Chilling on Oxygen Not Included Again

Introduction

Welcome to the late-game guide for Oxygen Not Included. Nosotros'll be picking up where nosotros ended the Oni Mid-game Guide on cycle 75 so check back there if you demand an update on where we left-off.

Our work in the mid game means we're at present mostly stress free in regards to fundamental needs like h2o and oxygen. In the late game we're focussing on moving up the technology tree and automating the production of belatedly game materials in order to set up for infinite and the end game.

The guild in which we do things in this guide is simply indicative, information technology is what works for this asteroid and the points of interest that we discovered on it. For exmaple, if we had found an AETN and some Sleet Wheat nosotros'd probably be targetting food earlier but we're flexing to other pathways.

Here are our major goals for this belatedly-game guide:

  1. Centralizing a power grid in preparation for higher wattage demands
  2. Atmo-Suits
  3. Wholesale estrus deletion
  4. Preparing for the surface

Equally usual, these are only the major goals. The capacity in this guide are as follows:

  1. Power commentary
  2. Temporary Metal refining
  3. Centralizing power
  4. Priming Atmo-suits
  5. Plastic
  6. Heat deletion
  7. Cold water
  8. Steel
  9. The surface
  10. Aquatuner upgrade
  11. Transit tube
  12. Base of operations update cycle 190
  13. Ready for finish-game

Up until now, this entire colony has been running on a unmarried filigree of Wire offering a maximum power capacity at whatsoever one time of 1000W. It's only through efficient apply of power that we take avoided wasting time and materials building unnecessary power infrastructure so far into the colony's development.

All pumps in this colony plow on only when they are needed, there are no needless Mechanized Airlock chewing ability, the Oxygen Diffuser is free-breathing and the gases that aren't already sorted by gravity are sorted using cypher power, mechanical loops. Rather than build infrastructure trying to cool the H2o coming in to the Oxygen Diffuser, it'southward much easier to cool the Oxygen in the base.

I'thousand a firm believer that:

The best solution to most power problems is not needing the power in the beginning place.

This will exist a mutual theme as nosotros move into more circuitous builds.

For the remainder of the guide, the builds require a lot more refined metallic. Whilst our Rock Crusher was doing fine producing small amounts of copper for smart batteries, nosotros need to ramp up to a Metallic Refinery for more volume.

In the above image in that location's a few mechanics we are taking advantage of to bargain with the heat output by the metal refinery:

  1. We're only smelting Copper Ore to Copper (Solid), this job injects little heat into the coolant liquid compared to iron.
  2. We're using our Polluted Water backlog from our grey water bath organization. Polluted Water has one of the highest specific heat capacities allowing it to store lots of estrus energy. Additionally it has a higher vaporization bespeak than fresh water.
  3. We have a Liquid Pipe Thermo Sensor turning on a Liquid Shutoff if the water approaching the metal refinery is above 100C. This water would boil and break if it entered the auto and so nosotros let it pass downwards into the insulated holding tank below.
  4. We are looping the output back into the Liquid Reservoir, this averages temperatures of all the packets that enter, assuasive us to dump every bit much heat as possible into the liquid before it creeps upwards toward the 100C marking.
  5. Side note: I've removed the Carbon Skimmer on the right but however want the pipe to bleed. Call up Oni has no pressure mechanic, information technology's just packets of liquid moving from a green output square to the next building's white input square. Just adding a liquid bridge like we have hither on the correct of frame is enough to have that pipe empty over fourth dimension.

The metallic refinery is powered on its ain split, high-watt power filigree with a smart battery connected to two coal generators and the refinery. Nothing else is on this power loop; it'south temporary. In only a couple cycles we'll connect this to a centralized power grid discussed below.

Not much else has happened since bike 75. But we were very lucky in finding two Natural Gas Geyser right side by side to each other and but to the left of our steam vent. We're using the natural Abyssalite to insulate the expanse and class a petty reservoir.

From here we're going to work on two large topics simultaneously as we caput toward cycle 100: (a) a central ability grid, (b) priming an Atmo-suit checkpoint for the colony.

