Oxygen Not Included: The Kerbal Space Program of base building & what Fallout Shelter should've been

Yep, you can do all kinds of fun stuff there. My critter drowning chambers consist of a little pool of water that the critters occasionally walk through. If the room sensor detects that the room is crowded, and the pool sensor detects that a critter is in it, the doors close until the critter has drowned. The door opens again and the autosweepers pick up the meat.

Good luck on your new build!

I’m enjoying the updates, keep 'em coming. I especially enjoy the pictures, and wouldn’t mind videos, either.

Welcome to our new home, Industria!

At first I was overjoyed. So many resources! So much for the asteroid type, ‘desolands’ I thought. This is a veritable bonanza of materials!

I soon came to realize that there are so many resources at the start only because that’s just about all I am getting.

My base 8 cycles in:

As you may be able to tell, I’m going for a bit less grid-y of a layout. We will see how well I can stick to that.

Zooming out a bit, you can really see how limited my resources are. I am abutting on much more hostile biomes, including oil!

Glad to hear you’re enjoying the updates @EllisDee!

I’m still feeling a strong grid influence in the design aesthetic. (You should see my city skylines build with my ridiculously rigid grid structure.)

Out of curiosity, do you save scum good starting workers, or do you just take what you get first roll?

You can now reroll the starting workers indefinitely. No save scumming required. Not sure when they added that.

For my achievement run, I did save scum just about every pod drop, whether for workers or the right resource. I am not ashamed of this.

Night, cycle 16. About to start serious construction, I think.

Cycle 20… I now have functional restrooms (have yet to demolish outhouses) and a dirty water pond. Hooray?

I’ve been continuing to play, now on cycle 38.

This is the water system I mentioned earlier, screenshot is from quite a few cycles ago. I quite like the bathroom design - dupes enter through the top door, do their business, go downstairs, and wash up before leaving. You can also see my first Hatch ranch.

From a few cycles later, I am having unacceptable heat issues due to the geyser, so I have begun insulating it. I am also going to make use of the water - so long as it is below 70 degrees, it won’t warm the output any more than the oxidation process itself.

A handful more cycles down the road. Hydrogen is becoming a problem, so I am making a big cavern at the top (carving away softer materials) to store it in. You can see I am renovating my farms - I end up rejecting that design, and making a new one. To avoid starvation, I keep the existing farm until the new one is ready.

Up to date photo. I am designing these farms with automation in mind. I already have some tweaks to the design, but for now I will leave them be. You can see I am also harvesting that hydrogen now.

You will also note I have dug out the teleporter room, and can see that it leads to ‘an irradiated world with renewable water sources’. I think I want to explore it, perhaps by cycle 50. It has acool slush geyser!

Things are going pretty well in my base. I’m sending a dupe over to the other asteroid to get some cool slush, because with that geyser nearby heat is becoming a serious issue. I also have a lot of oil to tap, so cooling will be fantastic.

I got a dupe out of the other world, so I’m up to 13 total now. No cool slush geyser in sight, so we’ll need to get set up with a temporary base while we explore. For now, I’m thinking I will set up a minimalist facility to tap the cool water and bring it home. Later I might set up a fully functioning base here.

ETA: A few cycles later - my current base on the second asteroid. My plan is to drain all the water into a pool at the bottom there, leaving plenty of open space for the pips to roam free until I can understand what they are for. On the right is where I suspect the cool slush geyser is, so I shall be digging that-a-way.