recursal/Fanatic-Fandom huggingface dataset:
Comfy Bed

This article is considered **accurate** for the current version (***U50-587362***).
This article is considered **accurate** for the current version (***U50-587362***).

## Comfy Bed

Provides a sleeping area for one Duplicant and restores additional Stamina.
Duplicants will automatically sleep in their assigned beds at night.

Duplicants prefer comfy beds to cots and gain more stamina from sleeping in them.

### Effects

Stamina Change: +200%/cycle
Health: +25/cycle

## Materials

### Plastic

200 kg

**Comfy Bed** provides a sleeping area for one Duplicant and restores additional stamina, providing more stamina regeneration than a Cot. It can be used to create a Luxury Barracks or a Private Bedroom which improve morale.

Duplicants will automatically sleep in their assigned beds during scheduled bedtime.

Comfy beds can be found as part of ruins.

## Comfy Beds vs. Cots

#### Pros

* A Luxury Barracks provides +1 morale and a Private Bedroom +2 morale versus a Barracks
* Comfy Beds in Private Bedrooms will allow dupes to spend ~6 seconds per cycle more time awake over Cots, as it raises the stamina recovery rate to 1230%/cycle.
* The Comfy Bed is wide enough to negate the Loud Sleeper trait.

#### Cons

* Twice as wide as a Cot. This increases overall base size and thus overall commute times. This erodes some of the benefits of less time spent sleeping mentioned above.
* Provides less decor than a Cot and a Masterwork Blank Canvas painting in the same space. However, decor's morale bonus can be capped by other sources and bedroom's +1/+2 to morale can only be gained from the room.
* Several Comfy Beds in a Bedroom gives the same stamina recovery rate of 1030%/cycle compared to Cots in a Barrack.

### Conclusion

Overall the only noteworthy effects of switching from cots to beds are +1/+2 morale for the rooms and -200 kg of plastic per bed (assuming that space have been planned for ahead of time).

## Notes

For radiation exposure, Duplicants are considered in the middle left cell when sleeping.

## History

* **OI-235856**: Introduced and can be used to create Bedrooms
* **U44-535720**: Can be used to create Private Bedrooms. The old Bedroom was renamed to Luxury Barracks.

## See Also

* Cot
* Ladder Bed

v · d

 Buildings

see all buildings
Artificial Friends

This article has not been revised for the current version (***U50-582745***). It was last updated for *U42-514967*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *U42-514967*. It may contain inaccuracies.

## Artificial Friends

Sweeping advances in companion technology.

* Base Game
* Spaced Out!

### Requires

Brute-Force Refinement
Advanced Research

## Unlocks

* Sweepy Dock
* Rover's Module (Only in)
Carbon Dioxide Engine

This article has not been revised for the current version (***U50-582745***). It was last updated for *U40-494396*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *U40-494396*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.*

## Carbon Dioxide Engine

Uses pressurized Carbon Dioxide to propel rockets for space exploration.

Rockets can be used to send Duplicants into space and retrieve rare resources.

## Materials

### Metal Ore

500 kg

The **Carbon Dioxide Engine** is one of the first engines available to the Dupes. It stores 100 kg Carbon Dioxide.

Since the Sugar Engine (which is similarly early unlocked) needs a resource that requires extensive preparation (and has other uses than being used as fuel), the Carbon Dioxide Engine is a more economical option. However, it has significant limitations.

## Limitations

Carbon Dioxide Engines cannot use additional fuel tanks, and the range is limited by the total amount of fuel that can be stored in the engine module itself. This gives the CO2 engine rocket a maximum range of 6 tiles. The maximum rocket height that the engine can support is just 10 tiles too; adding cargo modules is not a likely option.

Alone among the engines, this Engine does not produce electricity.

## Easy Fueling

Fortunately, fueling the Engine is very easy. Indeed, upon landing, it is possible to collect the accumulated Carbon Dioxide from the breathing of the crew and channel it into the Engine; a Gas Filter might be needed to avoid mishaps.

Considering its limitations and advantages, the Engine is best for orbital research, or for travelling between the starting planetoid and its nearest neighbour.

## Landing

When launching or landing, a rocket using a Carbon Dioxide Engine will create a CO2 exhaust cloud, with a temperature of around 200°C, regardless of the temperature of the CO2 stored in the engine. This will scald dupes if it doesn't dissipate into exposed space, though this temperature is still much more manageable than the exhaust of more powerful engines.

## Trivia

The engine resembles soda bottles that have been taped together.

## See Also

* Sugar Engine
* Rocketry in Spaced Out
* Steam Engine
* Petroleum Engine
* Small Petroleum Engine

v · d

 Buildings

see all buildings
Bog Jelly

This article has not been revised for the current version (***U50-582745***). It was last updated for *EX1-444349*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *EX1-444349*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.*

## Bog Jelly

A fruit with an outer film that contains chewy gelatinous cubes.

