recursal/Fanatic-Fandom huggingface dataset:
Swamp Biome

*This page may have many grammar errors.*

## Resources

Breathable Gas: Polluted Oxygen

Cultivable Soil: Clay

Liquid: Polluted Water

Metal Ore: Gold Amalgam

Organic: Algae, Slime

Raw Mineral: Sedimentary Rock

Unbreathable Gas: Carbon Dioxide

Others: Vacuum

## Plants

Buddy Bud

Dusk Cap

Thimble Reed

## Critters

Puft

Pacu

## Temperature

Range of temperature is about 28oC - 34oC.

## Buried Objects

Buddy Bud Seed

Fungal Spore

Thimble Reed Seed
Mush Bar

The **Mush Bar** is a cheap, grisly meal for Duplicants. While it is useful in the early stages of colony development, it's best to discontinue feeding Duplicants Mush Bars as soon as a steady food supply is established, as Duplicants contract Diarrhea from eating a single Mush Bar.

Too many duplicants contracting Diarrhea can lead to overuse of a colony's toilets, making Outhouses back up or causing strain on wastewater treatment systems. This diverts Duplicants' attention to servicing the latrines when their time could otherwise be used more productively. The absence of available toilets can lead to more problems, such as Duplicants Making a Mess which causes more strain on a colony's attention as well as Soggy Feet and the spread of Food Poisoning.

### Avoiding Diarrhea

Cooking 2,000 kcals worth of Mush Bars at a Electric Grill produces 1,000 kcals of Mush Fry, taking twice as much ingredient material to cook but removing the possibility of Duplicants contracting Diarrhea.
Planter Box

**"***Domestically grown seeds mature more quickly than wild plants.***"**

DATABASE

The **Planter Box** is an item used by Duplicants to grow plants from seeds. Seeds can be found by harvesting or digging up grown plants. Seeds can also be found in Buried Objects. Plants that require irrigation should not be planted in a Planter Box, Duplicants can bring water to a box if a water source is connected to a Pitcher Pump.

The Farming Tile is an upgrade to the Planter Box.
Petroleum Generator

### Description

Converts Petroleum into electrical Power.Produces Carbon Dioxide and Polluted Water.

### Requirements

Combustible Liquid: 2000 g/s or 1200 Kg/CycleLiquid intake pipe

### Effects

Carbon Dioxide: 500 g/s or 300 Kg/CyclePolluted Water: 750 g/s or 450 Kg/Cycle

Power: +2 kW

Heat: +20 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -15 (radius: 3 tiles)

### Building Material

Metal Ore: 800 Kg

**"***Petroleum generators have a high energy output but produce a great deal of waste.***"**

DATABASE

The **Petroleum Generator** is a device that produces Power in *Oxygen Not Included*. It requires a Liquid Pipe input and export, and is controlled by Duplicants. It uses 3000 g/s of Petroleum and produces 2000w of energy but additionally exports 500g/s of Carbon Dioxide into the surrounds air and creates 1250g/s of Polluted Water.
Switch

**"***Switches can only affect buildings that come after them on a circuit.***"**

DATABASE

The **Switch** is a structure used to enable or disable a power source. It requires Wire and a Power source. It is 2 tiles high and can float in the air. A Duplicant will need to be near the switch to turn it on and off. The Switch is used to conserve power to items when it is not needed. The Switch will disable anything connected to wires beyond it, so use multiple switches when needed to keep power to select items if they are in a loop.
Printing Pod

The Printing Pod is the main structure in any base that have the capable of producing a new Duplicant, a bundle of the same kind of Creatures, Eggs, Seeds, Apothecary's products, or a certain mass of an Element after the first 2.5 cycles and every 3 cycles after the latest print or rejection. The player can only choose one out of four pre-made blueprints or reject all of them. The printed matters are germ-free and have a fixed temperature based on its kind. It shines with a bright light every time new blueprints are available to be printed, and gives out a bright sound as it does.

## Configuration

* width:4;
* height:4;
* construction\_mass:2000 (TIER7);
* material:metal;
* melting\_point:1600;
* build\_location\_rule:on floor;
* temperature modification mass scale: 0.2;
* decor bonus: 30 (radius: 6) (TIER5);
* floodable: no;
* overheatable: no;

## More information

The pod gives a decor bonus of +30 at a Range of 6 and a Light Range of 5 (1000 Lux in the center).

If the colony is lost, the Printing Pod disconnects itself, there for no more Duplicant can be printed.

Despite radiating brighter light, the Printing Pod's Light status doesn't change while pending.
Triage Cot Rest

The **Med-Bed Rest** status effect is assigned to Duplicants who are resting in a Med-Bed. A Med-Bed must first be assigned to a patient Duplicant, then they will travel there for a rest. Duplicants' injury and disease recovery times are improved.

An available Duplicant can treat the patient Duplicant to increase this bonus. (See Receiving Treatment)

If a patient leaves a Med-Bed that's assigned to them, they lose all medical status effects and gain Runaway Patient.
Outhouse

Must be periodically emptied of Polluted Dirt.

Heat: +250 DTU/s

Decor: -20 (Radius: 5 tiles)

**"***The colony that eats together, excretes together.***"**

DATABASE

The **Outhouse** is a Plumbing building in *Oxygen Not Included*. It is used by Duplicants to relieve themselves. It does not require Water but will cause Polluted Dirt which will have to be removed by Duplicants. It will also leave them covered in Germs that can then be transferred to other buildings and items including food, causing Food Poisoning. The Outhouse counts as a Toilet, as a room requirement..

