🫧 📌Oxygen Survival | Full Mod Description
- Water property: Purified drinking water is permanent, no spoilage occurs at any storage condition.
- All edible supplies (plants, tubers, cooked fish, dried fish, nutrient rations) have freshness decay values. Perishable goods gradually expire over time, large-scale mass production brings little practical benefit.
- Core health rule: Regular food items only sustain hunger value and cannot restore player HP. Only raw fish heals the player’s health. Raw fish relieves zero hunger pressure, solely usable for further processing.
- Damage mechanism: A fixed 60-second grace period triggers once oxygen/water/food is exhausted. After the buffer ends, the player takes direct HP damage that bypasses all armor and inventory protection values entirely.
1️⃣ Core Survival System 🧪
HUD Display
Collapsible sidebar UI panel, displaying real-time progress bars + precise remaining survival countdown for oxygen, drinking water and food. Panel collapsible freely to avoid obstructing factory building vision.
Oxygen Mechanic
- Nauvis & Gleba feature naturally breathable atmospheres with permanent zero oxygen drain.
- All other planets demand oxygen tanks for breathing support; tank durability continuously depletes during exposure and converts to empty canisters automatically once empty.
- 60-second safety buffer after oxygen depletion, direct armor-ignoring damage applies after the buffer expires.
Thirst Mechanic
- Early collect raw seawater manually via empty canisters at coastal water tiles; raw seawater must be purified into safe drinking water through dedicated processing equipment.
- Dehydration damage activates following the 1-minute grace period once drinking water runs dry. Water items never spoil.
Hunger & Edible Item Logic
Consumption Priority
Roasted rock tuber > raw rock tuber > frost leaf > grilled fish > dried fish > industrial nutrient ration
Key Food Rules
- Ordinary crops, tubers and nutrient rations merely keep hunger from draining; these foods cannot regenerate player health.
- Grilled fish: Early-game cheap hunger solution, additionally restores player HP.
- Raw fish: Cannot satisfy hunger demand, only a raw material for grilled fish and dried fish production.
- Dried fish serves as semi-preserved emergency provisions, yet still has spoilage timers. Due to universal food decay, mass production of any food material is inefficient.
Spawn & Respawn Supply Mechanism
- New players spawn with complimentary initial food + drinking water supply, only enough to sustain roughly 10 minutes of basic survival.
- Every player respawn replenishes baseline food and water resources automatically.
- Respawning on alien planets adds complimentary emergency oxygen supply on top of food & water.
(This convenience setting sacrifices strict realism to prevent frustrating instant death after repeated deaths)
Space & Rocket Special Rule
Space platforms and rocket cabins activate permanent player hibernation state: all oxygen, water, food consumption stops completely, no HP damage can be received under hibernation. Survival mechanics only take effect when the player stands on planetary ground surfaces.
Early warning system pops up in chat alerts when survival resources are about to run out.
2️⃣ Closed-Loop Industrial Colonisation Chain 🏭
Whole life-support industrial loop built starting from Nauvis native seawater resources
- Water & Salt Process
Seawater extraction → seawater distillation → crude salt refining → brine chloralkali electrolysis
Outputs: purified water, oxygen, hydrogen, sodium hydroxide, hydrochloric acid - Realistic Glass Production (Increased Craft Difficulty)
Ore crushing → sand purification → soda ash synthesis → soda-lime glass melting
Glass manufacturing reworked with extra production steps & cost, fitting real-world industrial logic instead of simple vanilla recipes - Gas & Waste Recycling
Air compression & gas separation, pure water electrolysis, acid-base neutralization + wastewater recovery - Food Production Pipeline
Greenhouse crop planting + algae bioreactor cultivation → raw food processing → finished nutrient ration crafting
Colonising alien planets requires full logistics layout: local oxygen manufacturing, drinking water refinement, food production + interplanetary material transportation planning.