recursal/Fanatic-Fandom huggingface dataset:
Medical Equipment

This article has not been revised for the current version (***U50-587362***). It was last updated for *an unknown version*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *an unknown version*. It may contain inaccuracies.
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

## Medical Equipment

The basic necessities doctors need to facilitate patient care.

## Unlocks

* Sick Bay
* Hand Sanitizer
Liquid Meter Valve

This article contains **outdated information** that is inaccurate for the current version.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 • EX1-469287 • FA-471618**
This article contains **outdated information** that is inaccurate for the current version.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 • EX1-469287 • FA-471618**

## Liquid Meter Valve

Tracks the mass of liquid flow through the pipe.

Connects to an Automation grid to automatically turn Liquid flow off when the specified amount has passed through it.

### Piping

Input: Liquid Intake
Output: Liquid Output

### Auto In

**Green**: Reset counter and start liquid flow
**Red**: Nothing

### Auto Out

**Green**: When the total amount of liquid meets the set value.
**Red**: When the amount of liquid is below the set value.

## Materials

### Plastic

50 kg

**Liquid Meter Valve** is a building used to track and control the mass of liquid flowed through Liquid Pipes. It will shut off the pipe once the total amount meets the set value.

### Limit

A liquid meter has a limit setting:

* the minimum limit is 0 kg;
* the maximum limit is 500 kg;
* the minimum, nonzero limit is 0.001 kg (1 g);

### See Also

* Gas Meter Valve
* Conveyor Meter

v · d

 Buildings

see all buildings
Mafic Rock/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 (***U50-582745***). It was last updated for *EU-279457*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *EU-279457*. It may contain inaccuracies.

## Roche Mafique

La roche mafique est une variante riche en fer de la roche magmatique. Utilisée comme matériau de construction.

### Radiation Absorption

65 %

La *roche mafique* est un matériau de construction qui n'existe que dans le biome de l'espace. Lorsque la roche mafique est chauffée à 1409,9 °C, elle se transforme en magma.
Health

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

A typical Duplicant's Health is 100/100.
When a duplicant's health falls below 85/100 they gain the Light Wounds status effect that directly affects a duplicant's Athletics attribute by -3. This essentially reduces a duplicant's default run-speed, causing them to run ever slower as they lose more health.

If a duplicant's Health then falls below 66/100 they will gain the Moderate Wounds effect, giving them a -6 Athletics debuff.

Additionally if Health falls below 33/100 they will gain the Severe Wounds effect, giving them a -9 Athletics debuff.

When a duplicant has their Health reduced to 0/100 they immediately become Incapacitated and begin dying, if they aren't rescued within 120 seconds (2 minutes) the duplicant will permanently die and then possibly need a Tasteful Memorial.

After a duplicant gets assigned and moved to a Triage Cot they can receive medical treatment that helps a duplicant recover their Health faster which lessens the Wounds status as their Health climbs above the relevant thresholds.

### Health status effects

To save a duplicant who is dying be sure you have a free Triage Cot and that at least 1 duplicant has Medical prioritized in order to add an errand to save the dying duplicant. You can also put the Triage Cot to Priority 9 to help give the errand higher urgency.

While assigned to a Triage Cot a duplicant will restore health at a base rate of 50 Health per cycle, but if another duplicant provides Medical care the Cot ridden duplicant will gain the Receiving treatment buff, which ups their recovery rate by 25 for 0.5 of a cycle.

Once the duplicant is placed in a Triage Cot they can actually walk around, catch their breath, eat etc. even with 0/100 Health. The Wounds status is even missing temporarily until they get back onto the Triage Cot.
Hand Sanitizer

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: **U34-476059 • U43-525812**
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: **U34-476059 • U43-525812**

## Hand Sanitizer

Removes most Germs from Duplicants.
Germ-covered Duplicants use Hand Sanitizers when passing by in the selected direction.

Hand sanitizers kill germs more effectively than wash basins.

## Materials

### Metal Ore

100 kg

**Hand Sanitizer** is a Medicine Building that uses Bleach Stone to remove four times as many surface Germs from Duplicants as Wash Basins or Sinks. Duplicants that have surface Germs will use it when walking by in the direction of the arrow.

## History

* **OU-229531**: Now kills Germs instead of removing the Dirty Hands effect.
* **R2-266730**: Use time significantly reduced.
* **U34-476059**: Size reduced from 2x3 to 1x3.
* **U43-525812**: Hand Sanitizer no longer requires Bleach Stone to build; instead it must be delivered after being built.

v · d

 Buildings

see all buildings
Liquid Cargo Tank (Spaced Out)

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: **EX1-461084**
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: **EX1-461084**

*This article is related to DLC content of Spaced Out.* There is a version of this article for the Base Game, see Liquid Cargo Tank.

