Crisis Order Cheatsheet
The whole colony on one page. The survival crises in the order they hit, and the fix for each: breathe, eat, destress, plumb, power, cool, then space.
The spine
ONI has no enemies. Its progression is a chain of resource and thermodynamic crises. Solve one and the next comes due. The order below is fixed. The cycle timings are community guidance, not game-scripted, so treat them as approximate.
Breathe -> Eat -> Destress -> Plumb -> Power -> Cool -> Space.
The crises, in order
| Approx. cycle | Crisis | Why it hits | The fix |
|---|---|---|---|
| 1 to 5 | Initial oxygen | Starting Oxylite near the Printing Pod runs out | Oxygen Diffuser (burns algae) or Algae Terrarium |
| 3 to 15 | CO2 buildup | Dupes exhale heavy CO2 that sinks to the floor | Carbon pit, Deodorizers, oxyferns, later a Carbon Skimmer |
| 5 to 20 | Food | Starting rations deplete, each dupe needs 1000 kcal per cycle | Mealwood plus a Microbe Musher, then farming and ranching |
| 10 to 30 | First stress | Bad decor, food, sleep, and low oxygen stack up | Beds, latrines with wash basins, decor, Massage Table |
| 10 to 40 | Water and plumbing | Outhouses fill and you need clean water | Liquid pumps, pipes, a Water Sieve, a secured source |
| 20 to 40 | Oxygen scaling | Diffusers burn finite algae at a poor ratio | Transition to an electrolyzer-based SPOM |
| 15 to 60 | Power scaling | Manual generators cannot keep up as buildings multiply | Coal, then Natural Gas, Hydrogen, or Petroleum Generators |
| 80 to 120 | Heat wall | Sealed-base heat has nowhere to go | Insulate, Wheezeworts, then Thermo Aquatuner plus Steam Turbine |
| 50 to 120 | Slimelung | Digging Slime off-gasses infected Polluted Oxygen | Atmo Suits, Deodorizers, Chlorine rooms, or wait it out |
| 100 to 150 plus | Petroleum and deep resources | You need Plastic, Petroleum, and Steel | Oil Wells or refineries, Petroleum Generators, Steel |
| 150 plus | Space | Reach the surface, meteors, rockets | Bunker Tiles and Doors, Space Scanners, rockets |
Game-defined numbers you can trust
The cycle framings are estimates, but these are set by the game.
| Fact | Value |
|---|---|
| Dupe food need | 1000 kcal per cycle |
| Dupe CO2 output | 2 g/s (1.2 kg per cycle) |
| Diffuser overpressure stop | around 1.8 kg of gas in its tile |
| Default building overheat | 75 C (raised by build material) |
| Slimelung self-cure | 4 cycles untreated |
| A cycle | roughly 600 seconds |
Rules that apply the whole game
- Solve toilets, food, and oxygen before anything else. Every game, in that order.
- Keep toilet output away from food and drinking water, or Food Poisoning spreads.
- Do not over-print dupes. Around 8 to 10 early is plenty.
- Insulate early. Heat is the crisis that filters players, and it is easier to prevent than to delete.
- The endgame is closing loops: geysers and ranches feed renewable inputs, and cooling loops delete the heat it all makes.
Go deeper
The setups that solve these crises: the SPOM oxygen build, the cooling loops, and food and ranching. For the why behind the mid-game wall, read heat management, power, and plumbing and gas.