Centralizing ability

In this guide we volition be building a single ability "spine" that forms the dorsum-os of the colony'due south ability needs from at present until end game. The design principals are:

  1. At that place is a single Heavi Watt Wire power line running from the bottom of the map to the top
  2. All power product is connected to this same loftier-watt line
  3. Any power users peel their power off this main line using Ability Transformer or Large Power Transformer

A single twenty,000 Watt line is more than than plenty for the colony size nosotros're targetting (circa 12-16 dupes) and the simplicity and flexibility volition proceed us out of power troubles as the colony grows.

Here'due south the start of our power grid every bit at wheel 100:

Information technology'southward only a very short heavy-watt power line running up and down the center of frame, only information technology'due south this uncomplicated approach that we'll extend to the top and lesser of the map. Let'due south expect at the producers and users connected to this line.

Power producers

It's non much right now with only 2 hydrogen generators, but when we revisit this location it volition accept been expanded with a row of natural gas generators in a higher place them and coal generators below them. Each type of generator volition have its own smart battery deciding when they are turned on; Hydrogen outset, Natural Gas equally backup, Coal as a 2nd dorsum up. The entire colony runs on a single powerline with redundancy.

Power consumers

This is where things start getting more than flexible. At the height of the spine is a Power Transformer peeling off up to 1000W to feed the old base ability filigree. At the bottom of the spine is a Large Power Transformer for peeling off and feeding the Atmo Adjust Docks. We'll talk over these more in the next department, merely considering there is so many of them, they tin ability spike and pull a lot of power if all dupes return their suits at the same time. Accordingly, nosotros run them on their own grid shared but with a couple consequent load buildings.

But that's it for power. This simple arroyo of a single high-watt spine with transformers peeling off power as required will have u.s.a. through to the end of the game.

Ane final annotation, heavy watt wire has a tremendous negative decor effect. Dupes find information technology hideous. So much and so that being near it can plummet their average decor and drag down their morale. Attempt to always hide it behind walls and more often than not go on information technology out of sight of your dupes and their main thoroughfares.

Priming Atmo-suits

You will take noticed that things accept slowed down now that y'all're building exterior your base. Dupes spend a lot of fourth dimension running all the way to dig a single tile, run out of breath half style through earthworks, then run back for dinner.

To fix that nosotros need to get each of our dupes into their ain Atmo Adapt. The two biggest benefits are portable oxygen and insulation; allowing our dupes to stay out and work longer. Additionally all the same they prevent our dupes from getting germs and getting wet; the latter becoming quite of import every bit nosotros first using liquid locks. Finally, Atmo-Suits prevent our dupes from breathing out CO2 into places nosotros don't desire them to. Equally we motility on to working in vacuums this becomes important.

We didn't rush to suits sooner because it's important your dupes have skilled into "Exosuit Preparation" as discussed in the mid-game guide, otherwise they'll move too slowly in the suits to be helpful.

The design principals of the Atmo-suit dock are: 1 single entry/get out point from the base of operations to the asteroid. No one can leave without a suit. 1 single path is of import, if it's possible to leave through the suit dock merely enter some other style, then suits volition end upwardly wearing suits in the base and things will go confused.

Past bicycle 100 we're in the process of priming the suit dock:

There is space for ten suits and the Atmo Accommodate Checkpoint. The checkpoint is built simply disabled to prevent confusion whilst it'due south even so nether construction. The docks are powered through a transformer taking ability from our ability spine.

Most of the oxygen is coming from a new pump positioned correct side by side to the oxygen diffuser. It will sometimes suck in hydrogen which would impairment the docks if we sent it to them and so at that place is another loop filter built every bit discussed in the mid game guide to ensure only oxygen is making information technology to the suits.

The Gas Reservoir is a prissy buffer for when many suits are returned at once, simply more often than not we're using it as a control to turn off the oxygen pump when it's not required.

When the tank fills up, information technology will send a red single to the pump and plough it off to salvage ability.

A few cycles afterwards we seal the lesser of the base and enable the checkpoint and now anyone leaving the base must be wearing their Atmo-Adapt. We've as well installed a uncomplicated liquid-lock. Dupes can move through the oil only gases tin not, our base of operations is now airtight. Nosotros've used Crude Oil (liquid) here as a liquid because the temperatures require in on Rime, only on other starter asteroids uncomplicated water would be fine.

Now our dupes are armed and dangerous.