Polluted Dirt will need to be removed from the Outhouse after 15 uses. During this time, the Outhouse will not be usable by other Duplicants which will increase Stress. Until a Lavatory can be built, it is best to have at least two Outhouses available, and place a Wash Basin or Sink next to it which will allow Duplicants to remove Germs from themselves. Having a Compost nearby is also ideal, preferably on the other side of the Outhouse, away from the cleaning utilities to prevent Duplicants from making avoidable contact with Polluted Dirt.

An Outhouse left unattended too long will spawn Morbs.
Ventilation

Ventilation covers means of generating, transporting, separating, mixing and regulating gases in the game. Gases behave largely as in real world which means there are many options how to achieve something if one understands the necessary pieces. For artificial ventilation systems to work, one has to have the them set up correctly.

## Gas properties

The game has managed to introduce in a very fun way the impact of pressure and temperature to understand how much more gas the room can take before ventilation pumps etc will stop adding more and if the gas(es) will turn liquid or remain a gas etc.

Some gases have a high density at room temperature and collect on the bottom of the colony or floor, others have at room temperature low densities and collecting on the top of the colony or floor. The temperature of a gas affects its density.

Different gases have different properties, with some being

* toxic
* flammable
* damaging to certain machinery or structures (depends on the machine/structure AND the gas usually)

All of this affects the ventilation of your colony and if Duplicants, critters, plants or machines do well or not.

## Gases and Life Forms

Plants and creatures need certain gases to survive or are damaged or killed by other gases - but plants currently do NOT produce or consume oxygen or carbon dioxide! Gases are either breathable or unbreathable.

Some Life Forms consume or produce gases:

* Duplicants

* Puft
* Morb
* Slickster

## Basic Mechanical Components

The basic components to handle gases are

* gas vents
* gas pipes & insulated gas pipes
* gas valves
* gas bridges
* gas pumps
* gas filter

Basic components need to be placed and connected correctly - and if necessary supplied with electricity.

## Other Components related to Gases

Besides basic components there are items, structures and machines that allow to affect gases - pressure, distribution, temperature & state as well as purity - and produce or consume them:

* Algae Terrarium
* Algae Deoxydizer
* Wheezewort
* Steam Geyser
* Carbon Skimmer
* Fertilizer Synthesizer
* Electrolyzer
* Hydrogen Generator
* Natural Gas Generator
* Coal Generator
* Thermo Regulator
* Hydrofan
* any machine producing heat
* Massive Heat Sink
* Airflow Tile
* Mesh Tile
* Thermal Switch
Oil Refinery

Liquid intake pipe

Liquid output pipe

Duplicant operation

Heat: +10 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -10 (radius: 2 tiles)

**"***Petroleum can only be produced from the refinement of crude oil.***"**

DATABASE

The **Oil Refinery** is used by Duplicants to create Petroleum from Crude Oil. It requires Duplicant operation and will need a Liquid Pipe connected it's input to receive the oil. Petrolium is used to power the Petroleum Generator and produce plastic in the Polymer Press. Using the device will emit Natural Gas into the environment.
Smart Storage

**Smart Storage** is in the fourth tier of Research and is a combination of Power Regulation and Advanced Research. Duplicants will need to additionally research Automatic Control, Generic Sensors, Brute-Force Refinement and Refined Objects to reach Smart Storage. Items in this tier include the Conveyor Overlay, Auto Sweeper, and the Smart Storage Compactor. This tier is required to learn Solid Transport.
Triage Cot

Breath Change: +1%/s

Doctoring:

```
 Health: +75%/Cycle
```

```
 Care Received Effect: +1
```

```
 Stress Change: -20%/Cycle
```

```
 Breath Change: +1%/s
```

Duplicants use triage cots to recover from physical injuries and receive aid from peers.

The **Triage Cot** (Formerly Known as the Med-Bed**)** is a Medicine item in *Oxygen Not Included* that is used by Duplicants to restore health (+50/cycle), improve Disease recovery (+15%), and regenerate energy, stamina, and stress.

If a Duplicant reaches 0 kcal, they will need to be taken to the Triage Cot or risk death. The Duplicant will need to be assigned to the Triage Cot for this to happen automatically. Once the Duplicant is at full health, they will no longer be assigned to the Triage Cot.
Pneumatic Door

### Description

Encloses areas without blocking Liquid or Gas flow.Set Duplicant Access Permissions for area restriction.

### Effects

Overheat Temperature: 75 °CAuto Inputs: Open/Close

### Building Material

Metal Ore: 100 Kg

**"***Door controls can be used to prevent Duplicants from entering restricted areas.***"**

DATABASE

The **Pneumatic Door** is one of the first available buildings in *Oxygen Not Included*. It is used to enclose rooms without blocking the flow of Gas or Liquids. Opened Pneumatic Doors still keep the room closed.

Players can set Duplicants Access Permissions for specific area restrictions. Wild creatures cannot pass through the doors in Auto state and Lock state that they are seen as tiles. The Pacu out of water can move through a door without opening it. Critters stuck on door can't escape unless the door is opened. Slicksters and Morbs will show to be "falling" when stuck on a door.
Apothecary

* Errand type: Doctoring
* Skill: Medicine Compounding
* Speed: Medicine/Medicine Fabrication Speed
* Exp efficiency: 50%

Doesn't work while flooded

Doesn't work while entombed

Auto inputs: enable/disable

**"***Some medications help prevent diseases, while others aim to alleviate existing illness.***"**

DATABASE
Refined Metal

**Refined Metal** is a resource in *Oxygen Not Included*. It is created by refining Raw Metals using the Rock Granulator or the Metal Refinery. Processing metals with the Rock Granulator will cause a 50% loss in materials (the other half turning into Sand) and requires a Duplicant to manually run it. The Metal Refinery suffers zero loss and can be automated with a power source.

