Space Haven

Space Haven

Too little oxygen when exploring abandoned ships
Hi.
I started like everyone else and found that i run out of oxygen too quickly every time.
Is that supposed to be the case ?
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Showing 1-15 of 16 comments
I would say yes. It's another "resource" to "manage" ... you can only explore or "pew-pew" for so long before O2 starts getting low.

You can go back to your shuttle and refill (right-click on shuttle) at any time. Just be aware the shuttle also has limited O2. If you're up to a little multi-tasking, you can return to the shuttle and refill O2 ... and if the shuttle is getting low, send it back to your ship to dock in the shuttle bay or an airlock. It will automatically refill and then you fly it back with a fresh load of O2. (This is even easier later in the game if you have more than 1 shuttle. You can just release one to go home and call a new one over.) All the time the shuttle is in transit you can still be making progress with your team on the derelict.

You can also use this strategy to move through a large derelict. Start exploring and move the shuttle up ahead of you ... near an airlock or breach. That way when you start getting low you're not "back-tracking" all the way back to where you started ... you brought the shuttle and O2 to you.

Additionally, derelict airlocks, shuttle and pod bays, and even the occasional spacesuit locker will often have O2 you can steal. If you're passing by one you might just refill your O2 while you're there.

Finally, there's some tech that can help. I never use them, but they are options.
-Surgical implants to use less O2
-Oxygen tank
-Space suit oxygen extender

Be patient. Early on it seems like it's a big deal but eventually you get the feel for how far you can push the crew before they actually pass out (and you have to fly another person over to rescue them ... not that I've ever done that of course).
even the biggest derelics shoud be managaeable with one sweep. if all your guys are exeed there oxy drastical you shoud stop doing sightseeing and start clearing and exploring the derelics.
you can reach reserves, and when one of your guys get uncon infight you need to refill his oxy and carry him back to the shuttle so he dont stays back alone and suffocate, but aside from that i never got any real oxy problems.
I'd argue the implanted rebreather is the most significant for everyone. It's top priority on my plays.
It's a game changer for exploring derelicts and assaulting disabled enemy ships from the engines. Never dock on their airlock as that transfer some of the O2 to the airlock instead of staying on the shuttle.
Thank you very much. I think this will help me to move on. :steamhappy:
i see the rebreather as a waste of resource and a wasted spot that can hold something useful instead liek perception or LP implants.
Little oxygen. No money, no food. Small derelict ships with resourses, too much enemy on derelict - game turned into hard survival. It's no light builder spaceships and travel.
It does get better, once you go past the first hurdle, which is acquire key techs: X1 gen, chem and energy refineries. With those, the remaining activities become much more viable.

By mid game, you can tackle most missions and become picky on who to get on board as crew. By late game you don't know what to do with that much loot you find.
Originally posted by tom skye:
Hi.
I started like everyone else and found that i run out of oxygen too quickly every time.
Is that supposed to be the case ?

Just equipe extra oxygen tanks and build at minimum second shuttle. THey will work a lot faster and have almost never an oxygen issue.
Originally posted by Swato85:
Originally posted by tom skye:
Hi.
I started like everyone else and found that i run out of oxygen too quickly every time.
Is that supposed to be the case ?

Just equipe extra oxygen tanks and build at minimum second shuttle. THey will work a lot faster and have almost never an oxygen issue.

Actually better to implant rebreathers. Since folks only need ~50-60% of the original O2 value this means that:
a) they will consume less O2 on the ship (less water useage for O2 generation!)
b) they will have their mission time doubled. (And does not need to be recrafted.)

It is always high on my prio list to research it.

Also. Most folks actually i would say venture out too fast. Not ready for what they might expect. Usually the starter system farming station is in an asteroid hazard asteroid belt. Yet most folks will still travel to the second or third cluster and some even to the fourth cluster, without researching shields. And then they are complaining about the game being hard.:)

/Though yeah i have to be honest i am quite an experienced player, though only with certain playstyle. (Boarding focus, no ship weapons or starfighters:P) I also often save scum fights, but only to figure out better tactics check, which tiles are "unshootable" etc. And i still lack thorough knowledge regarding the later exodus missions after the siren world scan./

Maybe a tip for loading screens or something should mention this, that the further you travel the harder things are, and some research might be necessary to survive those systems. (Also many new players do not know the research trick i figured out.:P
You need at least 1 research station more than the guys that perform research. Oh and be placed near to each other. That way instead of the usual say 15 points you generate a day you can tripple it. So 1 researcher 2 tables, 2 researchers 3 tables, though, with 3 researchers 4 tables is enough but only if well placed, elsewise you might need 5.)
Originally posted by Nordil(Hun):
Originally posted by Swato85:

Just equipe extra oxygen tanks and build at minimum second shuttle. THey will work a lot faster and have almost never an oxygen issue.

