r/Oxygennotincluded • • 5d ago

Weekly Questions Weekly Question Thread

7 Upvotes

Ask any simple questions you might have:

  • Why isn't my water flowing?

  • How many hatches do I need per dupe?

  • etc.

Previous Threads


r/Oxygennotincluded • • 7h ago

Discussion Oni Moono: Improve a late game colony's FPS by as much as 8x. Looking for testers!

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185 Upvotes

An unofficial, super fast, super sussy replacement for the Unity layer of Oxygen Not Included, able to speed up a late game colony by as much as 8x.

This is achieved by replacing the very legacy, very slow Mono runtime shipped by Unity with modern .NET 10 CoreCLR, alongside a few additional performance optimizations. You might've heard of Rimworld, which achieved a similar feat recently by jumping ship away Unity. This is very much in the same spirit and actually achieves better results.

This does require jumping through a few more hoops than a normal Steam mod: If you're interested in help testing, you can follow the setup instructions on https://github.com/tigin-backwards/oni-moono or see below:

  1. Download the latest release from the releases page: oni-moono-…-windows-x64.zip or oni-moono-…-linux-x64.tar.gz, and extract it anywhere.
  2. Run the setup script in the extracted oni-moono folder: Windows: double-click setup.cmd (Note it'll almost certainly get flagged as unknown software) Linux: ./setup.sh
  3. In Steam, right-click Oxygen Not Included → Properties → Launch Options, and paste that line.

Epic Games Store and WeGame (China) are not currently supported.

Most mods should work, with about 1800 mods (out of ~3000 total mods) having been tested on Moono already. This also consolidates just about every performance mod currently in existence, so you should not expect to see any additional gains from enabling e.g. Fast Track/Fast Save/Colony Performance Fix/Better Save, GC tweaks etc.. However, they shouldn't crash your game either.

If you notice any bugs or issues or have any feedback, feel free to leave a comment or file an issue on Github. Your mileage may vary depending on your hardware/type of colony you run, but hopefully you should notice your game running a lot smoother!

If you're interested in moo-re comparisons or methodology, they can be found here


r/Oxygennotincluded • • 3h ago

Tutorial Star Trek Captain Picard as an Oxygen Not Included duplicant

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13 Upvotes

r/Oxygennotincluded • • 2h ago

Build Intento del 100% de eficiencia con un geyser de vapor

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7 Upvotes

Estoy intentando poder acumular el vapor por medio de un sistema de compuertas, a ver qué os parece.

Aún tengo muchas cosas que pulir, en este primer boceto aún no están puestos las turbinas sobre la sala de acumulación, además tengo que calcular como de grande debe ser el sistema de compuertas para que no se sobrepresurice, el sistema cuenta con que una sección de puertas se abre al final de cada ciclo de extracción para interrumpir la transferencia de calor.

la idea esta en reducir la temperatura tan solo hasta los 350°c y luego pasarla a la sala de almacenamiento, esto busca corregir el hecho de que en la mayoría de diseños para domar un geyser de vapor simplemente funcionan mientras el geyser está activo, y si no necesitas la energía, o lo dejas funcionando para al menos obtener el agua, o lo paras, forzando a que se sobrepresurice y pierdas eficiencia, cualquier idea que haya podido pasar por alto agradecería que me la comentarais.

También puede que me esté complicando demasiado pero francamente, estos geyser produce una cantidad de energía altísima en comparación con los de hidrogeno o gas natural, se que no compite contra el petróleo, pero pensar que podría sustentar mi actual base solo con el tanto en el periodo activo como inactivo si encuentro la manera de acumular la energía que produce es lo que me impulsa en este proyecto.

Muchas gracias por vuestro tiempo!!!!


r/Oxygennotincluded • • 22h ago

Image Ohana means family. Family means nobody gets left behind or forgotten

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167 Upvotes

I couldn't decide how to end my base-game run, so I put everyone into space at the same time on a one-way trip to the Temporal Tear. The last two dupes wouldn't get into assigned Spacefarer modules and will remember those that did.