### Source

Bog Bucket (Spaced Out)

Bog Jelly is one of the early food game sources when starting in the Swampy Biome.

## Recipes

Inside the Electric Grill, it can be cooked into

* Swampy Delights (Spaced Out)
Briar Seed

This article has not been revised for the current version (***U50-582745***). It was last updated for *an unknown version*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *an unknown version*. It may contain inaccuracies.

## Briar Seed

### Hardness

0 (Very Soft)

The **Briar Seed** can be obtained by uprooting Bluff Briars, by digging up a Buried Object within the Temperate Biome, or as a random outcome of the Printing Pod. It grows into a Bluff Briar when planted.

## Usage

Briar Seeds can be planted in Flower Pots to increase decor.
Blastshot Maker

This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.

## Blastshot Maker

Produces Blastshot from Refined Metals combined with Petroleum.Duplicants will not fabricate items unless recipes are queued.

Blashot shells are an effective defense against incoming meteor showers.

### Effects

Produces Blastshot
Carbon Dioxide: 12.5 g/s @ 40 °C

### Auto In

**Green**: Enable
**Red**: Disable

## Materials

### Refined Metal

800 kg

**Blastshot Maker** is a Station Building. It allows the Duplicants to produce Blastshot from Petroleum and certain Refined Metals.

## Mechanics

The Blastshot Maker consumes 960 W of Power and requires Duplicant operation. Petroleum is delivered to the Blastshot Maker via fluid pipes.

Although the description says that Blastshot are crafted from Refined Metals without making any distinction, they can only be made with Iron, Copper, Aluminum and Cobalt.

The Blastshot Maker is five tiles wide. Dupe interaction is at the bottom middle tile, which means that a motion sensor on either side will not detect the Dupe, it must be placed above the building. Manufactured Blastshots are dropped on the floor at the fourth tile from the left.

One operating cycle takes 80 seconds, reduced by the Duplicant's Machinery attribute. A single continually-operating Blastshot Maker is capable of producing up to 37.5 Blastshot per cycle when operated by a Duplicant with zero Machinery points, although this rate is difficult to achieve with a single machine because the solid inputs must be Supplied by Duplicants (as the Blastshot Maker lacks any Shipping inputs).

## History

* **U46-550759**: Introduced.

v · d

 Buildings

see all buildings
Biological Cargo Bay

This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Biological Cargo Bay

Allow Duplicants to store unusual of organic resources found during space missions.
Stored resources become available to the colony upon the rocket's return.

Biological cargo bays allow Duplicants to retrieve alien plants and wildlife from space.

## Materials

### Steel

1000 kg

**Biological Cargo Bay** is used to bring home creatures and plant seeds from space missions.

## Usage

Sending a space mission to a destination can bring back live biological material:

* Smooth Hatch from Metallic Asteroid.
* Stone Hatch from Rocky Asteroid.
* Wort Seed and Sleet Wheat Grain from Interstellar Ice.
* Gassy Moo and Gas Grass Seed from the Organic Mass.
* Blossom Seed and Fry Egg from the Terrestial Planet.
* Pokeshell from the Arid Planet.
* Pip and Arbor Acorn from the Living Planet.
* Dasha Saltvine Seed from the Salty Dwarf.

It has declared capacity of 100 kg but it usually returns home with less than its maximum.

## Tips

* Ice planets and Printing Pod are the only two source of Wort Seeds aside from Wheezeworts initially generated on the starting asteroid, and Organic masses are the only source of Gassy Moo and Gas Grass. The rest are only useful to bring critters back from extinction.

* Destruction drops all the contents to the ground. But if there is Critter inside, it is recommended to build Gantry and Critter Drop-Off in Stable. Wait until Duplicants relocate the critter. Save the time capturing the critter and avoid it dying of extreme environment at Space Biome.

## See also

* Cargo Bay
* Liquid Cargo Tank
* Gas Cargo Canister

v · d

 Buildings

see all buildings
Conveyor Shutoff

This article has not been revised for the current version (***U50-582745***). It was last updated for *AP-398142*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *AP-398142*. It may contain inaccuracies.

## Conveyor Shutoff

Connects to an Automation grid to automatically turn Solid Material transport on or off.

Automated conveyors save power and time by removing the need for Duplicant input.

### Shipping

Input: Solid Material Intake
Output: Solid Material Output

### Auto In

**Green**: Enable
**Red**: Disable

## Materials

### Refined Metal

100 kg

**Conveyor Shutoff** is an automation machine used to turn off the conveyor system it is attached to. It cannot be used directly; instead you must use an automation signal to toggle it. The Conveyor Shutoff can be paired with Conveyor Rail Element Sensor to make more cheap filtration systems.

v · d

 Buildings

see all buildings
Automation Wire Bridge

This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-464102*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-464102*. It may contain inaccuracies.