## Liquid Cargo Tank

Allows duplicants to store some of the liquid resources found during space missions.
Stored resources become available to the colony upon the Rockets return.

Duplicants will fill cargo tanks with whatever resources they find during space missions.

### Requires

attached Liquid Rocket Port to load and unload

## Materials

### Refined Metal

200 kg

It holds 9000 kg of liquids, less cargo per module and per Rocket Burden than the Large Liquid Cargo Tank.

  Large Liquid Cargo Tank | 5 | 27000 kg | 5400kg/burden

## Trivia

* Despite being constructed with 200 kg Refined Metal, the Liquid Cargo Tank has a mass of 300 kg.
* Similar to all the **Cargo Modules**, its current description is almost a word for word copy from their Base Game Versions, still referring to space missions, not the travel between Planetoids, as is the case in Spaced Out.

## See Also

* Rocketry in Spaced Out
* Large Liquid Cargo Tank
* Cargo Bay
* Large Cargo Bay
* Gas Cargo Canister
* Large Gas Cargo Canister

v · d

 Buildings

see all buildings
Ice Block

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.

## Ice Block

Majorly increases Decor, contributing to Morale.
Must be sculpted by a Duplicant.

Prone to melting.

## Materials

### Ice

400 kg

**Ice Block** is a decorative building in the Furniture category that provides a Decor bonus to its surroundings and can be sculpted to provide a further bonus. The quality of the sculpture influences this bonus with higher quality sculptures from highly skilled artistic Duplicants producing the best Decor bonuses.

Ice Blocks will melt if not kept cold. They are most efficient in low-temperature, high-traffic areas; since they are twice as wide as other similar sculptures (e.g. Metal Block), they are a less space-efficient Decor provider than most.

There is 1 kind of crude and 2 kinds of quaint sculptures; one of the quaint sculptures is locked behind a Blueprint.

## Notes

* As opposed to other types of Artwork, there are no masterpiece-quality type Ice Block sculptures.

## Tips

* Ice sculptures melt above -0.6 °C, so they're only useful as a constant source of decor in subzero temperatures or in space, as long as they're protected from the heat of comets, regolith and rockets.
* Two Large Sculpting Blocks provide as much decor as a single Ice Block, although they cost twice as much in total and have a *slightly* diminished range owing to their size (1x3 tiles).
	+ Similarly, two Metal Blocks provide *twice* as much decor as a single Ice Block (or even more, depending on the materials used).
* Building Ice Blocks on Mesh top of the colony's supply of cold fresh water is a good way to make it last a bit longer, absorb quite a bit of ambient heat, and train artists without needing to deconstruct the statues. Liquid and any gases with high thermal conductivity will exchange heat with the ice block more quickly in case one intends to turn it into cold water.
* Ice Blocks cannot be placed in Sandbox Mode without instantly melting, since it places all buildings at 20 °C, but when in Debug Mode the building can be cooled down to subzero temperatures if the game is paused.

## See also

* Sculpting Block
* Large Sculpting Block
* Metal Block
* Marble Block

## History

* **U44-535720**: Added Blueprint sculptures.
* **TB-246879**: Introduced.

v · d

 Buildings

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Heavi-Watt 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.

## Heavi-Watt Wire

Carries more Wattage than regular Wire without overloading.
Cannot be run through wall and floor tile.

Higher wattage wire is used to avoid power overloads, particularly for strong generators.

## Materials

### Metal Ore

100 kg

**Heavi-Watt Wire** carries 20 times more power than a standard Wire, but causes very low decor values for a wide area. It should therefore not run along the pathways the Duplicants walk or work along regularly.

## Tips

* It cannot run through tiles or doors, so plan ahead.
* Because of its huge negative decor impact it makes sense to run this wire along separated maintenance tunnels without Duplicant access - and only in spaces where Duplicants do not need to work. Shield it with walls and doors wherever it runs near Duplicant operated items.
* For the same reason do not connect it to Duplicant operated items like the Manual Generator - use a Power Transformer to connect it in appropriate distance and then use other wires from there.
* You can use Heavi-Watt Joint Plate with Heavi-Watt Wire if you need to go past doors or single tiles.