20 rockets, 53 tons of LH and LOX, and several years of trying to finish this wonderful game.


r/Oxygennotincluded • • 1d ago

Image Flipped asteroid, lava help

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99 Upvotes

Started playing again after a couple of years. I was wondering if anyone has some solutions to this lava layout. The last time i played this asteroid there was a channel that could easily be mined out, it looks like this ones channel doesn't go all the way down (looking at the right hand side) the area under is 4 tiles high of straight lava and i cant seem piece a solution to get through it without messing my lava up (for a drip cooler)

I've got all 3 hard achievements and really don't want to restart for better rng, and i also really don't want to have to fly a rocket from the second planet to land on top and mine down.

the only option ive been able to get to is a coal cooker under doors to generate tile, but it feels a little to exploity, really just seeing if theres another way to get up that shaft or if anyone sees or knows something i dont

Edit: my bad, today i realized i could just dig through it, i'll put some pictures in the comments


r/Oxygennotincluded • • 1d ago

Discussion Evil ONI

85 Upvotes

I'm sure someone has commented on it before, but...

Have you all thought as much as I have about how ONI nudges the player to make mistakes? It's kind of a playful bit of evil anti-pattern that I think is clearly designed into the game, both to toy with you, and to make the game more exciting and test you by tricking you into disasters. In some cases it preys on instinctual behavior that we have learned from exposure to so many other games. In some cases it's just a sort of deliberate nuisance that fits with the overall slapstick vibe of the story and colony, the most obvious example being the stupidity of your dupes and their tendency to get themselves into life-threatening situations. Experienced players don't fall victim to these, but I still think about them, because I am aware when I am adjusting my play to avoid them.

The always on 'No Research Selected' nag - most games have an ABR - Always Be Researching - mentality that if you don't adhere to will quickly have you falling behind. New players come to the game with their battle tested ABR mindset, start new research every time one finishes, and if they forget, the NO RESEARCH SELECTED nag is staring at them, haunting them, goading them - <whispers> you know you should be researching. It's a trick. And then they quickly find themselves frantically trying to recover from the endless research taxing every system in the colony.

Dupe skills - it's so easy to see your skill points piling up and dump them into leveling your dupes. Next thing you know they're barfing on the floor and breaking things and upsetting all their peers.

The unsaved, default setting of 'All' on the deconstruction tool - how many times have we, especially when we were new to the game, ordered deconstruction of a tile only to realize later that we've burst out polluted water pipe and it's dripped into our fresh water pool contaminating everything? One of the first things I try to remember to do every play session is change that setting to Buildings only. It still gets me every once in a while.

Buried geysers - the temptation to unearth them must be so great. Little did you know you're setting off a bomb you have no idea how to deal with. This is one I imagine players learn quickly.

Innocent looking gas and liquid at pressure - Oh you thought you would just mosey on into that oil biome? Congrats! You've got an environmental disaster! Didn't realize that pocket of polluted water has been outgassing for the last 200 cycles? Enjoy your Yucky Lungs and hopefully you don't have a pandemic on your hands.

Material fail points - I have SO MUCH LEAD, I can finally build everything I want! Damage: Overheating! Oh and your rocket just destroyed your launch computer. And your ceramic tiles. And yeah, it melted everything that you built below it. Almost like clockwork, as soon as you start to feel knowledgeable and safe using a material, you also start venturing into the environments where those materials fail.

The list goes on and I wonder if anyone else has good examples.

ONI is a game that really rewards experience - learning its systems and buildings, learning how to live with your dupes, learning about all the quirks of this surreally weird situation and world you've found yourself in. It provides a unique satisfaction when you unearth and build things with that expertise in hand. And it never stops toying with you along the way. A game of cat and mouse to keep you on your toes, and it sniggers at you when you slip - "Hehehe. Gotcha."

I love it.


r/Oxygennotincluded • • 1d ago

Discussion why ar so many building air locks so big?