## Automation Wire Bridge

Runs one Automation Wire section over another without joining them.
Can be run through wall and floor tile.

Wire bridges allow multiple automation grids to exist in a small area without connecting.

## Materials

### Refined Metal

5 kg

**Automation Wire Bridge** allows Automation Wires to cross over each other.

## See Also

* For mechanics, see Automation Wire.
* For information on how they are used, see the Automation Guide.

v · d

 Buildings

see all buildings
Conveyor Rail Thermo Sensor

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

This article has not been revised for the current version (***U50-582745***). It was last updated for *AP-398142*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *AP-398142*. It may contain inaccuracies.

## Conveyor Rail Thermo Sensor

Sends a Green Signal or a Red Signal when rail contents enter the chosen Temperature range.

Thermo sensors disables buildings when their rail contents reach a certain temperature.

### Auto Out

**Green**: The contained item is within the selected Temperature range
**Red**: Otherwise

## Materials

### Refined Metal

25 kg

**Conveyor Rail Thermo Sensor** is an automation sensor to detect the temperature of debris content in a Conveyor Rail.

The thermo sensor has a setting of temperature and can be configured as either above or below this setting. It must be built in the same tile as a Conveyor Rail segment. When the temperature of debris content in the rail meets the configured criteria, the sensor will send a Green signal. Otherwise it will send a Red signal.

If the rail is empty, the sensor retains the previous value.

## History

* **AP-397125**: Introduced.

v · d

 Buildings

see all buildings
Conductive Wire

This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Conductive Wire

Connects buildings to Power sources.
Can be run through wall and floor tile.

My duplicants prefer the look of conductive wire to the regular raggedy stuff.

## Materials

### Refined Metal

25 kg

**Conductive Wire** is used to transport power between machines just like Wire. Conductive Wire does not incur a Decor penalty and it has a maximum power capacity of 2 kW. However, it requires Refined Metal for construction.

## Mechanics

It can be run through wall and floor tiles.

If you want to cross a Conductive Wire over any other wire (including another line of Conductive Wire) without connecting the circuits, you will need to use a Conductive Wire Bridge.

## History

* **AT-242372**: Introduced.

v · d

 Buildings

see all buildings
Ceramic/fr

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.

## Céramique

La céramique est un matériau fragile et dur formé à partir d'Argile cuite. C'est un matériau de construction fiable, et un isolant abordable dans la confection de canalisations véhiculant des fluides à des températures extrêmes.

### Conductivité thermique

0.620 (DTU/(m\*s))/°C

La **Céramique** est un matériau de construction de milieu de partie qui est un très bon isolant et qui augmente la température de surchauffe des Bâtiments dont il est le matériau de construction.

Ce qui est remarquable à propos de la céramique, c’est qu’elle a une température de surchauffe élevée comme matériau de construction, ainsi qu’un bonus de décoration élevé de + 20%.

## Production

* La Céramique est produite dans le Four avec 25kg de Charbon et 100kg d'Argile
* Ou en faisant cuire de l'Argile à plus de 927°C

## Utilisation

* La Céramique est principalement utilisée pour ces verrues isolantes dans les Dalles isolées, dans les Tuyaux isolés et dans les Tuyaux de gaz isolés, en plus la Céramique est un des rares matériaux à pouvoir résister à la chaleur du Magma.
* 2500kg de Céramique est nécessaire dans la construction du Grand monument.
Atmo Suit Checkpoint

This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Atmo Suit Checkpoint

Marks a threshold where Duplicants must change into or out of Atmo Suits.
Must be built next to an Atmo Suit Dock.

Can be rotated before construction.
A checkpoint must have an atmo suit dock built on the opposite side its arrow faces.

## Materials

### Refined Metal

100 kg

**Atmo Suit Checkpoint** prohibits Duplicants from passing without an Atmo Suit. Atmo Suit Docks must be built adjacent to the checkpoint and on the opposite side the arrow points toward.

Atmo Suit Checkpoint has a Clearance setting. When a Duplicants wearing an Atmo Suit returns, there may be no empty Atmo Suit Dock to store the used Atmo Suit. In this case, setting the clearance to *Always Permitted* will allow the Duplicant to pass. The Atmo Suit will be placed on the floor. Setting the clearance to Vacancy will prohibit the Duplicant to pass. This setting is helpful when you have multiple Atmo Suit Checkpoint exits.

Note: When Duplicants change out of a worn Atmo Suit, the oxygen will drop on the ground as bottled oxygen

v · d

 Buildings

see all buildings
Brackwax Gleaner

Refines Brackene into Brine and Brackwax, and emits Carbon Dioxide.