## See Also

* Heavi-Watt Conductive Wire - variant that can stand 50 kW and has a reduced decor penalty
* Mechanized Airlock - to limit access to and decor exposure.
* Power Transformer - to connect separate grids (one-directional).

v · d

 Buildings

see all buildings
Large Liquid Cargo Tank

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: **EX1-461084**
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: **EX1-461084**

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

## Large Liquid Cargo Tank

Allows duplicants to store most of the liquid resources found during space missions.
Stored resources become available to the colony upon the Rockets return.

Holds more than a regular Cargo Tank.

### Requires

attached Liquid Rocket Port to load and unload

## Materials

### Steel

1000 kg

Holds 27000kg of liquid, three times as much than the regular Liquid Cargo Tank for less than twice the burden.

  **Large Liquid Cargo Tank**  | 5 | 27000 kg | 5400kg/burden

## Trivia

* While constructed with 1000kg Steel, the Large Cargo Bay will have a mass of 2000kg of that metal.
* Similar to the all **Cargo Modules**, its current description is almost a word for word copy from their Base Game Versions, still referring to space missions, not the travel between Planetoids, as is the case in Spaced Out.
* Its flavor text refers to the small Liquid Cargo Tank as only **Cargo Tank**.

## See Also

* Rocketry in Spaced Out
* Liquid Cargo Tank
* Cargo Bay
* Large Cargo Bay
* Gas Cargo Canister
* Large Gas Canister

v · d

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Large Cargo Bay

This article has not been revised for the current version (***U50-582745***). It was last updated for *EX1-461084*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-582745***). It was last updated for *EX1-461084*. It may contain inaccuracies.

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

## Large Cargo Bay

Allows duplicants to store most of the Solid Materials found during space missions.
Stored resources become available to the colony upon the Rockets return.

Holds more than a regular Cargo Bay.

### Requires

attached Solid Rocket Port to load and unload

## Materials

### Steel

1000 kg

Holds 27000kg of material, more than twice as much than the regular Cargo Bay for only one and a half times the Burden.

  **Large Cargo Bay** | 6 | 27000 kg | 4500kg/burden

## Trivia

* While constructed with 1000kg Steel, the Large Cargo Bay will have a mass of 2000kg of that metal.
* Similar to the Cargo Bay, its current description is almost a word for word copy from the Base Game Version of the Cargo Bay (changing "stores some of the material" to "stores **most** of the material"), while still referring to space missions, not the travel between Planetoids, as is the case in Spaced Out.

## See Also

* Rocketry in Spaced Out
* Cargo Bay
* Orbital Cargo Module
* Liquid Cargo Tank
* Large Liquid Cargo Tank
* Gas Cargo Canister
* Large Gas Cargo Canister

v · d

 Buildings

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Mafic Rock

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.

## Mafic Rock

Mafic Rock is an Iron-rich variation of Igneous Rock.
 It is useful as a Construction Material.

### Properties

 Generic Buildable, Solid, Raw Mineral

**Mafic Rock** is a construction material that exists in the Space Biome and the Rust Biome. When Mafic Rock is heated to 1411.85 °C (melting point + 2 °C), it will turn into Magma.

## Usage

Mafic Rock is first and foremost attractive due to its comparatively low Thermal Conductivity, which makes it a quite decent insulator. However, due it not being a Plumbable, it cannot be used to build (Insulated) Liquid Pipes. So, if Insulation or Ceramic aren't available in bulk, Mafic Rock is a good substitute for use in Insulated Tiles and Insulated Gas Pipes.

## Trivia

* Although its description states that Mafic Rock is Iron rich, there is no way to extract any Iron from it.
Liquid Pipe Element Sensor

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.

## Liquid Pipe Element Sensor

Sends a Green Signal when the selected Liquid is detected within a pipe.

Element Sensors can be used to detect the presence of a specific liquid in a pipe.

### Auto Out

**Green**: Chosen Liquid is detected
**Red**: Chosen Liquid is not detected

## Materials

### Refined Metal

25 kg

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

If the liquid pipe is empty, it outputs a Red signal.

## Usage

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

v · d

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Liquid Filter

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.

## Liquid Filter

Sieves one Liquid out of a mix, sending it into a dedicated Filtered Output Pipe.
Can only filter one liquid type at a time.

All liquids are sent into the building's output pipe, except the liquid chosen for filtering.

### Piping

Input: Liquid Intake
Output: Filtered Liquid Output
Other Liquid Output

### Auto In

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

## Materials

### Metal Ore

200 kg

**Liquid Filter** removes the selected Liquid out of a stream of an inbound liquid mixture, sending it into a separate, filtered output Pipe.

It works the same way as its Gas Counterpart, essentially "teleporting" packet of liquids to their respective output.

