🌌 Oxygen Survival · Complete Guide
From crash survival to deploying Planetary Life Support Hubs · Realistic industrial simulation · Start your off‑world colonization
You have crash‑landed on an alien world with no breathable air. The ultimate goal of this mod is not just to "finish" — it is to:
🎯 Build a "Planetary Life Support Hub" to manage global gas circulation and lay the foundation for large‑scale extraterrestrial colonisation.
🎯 Side goal 1: Build a complete Pressurized Water Reactor (PWR) nuclear power plant (experience the efficiency of a real‑world PWR).
🎯 Side goal 2: Construct a Heavy Rotary Mining Drill (to dig deep and unlock vast resources).
🎯 Side goal 3: Develop nuclear weapons – "Little Boy" and "Fat Man" – a complete industrial chain from uranium ore to warhead.
🌊 Water Challenge: A Planet with Only Seawater
There is not a drop of fresh water on this world – only salty, briny seawater as far as the eye can see.
Your life support, industrial lines, nuclear cooling … everything needs water, and the only source is this vast ocean.
Drinking seawater directly will lead to severe dehydration or even death – it must be treated. From early survival to industrialisation, you will build a complete water treatment system step by step:
🔥 Early game: Field distillation
Empty can + seawater → dirty water can
Build a field water purifier, use heat to distill, and obtain fresh water can and crude salt. This will be your first drink of fresh water on this planet.
🏭 Mid game: Large‑scale desalination
Build a desalination plant using multi‑effect distillation or reverse osmosis,
processing thousands of units of seawater at once to produce large amounts of fresh water and crude salt. ~90% recovery rate, enough for your base's large‑scale water demand.
💧 Industrial water recycling: Zero‑discharge loop
Waste liquid purification → sand filtration recovers clean water, by‑product sludge (compost feedstock). Saline wastewater distillation → recovers salt and pure water. Acid‑base neutralisation → produces salts and water, achieving zero‑discharge for the entire plant.
🧪 Advanced: Resource extraction from seawater
Pre‑treat seawater → concentrated brine, then extract boron and lithium via ion exchange,
used for nuclear reactor coolant (enriched boric acid) and high‑performance batteries (lithium). Turn the ocean into your chemical raw material warehouse.
💡 Key technologies: Field water purification → Crude salt refining → Desalination → Water purification → Waste treatment → Brine concentration → Boron/Lithium extraction
📦 Relevant buildings: Field Water Purifier · Desalination Plant · Water Purification Plant · Crystalliser · Evaporator · Ion Exchange Column · Mixer
🧬 Core Mechanics: Survival Trio 【Known issue】Multiplayer sync may sometimes fail – still being investigated.
🫁 Oxygen
Consumable: Oxygen Can (full) · durability‑based, becomes empty when depleted Total durability: 9000 (lasts 150 seconds) Consumption rate: 60 durability/s (in anoxic environments) Damage: after oxygen runs out, lose 3 HP every 30 seconds Safe planet: Nauvis (home world) does not consume oxygen (respawn also gives cans) Grace period: 1 minute after depletion before damage starts Supply: 5 cans given on respawn
💧 Water
Consumable: Water Can (full) · durability‑based, becomes empty when depleted Total durability: 12000 (lasts 200 seconds) Consumption rate: 60 durability/s Damage: after water runs out, lose 2 HP every 40 seconds Refill methods:
· Distill dirty water (field water purifier)
· Desalinate seawater (desalination plant)
· Condense air (atmospheric condenser) Collecting: right‑click on a water source with an empty can to get dirty water, or directly distill seawater
🍖 Food
Consumables (priority order): Nutrient‑compressed Ration (durability 28000) → Roasted Tuber (15000) → Tuber (10000) → Frostleaf (8000) → Charcoal‑grilled Fish (15000) → Dried Fish (18000) Consumption rate: unified at 0.5 durability/s (i.e. 1 durability every 2 seconds) Damage: after food runs out, lose 4 HP every 60 seconds Grace period: 1 minute after depletion before damage starts 💡 Food spoils over time (turns into compost) – manage FIFO.