Plastic

There'due south one more affair nosotros need to do before we movement on to some more complex builds and that's sourcing the Plastic we will need. If yous're lucky, y'all will accept gotten a Sleeky Drecklet Egg sooner than I did. Mine came too late to be of use and so nosotros will accept to build a manufacturing pathway to plastic instead.

Start we'll be digging downwardly to the lesser of the map to pump upward some Crude Oil (Liquid). When yous hit the concluding layer of abysalite, don't tunnel correct through it considering annihilation your dupes drop down the shaft, including liquid spills, will contaminate your oil. We don't desire to need to bother with a filter on the liquid pump if we don't need to so y'all can see the protection we've created in the image below.

Finally, if you're on a earth with a hot oil biome then the pipes up to your base will desire to exist insulated to foreclose heat bleed and cooking the whole path up to your base of operations. Nosotros'll need to practice this anyway on Rime once the pools of cold oil run out.

Below y'all can meet our industrial area has progressed over the past 20 cycles; in that location'south more structure to it and you can see the lines of generators taking shape. Let's focus on the plastic.

Commencement we've added an Oil Refinery into the natural gas room with the natural gas vents. I like to do this because the refinery openly emits natural gas into its surroundings, not through a pipe you tin can command. Building it here means all our Natural Gas is plant in 1 identify. This car volition convert our Crude Oil (Liquid) into [Petroleum].

Adjacent nosotros have the Polymer Press sitting in its ain insulated room. The polymer press takes petroleum to brand Plastic. The trouble with the press is that is heats itself extremely fast and it's very easy to break it. We've built some Tempshift Plate behind the printing. These objects simply take upwards i tile but enhance the speed at which heat transfers for a 3x3 area around them. This helps get the rut away from the machine speedily. 2d, nosotros allow the machine sit in a lilliputian puddle of water, my world is cold enough tht the steam coming out of the press turns into water without a problem. If you lot're playing on a warmer globe y'all might want to use a Pitcher Pump or Ice Cake to become some cool water there.

Let's talk nigh cooling these two machines. Below you can come across on Rime we have some great, temporary cooling. The oil coming upward is already cold so I run it past both machines before feeding it into the refinery.

If you're on a world with a hot oil biome and so you can't do this. We are very shut to building a mass heat deleter and so nosotros merely demand to utilise a quick temporary method to cool these machines. I've definitely built ice blocks in the past with a little pool in the printing room to take hold of excess water equally they melt. If you lot built the metal refinery out of gold it should be able to last a long time before information technology overheats to the 150C natural gas out of the vents. You can also snake its petroleum output by it since it comes out at a fixed temperature of 95 C.

Side note: when ever you see "fixed temperature", this is the game offering a chance to delete/create estrus. If yous're feeding in oil above 95C into the refinery then you're effectively deleting a lot of oestrus when "cold" 95C is coming out. I'm non going to use that here, merely simply go on this in heed. Fixed output temperatures is always a gamble to get rid of some oestrus.

Rut deletion

Given this is a guide for new players, I would accept preferred to take the kickoff heat deletion method be an AETN, but I oasis't discovered one yet on this seed so instead, we volition be using the Steam Turbine. The Steam Turbine deletes heat past converting information technology into electricity when it takes in hot steam and outputs water fixed at 95C.

1 affair I should mention, deleting heat on Rime might seem redundant; the entire asteroid is -30 degrees. I'k choosing to delete rut for two reasons:

  1. The guide is more useful to people playing on normal and hot asteroids.
  2. It'southward my preferred play-style to minimize the bear upon on the asteroid's surround. Progressing through the game whilst minimizing impact on the asteroid itself is a part of the claiming for me personally but if you lot get satisfaction from seeing a completely mined out asteroid, more power to you.

So let'southward build a Steam Turbine estrus deleter. Before we start a should flag two things (1) this will have a while, maybe 20-30 cycles (2) make sure you have a dupe skilled into "Electrical Engineering", otherwise you tin can't build the turbine itself.

The beginning of the iii sections we will build is the rut exchanger at the lesser. Here's what the build looks similar in a number of views.