## Usage

In order to use a Liquid Filter, just connect it to Liquid Pipes and a Wire. Once it is constructed, a filter can be selected immediately.

Some useful notes:

* The Liquid Filter will not let any liquid pass through without power.
* It will consume power regardless of which output the liquid is sent to (this also applies to when the filter element is set to "none.")
* If no filtered output is selected, all incoming liquid packets will be sent to the regular output.

For further usage examples and alternatives, see Gas Filter.

## Trivia

* The Liquid Filter model resembles a Francis Turbine, a type of water turbine.

v · d

 Buildings

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Klei Entertainment/fr

**Klei Entertainment** est un studio de développement de jeux vidéo indépendant créé en Juillet 2005 et situé à Vancouver, British Columbia. Ils développent la simulation de colonie spatiale en accés anticipé *Oxygen Not Included* (version finale sortie en Juillet 2019).

Klei a égalemment développé des jeux comme Mark of the Ninja, Invisible Inc., Don't Starve et une variante de Don't Starve en multijoueur, Don't Starve Together.
Jumbo Battery

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.

## Jumbo Battery

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

Larger batteries hold more power and keep systems running longer before recharging.

### Effects

Power capacity: 40 kJ
Power runoff: 2 kJ/cycle

## Materials

### Metal Ore

400 kg

**Jumbo Battery** is used to store extra power that your duplicants create. It must be tied via power wires to run. It uses power when no duplicants/machines produce power until it runs out of stored power. The power in the battery slowly dissipates when not in use. It has the most power density among batteries.

## Tips

* Make sure to build your Batteries on the same circuit as your power generators. Otherwise your power generators will continuously run - even if the Batteries' charge threshold has been met.
* For optimal performance you should follow "Power Generation → Heavi-Watt Wire → Power Transformer" pattern. This helps avoid overloading the wires and saves the time and resources that would be spend on maintenance.
* Despite 5x runoff, 2.5x heat output and lack of automation connection Jumbo Batteries are not fully outclassed by Smart Batteries, as they require no refined metals and can be automated by a combination of timers and transformer-based gates. This, for example, allows to halve the size of Solar Panel's backup battery array.

## Trivia

* The designs of the all three batteries is based off the first actual battery, called Voltaic pile, which consisted of Zinc-Copper discs on top of each other repeatedly.

## See also

* Power
* Battery
* Smart Battery

v · d

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Irradiated Marsh Asteroid

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

*This article is related to DLC content of Spaced Out.* There is a version of this article for the Base Game, see Asteroid Types.

The **Irradiated Marsh Asteroid** is a small planetoid.

## See also

* Biomes in Spaced Out
* Starmap in Spaced Out
Liquid Oxidizer Tank (Spaced Out)

This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-449549*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EX1-449549*. It may contain inaccuracies.

*This article is related to DLC content of Spaced Out.* There is a version of this article for the Base Game, see Liquid Oxidizer Tank.

## Liquid Oxidizer Tank

Stores Liquid Oxygen for burning rocket fuels.

Liquid Oxygen improves the thrust-to-mass ratio of rocket fuels.

## Materials

### Steel

100 kg

The **Liquid Oxidiser Tank**  holds 450 kg of Liquid Oxygen, which is the most efficient oxidizer.

Due to its outstanding efficiency compared to other oxidizers, it is best used when you need to keep modules and burden at a minimum.
Its oxidizer to fuel ratio is 1:4, meaning you can have 1800 kg of fuel with a single full tank.

## See Also

* Rocketry in Spaced Out
* Small Solid Oxidiser Tank
* Large Solid Oxidizer Tank

v · d

 Buildings

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Igneous Rock/fr

This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.

## Roche Magmatique

La roche magmatique est un composite constitué de roches volcanique solidifiées. Elle est utilisée comme matériaux de construction. En début/ milieu de partie, cette roche sera un allié non-négligeable pour fabriquer vos premières parois, tuyaux et conduites isolantes.

## Utilisation

La roche magmatique est un minéral que l'on trouve en abondance dans le biome caustique et le biome pétrolier. Elle peut être utilisée comme matériau de construction général. Elle se forme à partir de magma solidifié, devenant une ressource renouvelable sur des cartes avec des volcans.

Cependant, elle a un volume thermique élevé, une conductivité faible et possède le trait Échauffement Lent. Bien qu’elle soit remplacée par l’Abyssalite à cet égard, l’abondance relative de la roche magmatique en fait un matériau commode pour la fabrication de grandes quantités de dalles isolées, canalisations, tuyaux ou pour l’amortissement du transfert de chaleur dans votre base.
Introductory Rocketry

This article has not been revised for the current version (***U50-587362***). It was last updated for *U42-514967*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *U42-514967*. It may contain inaccuracies.
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

## Introductory Rocketry

Everything required for launching the colony's very first space program.

