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Germs don't do much, but if you dig correctly and get most/all the slime to fall into water, it will limit the amount of slimelung that gets into the air. A single base exit with a water lock will help keep slimelung out of your base.
Don't take on more than one or two dupes for a while. Seven to nine is a decent number for early game and early player. Experiment with farming or ranching a new food source.
I was hesitant to leave the starting biome too when I first began. But it's really not that scary out there. And the best way to learn what's okay and what to avoid is to get out there and explore. You're learning for your next base!
If they start scalding, their health will gradually decrease, so you might need to take quick action at that point. (Dupes will naturally heal a little bit while sleeping, or you can assign them to a triage cot to make them heal faster. If their health is below 85/100 they suffer a speed penalty.)
They're more sensitive to temperatures if they go into liquid, which means you'll probably have to endure a debuff if they're working underwater in a hot or cold area, but again, there's no actual life-and-death danger unless you see a scalding warning.
The main issue with temperature is that the basic food plants (like mealwood and bristle blossoms) will stop growing if they get above 30°C, so you should keep your farm heat-insulated from any hot areas, and eventually you'll probably want some form of active cooling.
Nonbreathable atmospheres are also less of a risk than you'd think; dupes can hold their breaths a pretty long time, and will automatically run to someplace breathable to recover long before they suffocate. You need to make sure you don't accidentally build/dig in some way that leaves them trapped in an unbreathable location, but other than that, small unbreathable areas are not much of a risk. (Keep a sharp eye out for "Idle" and "Unreachable Food" messages--these may indicate a dupe can no longer find a path back to your base! But "Idle" also sometimes appears very briefly just because a dupe is on break, so if it disappears before you can investigate you probably shouldn't worry.)
Slimelung germs are more of an annoyance than a threat. Dupes that get sick lose breath over time, so will occasionally "catch their breath" like a dupe returning from an unbreathable area, but unless they were already on the verge of suffocating this won't kill anyone.
Exo suits are needed for very hot areas (especially if dupes are submerged in hot liquids) or for large unbreathable areas (e.g. space). I'm currently using them for the oil biome, the space biome, and one insulated area with a huge pool of very hot water. They are definitely NOT needed for the biomes just outside your starting biome on Terra.
The first biomes you'll see are the swamp biome and the caustic biome.
The swamp biome has lots of algae, slime, and polluted water (which creates polluted oxygen). It's a great source for water and oxygen; polluted water can be run through a water sieve if you need clean water, algae is used in oxygen diffusers and algae terrariums, and slime can be distilled into more algae + polluted water. You'll also find pacus, an aquatic critter that can be used as a food source.
The main danger in the swamp biome is slimelung germs. The most important part of dealing with slimelung is that you convert all the polluted oxygen to clean oxygen using deodorizers (they have a range of 2 tiles). Slimelung multiplies in polluted oxygen, but dies off in clean oxygen, so if you get rid of all the polluted oxygen then all the airborne germs will gradually go away on their own. Slime will naturally off-gas polluted oxygen (with germs), so store it near deodorizers, or prevent off-gassing by putting it in a high-pressure room or underwater.
The caustic biome has chlorine and hydrogen as atmosphere, which are handy on the occasions you need those gases for something but mostly get in the way. Hydorgen is lighter than oxygen, and chlorine is heavier, so you can build holding areas above/below the area you are excavating and the gases will tend to flow into those (but note that chlorine is lighter than CO2). This biome is also warm (around 40°C) so you may want to build some insulating between it and your base (or at least your farms).
The caustic biome contains dreckos, a critter that produces phosphorite and reed fiber, and has a morph that produces plastic, an important advanced resource. They're complicated to ranch, though, due to various exotic requirements. You'll also find some plants: balm lilies and pincha pepperplants. Balm lilies are an ingredient in medical kits, which can be used to cure slimelung. Pincha peppers are an ingredient in several advanced foods (but can't be eaten raw).
As you get further out, you'll find frozen biomes. These are valuable as early-game heat sinks, and also contains wheezeworts and sometimes anti-entropic thermo nullifiers, which can both produce cold over time.
Even further out is the tide pool biome, which is notable mostly for salt water and pokeshells. Pokeshells are essentially the only critter in the game that will actually attack dupes, and only if they are defending an egg.
The oil biome is near the bottom of the map and you won't encounter it for a while. That's essentially the second-to-last place to explore, just before space. (It's a good source of fossils, which can be crushed to make lime, which is a key ingredient in steel, which you'll need a lot of when you go to space.) Oil will also (indirectly) allow you to make plastic, if you haven't already gotten plastic by ranching glossy dreckos.
As you explore, keep an eye out for small horizontal lines of neutronium--these will each have a geyser on top, but usually you can't see the geyser until you dig it out (usually requiring superduperhard digging to get through obsidian). I find the neutronium is often easier to spot in the temperature view, since neutronium doesn't equalize temperature with its surroundings, and so will often (though not always) be a noticeably different temperature than the stuff around it.
Geysers are infinite sources of various resources, although usually the resource is delivered in an inconvenient form (e.g. very hot, or stuffed with germs). You won't necessarily want to use them right away.
Wew, thanks man. Reading through it now.
