Oxygen Not Included

Oxygen Not Included

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Homey Guide to Finishing the Game!
By briankim627
I finally finished the game! I want to share with you how I overcame the challenges. Most of my builds here are rather minimalist and doesn't take too much effort. So it is also not perfect! But it does get the job done :)
   
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Overall Look at the Colony
Asteroid Property is: Rime + Frozen Core + Large Boulders


On top I have rockets and its necessary machinery (power + petroleum + liquid oxygen/hydrogen).

In the middle is main living space. Natural Gas is the main source of energy + coal from hatches.

On the bottom is Crude Oil and Plastic generation. Also there is a Hydrogen Gas Geyser that I pump all the way up to Rocket area.


Frozen Core is difficult at first because to grow food, I need to place multiple heat generators. However mid/late game it makes life much easier because I don't have to worry about temperature control as much!
Living Space
Let's take a look at the main living space

It is a bit crowded, I know. But that is why it feels homey!

Here is the room overlay

1) Bedrooms. I started with barracks here and made sure the height is 4. I also didn't put anything to the right since I will be expanding. Carpets reduce stress every second duplicant is on. So putting them here reduces stress significantly during sleep.

2) Natural reserve on main corridor. Putting natural reserve to take space along the vertical corridor helps increase the morale often since this is the main corridor that duplicants pass through often.

3) Science buildings. I like saving electricity when I can. So I also put the science buildings right next to printing pod. Also put it close to main water supply.

4) Bathroom: you can save resources by having at least 2 schedules staggered so only duplicant number / 2 number of bathroom is needed. (even without additional schedule, this worked fine). I kept maximum 10 duplicants in this game.

5) Power stations: this time I didn't use any Heavi-Watt Wire. For each networks, I just created one power supply (starting with manual, coal, and then natural gas). I even skipped the power transformer for most of the networks. If you keep track of what is constant use power consumers + instance power consumers, you can skip the transformers.


6) Ranch and farms. My main food source was: Meal lice -> Mushroom Wrap -> Spicy Tofu. I kept 1~2 main ranches for hatches and their coals. I made sure there is balance between coal generation and consumption.

7) Hospital + Great Hall + Recreation Room + Massage Clinic: I tried to keep them close to each other as possible. So it is quite crowded!
Water Supply
On a high level: For water source I had Polluted Water Vent. I kept water buffer near Printer. Bathroom was right below. Since polluted water also had germs, I had 2 Chlorine room for killing the germs (one for polluted water and other for just water; both can have germs). And SPOM is below the living space constantly working.


There are mainly 3 Water Sieve networks: Bathroom Sieve, Polluted Water Vent Sieve, and SPOM Sieve.

Blue is bathroom network. It provides clean water to bathroom and purifies polluted water.
Orange is polluted water vent network.Nearby to the left there is polluted water vent and that is the source of water.
Pink is SPOM (self powered oxygen machine) network. Its Sieve is always working to make sure Electrolyzer always has water supply.
For both lean water and polluted water, I have a chlorine decontaminator room.

Water bridge and Liquid Shutoff is used to make sure the network flows without intervention

Bathroom water sieve has water bridge overflow setup. When consumers are full, the water will not cross the bridge and go down to the decontaminator.

Polluted water source is from the left (there is vent). Polluted Water Sieve doesn't work unless clean water supply is low. Most of the time this is off. Liquid shutoff connected to the Water Reservoir is the feedback.

SPOM should be on at all times. So its network is separate from others. It is always on.


Oxygen Supply and Gas Management
I have SPOM that is responsible for providing oxygen for the base. My SPOM is rather simple and doesn't have any fancy technique. I have Atmo Sensor for Hydrogen Pump. Currently it is set at green above 1500g.


Still oxygen sometimes makes it into the hydrogen line. So I have a Gas Shutoff Filter (uses less power than gas filter) to make sure oxygen is filtered out before going into the Hydrogen Generator.

Oxygen is pumped to 3 main places: bottom of the living space, top of living space, and top of the colony (near rockets).


There are 3 main lines of gases that I keep track: Oxygen, Natural Gas, and Hydrogen. Oxygen is for survival, Natural Gas is for power and kitchen, and Hydrogen is for Hydrogen rocket. At the bottom there is a Hydrogen geyser. There are Carbon Dioxide pipes.


I keep carbon dioxide in my mushroom farm: this is at the bottom of living space. Notice that I use Mechanized Airlock. I compartmentalize main living space with bottom and top Mechanized Airlock. This makes it easy to keep a balance of gas in the living space because the compartment is smaller. Usually the air was provided in the living space only. Later I removed the compartment when oxygen generation was much more robust.


