Oxygen Not Included Gas Pump. Hyde Oxygen Not Included - how to get rid of natural gases. How to get rid of carbon dioxide

Continuation of the guide on the game Oxygen Not Included. Here you will learn about the cooling of the mechanisms, increasing the overheating threshold, on the methods of getting rid of carbon dioxide, and also learn not obvious tricks of the game and how to use animal asteroid. At the end of the article, you can look at the base that the author of the article (with comments) rebuilt.

Work

Work (Jobs) is all actions that your colonists perform. To increase the efficiency of work, you can assign specific professions to the characters that will increase their attributes and give new abilities. Below you will see a table where it is clearly shown how the characteristics of duplicates with a possible profession and work correlate.

For each colonist, you can enable or disable a certain type of work so as not to overload weak characters. Some heroes, because of their character, some types of work are not available (this is described in detail in 1 part of the guide). In addition, there is another line - "new colonists". You can customize the work and there that the newly arrived settlers immediately started the specified work.

  • Not everyone to appoint all types of work - Choose for those who will cope with it best because of their characteristics.
  • If the character does not interact with blocks or buildings, then there is no access to them.
  • To deliver resources to the machine, 1-2 people should be highlighted at first.
  • Follow the temperature, the presence of oxygen and decor in the workplace of the character. Otherwise there will be a nervous breakdown or, in a particularly heavy setting, death.
If we talk about professions, then you will help you board vacancy. To improve the qualifications, it is required to fully master the previous one. All experience and skills from the mastered profession remain at the heroes forever. Carefully read what your character knows best, define it, for example, a farmer (if he has a high farming rate) and send to the plantations. After some time, he will improve his skills, the production of the crop will increase, and you can easily be able to send such a dupportan to the foreseeable future by the support of the colonists in the foreseeable future.

Important!

Experience accumulates even if the duplication is inactive.

Cooling base and mechanisms

Most mechanisms during operation are highlighted heat. And each has its own temperature limit. If it is reached - a breakdown will occur. Therefore, the cooling system is sometimes extremely necessary. Below you will learn about several cooling methods.

Increase overheating threshold

Each construction has its own overheating threshold, and it can be changed if you build a mechanism from a particular material. When choosing you will see affordable minerals. So, obsidian, granite, the magmatic stone is added +15 ° C to the overheating threshold;
Golden amalgam, steel, pure gold, copper and iron add +50 ° C to overheating threshold; Abissalit adds +2000 ° C to the overheating threshold; The earth, on the contrary, reduces the overheating threshold by 10 ° C.
Not the most effective way if you need to cool the database.

Gas thermostat

So that the mechanisms do not overheat, they must give heat. For this task, gases are best suitable. All of them have heat capacity and thermal conductivity, while different will affect the cooling rate.

Hydrogen is the most efficient coolant. If you build gases from the best to the worst, we obtain the following: H2, CH4, CO2, O2, contaminated O2, CL2 (hydrogen, methane, carbon dioxide, oxygen, contaminated oxygen, chlorine).

In vacuum, mechanisms will not be able to give heat, therefore, they will be very quickly hot. The thermostat itself will help cool the plant of the refrigerated plant.

Liquid cooling

This method is very similar to the previous one, however, it needs liquid, and not gas. We will suit any water. The liquid has a greater thermal conductivity than gas, therefore it will be much more effective than a gas method .. For example, you can use liquid chlorine or carbon dioxide, which are easier to obtain due to condensation temperature (in chlorine -34.6 ° C, and CO2 -48.1 ° C ) than liquid oxygen (-183 ° C).

A great cheap way to cool any mechanisms is to build a separate room and create a vacuum (with the help of an air pump to roll out all the gases). Mechanisms are placed on 2 blocks - ordinary and cellular. At the bottom of the room to create a small pool with clean water and water from above all the mechanisms (on the usual block). Water will cool and merge into the pool through the cellular blocks. Typically, the temperature does not exceed 30-40 degrees.

Natural refrigerator

The refrigerator retains the temperature of the products, so why can we not get the same for the mechanisms? However, the refrigerator is too small to put some device in it, so we will use ice biome as a refrigerator (however, if you at the beginning of the game were too far away, this option will not work for you - you will watch it too long for it, And cooling is needed now). However, ice biome can quickly melt, so do not overload nature.

Core on the base

A rather simple way to cool down a bit at the base temperature using cold plants. It is enough to produce 3-6 plants and put them in those places on the basis where it is very hot. Through several cycles, the temperature although a bit, but will still decrease. Again, if you are too far from Ice Bioma, this method is not suitable for you for the initial game.

Temperature regulator from hydrogen

The method echoes the previous one and is extremely effective. For work you need at least three plants.

