- Add cell/tile map APIs: /api/state/cell, /api/state/cells, /api/state/cells/slice, /api/state/gas - Add entity registry APIs: /api/registry/buildings, /api/registry/elements, /api/registry/techs - Add plants, rooms, mop, harvest endpoints - Rich semantic metadata: element state/category, building category/power, duplicant chore/cell - AI-friendly coordinate system with (x,y) + cell index in all responses - Build AI_KNOWLEDGE_BASE.md with building IDs, element IDs, tech trees, game mechanics - Rewrite SKILL.md with data model explanation, coordinate guide, operation patterns - Update Python tools: explore, cell, cells, slice, gas, registry subcommands - Update MOD_DEV_GUIDE.md with AI data design principles
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11 KiB
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