Carbon Dioxide consumers:
At the bottom of the living space, I keep a mushroom farm. Notice that bottom section of the colony is more or less compartmentalized from the main living space (Airlocks). This way I keep the carbon dioxide (CO2) on the mushroom farm. I also used to keep unpowered refrigerators here (since CO2 is sterile and can keep food for long without power).
Excess CO2 is removed with Carbon Skimmer.


Late-game, I had more power consumers and thus more CO2 generation. I used Oxyferns inside a room to convert them to Oxygen. Oxyferns are quite nice because they only need water and dirt. Keep a water pipe and auto sweeper to reduce duplicant work. The pressure can build up though (right now 5kg near this area), so keep it out of busy area (so duplicants don't get popped eardrums penalty).


Mid-Late Game Machines
Crude oil and plastic generation. Nothing too special here.
For cooling Polymer press, just keep the water (steam that comes out from it is enough) around it. That should stabilize the temperature (with water's heat capacity) and prevent from temperature spikes. Also make sure to use material like gold to increase the overheat temperature.


Like I said, because this is Ice Asteroid, heat was not that problematic. It was cold that was the problem. Every crude oil here was originally solid crude oil. So I had to heat it up manually. You can see liquid Tepidizer in crude oil. Since CO2 is filled here, I just have some oxygen mask with mini Oxygen Diffuser.

To reduce the work from duplicant, I have setup auto sweeper near Polymer Press.

Oh and I was lucky because there was a Hydrogen Vent here.

Metal Refinery, Rock Crusher, and Molecular Forge. Also nothing too special here, I have Auto Sweeper and Storage Bins to make it easy to provide materials.

Providing light with duplicant sensor will increase the productivity.
The Transit Tube leads to the rocket area.

Liquid Oxygen and Hydrogen was quite tricky! Liquid hydrogen is needed in order to send a rocket to Temporal Tear. The key is to create an environment with very low temperature. Easiest way to achieve this is with Thermo Aquatuner. This will reduce the temperature of liquid by 15 degrees. With first few rocket missions, get materials to create super coolant (it never freezes). Then continue the loop until desired temperature is reached for the super coolant.


In this case, I kept the coolant to -260 for Hydrogen Liquid, and -200 for Oxygen Liquid. I kept the temperature sensor at the beginning of the pipe inside the Hydrogen room because otherwise the coolant was too cold and Hydrogen turned into solid. It was tricky to keep it just right so that it stays liquid.

Note that I put auto sweeper to pick up solid hydrogen and put it on the Storage Bin on the right. Because right side is slighter warmer (since coolant is on the left), this helped even out the temperature.

Space Scanners.

Connect a Meteor Scanner to Bunker Doors with a Not Gate. This way you can automate opening and closing Bunker Doors. I have Robo-Miners that are tucked away. They will remove the Regolith when the bunker doors open after Meteor Shower is over.

Steam Generator

In the early rocket stage, steam is needed for Steam Rocket. A good way to generate steam is by using space debris (regolith and metals) from Meteor Shower. Set up 2 bunker door like this and let the debris in when Meteor Shower is done. The water heats up very well and will generate steam.

Other Miscellaneous
That is about it! I am so happy that I finished the game. I have been trying a few different asteroid types and Frozen Core was very helpful for late game.

Few tips that were not in the other sections are
- Automation and duplicant Idleness. Before I move on to next project/next step, I tried to automate the existing processes so that duplicant doesn't need to tend to it. If I see at least 1 Idle duplicant some time during the day, I know I can move on to the next project

- Main corridor: I have main vertical corridor that is 4 tiles wide. This makes it easier later to add things like fire pole and transit tube.

- Decor: in late game, decor is a good way to increase duplicants' morale. Try to put drywall and furniture to increase the decor of places.

- Compartmentalizing: I tried to separate areas at first by adding Airlock doors. Also I would add insulated tiles on the boundaries. It is easier to separate the problems and solve them separately. If entire asteroid is one blob, it becomes more difficult. Also try to compartmentalize by usage: living area, power area, refineries, recreation, food, ranch,...


That's about it! Hope others can finish the game as well! I can comfortably take a break from the game now haha.
1 Comments
Chrianda 14 Jun @ 5:13pm 
I would like to see more images of the edges of your base. Especially the living area. Its hard to tell from the big overall image whats in the areas.