The refined metals have slightly better properties and are used to create advanced buildings and wire, including Automation wires, gates and sensors.

Structures that require Refined Metal include:

* Oil Well
* Pharma Chamber
* Textile Loom
* Exosuit Forge
* Exosuit Checkpoint
* Exosuit Dock
* Metal Tile
Oil Well

The **Oil Well** is a structure in *Oxygen Not Included* that can be added to an Oil Reservoir. It extracts Crude Oil using clean Water. The water used in this process can not be recovered. The Research for this device is in Plastic Manufacturing. Duplicants will need to have researched Fossil Fuels, Internal Combustion and Power Regulation to learn Oil Well.

Duplicants will need to monitor and operate the well if the internal pressure becomes too high. Using the device will emit Natural Gas.
Smart Storage Bin

Auto output: full/not full

Decor: -10 (radius: 2 tiles)

**"***Smart storage bins allow for the automation of resource organization based on type and mass.***"**

DATABASE

The **Smart Storage Compactor** is an item in *Oxygen Not Included* that was added in the Occupational Update. It stores resources of the player's choosing. This item is in the forth tier of Research under Smart Storage and is a combination of Power and Advanced Research. To unlock Conveyor Overlay, Duplicants will need to have researched Power Regulation, Automatic Control, Generic Sensors, Advanced Research, Brute-Force Refinement, and Refined Objects.
Polluted Water

Polluted Water, formerly known as contaminated water, is water that contains waste. It can be infected with Germs which will (contrary to clean water) multiply in it.

Polluted water that has come in contact with Gas will continual convert its mass into Polluted Oxygen. Once the pressure of the gas is over 1.8kg, it will stop producing the polluted oxygen.

The polluted water can be reused by purifying it with a Water Sieve. There are also specific plants that prefer or require polluted water.

## Sources

* Naturally occurring in Swamp Biome
* Duplicants produce Polluted Water if they Make a Mess (when left without access to a working, empty bathroom)
* Duplicants which have the Stress trait Vomit or the disease Food Poisoning
* by machines/structures:

## Effects

* Emits Polluted Oxygen if in contact with pure oxygen or other polluted oxygen
* Polluted Water can contaim germs in ADDITION to the pollutant, the germs can cause Disease in Duplicants.

## Removal & Uses

It can be

* Turned into water (still with germs) using a Water Sieve
* Used in hydroponics of Pincha Pepper and Thimble Weed or farm irrigation in general
* Pumped it into a Fertilizer Synthesizer and turned into Fertilizer and Natural Gas
* Mopped up into bottled version.
* Turned to (pure) water by evaporating it into steam which can the be condensed (more on the steam site)
* Cooled in a Thermo Aquatuner
* Heated with a Liquid Tepidizer
* Used as a coolant in a Metal Refinery
Patch Notes - 211867 - March 29 2017

Thermal Upgrade

## Update Information:

Thermal Upgrade is now Live!

Features:

* **New Ice Biome**
* **New buildings including the Space Heater, Liquid Tepidizer, Textile Factory and Thermo Switch**
* **New Duplicant outfits**
* **New Plants**
* **New Steam Geysers**
* **Food can now be preserved in sterile and/or cold environments**
* **Pipes can now burst, and will take damage if the wrong element is piped into them**
* **Duplicants are temperature sensitive and will get stressed in hot and cold areas**
* **Duplicants can overheat and develop temperature-based diseases**
* **Circuits can overload**
* **Buildings can overheat**
* **Mechanized Airlocks can be assigned custom access permissions**
* **Dupes will now auto-repair buildings**

## Change List:

Fixes:

* **Research and cooking buildings no longer provide restful sleep**
* **Dupes will always eat the least fresh item out of a food container**
* **Better player feedback for rotting food**
* **Ore properly melts**
* **Creatures can no longer walk through “auto” or “closed” doors**
* **The refill percent on the coal generator can now be set**
* **Tiles display the correct temperature**
* **Panning speed scales based on zoom level**
* **Fixed invisible Muckroot plants**
* **Added a jump between ladders that are one tile away to fix a case where building a ladder could prevent Dupes from going back the way they came**
* **Fixed many mass conservation bugs in plumbing systems**
* **Improved mass conservation on doors closing**
* **Improved mass conservation on tile construction**
* **Improved mass conservation of falling liquids**
* **Shower liquid output temperature is same as input**
* **Pumps consume liquid/gas from the four cells they cover instead of the bottom left cell only**
* **Storage shows food freshness**
* **Algae Terrariums no longer stop working if their inventory is full**
* **Composting interval is much longer so it spits out larger chunks**
* **Mealwood Plants now give negative decor**
* **Tiles which have taken liquid pressure damage are now repairable**
* **Dupes no longer get stuck when the ladder they were standing on gets deconstructed**
* **Lights will no longer appear “on” if something else in the area is shining light on top of them**
* **Fixed zombie Morbs**
* **Memory optimization**
* **Fmod upgrade (should resolve some audio crashes)**
* **Misc crash/bug fixes**
Natural Gas Generator

### Description

Converts Natural Gas into electrical Power.Produces Carbon Dioxide and Polluted Water.

