Oxygen Not Included Natural Gas Geyser Setup

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Magin Sriubas

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Aug 5, 2024, 5:54:39 AM8/5/24
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Whenentering the cavern with the geyser, make sure you install an airlock to keep it separated from the rest of your base. Entering from the top is preferable as natural gas sinks below oxygen. Build your pump near the bottom and pipe it out of the cavern. A filter is optional but recommended- piping anything besides natural gas into the generators will damage them.

Polluted water will drain out of the machine onto the floor; it doesn't use a pipe. The best way to deal with it is to put the generators on a mesh floor and let it drain there. It's up to you whether you pump it out and use it or drain it into the rest of your base's polluted water. Getting rid of it isn't urgent as the generator doesn't produce very much water- it'll take 20 cycles to fill a single tile.


More importantly, you need to get rid of the CO2. The generator produces a lot of it and must output it via a pipe. If this pipe is missing or blocked, the generator will not run. The simplest way to get rid of the CO2 is to pipe it to a Carbon Skimmer and place an output vent there.


The silver lining is I was little terrified the heat of the natural gas geyser. But necessity is the mother of invention I uncorked it and get my Natural Gas generating up and run just as the coal run out. Still it was such a mess, I restarted having learned a lot.


When the regulators are outputting their output will take priority. Since that bridge comes first it will fill the pipe, the output on the second bridge will be blocked, thus the input of that bridge is blocked, and everything things will back to the input of the regulators.


As a follow on do you need to worry about things like Decor for the first 100 or so cycles? It seems making sure everybody has Mess Table, a cot, and lavatory is really all you need for quite some time.


Make sure you have researched steam turbines, thermal regulators, and basic automation. Natural gas will come from the geyser at around 150C (302F), which we will cool to a set temperature set in the thermo sensor. The advantage of natural gas is that by building everything out of steel, nothing will over heat.


A gas pump will fill the gas reservoir with a high threshold of 10%, at which point automation will switch the pump off. The natural gas will then circulate through the 2 thermal regulators in steam chamber. Set the gas reservoir low threshold to 0%, so when the system is empty the pump will start up again.


The important step is to use a pipe thermo sensor to sort cold gas from hot gas where the cooling loop and out pipe meet (but not joined). Set the thermal sensor (pictured bottom right) to send a green signal to open the gas shut off if temperature is below 20C (68F). If the gas is too hot it will go around the loop again.


Oxygen Not Included is one of my very favourite games. And it's also just recently been released, which means a whole wave of bright-eyed players have just begun their own journey into this hilarious, beautiful, infernally complex suffocation simulator.


So, to all those players: this is the Oxygen Not Included guide that I wish I had when I was first starting out. Updated for the full release of ONI, I'll go through all the problems you'll have to solve in your first 30 cycles step by step, and show you how to use this first month to create a beautiful, elegant, and fully functional base.


Oxygen Not Included is a tremendously impressive simulation, and there's an awful lot to learn about keeping your duplicants (or "dupes") alive that the game doesn't teach you. To illustrate my points, I'll refer to various screenshots from the first 30 cycles in my latest game. If you want to have exactly the same experience as I did, here are the details you need:


This Oxygen Not Included guide will assume some very basic knowledge - how to dig, how to build, how to set priorities, and so on. I've sorted the Oxygen Not Included guide into various "problems" that you'll need to solve in order to keep your dupes alive and happy. So, let's begin!


You can see above the three dupes I settled on. If, like me, you end up with a Night Owl on your team, then while they're sleeping at the end of your first cycle you should head into the scheduling tab and create a new schedule for that dupe, so that they're always at work during the three default "sleeping blocks".


So, you've landed in the middle of an asteroid, and already our attention has turned towards urination. The top priority for your first cycle is to establish a latrine area: dig out a dead-end somewhere nearby, and build two Outhouses at the end of it, with two Wash Basins at the entrance with their arrows pointing away from the Outhouses (so that dupes wash their hands when exiting the latrine area).


But that's not all! The other essential thing you need is a supply of water: else your Wash Basins won't function. So dig towards the nearest supply and build a Pitcher Pump to suck up all that lovely soon-to-be-germ-infested water.


