# ONI Knowledge Base — AI Reference This file aggregates all building IDs, element IDs, tech IDs, and their semantic metadata in one structured document. The AI uses this to understand what each entity means and how to reason about the game. ## Coordinate System ONI uses a 2D grid. The origin (0,0) is at the **bottom-left** of the map. - x increases to the right - y increases upward - Each cell is 1x1 tile - Buildings may occupy multiple cells (width x height); the (x,y) is the **bottom-left anchor** - World size varies by asteroid (default ~256x384 cells) When the AI wants to reference a location: - Use absolute (x,y) coordinates - For regions: (x, y, width, height) - For buildings: reference the bottom-left cell of the building - For movement: "at (x,y)" or "from (x1,y1) to (x2,y2)" ## Building Categories | Category | Purpose | Examples | |------------|----------------------------------------|---------------------------------------------------| | Base | Structure, storage, doors, ladders | Tile, Ladder, StorageBin, InsulatedTile, Door | | Oxygen | Oxygen production, gas cleaning | Electrolyzer, OxygenDiffuser, Deodorizer | | Power | Power generation, storage, wiring | CoalGenerator, HydrogenGenerator, Battery | | Food | Food production, cooking, ranching | PlanterBox, ElectricGrill, MicrobeMusher, Ranch | | Plumbing | Liquid handling, hygiene | LiquidPump, Lavatory, WaterSiever, Shower | | Ventilation| Gas handling | GasPump, GasFilter, GasVent | | Refinement | Material processing | MetalRefinery, RockCrusher, Kiln, Compost | | Medicine | Health, disease treatment | Apothecary, MassageTable, SickBay | | Furniture | Decor, morale, stress relief | Cot, MessTable, ArcadeCabinet, FlowerPot | | Stations | Research, suit docks, crafting | ResearchStation, SuperComputer, AtmoSuitDock | | Utilities | Temperature management | ThermoAquatuner, SpaceHeater, TempshiftPlate | | Automation | Logic circuits, sensors | AND Gate, AtmoSensor, AutomationWire | | Shipping | Conveyor systems | ConveyorLoader, ConveyorRail, SolidFilter | ## Key Building IDs (frequently used by AI) ``` # Oxygen production Electrolyzer -> Produces O2 + H2 from water (needs 1kg/s water) OxygenDiffuser -> Produces O2 from algae (early game) Deodorizer -> Converts PollutedOxygen to Oxygen (needs filtration medium) # Power ManualGenerator -> 400W, duplicant powered CoalGenerator -> 600W, consumes Coal HydrogenGenerator -> 800W, consumes H2 NaturalGasGenerator-> 800W, consumes NaturalGas PetroleumGenerator -> 2000W, consumes Petroleum SteamTurbine -> Extracts heat from steam, produces power SolarPanel -> 380W max, needs light WoodBurner -> 300W, consumes Lumber # Power storage Battery -> 10kJ storage, small JumboBattery -> 40kJ storage SmartBattery -> 20kJ storage, automation output # Food PlanterBox -> Grows plants, needs dupe delivery FarmTile -> Grows plants with irrigation HydroponicFarm -> Grows plants with automatic irrigation ElectricGrill -> Cooks food (better quality) MicrobeMusher -> Makes basic mush bars from water + dirt GasRange -> Advanced cooking with gas Refrigerator -> Stores food, slows decay # Plumbing LiquidPump -> Pumps liquids (240kg/s) Lavatory -> Produces PollutedWater from dupe use WaterSiever -> Filters PollutedWater -> Water Desalinator -> Removes salt from SaltWater/Brine LiquidVent -> Outputs liquid into world # Ventilation GasPump -> Pumps gases (500g/s) GasFilter -> Filters specific gas from mixed pipes GasVent -> Outputs gas into world HighPressureGasVent-> 20kg/tile max pressure # Refinement MetalRefinery -> Refines metal ores into refined metals RockCrusher -> Crushes rock into sand/power Kiln -> Burns clay -> ceramic GlassForge -> Makes glass from sand Compost -> Converts polluted dirt into dirt # Base Tile -> Standard tile, 2 tiles high Ladder -> Allows vertical movement InsulatedTile -> Reduces heat transfer (best insulation) ManualAirlock -> Manual door PneumaticDoor -> Auto door, lets gas pass MechanizedAirlock -> Auto door, seals gas/liquid StorageBin -> Stores solid resources LiquidReservoir -> Stores 5t of liquid GasReservoir -> Stores 150kg of gas # Temperature ThermoAquatuner -> Cools liquid piped through it (needs steam room) ThermoRegulator -> Cools gas piped through it SpaceHeater -> Heats area (inefficient) LiquidTepidizer -> Heats liquid (up to 85C) TempshiftPlate -> Distributes heat evenly # Stations ResearchStation -> Basic research (needs dirt) SuperComputer -> Advanced research (needs plastic) AtmoSuitDock -> Stores atmo suit GroomingStation -> Grooms critters for happiness/eggs RanchStation -> Ranching skill station FarmStation -> Improves farm yield (needs fertilizer) PowerControlStation-> Improves generator efficiency # Medicine MassageTable -> Reduces stress SickBay -> Cures diseases TriageCot -> Heals physical damage Apothecary -> Produces medicine # Automation (common items) AtmoSensor -> Senses gas pressure ThermoSensor -> Senses temperature HydroSensor -> Senses liquid pressure GasElementSensor -> Senses specific gas type AND Gate, NOT Gate, FILTER Gate, BUFFER Gate ``` ## Key Element IDs (resources) ``` # Critical survival Oxygen -> Breathable gas (needed by dupes) Water -> Essential for farming, electrolysis, life support Dirt -> Used in research (early) and farming Algae -> Consumed by OxygenDiffuser # Food chain Calories -> Aggregate food energy for colony MealLice -> Basic food from mealwood plants BristleBerry -> Mid-tier food from bristle blossom Mushroom -> Food from dusk cap (needs CO2 + slime) RawEgg -> Egg for cooking Meat -> From ranching # Power chain Coal -> Burned in CoalGenerator Hydrogen -> Burned in HydrogenGenerator NaturalGas -> Burned in NaturalGasGenerator Petroleum -> Burned in PetroleumGenerator CrudeOil -> Can be refined to Petroleum # Construction metals CopperOre -> Early building material IronOre -> Mid building material GoldAmalgam -> High corrosion resistance Wolframite -> Very high melting point (tungsten source) Steel -> Strong, high melting point (refined) RefinedIron -> Mid refined metal Plastic -> Advanced material (from polymer press or dreckos) Ceramic -> Best insulation material # Water / liquids SaltWater -> Can be desalinated to Water Brine -> Can be desalinated (more salt per water) PollutedWater -> Can be filtered to Water (also used by reed fiber) CrudeOil -> Pumped from oil biome Petroleum -> Refined from oil (cooking or refinery) Lumber -> From arbor trees, burned in wood burner Ethanol -> From lumber, burned in petroleum generator # Gas handling PollutedOxygen -> Can be deodorized to Oxygen CarbonDioxide -> Sinks to bottom, used by mushrooms/soda fountain ChlorineGas -> Disinfects, used by balm lily SourGas -> Can be cooled to methane + sulfur # Rare / advanced Niobium -> End-game space material Thermium -> Best heat