Duplicants can slather up with brackwax to increase their travel speed in transit tubes.

### Piping

Input: Brackene
Output: Brine

### Effects

Brackwax: +90 g/s
Brine:+ 810 g/s
Carbon Dioxide: +100 g/s @ 75+ °C

### Auto In

**Green**: Enable
**Red**: Disable

## Materials

### Refined Metal

800 kg

**Brackwax Gleaner** is a Refinement building that refines Brackene into Brackwax, producing Brine and Carbon Dioxide as byproducts. It is the only way to obtain Brackwax other than boiling Brackene.

v · d

 Buildings

see all buildings
Atomic Research

*The subject of this article was removed from the game.*

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *an unknown version*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-455425**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *an unknown version*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-455425**

**Atomic Research** is the fourth tier of Research points. It is necessary to unlock more advanced structures.

Atomic Research Points are obtainable by a Duplicant with Atomic Research Skill to research at Atomic Collider, which consumes 10 Radbolts per Research Point

## See also

* Research
* Atomic Collider
* Radbolt Generator
Conveyor Receptacle

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *LU-356355*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-463874**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *LU-356355*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-463874**

## Conveyor Receptacle

Unloads Solid Materials from a Conveyor Rail into storage.

When materials reach the end of a rail they enter a receptacle to be used by Duplicants.

## Materials

### Metal Ore

200 kg

**Conveyor Receptacle** serves as an output storage container for Solid Materials from a Conveyor Rail system.

Solid Materials can be removed from a Conveyor Receptacle using an Auto-Sweeper with a Storage Bin near by if the container has a higher priority than the receptacle.

Requires Duplicant with Mechatronics Engineering skill to build.

## Tips

* It stores only 100 kg (or 5 tiles of rail network) and therefore, probably, should be augmented with Auto-Sweeper and end-point Storage Bins nearby.
* Check the box "Allow Manual Use" to allow Duplicants to access the storage.
* Duplicants and Auto-Sweepers need to reach the bottom tile of the receptacle to access its contents.

v · d

 Buildings

see all buildings
Artifact Transport Module

This article has not been revised for the current version (***U50-582745***). It was last updated for *U41-498381*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *U41-498381*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.*
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

## Artifact Transport Module

Allows Duplicants to store any artifacts they uncover during space missions.

Artifacts become available to the colony upon the rocket's return.Holds artifacts found in space.

## Materials

### Refined Metal

200 kg

The **Artifact Transport Module** is a Module that lets Rockets acquire Artifacts from points of interest on the Starmap. Upon reaching a point of interest, the artifact is automatically added to the **Artifact Transport Module**.

Recovered Artifacts must be manually removed from the **Artifact Transport Module** once the Rocket is landed.

Recovering Artifacts is instantly done upon reaching the point of interest, although it must be the destination of the rocket as opposed to a tile the rocket passes through. (This previously required a Drillcone, but with more recent updates is no longer the case. Only an **Artifact Transport Module** is needed now.)

Multiple Artifact Transport Modules can be installed on a rocket, but only one artifact will be retrieved from a point of interest at a time; however it can be useful to have extra modules so that the rocket can collect artifacts from several points of interest in one mission.

## See Also

* Artifact Analysis Station
* Rocketry in Spaced Out
* Artifacts

v · d

 Buildings

see all buildings
Arid Planet

This article has not been revised for the current version (***U50-582745***). It was last updated for *CS-442154*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *CS-442154*. It may contain inaccuracies.

## Resources

### 1

  Pokeshell

The Arid Planet is a space destination. It has Salt, Crushed Rock, and Pokeshells.
Chlorine Gas Vent

This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.

## Chlorine Gas Vent

A highly pressurized vent that periodically erupts with warm Chlorine.

### Deconstructible

No

**Chlorine Gas Vent** can be found in Swamp and Caustic Biomes and are a renewable direct source of Chlorine. Both biomes can have one exposed Chlorine Gas Vent.

If a Chlorine Gas Vent was not generated, a second Natural Gas Geyser might appear instead. Like other geysers, they are always found on top of Neutronium.
During the eruption, emission can be blocked by over-pressurization. The maximum pressure it will emit at is 5 kg. The emission has a radius of 2, meaning that it can produce its outputs even if center tiles are over-pressurized, as long as there is a valid, reachable spot to place the output in a 5x5 block. In practice, this means that an over-pressurized Geyser should have free space at least two tiles high between it and the ceiling, and one tile width free spaces to both its left and right.