### Requirements

Combustible Gas: 90 g/s or 54 Kg/CycleGas intake pipe

Gas output pipe

### Effects

Polluted Water: 67.5 g/s or 40.5 Kg/CycleCarbon Dioxide: 22.5 g/s or 13.5 Kg/Cycle

Power: +800 W

Heat: +10 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -15 (radius: 3 tiles)

### Building Material

Metal Ore: 800 Kg

**"***Natural gas generators leak polluted water and are best built above a waste reservoir.***"**

DATABASE

**Natural Gas Generator** is a large energy generator that consumes Natural Gas to produce 800W of energy. Any other gas used will permanently damage the generator. It additionally produces 82.5 g/s of Carbon Dioxide expelled through the attached Gas Pipe and 67.5 g/s of Polluted Water.

Ideally the Natural Gas Generator should be placed near a Natural Gas Geyser so that the piping is limited. With the excessive Carbon Dioxide production, using the generator in conjunction with a Carbon Skimmer or a Slickster will help reduce the density of the gas in the area.

## Note

* **Natural Gas Generator** should be attached with a Smart Battery with Automation Wire and halt when the battery's full to save Natural Gas.
Water Sieve

Power: 120 W

Liquid intake pipe

Liquid output pipe

Heat: +4 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -15 (radius: 3 tiles)

**"***Sieves cannot kill germs and pass any they receive into their waste and water output.***"**

DATABASE

The **Water Sieve** is a Plumbing building in *Oxygen Not Included*. It's purpose is to produce clean Water from Polluted Water. Pump the Polluted Water into the Water Sieve via the connect input. The Water Sieve will filter the water and expel clean water from the output.

Polluted Dirt is a by-product of the filtering process and will be dumped onto the floor once the inside storage is full. Duplicants will need to remove it and take it to the Compost. It may take more than one due to the amount of Polluted Dirt the sieve creates.

The Water Sieve is in the third tier of Plumbing Research in Distillation. Duplicants will need to have learned Filtration and Plumbing before unlocking it.
Red Alert

**Red Alert** is a switchable state in which duplicants are forced to work at the exclusion of their basic needs.

## Description

To toggle Red Alert on or off, click the **"!"** button next to the cycle speed control. When activated, the button and screen edges will glow red and the words "Red Alert" will appear highlighted in the notification area. An audible klaxon also plays in the background.

During Red Alert, all duplicants will enter a state of emergency and ignore their essential needs (sleeping, breathing, et cetera) in order to focus solely on their assigned jobs, allowing them to be completed more quickly and efficiently. This, consequently, results in rapidly rising stress from lack of or interrupted sleep, zero toilet breaks and increasing hunger (Red Alert also causes +50% stress/cycle). In the long run, it also presents a high risk of death from starvation (because eating is ignored) and suffocation (if forced to work in a non-breathable atmosphere).

## Example

In some cases, going to Red Alert is critical to survival. For instance, if a duplicant is stranded during the night (when all other duplicants are normally asleep) and in imminent danger of dying from the elements before daybreak. In a case like this, the player may go to Red Alert and force all available colonists into excavating and constructing (at maximum priority) a path to the stranded duplicant.

It can be used to exacerbate stress on Vomitters & Ugly Criers so that they generate water/polluted water sooner.

Also, it can be used to mitigate the effects of stress responses; Vomitters will still vomit, but Ugly criers will not cry and Binge Eaters will not eat. Diseased Dupes will rarely express themselves. It can also be flashed (turn on & quickly back off) to wake up Narcoleptics. However, Destructive Duplicants will still attack equipment and people with Flatulence will still fart.
Wire Bridge

### Description

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

### Building Material

Metal Ore: 25 Kg

**"***Splitting generators onto separate grids can prevent overloads and wasted electricity.***"**

DATABASE

The **Wire Bridge** is a Power item in *Oxygen Not Included*.. It runs one section of wire overtop another without joining their Power grids. Unlocking requires the Power Regulation Research.

## Trivia

* The use of Wire Bridges don't reduce building material compared to Wires'.
Morb

A Morb is a passive creature that generates Polluted Oxygen (~15 g/s up to a pressure of 10 kg). It looks like an octopus with one eye and 4 legs and is turquoise with light spots.

Morbs can be killed by

* Duplicants (they do not fight back) or
* Temperature above 57 degree Celsius or below 10 degree Celsius

at which point they drop 3 kg Polluted Oxygen. Morbs can be caught with Animal Traps and be delivered to an Animal Relocator. They can jump over 2 tile high walls and over tile gaps. Morbs do not drown.

## Source

Morbs spawn naturally in the Caustic biome.

Whenever

* a Duplicant dies and
* it is warm enough (between 20 degree Celsius and 37 degree Celsius)

up to 3 Morb spawn after a while on the corpse. If you build a Tasteful Memorial the Duplicant corpse is removed and no Morb will spawn.

If an Outhouse is full and not emptied soon enough 3 Morb will spawn from it.

## Uses

Some people deliberately kill Duplicants in Morb-spawner friendly conditions and use the Morb as source for Polluted Oxygen in Puft/slime farms.