Massive industrial chains, closed‑loop designs, realistic reaction pathways –
every by‑product has a destination
⚠️ Players Who Might Not Enjoy It
☕
Casual / Relaxed Players
This mod is hardcore and complex – from crash to hub takes tens of hours
Every step involves multi‑stage industrial chains; not a quick‑play experience
🧪
Those who dislike chemistry & engineering
Acid/base/salt, fluorination, extraction, crystallisation, electrolysis –
Almost every process is based on real chemical principles; lack of interest will feel tedious
📦
Players who struggle with logistics & by‑product management
Closed‑loop design means every by‑product must be utilised –
if you let things back up, the entire line will stall; meticulous planning required
⏳
Players with limited time
From hand‑crafting cans to assembling nuclear warheads, the journey is extremely long –
significant time investment is needed to reach the endgame content
Both uranium and plutonium bomb paths – "Little Boy" (gun‑type) and "Fat Man" (implosion‑type).
Side challenge
💡 Mod Fun & Challenges
🔧 Vast Industrial Chains
294 technologies, 299 recipes, from hand‑made cans to nuclear warhead assembly.
Aluminium, tungsten, molybdenum, chromium, cobalt, nickel, silver, indium, cadmium, beryllium, zirconium, plutonium … Nearly 20 metallic elements, each with its own extraction chain
🔄 Closed‑Loop Industrial Design
By‑products are not waste – they are feedstock for the next step.
Mother liquor recycling, spent acid recovery, isotope recycling, fluorine/magnesium loops … Designing a zero‑waste line is the true industrial aesthetic
☢️ Full Nuclear Chain
From yellowcake to UF₆, from centrifuge enrichment to fuel assemblies.
From spent fuel reprocessing to MOX fuel, from radioactive waste to glass vitrification. A true nuclear closed loop, every step well‑founded
🌍 Interstellar Colonisation
Each planet has its own hub and independent life support.
Vulcanus geothermal, Fulgora scrap recycling, Gleba biomass, Aquilo extreme cold. Different planets, different strategies – one industrial civilisation
💡 Every closed loop you complete is a victory of the industrial revolution.
🏭 Industrial Chain Deep Dive
🔬 Realistic Chemical Engineering
The mod distinguishes multiple chemical reaction equipment, building a near‑realistic chemical production system:
🌍 Planetary Life Support Hub⛏️ Heavy Rotary Mining Drill
🛡️ Defense
🔪 Spike Trap
📌 Buildings: 47🏗️ Categories: Survival · Processing · Smelting · Chemical · Water · Gas · Nuclear · Interstellar · Defense
🌳 Full Technology Tree
📊 Technology Development Roadmap
Loading tech tree…
Trigger unlocked by crafting items | Research requires science packs | Ultimate final goal
🌍 First Landing · Starting Guide
🌋 Vulcanus — scorching volcanic desert, covered in lava, sulfuric fumes, and high‑grade tungsten ore. 📌 Mission: Build the hub, set up stable power, and use geothermal resources to start tungsten smelting.
⚡ Fulgora — barren wasteland with no native ores, only alien wreckage; night lightning damages structures. 📌 Mission: Prioritise lightning rods, use recyclers to break down scrap for basic materials, then start the hub.
🍄 Gleba — humid swamp‑fungus world, relying on fungi and fruits for industrial feedstock; native pentapods are attracted to production fumes. 📌 Mission: Build the hub and secure supply lines, set up rapid transport for perishables, and build defences.
❄️ Aquilo — frozen ammonia‑ice world, where entire machinery freezes; produces lithium, fluorine, and high‑end materials. 📌 Mission: Provide heating to keep equipment running, build the hub and secure logistics – the hub must be online before any industrial line can operate.
🌱 Appendix: Key Closed Loops
Core cyclic systems – every by‑product finds a home.