## Usage

* Squeaky Pufts consume chlorine and defecate Bleach Stone, which is used by Hand Sanitizers and Waterweed. One vent can support 1-2 squeaky pufts.
* Chlorine can be used to grow some plants:
	+ Dasha Saltvines require a small amount of Chlorine to grow in addition to being fertilized with Sand, one vent can support 11-23 plants continually. Chlorine will need to be cooled before being supplied to the Dasha Saltvines.
	+ Balm Lilies require a chlorine atmosphere, however they do not consume any chlorine so a renewable source of chlorine is not required.
	+ Liquid chlorine is consumed by Gas Grass, which are only available with rockets. One vent can support 84-168 plants continually.
Beeta Hive

This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-466411*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-466411*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.*

## Beeta Hive

### Excrete

Enriched Uranium 90% consumed mass, 9 kg / Cycle

### Wranglable

No

Beeta Hives are stationary critters that rest on a solid tile, essentially acting like buildings, and spawn 1 Beetiny per cycle to grow into Beetas. They can be found in the Uranium Biome.

## Ecology

Beetas gather Uranium Ore for the hive to convert to Enriched Uranium . This conversion process is 90% efficient and is a worthwhile endeavor to look into, especially when compared to the Uranium Centrifuge's 20% efficiency. (Any material dug up by duplicants loses half the mass, which would make this 10% for the materials harvested in that situation, but not with space points of interest.)

Like any critter, a hive will starve after 10 cycles after becoming empty. To create a new Beeta Hive, a Beetiny can be placed away from a hive and allowed to reach age 2, at which point it will turn into a Beeta Hive slowly starting at nightfall over the course of 3 cycles. Beeta Hives will thus sustainably "replant" as long as there are valid spaces for a Beetiny to transform, even if there is nothing for them to eat. This creates an infinite source of radiation and Nuclear Waste.

A beeta hive will at most consume 10 kg Uranium Ore per cycle and produce 9 kg Enriched Uranium. The actual amount converted is dependent on beeta deliveries.

## Radiation

While processing uranium ore, a hive emits pulses of radiation exceeding 1800 rads/cycle that emanate from the opening and disperses 6 tiles away. Combined with the over 1440 rads/cycle of each Beeta, and 470 rads/cycle of each Beetiny, this makes them a potential hazard, so Lead Suits are recommended if duplicants are going to be spending significant time near them.

## Trivia

In real life, reactor grade enriched uranium typically comprises 3-5% U-235 while natural uranium is only about 0.7% U-235. This is consistent with the ratio provided by the uranium centrifuge. While the U-238 in depleted uranium cannot sustain nuclear reactions, that does not mean it does not contain energy. In fact, there are so called breeder reactors that can convert depleted uranium into fissile material which can sustain nuclear reactions. The ability of the beeta hive to convert most of the material into "enriched uranium" (in this case, it should be referred to as fissile material) is similar to that of these breeder reactors.

## History

* **U39-490154**: Fixed issue preventing **Beeta Hives** from being prioritizable.
Build

This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*
Building requires empty space (save for wires and pipes), material delivery, and for most buildings a supporting floor.

The Duplicant's Construction skill affects build speed by +25% per point.

## Note

1. Hold the Shift key to build straight walls, floors and ceilings.
2. The game attempts to prevent errands without corresponding materials... This is only important during 1st cycle or when low on resources.

## Bugs

1. The game fails to check fast enough... Players can move mouse really fast to place more errands than when moving mouse slowly.

## References

1. ↑ 1.0 1.1 1.2 1.3 Confirmed with U46-552078.
Arbor Acorn

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

This article has not been revised for the current version (***U50-587362***). It was last updated for *RP-381414*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *RP-381414*. It may contain inaccuracies.

### Hardness

0 (Very Soft)

The **Arbor Acorn** is the seed of Arbor Tree. When planting, it requires one unit of empty space on the left and right to allow room for the branches to grow.

As the tree itself doesn't produce any seeds, the only way of expanding the available number of seeds (apart from finding more seeds, of course) is by planting the tree inside a Pip stable. The Pips will drop the seeds from the tree in the ground.

It can be obtained by uprooting an arbor tree, digging buried objects in forest biomes, and random printing pod care packages.
AND Gate

This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.

## AND Gate

Outputs a Green Signal when both Input A AND Input B are receiving Green.
Outputs a Red Signal when even one Input is receiving Red.

This gate outputs a Green Signal when both its inputs are receiving Green Signals at the same time.

## Materials

### Refined Metal

25 kg

**AND Gate** is a basic logic gates introduced in the Automation Upgrade. An AND Gate will output Green if and only if **both** of its inputs are receiving Green. These particular gates are useful in scenarios where you want, say, a device to turn on when a sensor becomes active *and* a switch is turned on.

The two nodes with the arrow facing *toward* the device are the inputs, while the third node is the output.

## Truth Table

 Red
 Green
 Green

## Automation Ribbon

AND Gate's behavior to Automation Ribbon is same as bitwise AND - For example, when first input is 4-Bit RRGG and second input is RGRG, then its output is 4-Bit RRRG.