A few major points:

  1. We will employ two Thermo Aquatuner to transfer heat out of coolant lines into the steam. I've but built these out of Gold Constructing which will limit how high of a temperature we can run them at (175C). You lot can build them out of [Steel] immediately. But for now I know upgrading them later isn't difficult and gold is good plenty for the little mounts of heat we will be deleting to starting time.
  2. The oil pipeline, the output vent and the hydro sensor continued to it are all only temporary. They're merely there to make full the exchanger. My goal here is to show y'all how to build one of these in a survival game. There's enough videos showing the finished product in to creative mode. The hydro sensor turned off the output vent once the top layer of oil striking 800kg.
  3. The Metal Tile are made of Aluminum (solid) to enhance heat transfer.
  4. There are four diamond Tempshift Plate in this prototype, ii touching the acme of the metal tiles, and two touching the bottom. We want to become the estrus away from the aquatuners as fast equally possible.
  5. We're using Mafic Stone for the insulated tile here. It performs better than any other rock for this purpose. Yous could apply Ceramic but this build takes long enough and the gains in insulation are marginal.
  6. The kickoff slice of pipe under the inputs and outputs (non visible) is Ceramic. Ceramic is usually overkill only at this point we volition have extremely common cold coolant in a piping sitting in extremely hot oil and we don't want to have transfer here.

One time it's filled with oil nosotros can remove the temporary items (vent, oil line and hydro sensor) leaving the first compartment finished:

The second department we volition build is the steam bedroom. It's of import that this chamber has nothing only Steam in it, which means nosotros need to start working in a vacuum. Add a liquid-lock, a pump and start pumping out all the gas from your structure site whilst nosotros build the steam sleeping room construction beneath:

  1. Awaiting the vacuum is the slowest office of this build. You can see I've sealed off as much every bit possible to minimize the space in which gas tin spread out, pushing it toward the pump. Additionally nosotros're saving power by using a Mini Gas Pump once the air in the room is beneath 50g per tile.
  2. In the piping view you can see in that location was a pipeline of h2o coming in from the right. This was used to put the water layer yous run into in the steam bedroom using the same vent/liquid sensor technique as the oil. There's 200kg per tile there.
  3. The doors are gold amalgam, we'll apply them to control the amount of steam going in to the turbine.
  4. The tip of the pipage entering the steam chamber to get to the liquid vent is over again ceramic. We actually don't want the water in this pipe humid at this bespeak and breaking. Getting back into the steam sleeping room to fix things is very difficult one time information technology is sealed. Ideally, once we vacuum and seal it, we won't ever open this again.

With the structure built and the vacuum in identify nosotros can seal the steam chamber and movement on to the concluding sleeping accommodation for the turbine itself:

  1. The snaking, uninsulated pipe is Granite. The turbine heats itself upwardly overtime and we'll run cold fluid through these granite pipes to cool it. To assistance with heat commutation, the chamber will be filled with hydrogen that we peeled off from our base's oxygen diffuser.
  2. The insulated piping carrying the water from the turbine dorsum to the steam chamber is merely igneous rock, except for the single ceramic point actually in the steam sleeping room.

In one case it'due south full of hydrogen information technology'due south time to seal it upward with insulation and a heavy watt join plate then start connecting everything. Let'due south speak nearly the automation first:

  1. The turbine will only turn on if both sides of an And Gate are satisfied; (a) the smart bombardment on the main filigree was below 95% and not notwithstanding 100% (b) the temperature in the steam sleeping accommodation is above 140C.
  2. The doors are connected to Switchs we tin command manually, we volition rarely need to affect them and they are not critical to safety.
  3. Each of the aquatuners volition only plough on when their And Gate is satisfied; (a) the oil in the substitution bedroom is below 155C, (b) a manual switch is on.
  4. The Polluted Water approaching the thermo aquatuners will only be allowed to enter if it is above -5C to prevent it freezing inside the aquatuners.

Speaking to the pipe:

There are 2 loops but just the right 1 is currently in use; we've continued it to our steam vent exchanger and y'all can see the cold pipes condensing the steam into water.

Almost important nonetheless is the section of piping immediately below our new structure that makes sure no polluted water below -5C makes it in to the thermo aquatuners to freeze and intermission. Water returns from the steam vent through the reservoir to give us some buffer and smoothen the packet period. It then approaches a liquid piping thermo sensor. If the liquid is below -5C the sensor sends a green indicate to the liquid shutoff immediately behind it, allowing the liquid to enter the aquatuner. Water that is colder than this is rejected and shortcuts back onto the loop to go and go more rut.