Actually better to implant rebreathers. Since folks only need ~50-60% of the original O2 value this means that:
a) they will consume less O2 on the ship (less water useage for O2 generation!)
b) they will have their mission time doubled. (And does not need to be recrafted.)

It is always high on my prio list to research it.

Also. Most folks actually i would say venture out too fast. Not ready for what they might expect. Usually the starter system farming station is in an asteroid hazard asteroid belt. Yet most folks will still travel to the second or third cluster and some even to the fourth cluster, without researching shields. And then they are complaining about the game being hard.:)

/Though yeah i have to be honest i am quite an experienced player, though only with certain playstyle. (Boarding focus, no ship weapons or starfighters:P) I also often save scum fights, but only to figure out better tactics check, which tiles are "unshootable" etc. And i still lack thorough knowledge regarding the later exodus missions after the siren world scan./

Maybe a tip for loading screens or something should mention this, that the further you travel the harder things are, and some research might be necessary to survive those systems. (Also many new players do not know the research trick i figured out.:P
You need at least 1 research station more than the guys that perform research. Oh and be placed near to each other. That way instead of the usual say 15 points you generate a day you can tripple it. So 1 researcher 2 tables, 2 researchers 3 tables, though, with 3 researchers 4 tables is enough but only if well placed, elsewise you might need 5.)

Rebreathers are a choice of tactic and your playstyle. For example I use them only on prisoners as there are a ton better things to implant and oxygen is a problem that can be resolved without the need to waste an implant space, as said: oxygen backpack, more shuttle, and also the oxygen dispenser - these things make oxygen a non-issue.

The research station is a generaly known and advised tactic mentioned all over the internet. It is a way to combat bad in game mechanic/logic of your crew being set so that they do not want to work on the same machine throughout the day. It is something "ultra" stupid as they will go doing totaly unnecessary stuff even if their work on something you designate them for is critical. Because of this any device, not just research station, if you need it to work continuosly and not get ignored - you need to build at least 2, this fullfills the neccesity of beind a "different station" while following priorities. Me personaly I build a Laboratory with at least 4 stations as soon as I can spare the equipment so that everyone who has nothing to do or is wasting time goes there to assist with reasearch while ensuring that your main researcher(s) allways have free stations to switch to.

I play on hardest dificulty, but like to take my stuff slow so when I am leaving the first (basic) system I already have most of the TECH TREE researched :-D.
Originally posted by Swato85:
Originally posted by Nordil(Hun):

Actually better to implant rebreathers. Since folks only need ~50-60% of the original O2 value this means that:
a) they will consume less O2 on the ship (less water useage for O2 generation!)
b) they will have their mission time doubled. (And does not need to be recrafted.)

It is always high on my prio list to research it.

Also. Most folks actually i would say venture out too fast. Not ready for what they might expect. Usually the starter system farming station is in an asteroid hazard asteroid belt. Yet most folks will still travel to the second or third cluster and some even to the fourth cluster, without researching shields. And then they are complaining about the game being hard.:)

/Though yeah i have to be honest i am quite an experienced player, though only with certain playstyle. (Boarding focus, no ship weapons or starfighters:P) I also often save scum fights, but only to figure out better tactics check, which tiles are "unshootable" etc. And i still lack thorough knowledge regarding the later exodus missions after the siren world scan./

Maybe a tip for loading screens or something should mention this, that the further you travel the harder things are, and some research might be necessary to survive those systems. (Also many new players do not know the research trick i figured out.:P
You need at least 1 research station more than the guys that perform research. Oh and be placed near to each other. That way instead of the usual say 15 points you generate a day you can tripple it. So 1 researcher 2 tables, 2 researchers 3 tables, though, with 3 researchers 4 tables is enough but only if well placed, elsewise you might need 5.)

Rebreathers are a choice of tactic and your playstyle. For example I use them only on prisoners as there are a ton better things to implant and oxygen is a problem that can be resolved without the need to waste an implant space, as said: oxygen backpack, more shuttle, and also the oxygen dispenser - these things make oxygen a non-issue.

