Oxygen Not Included

Oxygen Not Included

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Some Personal Notes on Oxygen Not Included
Av Angraug
Tips, tricks, hints, hustles for playing Oxygen Not Included. Simple language saves resources. Updates as needed.
   
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Tips, Tricks, General Advice
x=horizontal distance in blocks
y=vertical distance in blocks
s=second(s)

Pick dupes naturally good at advanced skills, ex. Machinery, Cuisine, Agriculture, BUT when they gain skill point, put into other basic needed skills such as Construction, Excavation, Science. This way, can get x2 effectiveness from 1 dupe. Set priorities appropriately
RECONSIDER: Lots of work for a dupe's primary priority, often does not get to secondary priority/ies. Specialized dupes (+7 in interest) focus on top priority & get done faster. Research dupe needs x2 interests, backup when research is all done

  • Build space ahead, but not devices. Dig rooms big enough for future plans, but don't fill with devices until just before devices needed.
  • 2 basic intakes dupes need: O2, food. Acquire sources for these in this order.
  • 2 basic outputs to manage: CO2, polluted H2O. Build recycling for these in this order.
  • Work on 1 project at a time. Dupes work on their top priority that is closest to their bed. Keep projects close & consistent, otherwise dupes will run back & forth when projects extend beyond bed range
    Accordingly, refurbishing proximal areas of colony goes faster than building new distal areas of colony. HOWEVER building new distal areas of colony saves on materials by reducing long logistics networks. Use judgment

If you like biome but not dupes, can copy biome code by going to ESC menu:

In new game, CTRL+V to paste code when selecting biome
If dupes need to dig, but have no dedicated Digger, construct Tile or Ladder @ location. Dupes dig it out to build as necessary. Can then deconstruct unneeded building

Suggested Strata
Barracks/Bedroom
  • 4x4y
  • 6x4y=room for 2 cots, 2 decor
Washroom
  • Skip Latrine > Washroom=more Morale

Great Hall
  • Skip Mess Hall > Great Hall w/ 8x4y room (more x as needed). 4 mess tables, 1 refrigerator*, 1 floor decor item**, 1 water cooler as "recreation" item=Great Hall
  • *can take out refrig to save space. Put in Kitchen/misc room
  • **can use painting or hanging pot as decor item to save space

Kitchen
Farm
Clean H2O Storage
Polluted H2O Storage
  • can mix clean H2O & polluted H2O once liquid filters researched; filtering H2O slows down consumption! 1 pump for drawing in, 1+ filter to filter as needed
Research
1 Plumbing
2 Basic Farming
3 Sanitation
4 Employment > Advanced Research
5 Meal Preparation > Agriculture
6 Interior Decor > Artistic Expression
7 Pharmacology
8 Distillation
9 Power Regulation > Internal Combustion > Advanced Power Regulation > Low-Resistance Conductors
10 Ventilation > Pressure Management > Temperature Modulation

Errata
1/10cyc=100s??
1cyc=1,000s??
Reduce, Re-Use, Recycle, Refine
Oxygen Not Included (ONI)=resource management. Many resources at game start, but really a constant race against limited resources & logistical needs. Solutions: reduce, re-use, recycle, refine

Reduce
Design logistics networks to use least amount of space absolutely needed. Beware that bends may use up 1 extra material not otherwise needed. Consider using same pipes for diff. liquids/gases by using filters. H2O reservoirs=space for sealed gas/liquid storage

Re-Use
If machines & logistics not in use & not planned for another use, deconstruct. Re-use materials

Recycle
Once other materials of same kind become available, deconstruct old materials (ex: copper ore) and recycle into other uses (ex: refined copper)

Refine
Refine literally & conceptually
Refine spare metal ores into refined metals. Refined metals needed for most mid-game & end-game buildings, logistic networks. CAREFUL: some metals overheat faster or are more electrically conductive
Conceptually, refine blueprints & logistics networks to save on resources, space, and time/speed. Long, drawn-out logistics networks inefficient. Consider building smaller, more self-sufficient "resource farms" as needed throughout map
SCENARIO: Cool steam vent found. Goal: build steam generator. Needs: power, liquid piping, heat dispersal. DO NOT run entire logistics network out to steam vent. Instead, build new, temporary power source (ex: manual generator) & dig out new liquid containment cell nearby

CONCEPTUAL EXAMPLE: Refined waterweed farm
Waterweed farm A: extra insulated "step", no liquid drainage, unneeded Farm Station.