Chiefly, because the length of our loop is effectively growing/shrinking depending on the temperature of the water, we demand to make certain it runs smoothly. To exercise this we employ the double bridge technique. We don't want the aquatuners to ever get blocked and need to expect so we span them back onto the loop start, they then have priority. The second, lower bridge bridges the rejected packets (too cold) back onto the loop Later the packets coming from the aquatuner. So when a packet become rejected only there'southward a previous packing coming down form the aquatuner; the rejected packet has to await.

The Liquid Reservoir handles the waiting and allows the rest of the loop to go on moving smoothly. It all looks a piffling complex merely this actually is the best know mode to continue a loop moving smoothly.

Speaking to the ability:

  1. The thermo aquatuners each have their own heavy transformer on a refined metal line to deal with their loftier wattage.
  2. The steam turbine is connected straight to our main power spine.

Equally a recap here'southward the current power priority:

  1. If batteries autumn below 95%, the steam turbine will run until they are 100%.
  2. If batteries fall below 20%, hydrogen generators volition run until they are 80%.
  3. If batteries fall below 15%, natural gas generators will run until they are 80%.
  4. If batteries autumn below 10%, coal generators will run until they are lxxx%.

What nosotros haven't washed here and should do once the turbine is actually hot enough to run is put a Buffer Gate on its logic. The turbine has a "spool up" time so nosotros don't really want to turn information technology off if nosotros're going to need to turn it dorsum on before long anyway. A buffer on the logic wire keeping it on for ten seconds extra would be fine.

Review and basking in your infinite h2o

You've washed information technology. This was past far the almost complex and fourth dimension consuming build to date and as a event, you now take the ability to move and delete huge quantities of estrus. Congratulations! Seeing that water baste out of steam on the estrus exchanger is e'er a satisfying feeling. Your water is now truly space and accordingly your oxygen and food is too.

I caveat on that word "infinite". The steam vent can just support a colony of a sure size. A normal Duplicant breaths 60kg of Oxygen (gas) per bike, this requires splitting 68kg of water. With 12 normal dupes that'due south 810kg of water split per cycle. We can use the Oni Geyser Calculator to see this vent only averages 1.2kg/s or 717kg/cycle over it's total activity period. This would exist a problem except 9 of the 12 dupes have divers lungs; and so we're only needing 660kg/cycle of water for our Oxygen. This excludes water we need for research and nutrient, so if we want to keep growing we need another vent.

For the side by side few cycles or so, your steam turbine isn't going to be producing whatsoever power. It has a lot of heat to soak in to the ix tonnes of oil, 1 tonne of water and all the mechanism/metallic. Once information technology'south hot, it has a lot of "inertia" and information technology will run pretty consistently. You can think of it as a giant bombardment; storing its energy as heat in all of that mass and releasing information technology slowly over time.

Considering I built my thermo aquatuners with gold constructing, the acme temperature we volition let the oil get to is 155 and steam will be 1-ii degrees behind the oil. At these temperatures, we tin open all the doors. In the future, when nosotros upgrade to Steel (solid) aquatuners we can run information technology much hotter and we could close some doors. I won't go into depth here on the specifics, simply only know that one time the turbine passes the point of converting oestrus into its maximum wattage of 850W, the extra heat energy is deleted without getting any power from it, so we close its intakes to limit how much of the far hotter steam it tin take.

The left loop is unused right now, we just wanted to save power on the 10W shutoff valve, but it volition be used soon.

2 aqua tuners and two lines gives us flexibility, you lot tin can connect these two lines to as many places you want to absurd as yous like. The safe thermo sensor on the oil will preclude damage to the primary unit. Just remember however that considering we're using polluted water, nosotros can't reliably cool beneath -5C and be careful non to try cool something likely to go above 120C as then your lines will boil and break.

For at present, we're but using it on the steam vent to cool it until it condenses. Considering the pipes are in a vacuum, there's automatically no power wasted cooling other gases or the hot h2o. In futurity builds we'll apply some simple tricks to absurd things to specific temperatures.

We could accept used Rough Oil (Liquid) as the liquid for exchange loop. Y'all can see in the database that it freezes at -40C compared to -20C on the polluted oxygen; it as well boils much higher at 400C instead of 120C. The reason we're using polluted whatever still is because of its superior ability to store heat energy. It has a specific heat capacity of 4.179 compared to oil's 1.690. This is the most important factor for the efficiency of our organisation.