The research station is a generaly known and advised tactic mentioned all over the internet. It is a way to combat bad in game mechanic/logic of your crew being set so that they do not want to work on the same machine throughout the day. It is something "ultra" stupid as they will go doing totaly unnecessary stuff even if their work on something you designate them for is critical. Because of this any device, not just research station, if you need it to work continuosly and not get ignored - you need to build at least 2, this fullfills the neccesity of beind a "different station" while following priorities. Me personaly I build a Laboratory with at least 4 stations as soon as I can spare the equipment so that everyone who has nothing to do or is wasting time goes there to assist with reasearch while ensuring that your main researcher(s) allways have free stations to switch to.

I play on hardest dificulty, but like to take my stuff slow so when I am leaving the first (basic) system I already have most of the TECH TREE researched :-D.

Yes i understand rebreathers are a choice. But i am hard pressed to actually find anything more useful. Though i know some folks instead of rebreathers go for stomach, to avoid food maluses and so on.

Regarding research station i would say no. Maybe us experienced players know about it, but most of the folks do not. Same regarding food complexity, and a number of issues. Yes there might be guides, info etc. out there. But most new players will not look it up.

I also play on brutal. The only thing i did last time was 10 handmade chars start on AMS:D
Was quite harsh. Feed them, research (i started with 0 research:P), O2 and so on. Short term wise it required a lot more micromanagement. 10 people on a 1by1 ship that i could barely build was not easy.:) On the short run it was a very taxing experience on the long run they are a lot worth it. Especially since i did not encounter any recruits worth to take:( (My first recruit was like at day 400?:D)
Originally posted by Stardustfire:
i see the rebreather as a waste of resource and a wasted spot that can hold something useful instead liek perception or LP implants.

The rebreather has the additional benefits of making life support layouts significantly more manageable for large crews (or more secure layouts) and halving the passive water drain from crew breathing (which is pretty severe for large crews). As a byproduct of the first additional benefit, it lessens the amount of logistics work for your life support.
nameing one of the most over the top avaible resources (water) to waste one of only 2 slots (implant) as an excuse dont makes the excuse legit.
and logistics? seriously, when you have so much crew than it cant be so hard to get logistics running, heck, in my 2x3 ship all logistics are managed from measy 8 logistic droids without fail (and i mean ALL, crew is not allowed to do logistics at all) ....
Originally posted by Stardustfire:
nameing one of the most over the top avaible resources (water) to waste one of only 2 slots (implant) as an excuse dont makes the excuse legit.
and logistics? seriously, when you have so much crew than it cant be so hard to get logistics running, heck, in my 2x3 ship all logistics are managed from measy 8 logistic droids without fail (and i mean ALL, crew is not allowed to do logistics at all) ....

I think under logistics he meant the positioning and the number of O2-s needed and how often the haul is required. With a 40~ crew having everyone having implanted rebreather you save about 2-3 water units per day or every 2 day. Not to mention the rebreather extends the time the away team can be away.

Thing is you usually have about for each shift at least 1 squad that will do the boarding.
If you have 3-4 shifts, that means at least 2 squads can do a boarding or repel whichever is needed. You can outfit them with whatever you deem perfect implant wise.
But for the rest giving O2 really is a good option i would say.
Elsewise what are the options you can give them?
+15% work speed -> which huge crew it wont matter
-15% accident? -> this matters for industry and botany and repair crew. But you already should have crew who even in spacesuit will have less than 0%. (And even then accidents can and will happen if you have less than 0%:D my experience.). Even so most of the time it is the one i take.
- increase specific skill by +1 level? Now this is the most outmost waste of implant.
- 20 HP might be worth for your assault squad more than the 15% accuracy
- 20 energy so they can work longer? Usually a zest 2-3 dude or dudette can work through their 12 hour shift with ease. For assault does not mean a thing. And you should never take folks under zest 2.
- 15% accuracy -> you can get more from having laser weapons and scope. Also you already should have folks with min 6 weapon skill(possible max should be at least this) and 3 perception. Then with lasers and scope...well:)
- stomach? If water is not an issue then chemicals should hardly ever be:)

But i think we all play differently. If you are not a hardcore boarded like me implanted rebreather probably wont matter to you that much.
15% accuracy -> you can get more from having laser weapons and scope. Also you already should have folks with min 6 weapon skill(possible max should be at least this) and 3 perception. Then with lasers and scope...well:)
you forgot that perception does more than only better aim, and i dont think your crew wil aim with there lasers at the working space to work better...
and the +20 HP are a must, i dont savescum, so i prefer crew that dont get oneshot by chance from a plasma wielding pirat...
for me laser is crap tech i leap over to get plasma instead.
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Date Posted: Jul 14, 2025 @ 12:25pm
Posts: 16