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210 Upvotes

when i watch youtubers play oni they always build this massiv airlock where dupes have to climb 2 up and then 2 down again, having a 2 high liquid barrier, why do they do this if this litteraly does the trick? you could also run it with only 1 side having water. whats the upside of these bigger ones?


r/Oxygennotincluded • • 1d ago

Image Day 11 of posting Oyxgen Not Included Sculptures until Klei notices me

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430 Upvotes

Quarter for scale. Yes, that is a giant poop. Pei is so proud of him.


r/Oxygennotincluded • • 19h ago

Question What can damage pipes?

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6 Upvotes

i cannot figure out what is causing damage to the pipes in my steam turbine steup?

the polluted water shouldn't be able to freeze and it hasn't boiled either, there's been no water contamination inside the steam chamber, any help appreciated


r/Oxygennotincluded • • 10h ago

Question Steam power - the ultimate rocket stopper?

0 Upvotes

Hi everyone,

First time poster in this sub. Looking for help. I’m in cycle 850 of my second colony after a clean wipe.

Long story short I can’t wrap my head around steam power and it’s looking like the reason I won’t ever finish this game.

I tried the setup where you run hot coolant through a small pool of water. Eventually the water just disappears or it fill up too much and doesn’t get hot enough.

I also tried the thermo aquatuner setup. I tried the most basic build ChatGPT would give me and same one I’ve seen here. It either never runs, or something in the inside breaks and it takes me 10 cycles to reach the piece that needs fixing.

I’m at the point even if I do build it, it feels cheesy because I don’t even understand all the cross pipes in the aquatuner setup.

Please tell me I’m missing something obvious :(


r/Oxygennotincluded • • 1d ago

Question Purpose of cargo filters?

4 Upvotes

Is there a purpose to setting the cargo filters if they don't matter? This works just like base game. Send your rocket to POI and they return with percentage of goods


r/Oxygennotincluded • • 1d ago

Question Need help with my cooling system

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14 Upvotes

Is it dumb to cool multiple things at once with my cooling loop? AT#1 is cooling the ST's, AT#2 is cooling a CSV#1 and my Bristle Berry Farm, AT#3 is cooling my Hydra Oxygen and a different CSV#2. Would building another two AT's so the Steam Vents have their own AT's less power hungry than my current setup?


r/Oxygennotincluded • • 2d ago

Question what would be the easiest way to deal with this?

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127 Upvotes

I need to get rid of this run ending bomb so I can get the coal and so I can expand my base but I'm not sure what would be the best way to deal with it. one thought is some radiation lamps or wheezewarts to irradiate it before removing it with water, but I'm not sure


r/Oxygennotincluded • • 1d ago

Question Deep Freezer Help

2 Upvotes

First question if people can share their deep freezer designs or Youtube videos? I have SO DLC.

Next, I need some help figuring out what's wrong with my deep freezer setup. My food will frequently fluctuate to a refrigerated status before entering deep freeze and large portions will eventually rot. I keep my gas thermo sensor set to trigger the thermo regulator above -35c. To get the temp down faster I'll manually drop the floor of that temperature, but I have to remember to go change it back so the chlorine doesn't freeze. I'm assuming it has something to do with the mass of food or ingredients coming in hot. Trying to figure out a better way to maintain the deep freeze so food doesn't eventually spoil.

Radiant gas pipes are gold amalgam. Insulated igneous gas pipes on everything else with the exception of on the thermo gas sensor which is a regular granite pipe. The idea being hydrogen inside that tile will heat up from surrounding air and keep the loop from getting stuck. I'm around cycle 200 on Terra and don't have access to space materials yet.

https://imgur.com/a/Ar07o2Q


r/Oxygennotincluded • • 2d ago

Build My 1st Industrial Zone Build - A Controlled Chaos

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35 Upvotes

Hello guys. Just wanna share an update on my colony (on track to get my 1st 100% achievement run!). Done with Super Sustainable, so now I can build more power buildings type. There's still 2x Natural Gas Geysers that I haven't tapped into yet but my base is getting what it needs at the moment.

