Oxygen Not Included Starter Base

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Ashlyn Robello

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Aug 5, 2024, 9:51:48 AM8/5/24
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FirstI build 3 more tiles to the right of the tiles under the printing pod, skip a tile, then build 2 virtical tiles, some ladders, skip another tile and 2 more vertical tiles. Then I build 3 more sets of 4 tiles each with a single tile of space between each one. This will be the first room for the dupe's bathroom about 16 tiles wide

Then I start building up adding 2 more rooms that are 16 tiles wide (3 sets of 4 tiles separated by 1 tile spaces). I leave a 2 tile gap between the floors for storage. The room in the upper middle will be used as barracks while the room in the upper right will be for power generation. With power I can place a research station near the printing pod


After some cycles doing research I can fill all the empty spaces between tiles with airflow tiles and pneumatic doors turning all the big rooms into 16 x 4 (64 tile room size) Also I can fit a super computer, job board, microbe musher, and algae deoxydizer around the printing pod. Keep expanding the rooms to the right to place planter boxes for mealwood and another room below the bathroom to deal with waste water (note the waste water room is 16 X 7 with mesh tiles in the middle)


Continue building more rooms to make the base more symmetrical. I have built 2 greenhouse for growing bristle blossoms (16 X 4) and built small rooms above them for cooking and mess halls (16 X 2) the floors between them are all airflow tiles to allow light for the farms to pass though. I also have lights under the bathroom for algae terrariums as this is where CO2 will start to build up in the base. Once the greenhouses are build I no longer need the planter boxes of meal wood so I remove them and turn the room into a med bay. Also once the kitchen is done with the electric grill I remove the microbe musher and place a second deoxydizer. Also I remove the ration box and place a massage table turning the center room into a rec room.


After I explore most of the map and I have built large power plants, oxygen plants, as well as finding good water sources and I have access to refined metals and plastics I start remaking the barracks to include comfy beds (three per room) with space between them for flower pots and sculptures.


I tend to build my base randomly in the beginning and then get annoyed with how poorly everything fits together. Really bugs me when the base isn't a perfect square and rooms don't line up. And it would mean deconstructing everything and rebuilding it so it looks nice, so I usually end up restarting the game lol.



Been trying to come up with some simple beginner base templates for the starter biome in sandbox so I can just copy it when I start a new game. This would be the layout towards mid game once I have plastic for transit tubes. in the beginning I would have exits at both ends of the ladder.

This would end up being where all the dupes live and they take transit tubes to where ever they work. Want it as tightly packed as possible for aesthetics. Wasted space annoys me lol. I would probably end up deleting the bottom floor and using it for something else once I have a power plant base near a geyser.



If you have a standard base layout you build in the starting biome every game post screenshots. If you have better designs I can improve mine. (also point out if I've left anything out. The plant pots are going to be a row of wheezeworts for cooling down the oxygen from the electrolisers).



I'm trying to make the number of entrances as small as possible to reduce lag etc. (smaller number of choices for dupes to get from point A to B)


Probably above or below the main ladder / fire pole as there would still be space in the starter biome to build farms for the early game plants.



Would delete and rebuild later when I have transit tubes etc.




Some guidelines I always follw is to have anything that produces heat above the printing pod level, and have food production below the printing pod level so you get at least one level separation, and rising heat doesn't cause problems.


Likewise it's also a good idea to coax the starting water pools into one large in the bottom of the starting biome because water starts at about 22C and will hold that temperature very long if you pool it all together.


I've never actually ran into problems with heat rising like that. Usually whatever cooling method I'm using counteracts it. (as well as the insulating tiles.)



Do you think flipping the design so the beds are on the bottom half and the electrical stuff is on top would be better then?


The best way to build up a base is to have a plan in mind and then try doing it in a survival game instead of having great plans in debug/sandbox mode. Some things might work, others might not. I'm just sharing the basics on how to get a successful base on the way with the least amount of trouble.


lol I usually do that but I hate deconstructing everything and rebuilding because it's such a long process. And if everything doesn't line up perfectly I want to restart lmao.



My bases usually work fine they're just ugly with loads of wasted space. I can't visualise what I want to reconstruct the base into without doing it in sandbox first. It never lines up properly.


I chose a obsessive compulsory 9 by 11 square design with a corridor every 3 boxes for ventilation. It's still a mess, but getting cleaner every 50 cycles. 99 squares becomes an easy 96 square stable or a bunch of other stuff like 3 floors of 3 tile, or 4 floors of 2 tile.


The end result. The space that the spacewheel occupies is initially used as a water tank. CO2 is evacuated with an airflow tile in the floor below main shaft and in the spacewheel corner to be fed to slicksters down in the oil biome. Before that, a carbon skimmer exists by the transformers. Coal gens can be swapped for hydrogen. 96 tile drecko and hatch stables. Forgot a painting above the research station, and an incubator by the exosuit forge. Would not build the mesh tile below the lamp at the six pack farm, it's driving me insane looking at it. And a couple more minor changes not included.


Pincha peppernuts and sleet wheat grains are brought in by conveyor rail and are loaded into 2 refrigerators each, when they are full they send out an automation signal to the greenhouses shutting off irrigation to pause crops from growing


Oxygen not included is an excellent game that challenges players through connected simulations where every action a player takes can have many different reactions. This guide is intended for players just starting out and looking to survive their first 50 cycles (days containing 600 seconds).


At the begining of a new survival game you must select an asteroid on which to play. For this guide we will be playing on Rime, however the first four asteroids (Terra, Oceania, and Rime) are perfectly survivable. I have selected Rime here because it happens to have the broadest selection of biomes within it and I personally enjoy the diversity. This start of this guide works best with Terra, Oceania and Rime because of the starting biome.


You can see the world seed selected here is both metal rich and geoactive, making resources a little more available. Boulders are largely inconsequential. In the long run the most powerful asteroid traits would be Geoactive and Volcanoes as both of these traits give rise to more infinite sources of resources.


Traits modify your dupes and they are fixed for the life of the dupe (with only a minor exception). For this reason picking bad traits can be particularly damaging for a new player. Most traits simply increase attributes, but some have material, life-long effects on the dupe and the efficiency of the colony.


Having accepted your first three dupes, you start you game inside the center of the starting biome. As you build out your base in this center biome, having a structure in mind can keep things orderly going further into the game. We generally advise the below configuration of three columns of 16x4 spaces (excluding walls and floor) separated by a gap of 2 tiles to be used for transportation. This is not required, feel free to play freestyle, but after a few bases, you may find yourself tending to this structure anyway for the benefits that come later.


The Basin is important because using the Outhouse results in the dupe being covered in germs. Clicking the germ filter view in the top right of the screen gives a view of germs across the map. The below image is taken after the dupe used the Outhouse but before they have passed the basin.


Speaking of rooms. Clicking on the room overlay icon in the top right of the screen will give the following view if you have an enclosed space fulfilling the necessary requirements. We have built a Latrine room. Rooms give bonuses, its important to occasionally check the room overlay to confirm your renovations have not broken a room. These bonuses become increasingly important to dupe morale as you play.


Note that I have used a cheap Pneumatic Door and set it to always open. To have a room you need to enclose it fully, but open doors still count toward enclosing a room. Having the doors closed would just slow your dupes down if each of them is opening and closing 20 doors or more per cycle. Building these doors will require Copper Ore so dig towards some.

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