conductor (space material) Isoresin -> Used for insulation (space material) ViscoGel -> Non-mixing liquid (space material) Radium -> Radioactive, spaced out DLC ``` ## Research Tech Tree (simplified path) ``` Tier 0 (start): FarmingTech, PowerRegulation, Plumbing, Ventilation Tier 1: FoodPreparation (-> ElectricGrill, MicrobeMusher) InteriorDecor (-> Cot, FlowerPot, various decor) AdvancedPowerRegulation (-> SmartBattery, PowerTransformer) LiquidPiping (-> LiquidPump, WaterSiever, Desalinator) GasPiping (-> GasPump, GasFilter) FineDining (-> GasRange, Refrigerator) Tier 2: ImprovedOxygen (-> Electrolyzer) RefinedObjects (-> MetalRefinery, RockCrusher) TemperatureModulation (-> ThermoAquatuner, ThermoRegulator) Ranching (-> GroomingStation, Incubator) SmartStorage (-> LiquidReservoir, GasReservoir) Automation (-> first automation buildings) Tier 3: HighTemperatureForging (-> Steel) SpaceProgram (-> telescope, rocket platform) CryoFuelPropulsion (-> hydrogen rocket engine) Tier 4: MaterialsScience (-> SuperCoolant, ViscoGel) ``` ## Building Size Reference (width x height) ``` 1x1: Wire, GasPipe, LiquidPipe, AutomationWire, Switch, Sensor 1x2: ManualGenerator, Battery, PlanterBox, FarmTile, RationBox 2x1: GasFilter, LiquidFilter, Incubator, Jukebot 2x2: CoalGenerator, HydrogenGenerator, OxygenDiffuser, Electrolyzer, GasPump, LiquidPump, AlgaeTerrarium, Deodorizer, WaterSiever, ElectricGrill, MicrobeMusher, RockCrusher, Kiln, Compost, MassageTable, Apothecary, ResearchStation, TextileLoom 2x3: MetalRefinery, PolymerPress, OilRefinery, AtmoSuitDock 2x4: Telescope, MolecularForge 3x1: LadderBed, DisplayShelf 3x2: ManualAirlock, PneumaticDoor, MechanizedAirlock, ConveyorLoader, SmartStorageBin, LiquidReservoir, GasReservoir 3x3: Shower, Sauna, HotTub 3x4: SteamTurbine 4x2: SuperComputer, JumboBattery, StorageBin 4x4: SolarPanel ``` ## Common Game Mechanics (AI reference) ### Gas/Liquid Physics - Gases **layer by density**: CO2 (sinks) < O2 < PollutedO2 < NaturalGas < H2 (rises) - Liquids **layer by density**: Petroleum < Water/SaltWater/Brine < CrudeOil < Mercury - Pressure limit for gas vents: GasVent = 2kg/tile, HighPressureGasVent = 20kg/tile - Buildings overheat above their overheat temperature (default 75C, some higher) - Insulated Tile reduces heat transfer by ~100x ### Duplicant Needs - Oxygen: need ~100g/s per dupe - Food: need ~1000kcal/cycle per dupe - Stress: > 50% starts causing problems, > 80% mental breaks - Temperature: comfortable at 18-35C, hypothermia below 10C, hyperthermia above 40C - Morale: affected by decor, food quality, room bonuses ### Room Types - Latrine: Outhouse + WashBasin = +1 morale - Washroom: Lavatory + Sink = +2 morale - Barracks: Cot/LadderBed + 1 decor = +1 morale - Bedroom: ComfyBed + 1 decor = +2 morale - Mess Hall: MessTable + 1 decor = +3 morale - Great Hall: MessTable + 2+ decor and recreation = +6 morale - Park: 4+ wild/planted plants = +1 morale - Nature Reserve: 12+ wild plants = +6 morale - Stable: GroomingStation + CritterDropOff = ranching room - Ranch: Incubator + feeder (spaced out) ### SPOM (Self-Powered Oxygen Module) The classic Rodriguez SPOM: - 1 Electrolyzer (consumes 1kg/s water -> 888g/s O2 + 112g/s H2) - 2 GasPumps for O2 extraction - 1 HydrogenGenerator (burns 100g/s H2, produces 800W) - 1 GasFilter to separate H2 from O2 - Net power positive (runs on its own hydrogen) - Standard size: 8x6 tiles