Waterweed farm B: NO extra step (save time & space), NO farm station (waterweed does not benefit from Farmer's Touch), liquid drainage added to prevent flooding, more room for hydroponic tiles, circular pipe/overflow design recycles unused salt water


Little things & tweaked ideas save resources. Do good. Save resources. Save dupe lives (maybe)
Movement
Build space ahead! Rooms are bigger than necessary, because more/bigger devices added later.
This colony room plan assumes 12 dupes

Station 2 Storage Boxes at every stratum, so dupes only run on 1 stratum to deliver sweep

Vertical Movement
At least 6x, as much y as needed. Room for 1x storage container, 1x Fire Pole, 1x Ladder, and 1x O2 generation/deodorizer, and 2x for misc. such as filters, transformers, storage

Place dupe barracks higher than workspaces. Dupes can use Fire Pole to slide down to workspace
Electrical
1 Power Generation Setup A
  • Manual Generators preferred; no CO2, less heat, +Athletics, +Machinery
  • For coal generator, place on mesh tiles above 2-3 algae terraria. CO2 will sink, convert to O2, rise
2 Power Storage
Centralize power storage b/w respective power grids
  • Jumbo Battery holds 4x kJ as regular Battery
3 Power Regulation
  • Have 1 main "trunk line" of Heavi-Watt Wire vertically along ladders, and horizontally along "maintenance tunnel" stratum
  • Link power supply to 2 Large Power Transformers, then link Transformers to 2 respective power grids

Power Generation Setup B
Create limited networks of wires to consumers that do not go above 1000kJ usage. Recommend manual generators & large battery storage for each network to reduce amount of time spent recharging given network


Wire Capacity
Wire=1,000W per grid
Battery=10kj
Jumbo Battery=40kj
Refined Metal Wire=2kW

Wattage Output (+50% w/Microchip)
Manual Generator=400W
Coal Generator=600W
Wood Burner=
Hydrogen Generator=
Natural Gas Generator=
Petroleum Generator=

Wattage Input
Light Bulb=10W
Lamp=8W
Research Station=60W
Liquid Pump=240W
Liquid Filter=120W
Desalinator=240W
Wateri Seive=120
Gas Pump-240W
Microbe Musher=240W
Grill=60W
Refrigerator=120W
Carbon Skimmer=120W
Oil Refinery=480W
Metal Refinery=1,200W
Apothecary=240W
Massage Table=240W
Jukebot=960W
Skill-Scrubber=480W
Plumbing
Managing Clean H2O
Build giant reservoir very wide but only 5y deep, run tiles/mesh across top as walkway. This way, only need 1 Pitcher Pump to reach bottom and 1 Liquid Pump to plumb to all clean H2O devices

Managing Polluted H2O
Create narrow (4-5x) but tall (10+y) well for storing polluted H2O. Can easily gauge how quickly it fills; activate recycling as needed. Make well at base of main vertical movement shaft, have all polluted H2O drain into main vertical movement shaft. Save vertical piping by having 1 drain per stratum. Put Bottle Emptier at top of well
Place Liquid Pump to right of ladder. Leave room for 1 Liquid Filter before recycling. Plumb straight up into Liquid Filter. Filter output 1=Brine. Output 2=Polluted H2O. Plumb to respective recycling devices

Brine & Salt Water pass harmlessly thru Water Sieves, so can plumb directly to Desalinator to save on pipes


Rooms
Bathroom
  • 6x4y space (rectangular room). 4 ceiling deco
  • 8x by 3y adjacent to 4y ("L" room). 3 floor deco, 2 ceiling deco

If/when available, make reservoirs of insulated tile for dealing with heat-spread of Cool Steam Vent H2O /coolant H2O
Ventilation
At least 1 mesh tile per floor for air/liquid flow. Mesh tiles line up vertically so liquids drain into bottom polluted H2O well

Densities (- to +)
H2
O2
Polluted O2
Natural Gas
Cl
CO2

Put Gas Reservoirs in clean or polluted H2O reservoir
Farming & Ranching
Maintain 5 farm plots per 1 dupe if feasible. Adjust ratio as necessary. Full-time Farmer can oversee minimum 2 Greenhouses
Build farms in lower part of colony; CO2 will sink, be processed by plants, rise as O2

WATCH FOR TEMPERATURE INCREASES. Build insulated tiles+manual airlock doors around greenhouses BEFORE temp rises. Carefully manage H2O temp to avoid overheating. Use tempshift tiles to slightly disperse heat, esp. at power source or battery storage.
Printing Pod provides free, heatless light. Capitalize by planting Bristle Blossoms directly adjacent. Expand into greenhouse if desired. Bristle Blossoms also provide Floral Scent for slight -STRS boost

Plant=Domesticated Growth Rate=Output=Special
Mealwood=3cyc=Meal Lice 600kcal
Bristle Blossom=6cyc=Bristle Berry 1600kcal=needs light
Dusk Cap=7.5cyc=Mushroom 2400kcal=CO2
Thimble Reed=2cyc=1 Reed Fiber=polluted H2O
Arbor Tree=4.5cyc=Lumber 300kg=polluted H2O
Balm Lily=12cyc=XXX=polluted H2O
Pincha Pepper=8cyc=XXX=polluted H2O
Sleet Wheat=18cyc=Sleet Wheat Grain=temp -55C to 5C

2-Story Greenhouse
Can stack 2 Greenhouses that are 12x4y on top of one other & connect by ladder. Block out 1 ceiling above ladder to make exactly 96 space