Create a closed room from thermal insulation blocks with a gas pump (you can also put the thermo-sensor), without forgetting to pre-put the flower pots and plant there west. It is very important to put the ventilation grid on the right, and the pump on the left. Updated the room can, for example, oxygen generated by electrolyzers. The pump will pump out chilled oxygen. For strong cooling, several cycles will be required. Three cores are capable of cooling oxygen to -60 ° C. The main advantage of this method in the absence of generating heat.

Methods of getting rid of carbon dioxide

Colonists breathe, so soon on the basis will begin to accumulate carbon dioxide. We need to get rid of it, so we will solve this problem. How? Find out below.

First, from the very beginning of the game, it is advisable to make a small deepening at the bottom of the base for what all carbon dioxide gather there. He is heavy, so it will fall down. This will help at the early stage of the game. Sleeping places organize as high as possible.

Terrariums algae

The terrariums were mentioned above, in the oxygen section, therefore it makes no sense to repeat. Algae absorb carbon dioxide, so keep at least two farms on the basis.

Carbon cleaners

One of the most effective ways to remove carbon dioxide. Of course, for its discovery you need to explore new technologies, but after it is built, problems with unnecessary gas should disappear. Place the cleaner at the bottom of the database and connect liquid pipes to it, it will remove all carbon dioxide in minutes.

Skissing

Script is a creature that can be found in oil lakes. Catch it. This creature is even more efficient than the previous mechanism, the disposal of the carbon dioxide. The spaces are capable of converting carbon dioxide into oil without any costs.

Living organisms

Asteroid is ours, though not rich in life, any animals are available on it, and it is very important to know that one or another view can do. Some, for example, skissing, harmless, they can even be used to absorb carbon dioxide. Consider the most common types.

Pufft

The creature, which looks like a cat, fish and bee at the same time. Easy mucus absorbing contaminated oxygen. How does this happen? Pufft flies to polluted oxygen and sucks it for a while, then rises to the ceiling and resets the resulting mucus down. Such animals can be kept next to the base, if under the ceiling to which it is attached, is a water: the mucus drops into the water, oxygen is not contaminated, and the mucus can be used for processing.

MARB

Outwardly resembles octopus. It dwells in caves with high chlorine and hydrogen content (mainly in the jungle). It can absorb various gases, clean and dirty water, producing contaminated oxygen. Of particular harm to the colonists does not bring. Not aggressive. Since it is capable of producing contaminated oxygen, it can be kept as a pet for generating a small amount of oxygen. Adds +10 decor (radius 1 cell).

Skissing

In the guide above mentioned this rather useful animal. Not aggressive, can be kept as a pet by creating a farm for oil production. If briefly, the space absorbs the carbon dioxide (thereby saving residents from choking), while producing oil. It is one of the most effective creatures in the game.

Khatch.

Pacitary creature. The nightly animal is active in the dark, but the aggression does not show aggression. However, if you destroy it to Norah, you have to fight with him. And who will be pleased if the house is destroyed? Behaves like a night creature: activity exhibits mainly in the dark cycle time. Absorbs unacceptable resources, after which produces coal. If there is not enough coal - drive the beast in the room to make a small "farm" production of the right resource. Run it into the room with the warehouse (empty it) and fill it with garbage, then close the doors. Hutch will have resources and produce coal (he does not eat coal).

The main steps on the asteroid

We dealt with the basics of construction and survival, it remains only to structure it all in one good start to the new game. This section will describe an approximate database development scheme that will help you to last and do not die on the asteroid.

When only appear on the asteroid, inspect the area with the W A S keys. Think out where the warehouse for water is where the rooms are. It is very important not to dig everything in a row, this makes no sense. The colonists quickly set up, and you will not receive any resources for construction, no positive state of residents. Also, do not rush to dig oxilite (it is better not to do at all). Mineral is rare, seals oxygen. In the form of a natural resource, it will run out not as fast as after digging.

The first thing that the game warns is a restroom. Natural needs to protect it is necessary, so dig a tunnel, we build a place in it, and be sure to add a washbasin nearby. So, you will increase the hygiene of the settlers and reduce the risk of infection. Know that the toilet, like many other structures, as already mentioned, reduce the decor and can bring hipoleg-colonists to stress, so take care that the toilet is not standing in the middle of the base.

Next, begin to look after the place for the generator (manual) and several batteries with wires. Use basic resources, do not waste rare minerals to build. Each resource has its own bonus, for example, you can increase overheating limit, which is very important.
After placing a toilet, a generator and batteries, replenish copper stocks. It is better to do this now, in order to be subsequently not distracted by the construction of metal.