## Tips

* The AND Gate, like other automation gates, can be placed behind buildings and tiles, as well as in the same space as pipes or wires.
* Like the OR and XOR gates, the fourth space on the AND gate's graphic does nothing, and automation wires can cross freely through this space.

## History

* **AT-242372**: Introduced.
* **AP-397125**: Updated artwork.
* **AP-399090**: Added sound.

v · d

 Buildings

see all buildings
Basic Nosecone

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *EX1-449549*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-455425**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *EX1-449549*. Unreflected changes in the discussed game mechanics are detailed here: **EX1-455425**

*This article is related to DLC content of Spaced Out.*

## Basic Nosecone

Protects a Rocket during takeoff and entry, enabling space travel.

Every Rocket requires a nosecone to fly

## Materials

### Ceramic

200 kg

A **Basic Nosecone** requires 400 kg Refined Metal and 200 kg of an Insulator, either Refined Carbon, Ceramic, or Insulation.

## See Also

* Rocketry in Spaced Out
* Spacefarer Module
* Solo Spacefarer Nosecone

v · d

 Buildings

see all buildings
Battery

This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Battery

Stores Power from generators, then provides that Power to buildings.
Loses charge over time.

Batteries allow power from generators to be stored for later.

### Effects

Power capacity: 10 kJ
Power runoff: 1 kJ/cycle

## Materials

### Metal Ore

200 kg

The **Battery** is a building which can be connected to power circuits to store excess energy for later use. Batteries will charge, using power from the circuit, whenever production exceeds consumption, and discharge, providing power, when the reverse is true. A battery containing charge will lose 1 kJ/cycle to power runoff, and produce 1.25 kDTU/s of heat.

Regular Batteries can be built as soon as enough Metal Ore is available, and are key to efficiently powering early-game Research. However, both upgraded batteries are available from early-game research and the regular Battery has no real advantages over them, making it one of the first structures most colonies will completely replace.

* The Jumbo Battery has four times the capacity at the cost of double size and runoff, essentially being a 2x improvement in both energy density and energy rentention compared to the base Battery.
* The Smart Battery is an improvement on the base Battery in every way other than size - the two have the same charge density, but the smart battery has substantial reductions in heat production and power runoff in addition to its signature Automation Wire functions.

This leaves the only two factors in favour of the regular Battery as size and cost - but the instant multiple batteries are added to a single larger circuit, both of these also favour the Jumbo or Smart Batteries, which are both better in every respect than two single Batteries connected to the same circuit.

## See also

* Power
* Manual Generator
* Jumbo Battery
* Smart Battery

v · d

 Buildings

see all buildings
Colony

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*
Players manage duplicants to dig, build and maintain a subterranean asteroid **colony**. Colonies are filled with various buildings. Players have to manage various things in order to survive like oxygen supply, water supply, food supply, waste disposal, heat and cold, stress relief and training of duplicants.

The Printing Pod is the most important building in a colony. It is the only way duplicants can be created.
Automation Broadcaster

*This article is related to DLC content of Spaced Out.*

Broadcasts Automation signals across space to other planetoids in range.

**Automation Broadcaster** allows automation signals to be sent between distant locations across space, allowing different planetoids to send signals, to be received by the Automation Receiver. The maximum range of the Automation Broadcaster is 5 tiles on the space map, and it must be placed with an unobstructed line of sight to space, similar to the Interplanetary Launcher or a Telescope (Spaced Out). Automation Broadcasters can be renamed in the properties panel, allowing for a descriptive name for the signal being broadcast. The name will show up in the list of channels the receiver can switch between, allowing for multiple broadcasters to be used from a single planetoid at the same time without conflicting signals. Multiple receivers can accept a signal from the same broadcaster.

Despite the regular automation input icon shown when in the automation overlay, Automation Broadcasters can accept either a single Automation Wire, or an Automation Ribbon, and will broadcast every line of the automation ribbon to the destination receiver(s). If one end of an automation broadcaster/receiver pair has mismatched ribbon and regular wire connections, the regular automation wire may take Signal Overload Damage, depending on the direction of the mismatch.

Additionally, Automation Broadcasters and Receivers can be placed into rocket capsules. When inside a rocket capsule, the rules regarding being exposed to space do not apply to any obstructions to line of sight, even allowing one to be completely enclosed in a box of solid tiles and still functioning.

If an Automation Broadcaster does not have Line of Sight, the status will include "No Line Of Sight" and gain a red indicator on the building.
Command Capsule

This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Command Capsule

Contains passenger seating for Duplicant Astronauts.
A Command Capsule must be the last module installed at the top of a rocket.

At least one astronaut must be assigned to the command module to pilot a rocket.