### Needed For

Solid Fuel Combustion
Solid Cargo

### Requires

Celestial Detection

**Introductory Rocketry** Research is the fundamental turning point for the game, granting access to rockets and inter-planetary travel.

## Unlocks

* Command Capsule
* Gantry
* Research Module
* Steam Engine
Manufactured Material

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.
**Manufactured Material** is a special category of Resource which typically must be manufactured by duplicants in mid- or late-game buildings.

Many types of Manufactured Material count as one or more types of resource - Steel, for instance, is a Manufactured Material but can be used as Metal Ore or Refined Metal.
HVAC

This article has not been revised for the current version (***U50-587362***). It was last updated for *FA-471883*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *FA-471883*. It may contain inaccuracies.
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*

## HVAC

Regulate Temperature in the colony for Plant cultivation and Duplicant comfort.

## Unlocks

* Thermo Regulator
* Gas Pipe Element Sensor
* Gas Pipe Thermo Sensor
* Radiant Gas Pipe
* Gas Reservoir
* Thermo Sensor
* Gas Meter Valve

## Acronym

HVAC stands for Heating, ventilation, and air conditioning.
Liquid Pump

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.

## Liquid Pump

Draws in Liquid and runs it through Pipes.
Must be submerged in Liquid.

Piping a pump's output to a building's intake will send liquid to that building.

### Auto In

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

## Materials

### Metal Ore

400 kg

**Liquid Pump** draws in Liquid and runs it through the connected Liquid Pipe. Must be submerged in Liquid to function. The pump will also stop functioning if its Output Pipe is full. It will not consume any Power when not pumping.

## Usage

The liquid pump is needed to input liquids into your piping system. It can be used to supply liquid-consuming machines, send liquids found outside inside Liquid Reservoirs or make circling water circuits (like an Algae Terrarium watering system).

In order to empty a Liquid area, place a liquid pump on the absolute bottom. You can also place the pump higher if you wish to use the liquid only (e.g. if you already have a small reserve). It can be used at the top of a reservoir as a fail-safe in case the reservoir exceeds its maximum capacity; be aware the limited speed of the Pump does not make it 100% catastrophe-proof.

Liquid Pumps need a good amount of Power to function, so it is best to use the least possible amount of them. If you need to transfer Liquids from a reservoir to another, doing it with the use of gravity will save a lot of power and time.

If the pump is deconstructed, all its content will drop on the ground in the form of bottled liquid.

## Tips

* The Liquid Pump has a base overheat temperature of 75 °C and will overheat when pumping Crude Oil in Oil Biome. Use Gold Amalgam to increase the overheat temperature from 75 °C to 125 °C.
	+ Use Steel to increase it to 275 °C.
* Unlike many other buildings, Liquid Pumps do not require tiles underneath for support, and can be built in mid-air (or mid-liquid).
* The pump range of Liquid Pump and Mini Liquid Pump does not match the building area. It means it is possible to pump superhot liquids without causing overheating in a Vacuum environment.

v · d

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Massage Table

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.

## Massage Table

Rapidly reduces Stress for the Duplicant user.
Duplicants will automatically seek a massage table when Stress exceeds breaktime range.

Massage tables quickly reduce extreme Stress, at the cost of power production and duplicant time.

### Effects

Stress: -30% per Cycle (60% if inside a Massage Clinic)
Cures: Sore Back

### Auto In

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

## Materials

### Raw Mineral

200 kg

The **Massage table** is used to reduce a Duplicant's stress level. It provides a direct -30% per cycle "Relaxing" condition, and can cure Sore Back after being used for some time.

Duplicants will only use the Massage Table if their stress is above the higher limit of a given table, and if its priority is at least as high as that of the highest free job. Dupes will not leave the massage table until their stress reaches the lower set limit, except to go to the bathroom, get food, breathe, go to sleep, or to perform a stress reaction.

## Massage Clinic

Massage Tables efficiency can be doubled to 60% per cycle with the creation of the Massage Clinic room. It has to be the size of 12-64 tiles, has no industrial machinery, and has at least one decorative building.

## Tips

* Improving decor near Massage Tables will help reduce stress by helping improve morale.
* Lack of oxygen will interrupt massage, slowing down stress relief.
* Dupes are considered to be in the left bottom spot for decor and breathing purposes.