It's time to appoint colonists a job. Open the window with work and select the scholar itself, which was chosen before the game. Leave him the only type of activity - science, then build a research center. The character will automatically go to research. With two others, we do the same, only the type of activity is drastically changed. It all depends on who you chose at the beginning. If there is a cook - leave it cooking, and the remaining resident send to physically difficulty.

The next one is the construction of basic mechanisms for life. This is either a deoxidizer of algae, or a farm from algae. They will produce oxygen, it was described in more detail in the section above. Do not forget to organize a mixer of microbes to get any nutrition at the beginning of the game. The case will remain for the low, choose one of the options for wiring and bookmarks the pipes presented in this manual, and continue to develop the base in full force.

Tricks and Tips

From Hyde, you have already learned quite a lot, and now it's time to learn small tricks that will help you improve your skill in maintaining the life of the base.

1) As you already know, carbon dioxide falls down, and oxygen walks on top. But it can not be explained by the fact that in the game carbon dioxide not only falls down, but also moves to the right. That is, from the bottom to the left of carbon dioxide will not be, and on the bottom right - yes.
2) The colonist digs the land on 2 cells from herself (right and left), it will do it without going off the place. On top and bottom there are the same rule - 2 cells. Consider this when we cleare of the way, otherwise you may need additional assistance in the form of a staircase.
3) One plumbing pipe is capable of transferring at times as much as 1 pump shakes, that is, 10 kg per second. It follows from this that you should not connect more than one pump to the pipe. The gas pipeline pipes work well with two gas pumps, each of which shakes 500g per second, which in sum gives 1 kg of gas per second.

Option of appearance base
Here will be presented screenshots of the author's authority. As you can see, with a fifth attempt (what the game name says) I turned out to bring my colonists to 400+ cycles. A comment will be made to each screenshot, why it is done so, but in no way differently.

This is a general view of the rooms. As you can see, everything is decorated at the highest class, the heroes have almost no stress, since the decor simply levels bad glasses. In order not to fall forward in the future, I advise you to choose a colonist with high creativity (creativity) at the very beginning, otherwise it will be quite difficult to get a resident with a high characteristic. Of course, anyone can draw pictures and sculpt sculptures, just a sense of this will not be much more, the decor will not add, and some, especially picky colonists, can and at all receive stress from a poorly painted picture.

Nornik. Above you read that you can use this little animal as a mini-farm for coal production. This, in fact, was engaged in the first 200 cycles. However, the base began to grow, the need was needed in the corner, the walls were demolished, instead of a heap of garbage, there are now warehouses. And Ninnie runs like a decor. Does not bite, does not shit in the sneakers.

Between the levels of the card were made such bridges. Each level is air freshener. This is very important, since you already know that oxygen is at the top, and other gases, especially carbonate, are lowered down. Turning between the floors, your minions simply suffocate if the air freshener is not.

The "technical" zone is put in a separate part of the card, which I advise you to do and you. Such utilitarian buildings greatly reduce the database decor, the heroes will more stress, and it is absolutely nothing to do with you. Yes, and the general type of base is much more solid and harmonious when everything is broken by sections, each of which is responsible for its.

That's all, I hope, this guide helped you to deal with the world of exciting game Oxygen Not includeD!

Build a colony in a new game from the Klei Studio. It is quite accessible, and at the same time very confusing.

Meet Ellie. And she went into a dead end. She left her workplace in rabies and now runs around the territory of the colony, hits the various blocks and beats himself in despair, stopping it periodically to calm down. But, as always, she does not come out, and she continues its rust. When she wanders in a rage on the rooms, she finds an energy generator, which at the same moment receives in all its merits. He, by the way, in this game looks like a hamster wheel. In the end, Ellie finds a massage chair, which for a while solves all her problems. But it turns out that another colonist Otto is already beginning to lose consciousness due to stress.

It was the third hour of the game, and all began to fall apart after the first two calm hours of the game. Oxygen Not Included - Simulator from the Klei Entertainment Studio, who gave us DON'T STARVE. In the new game, you are headed by a team of brave colonists in creating an underground base on an asteroid. You need to regulate the process of cutting the cave, collecting resources and the construction of equipment. You have to turn the harsh environment in a subterranean house suitable for housing. As can be seen from the name, the colonists need not only food, water and heat. They also have no clean air. And, of course, you need to follow their level of stress, which can rise due to unpleasant odors, lack of sleep and other factors. As in the case of Ellie, it led to the nervous breakdown, or, like Otto, cause nausea.

For the first time we recommend that you do not look for any guides on the game and trust in-game learning. Fortunately, in Oxygen Not Included there are no problems with this. The basic information for the game you can easily find right in the game itself in tips and obsessive messages about the presence of a textbook.