### Requires

Duplicant assignment
Rocket Piloting skill
1 Atmo Suit

### Auto In

**Green**: Launch rocket
**Red**: Awaits launch commmand

### Auto Out

**Green**: Rocket launch checklist is complete
**Red**: Rocket launch checklist is incomplete

## Materials

### Steel

200 kg

**Command Capsule** is a mandatory module for Rockets.

Assigned duplicant must have Rocket Piloting skill, it also must be able and allowed to "operate".

A Command Capsule requires one Atmo Suit to function.

## Automation

A Command Capsule has one automation output port and one automation input port. The output port indicates whether the rocket checklist is all completed and ready to take off. The input port instructs the rocket to launch.

The output port will continue outputting Green until the rocket leaves the map.

A basic automation solution is to connect the Command Capsule output port to a FILTER Gate, and then connect the FILTER Gate to the Command Capsule input port. The effect is that once a rocket is ready to take off, it will wait for X seconds before auto-launching. These X seconds are for gantries to retract and any unused fuels in fuel pipes to flow back to the storage. Note the gantries and fuel management needs additional automation solution.

## Tips

* Duplicants do not require any life-support while inside the Command Capsule and will not leave it without player's input, which allows to use it as a suspended animation chamber.
	+ Sight-Seeing Module has the same effects, but without any requirements.
* A duplicant wearing a Jet Suit can enter the Command Capsule without the use of a Gantry. However they will not be able to exit the Command Capsule without one.

v · d

 Buildings

see all buildings
Biobot

A Pathogen-Fueled Extravehicular Geo-Exploratory Guidebot (Model Y), aka "P.E.G.G.Y."

It can be assigned basic building tasks and digging duties in hazardous environments.

### Health

100

The **Biobot** is an automated robot that can do basic Duplicants tasks. They are created at the Biobot Builder from Steel and Zombie Spores. Once the internal Biofuel battery runs out it is automatically marked for deconstruction. The battery runs down at a constant rate, even ifthe bot is idle, and lasts 10 cycles.

## Biobot compared to Duplicants

Like Dupes, Biobots are able to traverse ladders, jump up 2 tiles, and jump over one block gaps. They will seek out viable errands, but are limited in the errands they can perform. Since their attributes never increase they usually perform tasks slower than a dupe.

The main advantage P.E.G.G.Y. has over a Duplicant is that they have no external needs and therefore can work uninterrupted for as long as their battery lasts. They are also unaffected by many hostile environments like underwater, in Vaccum, inside of Magma or in high-radiation areas.

## Performable Tasks

### Can do

* Can dig soft materials
* Can construct any building unlocked with Novice Research
* Can collect from a Pitcher Pump and supply a Bottle Emptier
* Can perform Supply and Storing errands

### Can't do

* Cannot dig anything which requires Skill: Hard Digging or higher
* Cannot construct any building that requires Advanced Research or greater
* Cannot operate buildings
* Cannot Mop fluids
* Cannot Disinfect or Repair
* Cannot Attack critters
* Cannot uproot plants

## Trivia

* Biobot's pilot is a variant of the Morb named Sporb
* they are called MorbRover in the gamefiles

## Bugs

* they share a bug with Rovers which allows them to operate with an empty battery
* they are picked up by Sweepy and can be marked for Sweeping with the multi-select mode of the Sweep Tool

## See Also

* Rover
* Biobot Builder
Carbon Dioxide Vent

This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U46-552078*. It may contain inaccuracies.

## Carbon Dioxide Vent

### Deconstructible

No

The **Carbon Dioxide Vent** is a Geyser which provides a gradual stream of high-temperature Carbon Dioxide.

Due to a mixture of its low output (an average of 63 kg/cycle across its whole activity cycle), the large number of machines which produce carbon dioxide as a byproduct, and low SHC offsetting the high output temperatures in terms of heat output (it produces an average of about 44.4 kDTU/s, or about two-and-a-half Space Heaters), carbon dioxide vents offer little utility and can be considered a low-priority geyser.

The high temperature of its output can be used to help offset lower-temperature inputs to Slickster ranches, but on its own an average vent can supply three slicksters continually. Even then, a door pump into the ranch is necessary to avoid damaging pumps - unless Thermium is available.
Conveyor Rail Element Sensor

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *AP-398142*. It may contain inaccuracies.

## Conveyor Rail Element Sensor

Sends a Green Signal when the selected item is detected on a rail.

Element sensor can be used to detect the presence of a specific item on a rail.

### Auto Out

**Green**: The configured item is on the rail
**Red**: The configured item is not on the rail

## Materials

### Refined Metal

25 kg

**Conveyor Rail Element Sensor** is an automation sensor that detects the content of a Conveyor Rail. It has an element filter for the player to choose a type of element. It must be built in the same tile as a Conveyor Rail segment. When the chosen element is detected in the rail, it will output a Green signal. Otherwise it will output a Red signal.