Each package that goes in to the thermo aquatuner comes out exactly 14C colder than when it went in. This costs 1200W to brand this change. If 10kg of oil goes in then that's 10,000grams * i.690 shc * 14C = 236,600 "DTU" of estrus energy transferred to the aquatuner at the price of 1200W. But if we use polluted water then that'south 10,000grams * 4.179 shc * 14C = 585,060 DTU of estrus energy transferred for the same price. We can motion energy faster and cheaper with polluted h2o because of its SHC.

Eventually we'll upgrade to Super Coolant (liquid) with its amazing 9.46 SHC and range of -271C to 436C, but nosotros demand material from space for that.

Finally, the purpose of this steam turbine is to delete heat, the electricity is just a bonus. The electric current logic on the turbine won't allow it run unless the colony needs the power. If this becomes an event, information technology won't exist hard to add an Or Gate so that the turbine runs if the colony needs the power OR the oil in the exchanger chamber is too hot.

Cold water

During the build for the steam turbine, somewhere around cycle 130, the colony ran out of cool water. Equally a outcome, our enquiry stopped and we had to pivot quickly to sourcing food from non-water-consuming sources. If this happened to you earlier, a nice little trick is to build Water ice Blocks in a lilliputian pool of the infinite hot water as a temporary fix.

Now that nosotros're done with our heat exchanger all the same, we can practise away with manual water ice blocks and use our new coolant loop:

Nosotros've piped in the hot h2o from our steam vent and have a sensor opening the liquid output vent when the pressure falls beneath 200kg per tile. This gives usa a steady puddle of 800kgs of h2o.

The two doors are closed by the logic when the temperature of the h2o rises above 18C. The left door just prevents dupes running in and picking up hot water to distribute it effectually the base.

The right door is a heat coupler. When a door opens, air rushes in to make full the void. This door is encased, so at that place's no air to rush in, leaving a vacuum when the door is open. A vacuum is a perfect insulator and so when the door is open up (because the temp is below 18C), information technology stops cooling. To this elementary machinery we've added a filter gate that delays the opening of the door until 30 seconds after the 18C tipping point; this prevents the doors from annoyingly opening and closing repeatedly.

With the power of our estrus deleter loop and that simple logic we've gear up upward an endless kiddy pool of absurd h2o.

Steel

Before we alienation the meridian of the map and begin working towards space, we demand to commencement book product of Steel (solid). Steel is used in the Bunker Door and Bunker Tile that is able to withstand the impacts of the falling star showers.

Using the Metal Refinery to smelt steel produces a lot of estrus. Smelting steel will add over 93 million DTU to the coolant, plenty to raise the temperature of the 400kg of polluted h2o by 56 degrees. Conveniently, we but finished building a oestrus deleter that converts estrus to power.

Smelting something takes 40 seconds so that 93 1000000 DTU works out to 2.34 million DTU/s. The steam turbine roughly converts thou DTU to one Watt. So the oestrus energy nosotros get form smelting steel is worth about ii,300 Watt, and it but cost u.s.a. the i,200W of the smelter to produce.

Let'southward relocate our smelter and connect it to the unused left loop:

We keep a Storage Bin next to the smelter with a low priority command for dupes to get together the input materials Iron (solid), Lime and Refined Carbon to make them hands accessible adjacent to the machine. If we proceed this fed, we'll get lots of steel for infinite as well every bit heat energy for our turbine.

With a starting supply of steel, approximately ii tonnes, we tin break the final layer of abyssalite to the surface.

The surface

When approaching the surface there are two facts to be enlightened of and cater to:

  1. The surface is a vacuum and all gases will exist sucked away from your asteroid and deleted if you don't stop them.
  2. Shove Vole is a native critter to the surface that tin can tunnel through and eat just about any tile, they tin be a real pain if they infiltrate the asteroid.

To cater to bespeak (1) we build another liquid lock and we address bespeak (2) with a single steel door to the surface breaching the abyssalite. Shove voles can't dig through refined metals or abyssalite.

Below you lot tin can meet this implemented. Note the temperature of the regolith from comet impacts. The steel door to the surface has been positioned and so that when droppings falls down through the door; it lands on abysalite with its zero rut transfer belongings; preventing the inner asteroid from beingness cooked.