You can also learn a lot through simple observation. In the game, in other matters, as in life, gases, such as oxygen and hydrogen pop up, while others, such as carbon dioxide, are settled at the bottom of the card. Due to the concentration of gases, it can be seen where you can breathe and what is dangerous. And you will not even need the fogs of toxic color to assess the situation. Water also behaves very natural. There is even an overficial tension force on it. Water can cling to rocks or narrow tunnels. It is also exposed to pollution and can be dangerous in the form of polluted air.

In the game there are many equipment that you can unlock, exploring technology. Here, for example, there are liquid and gas pumps and pipes to direct useful elements, such as water and O2 where they should be. You also have the opportunity to pump chlorine or other harmful substances. Electricity for machines are performed by a manual generator (a hamster for a hamster in which a person runs). To maintain electricity in the game there are batteries for storing excess energy and wires for powering equipment. When you learn the appropriate technology, you can build generators working on the corner, natural gas or hydrogen. The construction process is not completely complicated. You just choose what you want to build, and put where you need.

In this game, Gaza has a very important role. After building a hydrogen generator in a separate room, the hydrogen used by the generator will be replaced by chlorine, which will lead to an emergency breakdown of the device. The game has filters that will separate two gas to eliminate this problem.

Then in the air will end hydrogen and a vacuum is formed, which will again lead to the generator breakdown. You will have to look for different ways to get the highest amount of hydrogen from the room. After that, the generator will stop working forever. But it can be moved to another part of the card, where there is still hydrogen.

A similar problem may occur with water that can be used in agriculture. The pump, which you put in one of the caves, eventually rolls out all the water from there, and you will have to look for another source. In the case of flooding, the equipment on which water will fall, and will be out of order. This will lead to high humidity. Your colonists will be unhappy, and they will increase the level of stress.

This game is very important correct layout. From the very beginning you must think through where you will have toilets, and where sleeping places. There are a lot of factors that affect the levels of colonists stress. And this is normal if everything becomes worse for the first time every day. In Oxygen Not included, much comes with experience.

At a certain moment, when your number will be about 7 or 8 colonists (they are added every few days using a giant 3D printer), you will understand that it is better to start again. Be prepared to re-posing your game many times.

It is worth adding that new colonists will serve you for a very long time. They can go sides like Ellie, but stay with a high level of health. At the same time, they are still capable of performing work and help the colonies. If we have to start anew, then why not look at death in this game.

To do this, it is enough to simply delete all cars, toilets, generators and food sources, as well as put a red alarm. The latter means that the colonists will perform work in spite of their own needs. And here they begin to fall one by one. Otto was the last time it was stressful from stress, Ellie ceases to rage and falls on his knees, and Mi-Ma suspends his meaningless work, smiles and falls.

Oxygen Not included is felt like a complete game in which it is very interesting to spend time. With each new game, your colonies will become better and better. And do not worry about accidents that completely destroy your valiant citizens.

Oxygen Not included is a rather complicated game, but Klei Entertainment tried well to make the learning process most exciting. This feature is not present in all games of this genre. It is very interesting to play, constantly thinking about something new.

Recently, the release of the final version of the game, which was interested in many newbies. However, it was not so easy to get comfortable in her gameplay, as it could seem at first glance. Therefore, we decided to publish a detailed guide oxygen not included with useful tips for novice players, as well as recommendations for the choice of colonists, the beginning of the development of the colony, the extraction of electricity and oxygen, as well as geasers, farming and water supply.

All this information will have to help you quickly understand the gameplay and create a good self-sufficient colony in space. Perhaps some information will be used even to "old old people".

Basics

We note in advance that there are 3 time modes in the game: x1, x2 and x3. The latter allows you to noticeably speed up any game processes, but it is often not enough. In this case, we advise you to use the developer mode and activate the command that allows you to speed up time 10 times. In a special leadership, we told in detail how to do it.

Using hot keys

If you want to seriously simplify life, you will learn how to use fast keys, allowing you to instantly switch to the menu, encourage tools and perform other useful steps. At first it seems that everything is more convenient to do the mouse, but then it is constantly moving pretty vigorously. Therefore, the sooner you manage to get used to the hot keys, the more effective you can act. In addition, no one forbids you to configure them under it, choosing other keys.

To configure binds, go to the menu, open the "Settings" section and go to the Management tab. Keys with numbers 1-0 to the sign "-" are associated with construction. With the help of them you can quickly go to the tab you are interested in, which will be quite by the way when you forget where the desired building is located.

However, those that control the tools are the most useful hotkeys. Most often you will use three of them: destruction (x), digging (G) and cancellation (C). Some keys are not specified by default. There are also F1-F9 keys that give the opportunity to look at certain objects on the map, for example, electrical networks or gas clusters.