If the rail is empty, it outputs a Red signal.

## Usage

Conveyor Rail Element Sensor combined with Conveyor Shutoff works just as Solid Filter, but consumes less power (10 W vs. 120 W).

## History

* **AP-397125**: Introduced.

v · d

 Buildings

see all buildings
Balm Lily Seed

This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *LU-356355*. It may contain inaccuracies.

## Balm Lily Seed

### Hardness

0 (Very Soft)

The **Balm Lily Seed** is the seed of Balm Lily. It can be obtained by harvesting and uprooting a Balm Lily, or by digging up a Buried Object within the Caustic Biome. It grows into a Balm Lily when planted.
Care Package

This article has not been revised for the current version (***U50-587362***). It was last updated for *U48-567980*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U48-567980*. It may contain inaccuracies.
**Care Packages** are only obtainable from the Printing Pod or the Mini-Pod. An active Printing Pod will have a chance to offer a Care Package every three cycles.

Some items will not be offered as care packages until discovered, however, these become available regardless after cycle 500 in the Spaced Out! DLC.

All liquids arrive bottled. All critters and eggs spawn in a wild state at 20 °C and might die shortly if the environment is inhospitable.

## Exploits

* Saving and reloading with the Printing Pod ready will generate a new selection of blueprints or care packages. This can be exploited to shuffle the duplicants and care packages until the desired duplicant or care package is available.
* Care packages can be duplicated when saving and reloading when both the item being delivered and the care package are spawned.

## History

* **QLM2-309851**: Care package introduced
Cartographic Module (Spaced Out)

This article has not been revised for the current version (***U50-582745***). It was last updated for *U44-537329*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *U44-537329*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.*

## Cartographic Module

Automatically analyzes adjacent space while on a voyage.

## Materials

### Plastic

1000 kg

The Cartographic Module allows for travel into unexplored hexes of the Starmap. Unlike a Telescope in the interior of the rocket it can help reveal the starmap without much player intervention, as the path is constantly being revealed as the rocket travels without stopping to discover a path. This is generally only the case for long range rockets, as rocket height and Burden is much more of an issue for short range rockets, where a Telescope inside the rocket would usually be sufficient.
Ceiling Light

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *LU-356355*. Unreflected changes in the discussed game mechanics are detailed here: **U44-535720**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *LU-356355*. Unreflected changes in the discussed game mechanics are detailed here: **U44-535720**

## Ceiling Light

Provides Light when Powered.
Duplicants can operate buldings more quickly when the building is lit.

Light reduces Duplicant stress and is required to grow certain plants.

### Effects

Light Range: 8 tiles
Brightness: 1800 Lux

### Auto In

**Green**: Enable
**Red**: Disable

## Materials

### Metal Ore

50 kg

**Ceiling Light** improves Decor Opinion and reduces Stress by providing Light.

## Usage

Although it consumes more power than the Lamp and provides the same amount of light radius when placed on a 4-tiles high ceiling, the Ceiling Light has the invaluable ability to be placed in areas that aren't usually filled with other structures.

Bristle Blossom growth requires Light.

The working speed of machine operation can be increased by +15% when lit.

Combined with Thermo Sensor, it can be useful for heating up Plants due to its low heat effect and ease of placement.

## Mechanics

Ceiling Light provides its largest horizontal light coverage to the 5th and 6th level below it (11 tiles coverage width).

v · d

 Buildings

see all buildings
Aluminum

(Al) Aluminum is a low density Metal.

**Aluminum** is a metal refined from Aluminum Ore.

## Usage

Aluminum has high thermal conductivity of 205, which is higher than Diamond and second only to Thermium. This makes it an ideal material for heat-conducting Metal Tiles, Tempshift Plates, and Radiant Liquid and Gas Pipes. However, with only half the melting point of Iron, it is not suitable for extremely high temperature environments.

As a Refined Metal, it can be used to build advanced Power systems, buildings, and Automation systems.

Exosuit Forge produces Atmo Suit with Aluminum and Reed Fiber:

300 kg Aluminum + 2 unit Reed Fiber = 1 unit Atmo Suit
 Molecular Forge produces Fullerene from Aluminum, Graphite, and Sulfur:

5 kg Aluminum + 90 kg Graphite + 5 kg Sulfur = 100 kg Fullerene
## Production

Metal Refinery produces Aluminum from Aluminum Ore with 100% efficiency:

100 kg Aluminum Ore = 100 kg Aluminum
Smooth Hatches eat Aluminum Ore and excrete Aluminum with 75% efficiency.

Rock Crusher produces Aluminum and Sand from Aluminum Ore:

100 kg Aluminum Ore = 50 kg Aluminum + 50 kg Sand