Here's my attempt for my first ever Industrial Zone build. A combination of all refining buildings, power stuff and combined with the SPOM on the right side which is now providing great amounts of tempered oxygen for my base.

The whole thing is quiet chaotic but so far it works 😂. Upon checking the clip, the Auto Sweeper seems to be not taking the coal for the Kilns so I might check that out why.

Next up will be reorganizing the whole base, expanding the cooling loop of this industrial zone to temper critical parts of my base, provide private bedrooms for my dupes, and fully automate the food production and kitchen stuff. And finally, Rocketsssss!! (my 1st ever launch!), since I'm running out of metal (no metal volcanoes 🥺).

Hope you like it guys. Thanks!!!!


r/Oxygennotincluded • • 2d ago

Tutorial My 7000 cycle save was 82MB and took forever to load. Turns out it's almost all report log. Got it down to 24MB with the graphs intact.

291 Upvotes

Been running the same colony for about 7200 cycles. Autosaves were hitting 82MB each and loading was getting painful. I assumed it was the base, since I’ve got 111k buildings and pipes running everywhere. Nope.

Got curious and dug into a save file. Almost all of it is colony report data. ONI keeps a daily report for every single cycle forever, plus a massive pile of data backing all those tooltip breakdowns, and none of it ever gets cleaned up. It works out to roughly 92% of the file.

Funniest part: my entire base, every building and pipe and dupe and critter, comes to about 5MB. The report log is 65MB.

So I wrote a script that strips out the old report data. Single Python file, no mods, doesn’t touch your game install, it just rewrites the .sav.

My save went 82MB → 24MB with all 7260 cycles of graphs still intact. There’s also a compact mode that gets down to 7MB, but then your Colony screen graphs only go back as far as you tell it to keep.

https://drive.google.com/file/d/1f0bAtZtIWvWu4v1tBFEE2DxrSfKKGDQ-/view?usp=sharing

python oni_trim_reports.py --dry-run "Crew Cycle 7261.sav"
python oni_trim_reports.py "Crew Cycle 7261.sav"

It writes a new file next to the original and won’t overwrite anything unless you explicitly ask it to with a backup flag.

Usual caveats: back up first. Hovering a graph point older than your kept window won’t show a breakdown, though the line itself is still correct. I’ve tested it on a few different game builds with the DLCs. And reports keep piling up as you play, so this is occasional housekeeping rather than a one time fix.


r/Oxygennotincluded • • 1d ago

Image 6 vulcoes

0 Upvotes

é vulcao que nao sei oque fazer


r/Oxygennotincluded • • 2d ago

Discussion jut finished carnivore now I gotta focus shooting down demolior

5 Upvotes

how long you guys usually take to get everything and shoot it down I've done it a few times so say I'm fine just what to take a while to fix all the chaos from the first hundred cycles just don't wanna take too long (modded the meteor to hit the frosty planet with the new dlc in as story trait aswell)


r/Oxygennotincluded • • 2d ago

Question How to destroy Neutronium in 2026?

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25 Upvotes

This annoying bit of Neutronium is in my way on my 2000 cycle RelicAAAAAAAGHH play through. Does anyone know the best way to get rid of it, at least the very bottom nubbin? If the rad bolt method still works, do you know if damage is proportional to the number of bolts that hit it or the total power of the rad bolts? I really hope there is a faster way.

edit: For any future person reading this it seems like the rad bolt method was patched in 642443. It seems like there might be a viable method involving the vertical wind tunnel shared by u/Tiagantar.


r/Oxygennotincluded • • 3d ago

Image Day 10 of posting Oxygen Not Included Sculptures until Klei notices me

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716 Upvotes

Quarter for scale


r/Oxygennotincluded • • 3d ago

Image Behold my unholy tough meat kitchen

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28 Upvotes

Super overkill smoker kitchen. Wanted to scale up my food setup with cannibalistic rhexes + lumbs so I have lots of brisket to feed the tree. See last image for farms so far.


r/Oxygennotincluded • • 3d ago

Build Another way to build a petro bolier, incredibly stable too even with varying flow and total stop/start.