There are claims that Morbs consume polluted water to create larger amounts of polluted oxygen. Others claim that Morbs replace other gases in a space with polluted oxygen.
Patch Notes - 253538 - February 2 2018

* Priorities are now 1-9.
* Roles now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
* Role perks are now permanent upon mastery of the role. The expectations of the highest mastered/assigned role determine the duplicant's expectations
* Role attribute bonuses adjust to account for permanent perks
* Roles can only be changed at the Job Desk, construct one to unlock roles management
* A very larger number of duplicants can be assigned to a single role
* Re-enabled attribute leveling, reduced max attribute base level to 20
* Reintroduced strength attribute to determine carrying amount
* Athletics is rolled separately from other attributes, and no roles directly buff athletics anymore
* Add experience gaining and attribute speed bonuses for more chore types
* Steam turbine should properly stop if entombed or disabled
* Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
* Liquids will now only sublimate to a max pressure.
* Conveyor contents should no longer melt when loading a save file.
* Multiple instances of a building in a room should now be porperly considered inside that room.
* Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
* Dig damage texture should no longer disappear just before a tile is properly dug out.
* Fixed an issue where duplicants would become unselectable.
* Tiles can no longer be build on top of Tempshift Plates.
* Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
* Coal generator is now automatable.
* Duplicant role progression is now displayed at the bottom of the stats tab.
* Duplicants with roles should now properly prioritize the massage table if it is the highest set player prioritized building.
Transport

A **Transport** is a device or building that is used to move items from one place to another. They are generally used to move ore and other solid materials. Many of these buildings or devices can be researched in the fifth tier of Research in Solid Transport and can be monitored with the Conveyor Overlay.

Items include:

* Conveyor Bridge
* Conveyor Rail
* Conveyor Loader
* Conveyor Receptacle
* Auto-Sweeper (Smart Storage)
Plants

There are totally 21 plants in game:

* Edible plants
	+ Bristle Blossom
	+ Buried Muckroot
	+ Dusk Cap
	+ Hexalent
	+ Mealwood
	+ Nosh Sprout
	+ Pincha Pepperplant
	+ Sleet Wheat
	+ Waterweed
* Decorative plants
	+ Bluff Briar
	+ Buddy Bud
	+ Jumping Joya
	+ Mirth Leaf
	+ Sporechild(complex)
* Other plants
	+ Arbor Tree
	+ Balm Lily
	+ Dasha Saltvine
	+ Gas Grass
	+ Oxyfern
	+ Thimble Reed
	+ Wheezewort
Rust Deoxidizer

### Description

Converts Rust into Oxygen and Chlorine.Becomes idle when the area reaches maximum pressure capacity.

### Requirements

Rust: 750 g/s or 450 Kg/CycleSalt: 250 g/s or 150 Kg/Cycle

Power: 60 W

### Effects

Oxygen: 570 g/s or 342 Kg/CycleChlorine: 30 g/s or 18 Kg/Cycle

Iron Ore: 400 g/s or 240 Kg/Cycle

Heat: +1.13 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -10 (radius: 2 tiles)

### Building Material

Metal Ore: 200 Kg

**"***Rust and salt goes in, oxygen comes out.***"**

DATABASE
Tungsten

(W) Tungsten is an extremely tough crystalline Metal. It is suitable for building Power systems.

### Thermal Conductivity

60

**Tungsten** is created by smelting Wolframite in a Rock Granulator (at a 50% loss) or in the Metal Refinery. Among its uses are the creation of Metal Tile, Conductive Wire, and several Automation items including gates and sensors.
Oxygen (vital)

Oxygen is one of the vitals of a Duplicant.

It tells how much oxygen the Duplicant has left inside his body from breathing in breathable gas. Duplicants can survive for a while while they hold their breath using up that oxygen depot but they will suffocate if it isn't replenished fast enough.

The gas oxygen is converted in the body into carbon dioxide.The rates can be impacted by traits.

 Carbon Dioxide Production
Temperature Control

Temperature Control is incredibly important in *Oxygen Not Included* and can end the game quickly if not managed well. Nearly everything in the game reacts to changes in the temperature. This include plants, devices, and (especially) Duplicants. They also create or dissipate heat and/or cold and can quickly change the temperature in a room or other closed environment.
Special Cargos (Research)

"Continue your space program"

Level: X

## Branch

* Power Regulation
	+ Internal Combustion/Advanced Power Regulation + Automatic Control/Generic Sensors
		- Advanced Automation
			* Computing
				+ Celestial Detection
					- Basic Rocketry
						* Solid Cargos
							+ Liquid and Gas Cargos

## Requires

* Novice Research: 70 points (520 points total)
* Advanced Research: 100 points (590 points total)
* Interstellar Research: 800 points (1400 points total)

## Unlocks

* Biological Cargo Bay
* Sight-Seeing Module
Pressure Management

Pressure Management is a tier 2 research that can be unlocked after obtaining the Ventilation research. This research mainly focuses on allowing you to easily control your air flow and air movement. This research also gets you the Liquid Valve, which can also control the amount of liquid in pipes.

The rest of this research also includes:

* Manual Airlock
* Gas Valve
* Airflow Tile
Plumbing

Plumbing structures and machines are any items that deal exclusively with moving liquids from A to B in the colony as well as items who produce in real life sewage.

Some of those items have to be fed by liquid piping and need power, others are used manually. Some need to be placed on solid ground, others can float free in air or liquids.

Plumbing is also an item in Research. Many of the items below require a specific tier of research before they can be unlocked.

Liquid moving items are:

* Liquid Pitcher Pump
* Bottle Emptier
* Liquid Pump
* Liquid Pipe
* Insulated Liquid Pipe - Improved Plumbing
* Liquid Bridge
* Liquid Vent
* Liquid Valve
* Liquid Shutoff - Improved Plumbing
* Hydro Sensor - Improved Plumbing
* Liquid Filter - Filtration

Sewage related items are:

* Outhouse
* Shower
* Lavatory
* Sink
Plastic Tile

### Description

Used to build the walls and floors of rooms.Significantly increases Duplicant runspeed.