## History

* **OC-252151**: Reworked.

v · d

 Buildings

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Guide/Worldgen Seeds

When generating a new world in Oxygen Not Included, you can enter a seed (by selecting *Custom Game*), which will determine what generates in the world.

Note that when a new major update is released, it can change the result of generating worlds with these seeds if new materials, vents, or other major world objects are added or removed.

## External Links

Tools Not Included Map Browser - this map browser allows you to choose what world type and features you are looking for, and get back images of the maps and seeds that support the requested configuration. This is helpful if you are specifically looking to play on a map that has, say... three hydrogen vents.
Interstellar Ice

*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 *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.

## Resources

### 4

  Sleet Wheat Grain

**Interstellar Ice** is a space destination with a distance of 30,000 km. It is composed entirely of Solid elements with no Gases or Liquids, though all of the elements are either gas or liquid at standard temperature.

## Utilization

The Interstellar Ice is a renewable source of Water, Oxygen, Methane and Carbon Dioxide, which are stored in the Cargo Bay. Aside from coming up as a rare choice in the Printing Pod (one seed), it is also the only renewable source of Wort Seeds, which can be gathered along with Sleet Wheat Grains in a Biological Cargo Bay. The most efficient Rocket configuration for missions to the Ice Planet consists of 5 cargo modules and 3 Liquid Fuel Tanks, and is capable of returning 1.852 kilograms of cargo for each kilogram of Petroleum fuel.

## Tips

* The Methane acquired from a mission can provide much more power than the Petroleum required to fuel the rocket would, 4 times as much on average assuming optimal rocket configuration.
* Carbon Dioxide acquired from the Ice Planet can be fed to Slicksters or Molten Slicksters to produce more Petroleum for rocket fuel. This is not sustainable, however.

## History

* **RU-284571**: Introduced.
* **LU-356355**: Renamed from Ice Planet to Interstellar Ice.
Liquid Tungsten

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.

## Liquid Tungsten

(W) Tungsten is a crystalline Metal heated into a Liquid state.

### Properties

 Metal Ore, Refined Metal, Liquid

**Liquid Tungsten** is the Liquid state of Tungsten element. It has the highest boiling point of all Liquid elements

It can be produced by melting Tungsten or Wolframite - though due to its lower melting point, any molten wolframite will immediately freeze into solid tungsten.

## Production

 It can be harvested on rocket missions to renewable Space POIs:

* In Glimmering Asteroid Fields at a rate of 60 – 180 kg per cycle.
Ladder

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.

## Ladder

Enables vertical mobility for Duplicants.

(That means they climb it.)

## Materials

### Raw Mineral

100 kg

**Ladders** are used to grant access to the different floors of the colony, as well as functioning as scaffolding structures for various projects throughout the base.

## Usage

Duplicants can move both horizontally and vertically along Ladders, as well as walk on top of Ladders as if they were tiles. In both directions, Duplicants can jump one-tile gaps to another Ladder or other valid walking surface. This allows Ladders to be used for vertical movement and gas/liquid-permeable scaffolding. However, Ladders take much longer to construct than Tile, making them a poor option for urgent situations.

Ladders slightly decrease Decor, disincentivizing overuse of them in environments where Decor matters.

From any given Ladder, Duplicants can dig two tiles to either side, four tiles above, and three tiles below. This means it is possible to efficiently dig out large areas by placing Ladders in rows (skipping one tile between each) that are 7 tiles apart.

Duplicants cannot climb onto a ladder right under the ceiling, the ladder must be 1 tile away from the ceiling in order to allow passage.

## Mechanics

* Ladders do not count as solid ground - structures cannot be built on them and ground-based Critters such as Hatches will not walk on them.
* Ladders do not block liquid or gas flow, or solid objects.
* Ladders do not block Light or Decor.
* Meteors will break ladders, but broken ladders still functions.

## Tips

* While ladders cannot be built over rocket modules or engines, they can certainly be built after a rocket is launched, it's recommended to build a long line of ladders one tile apart from the end of your gantry platforms after a rocket launches in order to give duplicants full access to any rocket module. However, since your colony's need for rockets may change over time, it's best to use a widely available and heat resistant material like Igneous Rock which can survive up until Hydrogen Rocket's exhausts.

## See Also

* Plastic Ladder
* Fire Pole

v · d

 Buildings

see all buildings
Guide/Boil Polluted Water

## Intro

You may want to boil polluted water for the following reasons:

* Get clean water
* Kill food poisoning / slimelung
* Get small amounts of dirt/sand

## Builds

### Build 1

Below I will demonstrate a proof of concept solution that can be adapted and used to fit your needs. The benefits of the following idea are the following.