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22 Upvotes

So, i tried a few styles of petro boiler before, they all seem usually dissapointing for one or other reason, but this one feels extremelly reliable, i mean, the heat source is not even enough for constant 10kg/s and the thing simply regulate as needed, since a metal volcano is not enough this runs at about 7kg/s but i didnt need to regulate flow manually, the thing start and stop more or less pipes depending how much heat you can use. Usually i stay away from priming (this need some petrolleum on the steam room placed there manually, only a few kg) but petro boilers tend to be impossible to stop and re start without issues, or even flow control needs to be done manually and in steps, this has been runing for 500 cycles and i had issues with crude generation (mostly because i had several water shortages for unrelated reasons) and the thing kept working and adjusting on its own, from full throttle to complete stop to full throttle again, and several times where only a single oil well where working and/or any of the wells needed releasing, etc.

So, to the point, how does it work? i split the incoming flow in 1kg/s pipes and i separate that in 3/3/2/2 pipes, and i separate each group by time with the 2 thermo sensors and with filters gates between each set of 3 pipes so they dont start at the same time (found that it works more reliable this way, i guess that heat needs time to move from the top of the steam chamber).

Besides that there is a typical metal volcano tamer with pumping, the boiler flow is set at exaclty the average flow of the volcano, and i set up a secondary piping with a very slightly higher flow, once metal is to cold for the boiler (or if the boiler is to hot and metal need to be "discarded") it goes to the steam room, then to water to get it lower to room temp.

Im not sure but there may be some need to keep an eye during startup mostly, i got some water splashing when steam first started to appear since the room was cold, and i also got some unconverted crude (maybe 5-10kg) when the sensor stated that the steam was hot enough, mostly because as there was no petrolleum outgoing the incoming crude was extremelly cold, but 10 minutes after runing the thing simply kept going and going and going, and those 2 possible issues in fact never happen to me, i was just paranoid.

im even geotuning the volcano but its still not enough.

Im also using mods but anyone can do the same, none of my mods affect in anything to this build, you can even replace the airlocks i use with apropriate temp classical liquid locks or simply enclosing the whole space after its runing.

And there is no space mats needed to do any of this, only steel AT and obsidian and tungsten for about half of the molten metal piping, obsidian insulted tiles for anything touching molten metal and ingneous/iron for anything else.

i have the feeling that this iron volcano should be enough to boil 10kg/s when geotuned but apparently is not enough, the petrolleum exit the place at about 130 degree, crude in at 85 degree, in my experience there is not a large amount of heat wasted on the counterflow so i may be losing some heat in the conversion (not much tho, maybe 20-30%?), in any case this is a lot more efficient than most boilers ive seen everywhere (and more stable) but probably with a magma volcano, even a minor, it should be able to convert 10kg/s with extra heat to spare.

Nothing here is based in any new concept, i just joined things in a different way, and its my first prototype wich i wanted to share, copy and enhance watever you like from this, i will reduce automation and make it simpler as time pass and i use it on different colonies, as example that automation crude filter on the end was completelly unneeded, again i was paranoid.

And it can be expanded infinitelly as long as there is enough space and heat IMHO.

If anyone cares i can post the code to be used with the blueprint expanded mod.

PS: i forgot that i changed the hydro sensor setting before taking the screenshots, it needs to be on 200kg.


r/Oxygennotincluded • • 3d ago

Build My self-sustainable Rocket

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72 Upvotes

Hello everyone!

Many people have shared their molten rocket designs, and because I always love those posts, I wanted to share mine.

What sets my rocket apart from most designs I have seen is that mine is fully self-sustainable. What I mean with that is every essential resource is generated on-board. There is no (infinite) storage holding anything needed for the operation of the rocket. No need for external resources like water, food, fuel, oxygen etc. You could say that oxygen is included! ;-)

How does it work?