### Building Material

Plastic/Visco-Gel: 100 Kg

**"***Plastic tile is mildly antiseptic and can help limit the spread of germs in a colony.***"**

DATABASE

The **Plastic Tile** is a Base item in *Oxygen Not Included*. It is used in the same way as a standard Tile but Duplicants move faster across it (+50% faster than ground - 25% faster than Tile). Because it is made from Plastic, the tile is mildly antiseptic and will help limit the movement of germs. It also shares the same low heat tolerance however and should not be used in environments over 77°C. Plastic Tiles share the same Decor level as standard Tile.

The Plastic Tile is in the forth Research tier of Decor in Home Luxuries. Duplicants will need to have learned Clothing, Artistic Expression, and Interior Decor to unlock it.
Solid Tiles

Natural tiles is natural occurring two-dimensional single-element solid blocks in the world of ONI. They make up the major of an asteroids, and form chambers of liquid, gas, or vacuum. Wild plants live eternally in natural tiles as long as their stands don't break and temperature don't get too cold or too hot. Natural tiles can get over pressure damage like Tiles. Digging a natural tile delete its half of mass, the rest become an item-like resource and the space can be filled with liquid or gas, or vacuum if neither can't.

## Interaction

### Forming

When change temperature of a mass of element under any form to a point where it changes to a new state that is solid, the mass will turn into a natural tile. If the process happens in a pipe the pipe will broke and leak out debris instead.

### Changing to another solid state

A solid tile requires a bit higher temperature to change state compared to debris of its element, and deletes a small amount of heat on changing. In sandbox mode, if you create a 130 °C/ 403.15 K/ 266 °F
algae tile inside a vacuum chamber, the tile won't turn to dirt because state changing require the mass to change temperature.
Sink

### Description

Removes germs from Duplicants.Germ-covered Duplicants use Sinks when passing by in the selected direction.

### Requirements

Water: 5 Kg per useLiquid intake pipe

Liquid output pipe

### Effects

Polluted Water: 5 Kg per useAll Diseases: -120,000 germs per use

Overheat temperature: 75 °C

Decor: +10 (radius: 2 tiles)

### Building Material

Metal Ore: 400 Kg

**"***Sinks are plumbed and do not need to be manually emptied or refilled.***"**

DATABASE

The **Sink *is a Sanitation/Medicine building in* Oxygen Not Included**. Duplicants use the **Sink** to wash Germs off themselves in much the same way they would a Wash Basin, except that the **Sink** requires Plumbing. The intake brings in clean Water, and the output removes Polluted Water.

The Sink uses Water at around 5kg per use and outputs Polluted Water. Duplicants will use the **Sin**k when passing by it in the direction the arrow above it points. Place these near the Lavatory or anywhere else Germs may accumulate and transfer to Duplicants.
Salt Water

Salt water is a source of Water and Salt. It is naturally obtainable in the Tide Pool Biome.

* The Desalinator separates Salt Water into Water (93%) and Salt (7%). Boiling Salt Water (101.69 °C) yields the same conversion rate except that it will create Steam instead of Water.
* Salt Water can also be used to create Ice and Brine by freezing (-9.5 °C) the Salt Water. The Salt Water will turn into Ice (77%) and Brine (23%).
NOT Gate

The **NOT Gate** is an automated power structure in *Oxygen Not Included*. It becomes Active if the inputs connected to it are on Standby. If the input is Active, the Not Gate will go on Standby. The inputs are determined by the connecting nodes have their arrows facing toward the NOT Gate. The additional node is the output. NOT Gate can be learned by Duplicants in the tier 4 research Advanced Automation.

Automation Gates can be placed behind structures or through tiles and can share space with pipes and wires. Connect structures using Automation Wire.

## Truth Table

 F
 T
 T
Pitcher Pump

**"***Pitcher pumps are used to fetch water and other liquids for delivery to buildings.***"**

DATABASE

The Pitcher Pumps producing manually transported liquid bottles are very important buildings and available from the beginning. They pump bottled version of any single Liquid their roots reach only.

*See Bottle for more information."*

## Application

Once built, a Pitcher Pump will extend its roots down until it reaches an obstacle or 4 tiles in length. The roots can not be overlapped by other buildings, can extend further down if there are new available space and can not shrink.

The "Liquid Available" status only shows total amount of liquid in tiles that one pump's roots reached, not of whole body of liquid.

## Trivia

Manually transporting liquid via bottles don't require filtering task.
Petroleum

**Petroleum** is a liquid that can be created from Crude Oil. An Oil Refinery can do this at a ratio of 2:1 as long as the temperature of the oil stays below 400°C. If the oil reaches 400°C (but stays below 551.59°C), the ratio changes to 1:1. Petroleum is an ingredient used to create Plastic and generate Power via the Petroleum Generator.
Shower

Liquid output pipe

* Sopping Wet
* Soggy Feet

Morale: +3

Heat: +250 DTU/s

Decor: +10 (radius: 2 tiles)

**"***Regularly showering will prevent Duplicants spreading germs to the things they touch.***"**

DATABASE

The **Shower** is a building that is used for Sanitation in *Oxygen Not Included*. It's purpose is to help prevent the spread of Germs and Diseases that may have accumulated on Duplicants. The Shower uses requires access to Water via Liquid Pipes and has one intake and one output. The output expels Polluted Water which can be recycled using a Water Sieve.
Smart Battery

### Description

Stores most runoff Power from generators, but loses charge over time.Sends a Green Signal or Red Signal based on the configuration of the Logic Activation Parameters.