* Produces power using natural heat sources and therefore should cover the cost of the aquatuner and auto miners
* Bulleted list item
* Reasonably easy to make and quite affordable
* Can easily cure 1000kg of water per cycle with just one steam turbine

There following might also be downsides.

* Creating a geothermal spike requires some mid-late game materials such as steel for the control door.
* Using a geothermal spike in conjunction with a heat deleter such as a steam turbine will eventually cool and solidify the lava, in other words it is a finite resource. However you can use a volcano instead.
* The clean water will obviously be hot when it comes out, so ideally you would have a use for all that heat otherwise it is just a waste of geothermal energy.

This build is just an adaption of a geothermal build, there are a few different types of geothermal builds you could adapt to boil polluted water. Please note that this build is just a quick proof of concept that I made and is by no means perfect. If you intend to do this please plan ahead and test your build in sandbox mode and if you make a great build you can add the details to this page.

### Build 2

Boiling polluted water using the heat from a coolant loop for your industrial brick or air conditioning may seem sensible but you will need a very large amount of heat (oxygen stores far less heat than water) and a lot of aquatuners or a lot of time. Therefore I don't think this is a viable early/mid game option and using a water sieve plus a chlorine treatment room will be much easier and use less power.
Guide/Tips & Tricks

*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*
I don't know where to put this, so I add it here.
Thanks for any help to preserve these tricks.

I found a great collection of useful builds & mechanics & such, here:

* https://steamcommunity.com/sharedfiles/filedetails/?id=2154398396
Interplanetary Payload

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *U34-475368*. Unreflected changes in the discussed game mechanics are detailed here: **U34-476059 • U37-483944 • U39-489821**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *U34-475368*. Unreflected changes in the discussed game mechanics are detailed here: **U34-476059 • U37-483944 • U39-489821**

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

## Interplanetary Payload

Payloads are deployed from an Orbital Cargo Module in Orbit around a planetoid, or shot from an Interplanetary Launcher, and will land on a random position unless there is a Targeting Beacon in place on it, then it will land within a certain radius around the beacon. They carry at most 200kg at once, and require a Duplicant to deliver and open it at a Payload Opener.

If there is a beacon, it will land on top, within 3 places to the left, or within two places to the right of the beacon.

## See Also

* Orbital Cargo Module
* Interplanetary Launcher
* Targeting Beacon
* Starmap in Spaced Out
* Rocketry in Spaced Out
Lab Wall

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.

## Lab Wall

A regular wall that once existed in a working lab.

### Material

25 kg  Raw Mineral

The **Lab Wall** is a Building which can only be found inside the Somnium Synthesizer story trait point of interest, which cannot be built. It is a type of Background Building, similar to Drywall.

It is essentially a larger variation of the Wall - even down to having the same amount of mass.
Lead

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: **FA-471618 • U34-476059**
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: **FA-471618 • U34-476059**

## Lead

(Pb) Lead is a soft yet extremely dense Refined Metal.
It has a low Overheat Temperature and is suitable for building Power systems.

### Properties

 Generic Buildable, Solid, Refined Metal, Flammable

### Overheat Temperature

-20 °C

**Lead** is a Refined Metal naturally obtainable in Oil Biome.

## Usage

* As an easily accessible material with the second-lowest THC among refined metals (only Depleted Uranium has a lower THC), Lead is economical for relatively low-temperature heat-exchanges made out of either Radiant Liquid Pipe/Radiant Gas Pipe or Metal Tiles and Tempshift Plates.
* Lead can be used to build Power systems, Automation systems, and non-decor-sensitive buildings.
	+ Due to its overheat penalty, Lead is not suitable for power generators (with exception of Steam Turbine) or batteries, but good enough for wires of any type.
* Due to its wide melting temperature range and high thermal conductivity, Molten Lead can be used as a heat transfer fluid in extremely hot applications, care must be taken, however, as it may vaporize to Gas Lead when exposed to volcanic Magma.
* Exosuit Forge can produce Lead Suit with Lead. 200 kg Lead + 10 kg Glass = 1 unit Lead Suit.
* Lead is the most efficient metal and building material at absorbing radiation. This can be easily stopped with metal tiles made out of lead. That makes lead tiles particularly suited for encasing research reactor chambers and nuclear waste storage facilities, as it will retain most radiation.

## Production

Lead is naturally obtainable in abundance in Oil Biome.