Ranching
MANY but NOT ALL animal species survive in any air. Save space & provide nourishment for slicksters, etc. by creating ranch in CO2 room. Dupes use O2 masks to ranch safely

Preparation
Raw ingredient=>cooking station=product=#calories
If "Raw", can be eaten raw

Mush Bar>Microbe Musher>Grill
Meal Lice>Raw=>Microbe Musher=Lice Loaf=1.7kcal
Bristleberry>Raw=>Grill=Gristleberry=2kcal
Sleet Grain=>Grill=>Sleetroll=XXX
Lettuce>Raw=4.2kcal

Fish Farming
Build pool no more than 4y deep, so dupes can enter & harvest. Fish can live in polluted water (make more polluted)
Sickness & Health
Hospital
At least 13x3y

Sickness
Vitamin Chews
Immuno Booster
Curative Tablet
Allergy Medication
Medical Pack
Serum Vial

Injury

Stress
If high stress caused by low morale, check morale needs based on skills spent. Use Skill Scrubber to remove skills & respend only what is needed to reduce morale needs
Recreation & Decor

Opaque Manual Airlock (center) prevents Heavy-Watt Wire, Batteries, debris (right) from having negative decor in bedroom (left). Debris in bedroom resolvable issue

Massage Clinic

Mess Hall

Great Hall

Recreation Room
Scheduling
B=Bathtime
D=Downtime
W=Worktime
S=Sleeptime

NOTE: Dupes will complete tasks on their personal priority list, when started during appropriate time. Will go over into unscheduled time if current task not complete. EX: Dupe starts eating during downtime block; will not stop eating until task complete, may go over into worktime

Alt Schedule 01
BDWWWWWWWBDWWWWWWWDDSSSS
Pros: More downtime reduces stress. Bathtime makes cleaner colony
Cons: Long commutes - dupes trek back/forth at midday break

Alt Schedule 02
BDDWWWWWWWWWWWWWWBDDSSSS
Pros: Saves on commute back/forth at midday break
Cons: See effect on dupe stress working 14 hours straight. Result: No noticeable change in stress

Long Commutes Schedule
BDDWWWWWWWWWWWWWWBDDDSSS
More downtime for travel/food/de-stress

Small Colony Schedule
DDWWWWWWWWWWWWWWWDDDBSSS
Pros: 1 bathtime removed; dupes can clean up small colony during 1 bathtime hour
Cons: unsuitable for large colonies that need more cleaning
Refinement
Metal
Can use polluted water as coolant for Metal Refinery. Pump from polluted H2O reservoir into Metal Refinery, then pump back out into reservoir
Renewable Resources
Vents
To spot vent, enter Materials Overlay & look for dark gray + striped sections of Neutronium. 4 blocks in a row indicates vent

Or look for 4 cool Neutronium blocks in Temperature Overlay

Or look for Neutronium in normal view



Example RR01: 2 Vents


Solar Power
Dupe Advancement
Skill Assignments
  • 1 Digger/Excavation
  • 1 Builder/Construction
  • 1 Farmer/Agriculture
  • 1 Cook/Cuisine
  • 1 Decorator/Decorating
  • 1 Researcher/Science
  • 2 Suppliers/Athletics+Strength
  • 2 Tinkerers/Machinery
  • 1 Doctor/Medicine
  • 1 Janitor/Athletics+Strength
Allow side-interests as needed, but specialize according to assignment
Strength good for all dupes for carrying capacity
Athletics good for all dupes for runspeed

WARNING: Every skill point spent increases dupe morale needs. Only spend skill points as needed!
High morale needs not being met leads to extremely high stress + unpleasant side effects
Biome Codes
SNDST-A-1825165795-0
Area for Nature Reserve, copper, water
SNDST-A-1825165795-0
Area for Nature Reserve, metal, water, coal, Neural Vacillator
SNDST-A-1583391784-0
Decent water, metal, park sections
SNDST-A-1853769367-0-31
Plenty of water, park sections, significant copper, Steam Vent not too far away
SNDST-A-771512526-0-3A
Plenty of copper, water, one park section, several vents nearby
5 kommentarer
愛 | Jager 18. aug. 2024 kl. 8.41 
:steamthumbsup:
Darael 30. des. 2020 kl. 10.35 
In general, dupes only need enough Bedtime blocks to actually reach their beds. They'll sleep beyond the end of Bedtime if their stamina isn't full, but if their stamina fills up, they'll keep sleeping until Bedtime ends. Thus it's better to give them only 1-2 blocks of Bedtime and swap the end ones into Bathtime, because if they're showered or there are no showers to use, they'll quite happily get to work during Bathtime.
@Edison 27. des. 2020 kl. 21.43 
nice:steamthumbsup:
РЕАЛЬНЫЙ ПСИХ 27. des. 2020 kl. 5.26 
nice
Zergologist 10. des. 2020 kl. 4.39 
One thing of note, too much sleep.