### Effects

Heat: +500 DTU/sPower capacity: 20 kJ

Power runoff: 400 J/Cycle

Overheat temperature: 75 °C

Auto outputs: charge parameters

Decor: -15 (radius: 3 tiles)

### Building Material

Refined Metal: 200 Kg

**"***Smart batteries send an active automation signal when they require charging.***"**

DATABASE

The **Smart Battery** is a Power sensor device that stores runoff power from generators when connected to them. They will slowly lose charge over time if the held energy is not used. If connected to gates, the output logic will become Active if the power stores goes over the set threshold.

Duplicants can research the Smart Battery in the Generic Sensors tier of the Power tree. They will need to have researched Power Regulation and Automatic Control. The Smart Battery was added in the Occupational Upgrade.
Patch Notes - 253894 - February 5 2018

* Broad retuning of attribute leveling, to even out the progress between different attribute types and put them on a new curve
* New artwork and effects for digging hard rocks, power tinkering, and ore pickup and delivery
* Refined Conveyor Inbox, Conveyor Bridge, and Smart Locker art
* Previously mastered jobs' perks are correctly loaded from save
* Sound effects for Power Control Station and Steam Turbine
* Removed Job-related subpriorities altogether, due to further knock-ons and hard-to-discern dupe behaviour
* Fix crash loading some older saves that had jobs assigned
* Batteries report charge loss
* Added smart battery sound effects
* Job perks won't apply more than once
* Updated Disease Sensor artwork
* Tweaks to battery refill meter behaviour
* Disease sensor sound effects
* Jobs now show how many duplicants have mastered that job in total
* Shine bug idle voice is much less frequent
* Fix crash when transfer arms try taking medication
* Fix crash when a item is being repaired and gets destroyed
* Fix crash when displaying crew portraits
* Food rotting notification has been downgraded
* Tweaks to printer pod sound effects
* Fix crash that could be caused by logic-controlled doors
* Fix details and stats panels showing information from the previously selected entity
* Lots of tweaks and adjustments to Jobs text and tooltips
* Turbine now works even if it doesn't have steam above it
* Transfer arms no longer try to put everything in everything
Research Station

Duplicant operation

Overheat Temperature: 75 °C

Auto Inputs:

```
 Enable/Disable
```

Research Stations are necessary for unlocking all research tiers.

The **Research Station** is available in the Stations menu in *Oxygen Not Included*. Duplicants will need access to this device early in the game to create needed items for survival. Duplicants with a higher Learning stat will be more useful here, so players may initially want limit access to the Duplicant with the highest learning level. Create and switch to a Super Computer when it becomes available to advance to higher tiers of research.
Patch Notes - 275206 - June 27 2018

## Game Updates

* Ore no longer gets absorbed by the world when entombed. Instead we store ore in a much more efficient system which should imrpove the load times of worlds that have a significant amount of entombed ore.
* The warning to upgrade your audio driver should properly popup if the game starts without sound.
* Fixed a memory/performance leak that was also causing looping sounds to play quieter over time.
* Fix for portraits not showing up in the roles screen.
* Fixed a bug where liquid could leak through tiles on load.
* Fixed a bug where gas could leak through gas impermeable tiles when displaced.
Slime

Slime is a toxic biomass that is found in the Swamp biome and Ruins. The tiles can be mined, and can leach germs onto adjacent tiles. Mined balls of slime are also generated by Pufts consuming Polluted Oxygen.

If Slime is not under a pressure of 1.8kg/tile it converts slowly into Polluted Oxygen (42.5 g/s) at a mass rate of 1:1. Slime stored in the open, in storage, submersed in liquids or under solids without enough pressure will convert.

### Danger

Slime is often infected with Slimelung Germs and any Polluted Oxygen created will also be infected.

Until you have researched Algae Distillers and ways to deal with Polluted Oxygen you should NOT mine towards slime or areas where Pufts live.

### Uses

Algae Distillers can be build to convert slime into algae.

Heating Slime above 125 degree Celsius transforms it into dirt.

Slime is used to farm Dusk Caps which consume 4kg/cycle and reduces the growth period from 40 to 10 cycles.
Tempshift Plate

### Description

Accelerates or buffers heat dispersal based on the construction material used.Has a small area of effect.

### Building Material

Generic Buildable: 800 Kg

**"***The thermal properties of construction materials determine their heat retention.***"**

DATABASE

## Note

* Use **Tempshift Plate** made of Ice from Frozen Biome to chill area’s that are getting too hot.
C55L031273

## May 2017

Under the hood of this '55 Chevy is a 350ci V8 engine paired to a TH350 3-speed automatic transmission, even better is the GM rear end with a 3.42:1 gear ratio and posi trac! Take a seat inside and you'll instantly notice the factory appearing interior that looks brand new! The bench seats in front and back look new, the carpeting looks new, and the headliner looks new, etc. In addition, there is an aftermarket tilt steering column and steering wheel. Slide underneath this '55 Chevy and you can find the coveted passenger rear end, new shocks, a highly detailed California frame and lots of other new components.

## More Information

This car was manufactured in Los Angeles, CA and came with a 235 V6.
Sandstone

*(Sandstone)*  - perhaps the most common  mineral in the game. By itself in the form of a block it does not add decor, but buildings will have a bonus to decor.

In large numbers found in the basic  biome, and you probably will have surpluses of this material. One block contains an average of 600-1500 kg of mineral.

Template:Navbox: Resources
Vacuum

Vacuum - airless space inside the limited areas of the asteroid. It is not a gas, on the contrary, a vacuum is its absence. It has zero heat capacity and thermal conductivity , so the cooling of something with it is impossible.
Attaching such an area to the colony is not dangerous, but the vacuum is quickly filled with other gases, which can lead to a strong vacuum in the surrounding cells. Duplicants behave in it the same as in unsuitable for breathing gases.