Choice of colonists

At the very beginning you will see a menu where you have to choose your future colonists. Rehend to this stage with all seriousness, as you have to think in advance. For a good start, you will need a character with an intelligence of 5+ to quickly explore science, and a colonist with 5+ creativity to overcome the cycle of 25-30. The third colonist is not very important, and therefore take, for example, a cook.

Pay attention to the characteristics of the characters. Do not take people having a meteorism, as in this case they will begin to highlight dirty air capable of causing poisoning in large volumes. Most other features are relatively harmless. Although we do not recommend that you take colonists with anemia, since the speed of moving is extremely important for them.

You should also combine the characteristics with the decor requirements. Take characters with levels of decor from -45 to +5 units. Increased requirements can lead to early increasing stress in colonists. If stress overcomes the mark of 80 percent, the character will begin to respond negatively to various actions.

Each time an increase in the level of one or another skill, the decor requirements increase by +5 units. The maximum indicator is +50 units. However, if the person has the features of the Perfectionist, this parameter is able to achieve +70. However, at the later stage, even with such a meaning it is fairly easy to cope, but at the beginning the presence of such colonists can cause many problems with you.

When you start expanding the colony, choose people with high digging values, construction and athletics. By the 40th cycle, your only scientist will have to open all possible sciences, so you do not need additional researchers - you will need only high-quality chalcila.

Note: until you fully equip your colony, do not create more than 6 people. You can then hold on a permanent basis from 15 to 20 colonists.

Varieties of animals

In Oxygen Not Included, you can meet several types of animals:

  • Pufft is a fishery creature excreting the mucus when absorbing contaminated oxygen. During the feeding, it rises to the ceiling, and then throws the mucus to the floor. In the presence of fluid in the cave, it can throw the mucus directly into it, not allowing to be produced by contaminated oxygen. It is possible to meet it in the caves located in hot swamps and filled with oxygen.
  • MORB - the creation similar to the octopus, which is usually found in the caves located in the jungle and filled with chlorine or hydrogen. It may also occur near the dead body of Duplicant. These creatures use water and a variety of gases, producing contaminated oxygen. Behave not aggressively and do not bring much harm to duplicates. Given that they are able to secrete polluted oxygen, they are often kept as pets to develop this useful resource. Gives +10 units to the decor within the radius of the 1st cell.
  • The space is a peaceful and useful creation, which carries over oil lakes, located next to the asteroid core. It is able to absorb carbon dioxide, highlighting oil. With the help of it, you can create a farm for the production of oil.
  • Hutch is an omnivorous creation that awakes mainly at night. Does not show aggression towards duplicates, but can stand up for themselves if they attack him or destroy His Nora. In the morning, this creature is trying to find a block of sand, land and so on, and then bursts in Noura. Hutch uses any "garbage" lying on Earth (metals, minerals, organic substances and food), and highlights coal 1 to 1. Therefore, you can lock it in a room with various trash, and then pick up a valuable resource from it.
  • Firefly - they can be found in the biome of sedimentary rocks, where they eat berries. Does not be hazard to the colonists and behaves friendly. The cause of the light emitted by him is love for phosphoritis.
  • Paku is a fish, which can be found in the water bodies of hot swamps. There it uses algae, highlighting contaminated water. You can use as food.
  • Drekcon - reptile, capable of crawling along vertical surfaces. If you comprise her fluffy tail, you can get fiber (later the tail becomes fluffy again). This creation dwells in the caves located in the jungle. It eats the leaves of a flour tree, a peppercoat and a balsama lily.
  • Gas Muu is a flying creation living in outer space in the organic mass. Eats gas grass, highlighting natural gas.
  • Ryoka is a small creature living on the surface. Eats land, iron ore and ore. May not only dig holes, but also move under the ground.
  • Cancer-hermit (Pokeshell) - there is rotten food and dirty land, highlighting the sand. Able to swim and run along the bottom. Living lifetime is 100 cycles.
  • Belko-Beaver (PIP) is capable of crawling along the walls and there are plants, and entirely. Can allocate land. Life life is 100 cycles.

Beginning of the game

By choosing three colonists and starting the game, you will see a big playing field. At first you can use not so many options. First of all, look around - note the appropriate areas for the premises of our colonists, warehouses of water, laboratories and other important objects.

During the excavations, do not hurry to dig all the surroundings immediately, as there is no point in that. When planning, create rooms on 4 cells in height. In this case, you can easily fit everything you need in them.

Initially, it is worth taking care of the restroom for their colonists. Dock the tunnel in one of the directions from the colony and create a toilet. Then build a clothes that will help you deal with microbes based on. The number of "washbasins" must correspond to the number of restrooms. Do not forget to configure the clothes for people after visiting the toilet necessarily washing hands.

Note: Try not to twist oxylitis, as oxygen is released from it. When digging oxilite, you will get a smaller volume of oxygen, so you do not advise you to dig it.