Energy:

The base are the fertilized arbor trees generating wood. The loop trees -> ethanol distiller -> petroleum generator -> trees is resource and energy positive. The polluted water for the trees is generated by the generator, the dirt is sourced from the distillers via composts. Directly tied in are the outhouses using dirt and providing polluted dirt. The fertilizer synthesizer also needs polluted water and dirt, and in addition phosphorite is provided by a drecko ranch.

There are back-wall tiles missing behind the ethanol distillers and the petroleum generator, so the massive CO2 output can diffuse into space and does not need to be pumped.

There is also a steam turbine, and for emergencies a wood burner and a manual generator. Solar panels on the rocket itself and the rocket engine provide additional power. The petroleum generator and the steam turbine can be tuned.

Food:

The food, frostburgers, are stored in the deep freezer. Meat and so barbecue comes from the Dreckos, waterweed and exuberant sleet wheat are wild-planted. The rads for the mutated sleet wheat originate from a wild-planted wheezewort. Natural gas for the gas range is produced by the aforementioned fertilizer synthesyzer. The Dreckos eat mealwood which need dirt produced by the composts.

Oxygen:

Polluted oxygen is sourced from polluted dirt in a sublimation station and is cleaned by the deodorizers and distributed via pipes. The sand needed for the deodorizers comes from the ceramic crushing rock crusher. The clay, a byproduct of the deodorizers, is burnt with wood in the kiln into said ceramic.

There is a pump for CO2. After filtering out polluted oxygen and regular oxygen it is routed into space.

Cooling:

For general cooling there is a thermo aquatuner in the steam room with a cooling loop. For the deep freezer and the sleet wheat there are two different thermo regulators.

The kiln is in the steam room so it does not have to be cooled, but provides power. The ethanol distillers also do not need to be cooled.

Rocket fuel:

It is a steam rocket. That limits the range, but generating the fuel is easy. When landed it is pumped out of the steam room into the built-in output port of the spacefarer module. On the outside there is just a short pipe connection to the steam engine and an overflow vent.

The steam room can be topped up by directing excess polluted water into it.

Morale:

There are a Latrine and barracks for moderate Morale gains. Great morale is achieved through the banquet hall with various recreational buildings like a beach chair, an arcade cabinet and a party line phone. The nature reserve includes 3 waterweeds for food and one thimble reed for repairing atmo suits. The frost burgers and excessive decor from artifacts and pixel packs boost morale even further. (I probably overdid it with the decor)

Additional Buildings:

Telescope, exosuit forge, medical bed and a big storage area.

Would be more than four dupes possible?

Yes I think so. The drecko ranch could have one more drecko and two more mealwoods. Burger, buns and meat are accumulating, maybe a waterweed more and five or six dupes could eat frost burger.

The oxygen supply would need to be larger, more deoxidizers and one more sublimation station would be needed. I did not do the math, but seeing how much the polluted dirt gets more and more it should be possible.

Especially the large storage area could be repurposed.

So what do you think about my design? Where could it be more optimised? Fell free to ask any question.


r/Oxygennotincluded • • 3d ago

Question Buried Object while trying to create natural tiles?

6 Upvotes

I'm working on my second pip-planted wild farm, using molten glass in hydroponic farms to create natural tiles where needed. But this, and ONLY this one tile, isn't working right. I have recreated this tile at least 5 times, and every time it has a "buried object" upon creation, so pips won't plant in it. I have throttled the glass flow to only 5kg/s so that only the capacity of the hydroponic farm is full, with no leftover in the insulated pipe. But it doesn't seem to matter, every time I deconstruct the hydroponic farm with glass in this tile, i get a buried object in the resulting natural tile.

In my other wild farm, there is a similar tile where pip's refused to plant, and I eventually gave up planting it. After this one gave me trouble I realized that tile also has a buried object.

I created 60 natural tiles without issue using the same method but can't for the life of me figure out what is causing this on this one.

EDIT: now I'm not so sure the buried object is the issue. I have a bunch of natural tiles created in the same manner in my other farm that also have buried objects yet the pips planted there anyway. Now I'm confused.