Vacuum does not conduct heat, which means that interlayers from vacuum can be used as a replacement for heat-insulating tiles , in cases when it is necessary to limit the distribution of hot or cold temperatures .

It is possible to create a vacuum - you need to put the gas pump in a sealed room and turn it on. Gradually, it will pump out all the gases and create a vacuum.

You can also create a vacuum with the help of mechanical locks , if you place three locks in a row, and then open the central one with the help of automation. This is also done by filling an area with tiles then removing them all without having any gases get in, best done using an airlock.
Refrigerator

Stored temperature: 4 °C

Overheat temperature: 75 °C

Auto outputs: full/not full

Decor: +10 (radius: 2 tiles)

**"***Food spoilage can be slowed by ambient conditions as well as by refrigerators.***"**

DATABASE

The **Refrigerator** is a structure used to store food. It will increase the life of food by storing it at a proper temperature. Power is required to reduce the temperature and using the powered Refrigerator will increase the heat in the surrounding area. An un-powered unit can store food with the same risk as a Ration Box. The item is unlocked in the Agriculture Research.

Areas that are below 4 degrees Celcius are able to store food in a Ration Box safely and are considered naturally 'refrigerated'.
Tasteful Memorial

### Description

Provides a final resting place for deceased Duplicants.Living Duplicants will automatically place an unburied corpse inside.

### Building Material

Raw Mineral

Burying dead Duplicants reduces health hazards and stress on the colony.

Duplicants' dead bodies remain after death. Burying all dead duplicants within 3 days in Tasteful Memorials prevents other Duplicants from mourning. Deconstructing a named Memorial leaves building materials.
Oil Biome

## Resources

* Liquid: Crude Oil
* Metal Ore: Iron Ore
* Miscellaneous: Diamond
* Raw Mineral: Igneous rock, Fossil
* Unbreathable Gas: Carbon Dioxide
* Others: Vacuum

## Plants

* Jumping Joya
* Sporechid

## Temperature

Range of temperature is about 74°C - 91°C.

## Buried Objects

* Joya Seed
* Sporechid Seed

## Recommendations

Duplicants will get scalded working here without equipments.
Neutronium

Neutronium is an unobtainable resource in Oxygen Not Included, usually hidden around the corners of the game's map, and under geysers. It has an unlimited mass and cannot be dug without the use of cheats. This object is unknown, but probably assumed to be used as some sort of barrier for the edge of the map.

You can crash the game if you manage to bypass the barrier, behind this so called 'barrier'. There is probably two barriers to prevent people from going any further. Building or digging anywhere else outside the barrier crashes the game as well, so don't try it.
64F044328

## July 2016

(Being sold by Steel Affairs Automotive in Arvada, CO.)

1964 Cadillac Deville Convertible. Full custom on brand new Ride Tech air ride system. Brand new paint interior wheels tires top and suspension. The orange paint has a light pearl effect that looks incredible in the sun. The interior and convertible top were completely redone. The top is high grade black cloth. The car features full power options and a 7 liter 429 V8 engine. Tan interior.
Steam

Steam is water heated beyond the boiling point.

Steam is generated by:

* Naturally and unlimited (!) from Steam Geyser
* From clean or from polluted water by
	+ Dripping (!) water on a Liquid Tepidizer (submerging a Tepidizer will cause the temperature to only go up to 90 degree Celsius, so water is boiled and germ free but does not turn into steam)
	+ Dripping water onto batteries or machines (without causing puddles) that are hot enough within rooms that can keep the temperature up
	+ Dripping water on magma (bottom of the map).

If polluted water evaporates, it leaves behind dirt.

Steam can be so hot that it damages pipes or vents or such and kills plants or critters or Duplicants.

It can be condensed back into water by:

* Exposing it to a cold tile or natural wall
* Piping cold hydrogen through the room with the steam
* Venting cold hydrogen or oxygen into the room (which will only work until the room pressure is too high if the gas is not remove once heated)
Power Transformer

### Description

Protects circuits from overloading by increasing or decreasing Power flow.Stores the Power that is fed into it.

### Effects

Power capacity: 1 kJPower runoff: 0 J/Cycle

Heat: +1 kDTU/s

Overheat temperature: 75 °C

Auto inputs: enable/disable

Decor: -10 (radius: 2 tiles)

### Building Material

Metal Ore: 200 Kg

**"***Transformers prevent buildings from frying on circuits with powerful generators.***"**

DATABASE
Patch Notes - 253205 - January 31 2018

* Fix for some jobs requiring more experience than intended since the last hotfix
* If a Dupe has mastered a job and the amount of experience required to master that job changes due to an update/hotfix, that Dupe will now remember that they mastered that job and not be required to regain that experience if they are reassigned to it.
Steam Turbine

### Description

Draws in Steam from the tiles directly below the machine's foundation and uses it to generate electrical Power.Outputs Water.

### Requirements

Liquid output pipeSkill: electrical engineering

### Effects

Power: +850 WHeat: +4 kDTU/s

Overheat temperature: 1000 °C

Auto inputs: enable/disable

### Building Material

Refined Metal: 800 Kg (primary element)Plastic/Visco-Gel: 200 Kg

**"***Useful for converting the geothermal energy into usable power.***"**

DATABASE

The **Steam Turbine** is a Power building in *Oxygen Not Included*. It produces electricity using pressurized scalding hot steam, then releases it at a significantly lower temperature. The pressure below the building must be lower than the pressure above it for the air to flow. Steam Turbine is in the fifth tier of the Power Research tree.