Remember that many buildings reduce the level of decor, and the toilet is no exception. It can lower this indicator for 20 units at a distance of up to 6 cells, so do not install it in the center of the colony.

Now you should take care of free space for manual generator, batteries and wires. For construction, use basic resources, that is, do not waste rare materials. For example, you do not need to make walls from the abisalitis. Such raw materials should be applied to special structures (greenhouses) or when trying to separate the entire colony from the environment. So try to use copper or sandstone. In the future, they, of course, will end, but by that time you will already know what materials are spent, and what to save.

It should also be remembered that the use of various materials empowers buildings with different qualities. Suppose if you create a valphramite thermostat and compare it with a simple copper thermostat, then notice that it has a higher heat transfer, so it can be cooled by the surrounding gas faster.

Providing paramount needs

At this stage you have to open all the necessary research and get everything you need for our colonists for normal life.

By this point, you had to create a restroom and find a place for batteries and electric generators. Remember that copper is required to create most mechanisms, so you follow its stocks and sometimes send your workers to prey. Try to lay the cable inside the walls so as not to reduce the level of the decor. In the screenshot below you can look at the initial plan of the colony.

As you can see, we have placed all the basic buildings that will be needed by your duplicates. Then go to the section on the management of work priorities and remove all unnecessary ticks. The attack was removed for the reason that there are practically no creatures in the game that in the future you may not be useful.

Next, select Duplicate, which will be your scientist. Earlier, we already advised you to take a character with a pumped intelligence - it needs to be done by the researcher. If there are no such, then try to choose the most slow, since the specialist will have to constantly stand in one place and open sciences. For research there will be enough one person, so remove the appropriate tick with new colonists.

Cooking also requires no more than 1-2 cooks. We advise not to leave them in the tasks delivery of food. The fact is that a bug may arise in the game, in which duplicates create mossy bars, take them in hand and attribute to a storage box. As a result of their hands become dirty. If you already have a shower, they will constantly run into it to wash it, and this will significantly slow down the cooking process.

The remaining parameters do not play a big role. However, if at the beginning of the game you created a duplicate with high creativity, then let him only deal with decoration. In other cases, statues and pictures will have a low level of quality.

Now you can make a selection of research. In the screenshot you can see the procedure for studying certain sciences. The first thing to choose the technologies associated with terrariums, as they are the main method of obtaining oxygen to 40-50 cycles.

Having studied the first science, start thinking about the extraction of oxygen. In the 3rd or 4th cycle, it is important to have a good source of oxygen. Terrariums are considered the most efficient method of obtaining it (before you opened electrolyzers). Build them at the bottom of the colony, so that carbon dioxide glasses flashed there, passed the treatment and turned into oxygen. At the same time, build warehouses for materials.

How much do terrariums are required to provide oxygen from the whole base? We turn to simple calculations: one colonist requires 100 oxygen grams per second, and one terrarium is able to produce 40 grams per second, so to count the desired number, the number of existing colonists multiply by 100, and then divided by 40. As a result, for 6 people consuming 600 Grams of oxygen per second, require 15 terrariums. However, we still advise to build on 1 terrarium more to get extra oxygen.

Note: If the terrarium falls the light, then it begins to produce 4 grams of oxygen per second more, and therefore it is necessary to establish the light sources near them.

As for the warehouses, after their creation, do not forget to install a tick near the "cleaning only" parameter, otherwise the colonists will constantly run around and collect different trash. We advise you manually demonstrate which materials should be collected using cleaning. By the way, do not forget to remove all waste arising in locations that are most often visited by the colonists. In other cases, they will begin to increase stress due to the deterioration of the decor. Remove trash easily - just highlight it in the residential area and remove, as shown in the screenshot.

We add that in warehouses you can specify the resources that need to be stored. For this reason, in warehouses where simple resources are stored, which do not emit gases, check cells from mucus and dirty land should be removed. When creating a base, you will be sure to produce materials producing dirty oxygen. For them, you should create a separate zone with a gateway. Having mastered the pipes, you will be able to improve this room, making the storage of such items more sterile, bay it with water. You should also create a couple of separate warehouses for coal. Next, transfer the chests closer to the coal generators.

Having arranged the colony and deciding her primary problems, it's time to think about food. Highlight the area under the kitchen - we advise you to place it at the bottom of the base. The screenshot shows the possible location of this room, that is, at the level as the terrariums.

Why build a kitchen at the bottom? The fact is that carbon dioxide will gradually fill the zone where the storage facility is located. You can store food in ordinary food boxes, without spending electrical energy, as the gas will create a clean region. You will not need refrigerators.