Probably wise to not try that your first playthrough though... I do recommend airlocks and atmos suits for regular slime biome activity, like puft ranching or significant building.
I always liked the cold biomes myself. You need water and to dispose of heat, and this does both!
If you want extra safety, you can add floral scent germs (they compete with other germs in the air, and can block/displace them if you have enough). Of course, the easiest way to add floral scent is with buddy bud decorative plants, which are native to...swamp biomes. (You can also get some floral scent from bristle blossoms, but it's more work for less scent.)
I am now aware of the 'slow death' in ONI, which is heat.
I recently checked my farm temperature which is already around 26.5°. More of that and my basic plants will stop growing.
Two questions here:
1. What's a good quick method for EARLY game (still only cycle 42) to delete heat? Ice maker comes to mind? Advanced stuff like steam engine or cooling big bodies of liquid are out of my reach.
2. I have insulated around my base and put my coal generators outside the insulation (I also want to move other heat-intensive stuff like smelting out but it's difficult).
However, my dupes still need to get there somehow to e. g. refill generator.
So I HAVE to breach the insulation somewhere with double doors (to limit gas transfer).
Won't the insulation be useless if the heat can just go through those doors? I have only copper right now so doors have great conductivity for heat :|
Any solution without using advanced metals?
Thanks.
Oh btw somehow I acquired slicker babies who have now grown up :)
What's the deal here? Wait for them to produce enough oil, turn that oil into plastic, then build critter traps (it requires plastic...) and put them in the bottom of base to eat that juicy CO2? How can I then efficiently farm their oil output? I only know sweeper bot which sounds impractical. Pumps seem impractical since they would need to be submerged in the stuff. And then the slickers drown, no?
If you can find a cool slush geyser, that's probably your easiest option. It outputs cold polluted water. Just pump that water around your base and let it absorb heat (use small segments of radiant pipes in areas you want especially cold, but mostly regular pipes are fine). Run pipes through solids rather than gas where practical for better heat transference. (Use a valve to control how much water.)
Barring that, you want to find a frozen biome, which gives you several options:
A. Wheezewort plants continuously cool the air around them. If you domesticate them, they do this 4x faster, but you'll need to feed them phosophorite. Due to esoteric reasons, they also work about 2.4x faster if you put them in a hydrogen atmosphere (which multiplies with the 4x for almost 10x). So build a room that's only open on the bottom, fill it with hydrogen, and plant some wheezworts there. If necessary, pipe water through the room to help distribute the cold.
(Note: You can uproot wheezworts and replant them, but since you never harvest them they won't produce more seeds, so you're essentially limited to however many you can find.)
B. Sometimes a frozen biome contains a machine called an Anti-Entropy Thermo Nullifier (often buried in ice; it may be hard to spot). If you feed it hydrogen gas, this will produce quite a bit of cold (about the same as 7 domestic wheezeworts in hydrogen). You can't move it, and you can't build more, but you can pipe liquid past it to carry the cold elsewhere.
C. Frozen biomes also contain a lot of just plain cold stuff, so you can also just pipe liquid through the biome to cool it down and then pipe it back to wherever you want cooled (again, short bits of radiant pipes in key areas). The biome will gradually heat up, but it will take a while. If you're doing this, try not to dig out very much, because digging a tile halves its mass. If you melt the ice by pumping heat into the area, you'll actually get twice as much water from it as if you dug it out first. (But make sure meltwater won't fall someplace inconvenient.)
I think those are all of the good cooling options until you can build steam turbines, or at least aquatuners (if you have aquatuners but not steam turbines, you can't delete heat, but you can try to dump the heat somewhere unimportant).
2. Even if you just leave a hole in your insulated wall for dupes to walk through, the wall is still blocking most of the heat transfer. That greatly reduces the amount of active cooling you need, and buys you time before you need that cooling to come online. For stuff like coal generators that's probably fine.
But if (for some weird reason) you really wanted to go hardcore, you could use 2 liquid airlocks with vacuum between them. ONI only models heat transfer by conduction (no convection or radiation) so vacuum is a perfect heat insulator. You'll still have some heat transfer through whatever the dupes are walking on when they pass through (plus the dupes themselves and whatever they carry with them), but that would be it. But again, this shouldn't be necessary right now, I suggest you just build a basic insulated wall with a hole for passage and then focus on building cooling rather than better insulation.
3. Slicksters should be kept on mesh floor so that their oil will fall into a reservoir below them, where it can be pumped out.
But in order to ranch slicksters efficiently long-term you need to keep them pretty hot (if they're cold they'll lay long-haired slickster eggs (long-hairs eat oxygen and produce nothing), and if they're very cold they'll just die; if they're hot enough they'll lay molten slickster eggs, which are 2x as efficient).
If you work at it, this can give you a small amount of oil before you go to the oil biome, but it's a significant amount of work this early in the game and might not be worth the trouble. Remember it takes about 1000 tiles of CO2 for slicksters to make 1 tile of oil (because liquids are much denser than gases at typical pressures).
Right now you are sitting at 35 mealwood plants just for your 7 Dupes.
Now you have air for them.
Taking on to many dupes have killed more bases than almost anything I'd say.
You could go online and look up Francis John. He has some very good guides to point you in the right direction.