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Oxygen Not Included — Mac download

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The problem is physics. You dig a hole, and the oxygen goes somewhere else. You build a toilet, and the polluted water drains into your clean supply. A hardcore survival simulator in a strategy framework, Oxygen Not Included hands you three duplicants and a printing pod, then watches you fight gas pressure, heat death, and your own plumbing.

Bladders, stress, and breathable air demand your full attention

  • Managing duplicant vitals — bladder fullness, stress, and workload demand constant attention
  • Excavating ravines for minerals while keeping the core base breathable
  • Routing waste so it does not spawn a chain of diseases through the colony
  • Tuning job priorities so creative problem solvers handle art while others haul

Low morale triggers protests and poor work

  • Lower duplicant happiness triggers protests and worse task performance across the board
  • Consuming everything creates waste — every calorie eaten, every litre of water used
  • Improving the base means leaving it, and unescorted miners die in bad atmosphere

Turn on proximity before your first duplicant takes a breath

Before the first duplicant takes a breath, three options deserve a look.

  • Proximity — buried in the priorities menu. Turn it on. Duplicants grab tasks near their current position instead of running across the asteroid to sweep up three grams of sandstone. Cycle times shrink immediately.
  • Autosave frequency — default is every cycle. On a large base, set it to every five cycles. The pause during save is less intrusive, and you learn to live with the risk.
  • Germ overlay opacity — reduce it to around 40 percent. The default green haze makes fluid pipes unreadable, and you need to see liquid flow more than you need to count every food poisoning spore.

Disable Enable Proximity for the first twenty cycles if you want duplicants to finish critical construction chains without wandering off. Switch it on once the core rooms are dug out.

Workflow: an emergency oxygen line

The algae runs out around cycle forty. That is the moment most colonies suffocate. Here is the recovery sequence.

First, isolate the living quarters with manual airlocks. You cannot oxygenate the whole asteroid. Target the barracks, mess hall, and research station — one contiguous block of perhaps twelve tiles wide.

Second, locate a pocket of polluted water. Place a liquid pump and run a pipe to an electrolyzer setup somewhere outside the living block. Polluted water off-gasses polluted oxygen at a steady rate, and a deodorizer with sand turns it breathable. Temporary, but it buys six cycles.

Third, dig toward a rust biome if one exists. Rust plus salt in the rust deoxidizer produces oxygen and chlorine. The chlorine sinks, so build a pit underneath the machine with a gas pump that filters it into a storage room. Let the oxygen rise into the base through airflow tiles.

Fourth, queue research on the electrolyzer proper while the rust setup runs. Once you split water into hydrogen and oxygen, the hydrogen powers the grid and the oxygen feeds the vents. Two gas pumps, one at the top of the room for hydrogen and one at the bottom for oxygen, with a filter on each line. No mixed gases, no popped eardrums.

This whole loop — polluted off-gas to deodorizer, rust deoxidizer, electrolyzer — stacks. Each stage buys time for the next. The duplicants do not care how the oxygen arrives, only that their breath bar stays full.

Fits together with

Oxygen Not Included sits beside colony sims where plumbing matters, but its gas and liquid simulation gives it edges other apps can exploit.

macOS Screenshot tool (Shift-Command-5) — capture a full-base overlay once per cycle. Comparing two screenshots reveals where carbon dioxide is pooling or why a duplicant path line suddenly turns red. Faster than opening the gas overlay and squinting.

Notes with iCloud sync — keep a running list of geyser dormancy periods. The game shows them in the overlay for about three seconds; jot the dormant and active windows so you can plan cooling loops without revisiting the vent.

Shortcuts — build a one-tap automation that launches the game, sets Focus mode to Gaming, and dims secondary displays. Colony sims punish background noise. Miss a stress alert because Slack pinged and you lose a duplicant to a binge-eating spiral.

Terminal and Activity Monitor — large bases eat CPU. When fps drops below twenty on an M-series Mac, closing the germ and temperature overlays reclaims headroom. The navgrid fix in build 744825 helps, but pathfinding on a 256-duplicant colony still hits the processor hard.

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