By cycle 180 we take enough steel to start putting together a shield in a higher place our asteroid:

  • The iii highest three Bunker Tiles are at the top of the map. They're at that place but to shield the pop-out point where dupes can climb upwardly on top of the shield and run along to build information technology apace.
  • The shield itself volition be made of Bunker Door, the part of bunker doors is to accept the impact of the meteors.
  • The first 3 bunker doors left of the ladder are powered and on a logic switch so they tin exist opened to allow the Telescope to see the heaven.
  • When the bunker doors open up the hot Regolith is prevented from dropping on to the telescope past the Mesh Tile
  • When the doors are open up, the Telescope has clear vision of the sky. The telescope needs a clear view of the sky 11 tiles broad; the 4 tiles it occupies, two tiles to the right and 5 tiles to its left.
  • The telescope is built on two doors in case whatever regolith lands here. The doors can be opened to let the regolith drop abroad and forbid estrus damage to the telescope.
  • Finally the Telescope needs to be fed with Oxygen (gas), use insulated gas pipe to send some up from your oxygen diffusers.

In one case you have the telescope setup, your researcher tin kickoff identifying asteroids and other objects on the star map. Yous tin can see below the telescope provides usa a lot of information about the object and its brand-up. To end analyzing the unknown parts of the object, we will accept to fly a rocket there.

Aquatuner upgrade

Around bike 180 I noticed that so much heat was being transferred into the exchange chamber of the heat deleter that the condom thermo sensor was turning off the aqua tuners to preclude them overheating. This was slowing downwardly steel product.

Beneath we saved up 2400kg of steel and performed some quick surgery on the heat exchange chamber to remove the old aqua-tuners and supplant them with steel versions that tin get much hotter without harm. You should be able to open it up and close it without spilling a drop of oil or having whatsoever gas enter the sleeping accommodation.

One time this was consummate, we updated the oil temperature sensor to accept ceiling of 210C. This is hot plenty to take the turbine run at maximum ability whilst likewise giving our aquatuners far more than headroom to run.

Transit tube

You might be wondering why we haven't used any of our plastic to requite our dupes new beds or other fancy amenities. The reason we choose not to do this is because they currently don't crave the extra morale. What they do need is a faster way to the top of the asteroid.

Y'all can run across in the colony summary stats below that average travel time per gull has crept up, particularly since reaching for the surface.

In the terminate-game guide we're going to start spending a lot more time edifice rockets, solar panels and other builds on top of the asteroid. Your researcher is likewise burning a lot of fourth dimension climbing the ladder already to the telescope. Nosotros're going to prioritize using plastic on Transit Tube construction that will let the colony progress faster.

Commencement nosotros re-engineered the exit point of the base to fit the Transit Tube Access, it consumes near 980W when running so we have it fed with its own private 1000W from a pocket-size Power Transformer above.

At the pinnacle of the asteroid, the transit tube simply dumps the dupes out. At that place is no return access point, the dupes can simply use the already existing Fire Pole to get down fast. We save a lot of ability for now and tin add in a return once nosotros're flush with power post solar panels.

Base update cycle 190

A few other quick pocket-size changes were done equally we caput towards terminate-game and rockets. Showtime nosotros got lucky with some slickster eggs being offered equally a printable. They volition exist kept warm and swallow all the CO2 in our power generation room.

Second we added some simple logic to the bottom of our base of operations to let CO2 fall out. If the sensor senses CO2 for 10 seconds and then the Filter Gate lets the bespeak through to the Buffer Gate which opens to door at the bottom of the base for at least ane minute. It's sealed with airflow tile to prevent dupes getting their pathing dislocated.

We updated the water dispenser, information technology was a little too deadening for our research so in that location's now more transfer cloth betwixt the cold pipes and the h2o.

Ready for end-game

At this indicate you're ready for the end game. For these guides we define this period of the game as the construction of your first rocket, it'southward capricious but that'southward what we'll exist starting with in the Oni finish-game Guide. Infinite is a fantastic section of the game and opens upwardly new, more complex builds and the lure of exotic space borne materials.

Word, questions and feedback

Oni Banana is a identify for learning and sharing ideas. If you call up this page could be improved please let us know. If fellow users have questions, please be kind and helpful in your answers.

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Source: https://oni-assistant.com/guides/lategame

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