I use outhouse for a while and staggered schedules. I pick a good research dupe, miner dupe, and a supply/ops/build dupe. With now 6 valid water sources (Cool Steam Vent, Steam Vent, Water Geyser, Polluted Water Vent, Cool Slush Geyser, Salt Water Geyser) in the geyser pool, it is highly unlikely - but not impossible - that none of these 9-16 geysers will be found. The 12 buried geysers, that are found on the average map (+4 w/ Geoactive, -3 w/ Geodormant, +1 w/ both), will draw from the pool of all geysers. Leaving "The Badlands" with only the two open geysers found in the caustic biome: A Cool Steam Vent and either a Natural Gas Geyser or a Chlorine Gas Vent. "The Badlands" is missing both the Swamp and the Tide Pool biome, so the open geysers from those biome types will be missing. If a biome type isn't present on a given asteroid, then the biome specific features (open geysers, AETNs) will be missing as well.Īrboria is missing the Swamp biome, so the open Cool Steam Vent (and Natural Gas Geyser) found in this biome type will be missing.
Oxygen not included oxyfern generator#
Since it's sort-of 1:1 with dupes and you have problem with low pressure, I'd recommend a wood burner or coal generator to produce some extra co2 which you can turn into oxygen.Īnyway, every asteriod has some combination of caustic, swamp or rust biomes, and you can use these for your early-midgame oxygen needs. Just don't take too many dupes too early, since there are only so many oxyferns on the map. A little over 3 oxyferns is needed for 1 dupe. Oxyfern is pretty solid actually, but you have to use it domesticated. But I still stay as small and air locked as much as possible even after securing an oxygen source. I'll use whatever is available(rust/salt or water produced) and research to start using it. It is slower than I am used to, but effective enough that you will be 'ahead' enough to find your oxygen source. This will pressurize your base and let you delay using water for oxygen production. rush ventilation and pipe in oxygen from pockets you find where natural oxyilte is off-gassing. Third, there seems to be some sort of deletion of volume by oxyferns or odd collections of CO2 at oxyferns which makes it seem like there is low CO2 in your base, when in reality, there is a lot of CO2 pooling which causes oxygen pressure issues.
![oxygen not included oxyfern oxygen not included oxyfern](https://i.ytimg.com/vi/VE2KFGt0u8o/maxresdefault.jpg)
Second put an air locks around your base asap and utlize co2 air locks until you research pressurized doors. When I need more dup's I'll build them their own self contained/sustainable pod. The working quarters gets its own oxygen piped in and at 1 oxyfern. This ensures the food is sterile where the mealwood is. Once I get pressurized doors and airflow tiles, i block the oxyferns off and put airflow tiles on the bathroom floor. For the 'basement' I put 3 oxyferns under the bathroom, then the rest is mealwood and a place to store food.
Oxygen not included oxyfern free#
I add an extra free time shift slot after they wake up in the scheduler and shift the 1 dup's schedule by one slot so they use the bathroom. 1 outhouse instead of toilet (to help with early mid game sand creation from pokeshells) and 1 sink per 3 dups. 3 beds, 3 tables and a free space for decoration on the main floor. I use slomes' capsule living quarters as an inspiration to keep the base as small as possible. don't rush advanced research due to it's water usage. It's taken some time to learn to perfect it and some luck on map seeds, but I finally 'tamed' the starting biome to the point where I can regularly make enough food and oxygen to start advancing to a successful early mid game(this is plastics, exploration, and renewable energy creation to me for the forest biomes).įirst, limit your base size and dup population. I approach forest maps with a completely different approach than the traditional map and it has been working well.