Once you've got those three things working, the immediate crisis is over. You're no longer in danger of your dupes painting your asteroid yellow. The next step is to establish an initial barracks area where your dupes can sleep, so plop down three Cots in a separate room near the Latrine.


Now that your dupes have a place to relieve themselves, it's time to look towards power. Many of the solutions to the various problems that arise throughout Oxygen Not Included require power. For now, all we'll need is a single Manual Generator hooked up to a pair of Batteries.


The first two things you'll need that require power are a Research Station (so you can set your researcher to work thinking up new ways to solve problems), and an Oxygen Diffuser. The Oxygen Diffuser won't be needed for another cycle or two but you might as well build it all now and disable the Diffuser until all the natural Oxylite providing Oxygen to your base has run out.


Remember to hook it all up with wires! In total, you'll need 1200-1400 Copper Ore to create all this, so make sure you mine any immediate patches of Copper Ore around your starting location.


We've sorted our initial Power supply and the basic needs of our dupes, but the food in our Ration Box won't last us long. Our plan for getting us through the first hundred cycles or more will be to build a Mealwood farm so we can feed our dupes with Liceloaf, but we're not quite ready for that yet, and we need our dupes to not starve in the interim.


So, on Cycle 3 our priorities are twofold: first, we need to get our researcher started on the "Farming" section of the tech tree, beginning with Basic Farming and heading immediately on to Meal Preparation. And second, we need to build and hook up a Microbe Musher and set it to churn out endless Mush Bars - because food poisoning is preferable to starvation.


Besides this, Cycle 3 is a good time to expand the base a little more. You'll see below I've placed doors at the entrances to our bathroom and barracks area so that we get the Morale boost from those completed rooms (if you've no idea what I'm talking about, hit F11 in-game to bring up the Room Overlay). Your Printing Pod will also give you the option for a fourth dupe this cycle. Use the same criteria as I laid out at the start of this guide. If there are no suitable candidates, you can always pick the non-dupe offering, or reject it altogether. Remember, more dupes isn't always a good thing as you'll need to keep them fed and oxygenated. They've gotta be worth the trouble.


The Food Saga continues. Hopefully by this time your researcher will have finished researching Meal Preparation, which will allow you to get starting with your Mealwood Farm using your shiny new Farm Tiles.


For the base layout I'm using (8 dupes per barracks), it's a good idea to place down a farm of 30 Farm Tiles, which will be just enough to keep all 8 dupes fed. It's okay if you don't have enough Mealwood seeds for all of them right now; just plant however many you can.


While you're getting your Mealwood Farm set up, this is a good time to turn your Oxygen Diffuser back on if you disabled it earlier. You're likely not to have much more Oxylite left by Cycle 5.


The other thing to take stock of is your material reserves. Check the dropdown menu on the right-hand side of your screen for anything you're low on, particularly Algae and Copper Ore as these are essential and slightly rarer than the usual Dirt and Sandstone that everything is made from in your starting biome.


And now would be a good time to add a second Manual Generator to your power station so that you can easily keep Oxygen Diffuser, Research Station, and Microbe Musher powered at all times.


You'll no doubt have tonnes of debris littering every surface of your base, which dupes hate with a passion (check out how much of an impact debris makes on the Decor Overlay using F8). So you'll need to create a bunch of Storage Bins so dupes have somewhere to put all this trash. I'd recommend 10-15 Bins to begin with, somewhere off to the side of your base.


The other problem is slightly more complex. We're going to install a Water Lock so that we have a place to store the nasty polluted materials that come from our Latrine. Outhouses produce Polluted Dirt, and Wash Basins produce Polluted Water. Both these things cough out Polluted Air, which isn't nice to have floating around. Hence the Water Lock.


A Water Lock is a way of creating an airtight barrier between two areas, and it's actually very easy. Check below for reference: you'll need a V-shaped depression in the ground, and you'll need to install a Bottle Emptier next to it, with Auto-Bottle enabled so that dupes will fill the space up with water. Once it's done, deconstruct the Bottle Emptier, and build a Compost Heap (for the Polluted Dirt) and another Bottle Emptier over a small pit (for the Polluted Water) on the other side.

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