You can not pay attention to the diet of the colonists. Once in 30 cycles we advise you to create a stock of 40-50 kilograms of food by choosing mossy bars as the main food. Nevertheless, it is more important to create electrolyzers and sources of permanent electricity than to think about food. For this reason, you can enhance food only on a cycle of 90-100.


Next Take care of stress. To reduce it, decorate the space or create massage tables. It is best to place these devices in rooms with an excellent decor to speed up the process of recovering colonists.

You can now think about beds for the inhabitants of the colony. Create a common room for people and place the beds in it. For snoring characters, a separate room should be built. Common rooms do not carry any negative effect - the main thing is to separate the rattles from ordinary colonists (night trips to the toilet will not be people sleeping nearby). Of course, do not forget to clean the garbage and decorate the rooms with statues and paintings.

Use of electricity

After you open all the numbered science numbered above, you have to create an electrolyzer. To ensure its constant work, you will need a coal generator in the form of a source of energy and a hydrogen generator necessary for the processing of hydrogen allocated by this device.

After a while you will notice that the wires began to gradually fail - this is the main sign that the power grid is overloaded. The usual game cable is able to withstand no more than 1 kilowatta, so if you let it take a larger current, then it can burn. It is for this reason that there are thick wires in the game - their base function is to build the main supply network, thanks to which you will supply smaller networks. To separate 1 kilowatt energy to power, you need to use transformers. Just connect the wires as shown in the screenshot. To the left upper point, insert the power source, and to the lower right - the consumer.

Suppose your network has no less than 10-12 consumers of electricity. For 8 colonists you will need the following electrical equipment: 2 gas nanos, 1 electrolyzer, 2 massage tables, 2 gas filters, 1 refrigerator, several light bulbs, 1 carbon cleaner, 1 Water purifier, 1 Scientific station, 2 aquatic nanos, 2 microbial mixers, 1 Grill and 1 supercomputer. All of them will consume about 3.14 kilowatta. As a result, you will need to share all sources on 4 groups so that they do not consume more than 1 kilowatta. The screenshot presents an exemplary scheme for a similar network.

Note: When construction, small wires can be created inside the walls so as not to reduce the level of the database decor. Thick cables should be hidden from people, as it significantly worsens the decor. We advise you to use bridges that can share the networks in order not to be confused with each other.


Now you can go to the construction of the electrical network. In the image above, various systems are marked by different colors so that you feel it easier to distinguish them. The total network consists of 4 separate subnets. Immediately, we note that when creating the latter, you can use a little cunning - if you have mechanisms that will not work all the time, you can attach them to one subnet, even if the consumption of 1 kilowatt is exceeded. However, it will be necessary to ensure that all devices do not work simultaneously.

Building water pipes

Create pipes are quite easy, both water and gas. The principle of connection is very simple: white color indicates input for fluid (gas), and green - output. In the screenshot you can see how connected pipes look like. Pay attention to the valves - they are necessary to create a flow of the same density. The electrolyzer requires exactly 1 kilogram of water, so using the valves you can pass this volume. So, in the process of creating a water supply, you will have to configure all valves so that the system worked stably.


With the gas pipeline, the same thing - you can see on the example above that we applied valves for air distribution between different rooms. A 120 gram of air is carried out in each room.

How to extract oxygen

Having learned how to create a power grid, the work of electrolyzers should be explored. They are the most efficient source of oxygen production. With the right development of the colony, you will be able to create a suitable system for the production of this element already to 40-50 cycles. However, you can try to engage in building it early. There is one basic method of separation of air into two components: hydrogen and oxygen, which we describe below.

The electrolyzer is able to produce 1 kilogram of gases, and therefore it will be necessary for it at least 2 filters and 2 gases pump. All of them will consume almost 1 kilowatt, and therefore they will have to create a separate subnet. Then connect the devices (see the screenshot) and start to distribute hydrogen and air.

Note: 1 electrolyzer grabs 8 colonists. For this reason, you should not expand your database before you build the 2nd device.

How to dispose carbon dioxide

As for carbon dioxide, its accumulation will go very quickly, because it stands out not only by people, but also by various devices, including a natural gas generator and coal. There are two methods that allow you to close the issue with this gas. We are holding a standard way.

As you probably have already guessed, carbon dioxide weighs much more oxygen, so constantly flows into the lower part of the colony. In it, you should post a carbon cleaner. One such device is enough for 150 people, because one colonist allocates only 2 grams of this substance. It is quite easy to build it - swipe one pipe and feed water into it with a pressure of 1 kilogram. Then output dirty water into the cleaner.

Geysers.

Fully equipped the colony and creating a basic infrastructure, you should think about finding water and natural gas geysers to ensure that relevant resources. Water will need for the electrolyzer, and the gas will help to supply the base of electrical energy. Coal can be obtained by producing it from the core or the content of the hutcie.