Lead is the only refined metal that is present as natural tiles on the asteroid and that does not exist in a raw version. It is therefore obtained directly by mining it, making it the easiest refined metal to obtain (especially in early game ; and given you have access to Oil Biome) as it does not need wasteful techniques or power-hungry and heat-producing machinery to produce.
Logic gates

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.
*This article is a stub. You can help Oxygen Not Included Wiki by expanding it.*
**Logic Gates** are Automation buildings that take one ore more Automation Wire input signals and process it into one output signal. The behaviour of classic logic gates (AND, OR, XOR, NOT) and the Memory Toggle can be best explained by truth tables. See the individual gate's page for its truth table.

List of logic gates.
  Signal Counter | Outputs a Green Signal if it has received a number of Green Signals divisible by a given amount between 0 and 9.

## Tips

* When building Logic Gates, be aware that you can't build different ports on top of each other.
* When using any gate, it takes a split second to react to changes, this can get your FILTER gates to react like BUFFER gates set to the shortest time.
* When using BUFFER or FILTER Gates, you can set the time between 0.1 seconds to 200 seconds.
* Gates can be built behind other buildings, which will be helpful if you want to hide the negative decor.

v · d

 Buildings

see all buildings
Interstellar Research

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.

**Interstellar Research** is the third tier of Research points. Interstellar Research is necessary to unlock Rocketry structures more advanced than Steam Engine Rocket. Interstellar Research Points are obtainable by a Duplicant with Astronomy Skill to research at Virtual Planetarium, which consumes Data Banks collected with Research Modules from successful Space Missions.

ONI spaced out content: you get data bank directly from a inside of a rocket when it's in space, by using 5kg of plastic. before an update, you just need 5kg of plastic to get 1 unit of this research
Memory Toggle

This article contains **outdated information** that is inaccurate for the current version. It was last updated for *AP-398142*. Unreflected changes in the discussed game mechanics are detailed here: **U50-582745**
This article contains **outdated information** that is inaccurate for the current version. It was last updated for *AP-398142*. Unreflected changes in the discussed game mechanics are detailed here: **U50-582745**

## Memory Toggle

Contains an internal Memory, and will output whatever signal is stored in that Memory. Signals sent to the Inputs *only* affect the Memory, and do not pass through to the Output.
Sending a Green Signal to the Set Port(S) will set the memory to Green.
Sending a Green Signal to the Reset Port(R) will reset the memory back to Red.

A Memory stores a Green Signal received in the Set Port (S) until the Reset Port (R) receives a Green Signal.

## Materials

### Refined Metal

25 kg

**Memory Toggle** is an Automation Building that takes in two inputs and produces an output. It is connected to other buildings via Automation Wire. Unlike other Automation buildings the Memory Toggle will maintain its output state after the input signal goes to Red until a new input signal becomes Green.

## Truth Table

 Green
 Red
 Green

## Usage

A typical usage of Memory involves two signal inputs and four phases.

* An activation signal connecting to the Set Port(S).
* A deactivation signal connecting to the Reset Port(R).

Phase 1: Activation.
The activation signal is Green, and the deactivation signal is Red. The Memory Toggle outputs Green.

Phase 2: Action.
The activation signal is Red, and the deactivation signal is Red. The Memory Toggle continues outputting Green.

Phase 3: Deactivation.
The activation signal is Red, and the deactivation signal is Green. The Memory Toggle outputs Red.

Phase 4: No-action.
The activation signal is Red, and the deactivation signal is Red. The Memory Toggle continues outputting Red.

After the phase 4 it goes back to phase 1.

Or it could be explained by below time sequence.

## Automation Ribbon

Memory Toggle's behavior to Automation Ribbon is same as Automation Wire activation. Generally interpreting 4-Bit Signal into 1-Bit Signal is only use first Bit - For example, when input is 4-Bit RGGG, then it is interpreted as 1-Bit Red Signal.

## Tips

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

v · d

 Buildings

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1. ↑ This is only allowed when the **Memory Toggle** is SR AND-OR latch
Fertilizer/fr

This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.
This article has not been revised for the current version (***U50-587362***). It was last updated for *EU-279457*. It may contain inaccuracies.

## Engrais

L'engrais (NPK) est un mélange de nutriments biologiques. Il permet à certaines plantes de pousser (blé grêle)

### Absorption des radiations

70 %

L'**engrais** est une ressource organique. On le trouve dans le biome tempéré, en carreaux de 50 kg autour de l'eau.

## Propriétés

L'engrais est un matériau très mou, ayant une dureté de 2. À 125 °C, il fond en Boue.

## Utilisation

L'engrais est produit par le Synthétiseur d'Engrais en utilisant de l' Eau Polluée, de la Boue et de la Phosphorite , produisant 120 g / s d'engrais.
Il est utilisé par la Station Agronome.