to 10% faster character movement. It is useful when generating energy. Important for the following Jobs: Generate Power, Deliver and Sweep.
Cooking. The higher the skill, the faster the duplicate creates food. Each point is equal to 10% faster work. It affects how the duplicate performs the Cook job with the help of machines.
Digging. Creating tunnels, digging up resources, etc. Here, one point is equal to 25% faster work. It is worth mentioning, that since you will be digging for most of the game, this is a very important skill. Influences the commands: Combat, Harvest, Floor cleaning (Mop) and Dig.
Medicine. Indicator of resistance to diseases. Every point is equal to 10% better resistance.
Tinkering. When a duplicate is operating a machine or has to fix something, this is the skill he uses. Each point is equal to 10% faster work. It will be particularly useful in repair. This will enable you to fix your important mechanism even faster. It is useful in the later stages of the game, where you build and dig less and use machines more often. Affects the Compost job, Massage and when using Hydrofan.
Construction. Creating new tiles, deconstruction or building machines and structures. Here, as with digging, every point is equal to 25% faster work. You will be building a lot, so it is worth having a good builder in the team. The job this attribute affects is quite obvious: Build.
Creativity. Everything related to art or decor is associated with this factor. It does not only affect the speed of work (each point is 10% more), but also whether you get a painting or a sculpture which is a masterpiece. It is taken into account when dealing with the Art job.
Learning. It affects two things – the speed of gaining experience and the speed of gaining research points. Each point is a 10% bonus rate of gaining experience in a given skill area. Also, every point is about 3 more research points earned each day. For this reason, it is worth having a very good scientist who, after all the research has been developed, can still become a good specialist in another field. It is important for the purposes of the Research job.
Strength. It is not connected to fighting, but rather to the amount of resources that can be carried. It is a very underrated skill, and every point is equal to a 15% increase in the maximum weight that can be transported. Although it is not written in the prompts, it does affects the Deliver job.
Due to the fact, that a character who has a better attribute, such as athletics, will generate more electricity than the average duplicate, it is a good idea to pick certain duplicates for a given job. In the previously described Jobs tab, in the top-left corner, you can choose who performs and who does not perform a job from a given field. The game does not automatically pick the best characters for the job, so you will often see your fastest duplicate wandering around the base, while your slowest duplicate tries to run like a hamster in the manual generator. To avoid this, turn off some of the work options for the weakest duplicates.
Let only the best duplicates in their fields perform the following tasks: Art, Research, Generate Power. In addition, to not distract them from the important work, take them off of other tasks, but not all of them. You should especially prioritize the research job. The researcher will best serve the colony when he develops all of the necessary technologies, which make life easier for all.
Duplicates, although they resemble clones, have special features that distinguish them from their peers. These are positive and negative traits that affect their attributes or disqualify them from performing a given job. They can also affect others, their health or reduce the consumption of valuable resources. Some have positive effects and benefits, and others are negative. Each duplicate has at least one positive and one negative trait. Sometimes there are colonists who have several qualities, but they usually appear during the game, and not during the initial selection. Some positive traits add points to a skill, but sometimes they are combined with a negative trait, which prevents a duplicate from doing a certain job (despite their high attribute). It is good to know how a given combination of traits works and which traits are worth choosing.
Below you will find a list of all positive and negative traits in alphabetical order.
Amphibious. It reduces the penalty to underwater movement speed. One of the least useful traits. It is better to choose someone with a higher athletic attribute and another trait.
Diver’s Lung. Air consumption -25g/s. The most useful trait. The average duplicate consumes 100g/s of oxygen, where a duplicate with this feature inhales only 75g/s of oxygen. This also translates into lower carbon dioxide exhalation.
Early Bird. In the morning of each day, the duplicate gets +2 points to all abilities.
Grease Monkey. Plus 5 points to Tinkering, in addition to the points already assigned.
Interior Decorator. Additional 5 points to creativity (Art), which improves painting and sculpting, but also adds an additional 5 points to the decor expectations.
Iron Gut. Duplicate does not get sick eating unhealthy food.
Mole Hands. Plus 5 points to the Digging attribute, in addition to the points already assigned.
Naturally Robust. Duplicate has increased disease resistance.
Night Owl. At night, your duplicate gets +3 points to all abilities. Kind of nice, but the duplicate will go to bed at night anyway. Unless you turn on Red Alert, he will then ignore the need to sleep and benefit from this trait.
Quick Learner. Plus 5 points to Learning, in addition to the points already assigned.
Twinkletoes. Plus 5 points to Athletics, in addition to already allocated random points.
Uncultured. Duplicate gets a 20 point reduction to Decor Expectations, but cannot do art related work. Meaning, he can build picture frames, but cannot paint anything.
Buff. Additional 5 points of strength.
Anemic. Minus 5 point to Athletics.
Biohazard. The duplicate is more vulnerable to diseases, due to his weak immune system.
Bottomless Stomach. The duplicate consumes 0.8 calories per second more than the average colonist (1.7 calories/s). Simply stated, he needs/consumes 50% more food.
Can’t Dig It. Cannot perform the Dig job, although he can perform other digging related tasks, such as Harvest or Combat.
Flatulance. Your duplicate has a disadvantage that is unpleasant for the environment. He will produce a small amount of contaminated oxygen (5 grams) a few dozen times a day.
Gastrophobia. Cannot make food while working as a cook, through the Cook job. However, he can still plant and harvest crops.
Irritable Bowel. Bladder effectiveness reduced by half. Using an outhouse takes up twice as much time.
Loud Sleeper. Your duplicate sleeps loudly, probably snoring like some monster. At a distance of 3 fields, other duplicates will receive the Interrupted Sleep status, which will stress them out. Make sure you have a separate bedroom for such a troublemaker.
Mouth Breather. Your duplicate consumes 100g/s more oxygen than others. The worst trait, you should avoid it like the plaque. The colonist consumes 100% more oxygen than others, or otherwise: consumes as much air as two people. He also produces twice as much CO2.
Narcoleptic. Your duplicant can sleep at any time. It happens from 0 to 3 times a day. This is a short, compulsory nap. You cannot wake him up in any way, but he will get a small bonus to stamina regeneration.
Noodle Arms. Minus 3 points of strangth.
Scaredy-Cat. Cannot fight. So far, the game does not feature any real threats from aggressive creatures or strangers. In the current version of the game – Build 208689, it is a very good choice.
Slow Learner. Duplicate has minus 3 points to the Learning attribute.
Small Bladder. A smaller bladder means more frequent trips to the toilet. An average duplicate usually uses the outhouse once a day, and a duplicate with this trait will have to deal with this issue twice a day.
Yokel. This duplicate cannot perform the Research task. Sometimes it happens that he has high skills in this field, but this feature disqualifies him from work.