Two-three geysers are enough to provide a colony with water in which 12-16 characters live. In fact, geasers create pairs, which, after cooling, turns into simple water. You can find them in green biomes. There are also gas geasers. The screenshot below shows the scheme of optimal liquid extraction.

In the image you can see an obstacle from the wall, which is necessary for cooling the steam and its conversion into water. The latter gradually pushes through the wall. In addition, the pump will not work until the water level rises to a certain value - it is necessary that it does not function in idle.

If we talk about gas geysers, then they are needed only for the production of electricity. One geyser will provide resources at once 2 generators, which as by-materials will produce dirty water and carbon dioxide. The water will be poured into the floor, so build tanks under the generators - in the future you can use it for your greenhouses.


Carbon dioxide should be launched into a natural gas and a reservoir. It will not allow dirty water to pollute the air and give the opportunity to avoid gas leakage when collecting fertilizers.

Farming

After studying the first science with a box for seedlings, you can take over the cultivation of mukoaders. After collecting these crops, alter them into bars to improve the quality and reduce the sizes.

Next, we will tell you how smalllliges are grown, but instead you can easily substitute wheat or shields. The optimal temperature of their cultivation ranges from 18 to 22 degrees Celsius. To cool air, it is necessary to place pipes with hydrogen, as it is considered the thermal conducting gas. The inner part of the pipe can be made of granite, and the external, which comes out of the wall using the abyalite.

In terms of characteristics, the ashitic pipe and insulated are almost no difference - the main material is. The hydrogen supply is carried out of two thermostat, and the pipe leads to six valves, which divide the entire flow of 100 grams, which makes it evenly and smoothly cool the room. Bridges at the end are required to connect streams and prevent gas congestion. Then the entire gas is going to one stream again and moves in a circle.

Note: The gas in the system does not have to be scored under maximum - you can do 15-18 kilograms. It allows you to keep it constantly indoors, all the time cooling the room is just like that.

Add that if you take a look at the right passage in the screenshot, you will see that the pipe in it is also made using granite. Thereby manages to create a buffer temperature zone between the rooms. We advise you to use the abisalite during the construction of a pipeline for dirty water and supply liquid to 200 grams. You will have enough for irrigation. Do not forget to also set the temperature sensor so as not to perch up the area.

The remaining plants are grown in a similar way. For wheat, you only need to configure the sensor to lower temperature values. We hope that this guide Oxygen Not includeD will help you easily understand the main mechanics of the game and live the maximum number of cycles.

There is a geyser with gas. It ceases to work if the gas pressure next to it exceeds 5 kg per cage. The task is to store all the gas released to prevent the geyser downtime. Preferably without electricity costs. Because electricity is an additional point of refusal, and I need a scheme "built and forgot"

To solve the problem, the compressor is suitable on mechanized gateways and a bit of automation.

My variation:

The clock turned off start the circuit. The included stops in the closed state.

Vertical buffers are exhibited for 3 seconds. This time is enough for the mechanical doors to close without electricity and did not remove the gas.

Horizontal buffer and filter must be synchronized. They are set for 6 seconds. During this time, the compressor workspace is filled with gas. You can put less, it will be less filled.

I have no goal to use optimal timings, it is enough for the compressor to humble the entire generating gas.

Measurements of stored gas should be made before the opening of the upper gateway, at this point the gas is more or less and you can decide.

Well, for completeness, you need to add a little strapping:

Waterproofing with oil to have access to the upper chamber.

Steel pump with control through the atmospheric sensor. I note that due to the features of the compressor, the pressure in the chamber will jump. The most logical one is to prohibit pump out the gas if it is in a chamber less than for example 5 kg per cell.

The typical value of gas generation per second, taking into account the idle time - about 100-120 grams per second, that is, approximately one and a half of the generator. Therefore, with proper use, there is no point in putting more than one pump.

Well, on the oil drip, you can put the gas relief grid to take gas from other sources into the same chamber. It is assumed that the gas falling here is filtered in advance, otherwise problems and breakdowns can occur on the power plant, where gas from this camera will be discharged.

Plus, it is obvious that this camera is better not to climb without exkoposities. Burn and burst drumpipes.

Similar systems can be placed on other gas geasers, but it is necessary to consider that some gases have a temperature of 500 degrees and before obtaining niobium, put the pump there - not an option. The obvious solution to this problem is a heat exchanger with a refrigerant, for example, cold hydrogen. In this case, the upper chamber must be somewhat more.

As for steam geysers. It is not necessary to build such a cold pairs, it is condensed almost always. The scheme is possible, but needs to be improved. It is possible to put such a hot pair, but the pair will cool, so it is better to use it, and not to store.

P.S.
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