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Oxygen Not Included 744825 — Mac version

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Most colony builders let you feel in charge. This one reminds you that you've forgotten to build a toilet and now everyone has food poisoning.

Duplicants — your colonists, each arriving with their own traits. One might be a skilled digger because tools feel natural to them. Another stresses out at the slightest mess. You don't pick perfect people; you work with what you get.

Base management — genuinely difficult. Oxygen, power, plumbing, temperature. A small waste spill can spiral into a chain of diseases before you've noticed. Expanding means venturing outside the safe bubble to mine minerals in ravines, leaving your base vulnerable.

Who it suits — tinkerers who enjoy failing, learning, and starting over. If you like unpicking a disaster of your own making, you'll settle right in. The satisfaction comes from systems clicking together after five attempts.

Who might bounce off — anyone wanting a relaxed sandbox. The game doesn't cushion the learning curve, and your first few colonies will collapse in ways that feel unfair until you understand the physics and plumbing involved.

Your algae runs out faster than you think

Oxygen runs out before cycle 30. New players treat algae like it's infinite. It isn't. Build an oxygen diffuser early, sure, but start scouting for a water source and plan an electrolyzer setup before the algae runs dry. One diffuser per five duplicants is a safe rule of thumb.

Heat death creeps in. Your power room and batteries bleed heat. If the base hits 35°C, mealwood stops growing. Move heat producers outside the living area, insulate the farm with igneous rock tiles, and rush research toward a cooling loop. Ice tempshift plates can buy you twenty cycles in an emergency.

Duplicants stand around doing nothing. Check the priorities tab — fresh prints often arrive with every job type disabled except one or two. Press J to open the priorities overlay and make sure someone's assigned to cooking, farming, and supplying. The default priority system is vague; switching to advanced priority mode in the game settings gives you proper control.

Pipes blocked, machines starved. White goes into green. Inlets are white, outlets green. If you connect two green outlets to the same pipe segment, the flow stalls. Snaking a pipe past multiple white inputs in series usually works, but a bridge corrects direction when things back up.

Stop your miner from sprinting across the map

  • Enable proximity in priorities. Found in the priorities menu. Duplicants favour nearby tasks. Without it, your miner might run across the entire map while the digger next to the job sits idle.
  • Slow the germ overlay refresh. The default scan flashes green blobs every tick and eats frames on older Macs. Set it to "when paused" and you'll still see contamination without the performance hit — handy after an oxygen not included mac download on a machine with integrated graphics.
  • Turn off disinfect automatically. Germs on tiles rarely cause harm. The disinfect job burns time and bleach stone you'll want for hand sanitizers later. Save it for food storage and the water supply.
  • Schedule downtime properly. Three downtime slots end-to-night works better than one. The first slot covers eating, the second covers toilet visits, the third hits recreation. Morale jumps noticeably.

Digging toward an ice biome on cycle 47

You unpause. Cycle 47. The oxygen overlay shows a thin band of breathable air around the printing pod — good enough. Four duplicants are on meal prep, two are digging a shaft toward an ice biome you spotted last session.

You sweep the power grid first. The coal generator's been running flat out and the batteries are cooking the farm. You rip up two smart batteries, place them behind insulated tiles, and run automation wire to the generator so it stops burning coal while batteries are full. The heat map settles within a cycle.

Mae, your digger, has hit a slime pocket. The germ overlay explodes in yellow. You pause, box in the pocket with airlock doors, drop a deodoriser inside, and set it to priority 8. The slimelung cloud clears before anyone breathes it in. Mae finishes the shaft without a sick day.

Back at base, the lavatories are full. One duplicant's stress is at 60% because she can't reach a clean toilet. You drop a second outhouse, mark the full one for emptying, and schedule an extra downtime slot for the stressed colonist. She perks up within a cycle.

By cycle 52, the electrolyzer build is half-finished. You're short on refined metal, so you wire a rock crusher near the dig site — noisy, but temporary. The Oxygen Not Included torrent of problems never really stops. You save and quit, already planning the cooling loop for tomorrow.

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