Spent electrolyte (H₂SO₄) → returned to zinc calcine leaching → replacing fresh acid, completing the acid loop
🔄 Boron Isotope Loop
Depleted boric acid → ion exchange → partially recovered as enriched boric acid (¹⁰B)
🔄 Lithium Loop
Lithium ion sieve is recycled | chlorine gas returned to chlor‑alkali system
🔄 Fluorine/Magnesium Loop
Magnesium fluoride → electrolysis → magnesium ingot + fluorine gas → HF → returned to fluorination step
🔄 Silver Refining Loop
Zinc chloride → electrolysis → zinc ingot (returned to cementation) + chlorine gas (returned to chlor‑alkali/zirconium chlorination)
🔄 Waste Neutralisation Loop
Acid/base waste → neutralisation → refined salt + pure water → zero‑discharge plant
🔄 Water Cycle Loop
Dirty water → distillation → fresh water | waste liquid → sand filtration → pure water reuse | seawater → fresh water + crude salt
🔄 Nickel‑Cobalt Recovery Loop
Flotation tailings → sequential precipitation → nickel ingot + cobalt powder → purified nickel sulphate returned to nickel line
📌 Frequently Asked Questions
❓ How do I get food?
Grow tubers/frostleaf in greenhouses, or forage wild resources. Later, algae protein and nutrient rations provide efficient supply.
❓ Where does oxygen come from?
Greenhouse photosynthesis · algae cultivation · water electrolysis · air separation. Nauvis consumes no oxygen; other planets require oxygen cans.
❓ How do I collect water? How to treat dirty water?
Right‑click a water source with an empty can to get dirty water → distil in a field purifier → fresh water can. Empty cans are reused.
❓ Does the energy shield protect against survival damage?
No. Oxygen, water, and food depletion directly reduce HP – shields do not absorb survival damage. Please restock in time.
❓ Not enough CO₂?
Calcite pyrolysis, wood burning, blast furnace/electric arc furnace off‑gas, cement production, or convert O₂ to CO₂ via the planetary hub.
❓ How to make hydrogen fluoride?
Fluorite concentrate + sulfuric acid → hydrogen fluoride + gypsum. First, set up a fluorite flotation line.
❓ What is hydrochloric acid used for?
Metal pickling, pH adjustment, aluminium extraction (acid neutralisation), high‑purity silicon purification, boric acid crystallisation – a core acid in the chemical chain.
❓ Running out of iron ore?
Flotation: iron ore → concentrate, 1 concentrate → 2 iron plates, doubling efficiency. Both blast furnace and arc furnace have their uses.
❓ What's the difference between blast furnace and arc furnace?
Blast furnace: large‑scale rough smelting, high output but more impurities, by‑products slag and gas. Arc furnace: 3000°C super‑refining for high‑purity metals.
❓ Why isn't my electrolyser working?
Check power supply, brine/pure water input, and that the planet's hub is running.
❓ How to handle spent nuclear fuel?
Spent fuel → nitric acid dissolution → PUREX extraction → U/Pu separation → uranium back to cycle, plutonium for MOX, high‑level waste → vitrification.
❓ What are control rods and the Po‑Be neutron source for?
Control rods (Ag‑In‑Cd) regulate reaction rate. The Po‑Be source provides the initial neutron flux for startup – the "spark plug" of the reactor.
❓ Why did my machines stop?
Check if the planet's hub is operational. All assembling machines, chemical plants, and refineries are disabled when the hub is down.
❓ Can I build a hub on Nauvis?
Yes. On Nauvis, the hub does not consume oxygen but acts as a device controller, making it easy to manage the entire factory.
❓ What is a "closed‑loop industry"? Why is it important?
Closed‑loop means all by‑products are recycled – no waste stream leaves the system.
Examples: mother liquor returned to alkaline pressure leaching (tungsten), spent electrolyte returned to leaching (acid loop), depleted boric acid recovery (isotope loop), magnesium fluoride electrolysis (F/Mg loop).
Every closed loop you achieve raises your line's efficiency to the next level.
📦 About This MOD
● In development
📅 Started
2026‑07‑21 19:58:17
⏱️ Development time
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👨💻 Status
● Active development · core features implemented
📌 Version
Unreleased (development updates may be slow – join the QQ group for progress)