Advanced Agriculture
In a world with no soil, no rain, no mercy—your crops are the only green you'll ever see.
Advanced Agriculture is a research node in Oxygen Not Included's technology tree that expands a colony's capacity to grow and manage crops in a sealed, resource-constrained environment. In a world where every calorie and every breath of oxygen must be recycled or produced from scratch, this branch of the tech tree transforms the humble Planter from a basic food source into a more efficient pillar of the colony's life-support loop.
Unlocking this node and its associated blueprints lets colonists move beyond simply planting seeds in a box of water. It opens the door to more productive crop cycles, better waste-to-nutrient conversion, and a tighter integration between the colony's food production and its atmospheric management—turning a handful of green shoots into a self-sustaining agricultural engine.
- Type
- Research node / Blueprint set
- System
- Agriculture & Food Production
- Primary machine unlocked
- Planter (enhanced crop output)
- Game
- Oxygen Not Included
- Developer
- Moonfrog Games / Ghost Ship Games
- Setting
- Sealed subterranean colony, resource-recycling focus
Lore & Background
The colonists of Oxygen Not Included arrive in a buried, oxygen-starved pocket of a planet that offers almost nothing they can take for granted. There is no open sky, no natural water cycle, no ambient breeze carrying pollen from field to field. Every gram of protein, every molecule of oxygen, must be wrung out of a closed loop of machines, recycled waste, and carefully tended seeds. Agriculture here is not a pastoral pursuit; it is survival engineering.
The Planter sits at the heart of that engineering. A compact, boxy unit that accepts water and a seed, it produces a crop over a set number of cycles. Wheat, corn, and a handful of other staples can be grown, each yielding food that feeds the colonists and, through the metabolic waste they produce, feeds the Composter, which in turn generates the nutrients that feed the Planter back. It is a closed circle, and it is fragile. A single mismanaged water line, a clogged nutrient pipe, or a colonist who forgets to harvest can cascade into hunger, and hunger into chaos.
The Advanced Agriculture node represents the colonists' refusal to accept that fragility. By refining the growing process, improving throughput, and tightening the integration between waste processing and crop production, the colony shifts from barely scraping by to building a genuine surplus. In a genre where a single misplaced pipe can doom a generation, that surplus is the difference between a colony that endures and one that simply… stops.
In Their Own Story
Kael pressed her thumb against the Planter's status light and watched it pulse from amber to a steady, reassuring green. Another wheat cycle complete. She pulled the crop free, the golden stalks still damp, and dropped them into the food bin with the soft clatter of a small victory. Around her, the hum of the water pump and the low whine of the Composter filling a nutrient tank were the only sounds in the dim, pipe-lit room. Three colonists down in the workshop were recalibrating the oxygen scrubbers; two more were asleep in their bunks, dreaming of rain they would never feel. Kael set the next seed in the tray, cycled the water valve, and whispered to no one in particular: "Grow. Please, just grow." The Planter's light flickered, then held. She smiled, wiped her hands on her coveralls, and went to find a cup of reconstituted coffee. Tomorrow there would be more seeds, more cycles, more small green miracles in a world that had none to offer.
Reader's Guide
The agriculture system in ONI revolves around a small set of interlocking machines. Here is how they fit together:
**Planter** – The core growing unit. Accepts a seed and a water source, then produces a crop (wheat, corn, or another staple) over a fixed number of game cycles. Crops provide food for colonists and, when combined with plant respiration, contribute oxygen to the room. The Planter is the single most important machine in the food chain.
**Composter** – Sits downstream of the colony's waste. It processes solid waste (including uneaten food and colonist waste) into a nutrient slurry that can be piped back to the Planter, closing the resource loop. Without a Composter, your Planter is limited to whatever water and seed stock you brought with you.
**Crop selection** – Different seeds yield different food values and growth times. Wheat is a reliable, fast-growing staple; corn offers a higher food yield per cycle but takes longer. Choosing the right mix for your colony's population size is a core management decision.
**Water & nutrient plumbing** – The Planter must be connected to a water source and, for optimal output, a nutrient line from the Composter. Misrouted or blocked pipes are a classic early-game failure point, so route your lines carefully and keep pressure balanced.
**Space & atmosphere** – Plants consume carbon dioxide and release oxygen, so a well-stocked Planter room doubles as a partial oxygen source. Keep the room ventilated and monitor CO₂ levels to avoid choking your green workforce.
Did You Know?
- In Oxygen Not Included, the Planter's crops do double duty: they feed the colonists and, through photosynthesis, help oxygenate the room they sit in, making agriculture a two-for-one life-support system.
- The Composter is what turns the colony's waste problem into a resource: solid waste becomes the nutrient slurry that feeds the Planter, meaning a well-designed loop can run on almost no external inputs.
- Crop growth in ONI is measured in discrete game cycles rather than real-time, so a colonist can plan harvests around shift schedules and power budgets rather than watching a timer tick down in real seconds.
- A single blocked water pipe to the Planter can stall an entire crop cycle, and in a small colony that one missed harvest can cascade into food shortages, reduced oxygen output, and a chain reaction that threatens the who
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