Oxygen Not Included Codexery

Basic Fluids

Before you can pump, you must first understand what flows.

Basic Fluids is an early-tier research blueprint in Oxygen Not Included, one of the foundational technologies a fledgling colony must unlock to move beyond simply surviving and start actively managing the liquids that flow through its infrastructure. In a game where every drop of water, every seep of oil, and every puff of steam carries consequences for temperature, pressure, and life support, understanding fluids is not optional—it is the difference between a thriving habitat and a slow, suffocating collapse.

As a Tier 1 blueprint, Basic Fluids sits at the very root of the fluid-engineering branch of the research tree. It grants the colonist the theoretical knowledge to build and operate the most fundamental fluid-handling machines, opening the door to pumps, valves, and the broader hydraulic systems that later tiers will expand. Without it, the colony is limited to passive gravity-fed flow and cannot actively circulate, pressurize, or route liquids through its constructed infrastructure.

Type
Research Blueprint
Category
Fluids / Engineering
Tier
Tier 1 (early-game)
Researched at
Research Station
Prerequisite for
Advanced fluid systems, hydraulic machinery
Game
Oxygen Not Included (2019, Klei Entertainment)

Lore & Background

In the cramped, grid-lined world of the Oxygen Not Included colony, fluids are both lifeline and hazard. Water carries heat, oil can ignite, and pressurized steam can crack a bulkhead. The research codex entry for Basic Fluids reflects a practical, almost weary tone: the colonists who first cracked open the discipline were not theorists but engineers who watched a water leak flood a lower deck and realized that gravity alone was not a system. The blueprint distills that hard-won lesson into teachable principles—density, flow rate, pressure differentials, and the behavior of liquids in confined, multi-layered environments.

The game's 2D cross-section view makes fluid behavior viscerally clear: a column of water pressing down on a lower room, a thin film of oil sliding along a ceiling, a bubble of gas trapped in a pipe. Basic Fluids is the conceptual key that lets the player stop watching these phenomena and start directing them. It is the moment the colony transitions from a collection of rooms and ducts into an engineered system with intent.

Fans often describe unlocking Basic Fluids as the first true 'aha' moment in a new playthrough. Up to that point, the colony is a survival puzzle. After it, the colony becomes a machine, and the player becomes its engineer.

In Their Own Story

The Research Station hummed its low, metallic drone. Kira set her tablet down, the cursor blinking over the single blueprint icon: a stylized droplet bisected by a horizontal line, the universal mark for Basic Fluids. Behind her, the lower deck was already sweating condensation off the rock walls, a thin rivulet tracing the hex grid toward the drainage channel she'd hastily lined with scrap metal.

"You sure about this one?" asked Dax, leaning over her shoulder with a mug of lukewarm reconstituted coffee. "Once we start pumping, we can't just… let the water sit where it wants to sit."

Kira didn't look up. She tapped Confirm. The progress bar filled with the soft chime of knowledge transferring.

"No," she said. "We can't. That's the whole point."

Reader's Guide

Basic Fluids is a single Tier 1 research blueprint in the Fluids / Engineering branch. It has no prerequisite blueprints and is available as soon as a Research Station is built and a colonist is assigned.

Tier 1 – Fluids: Basic Fluids — Unlocks the foundational fluid-handling capability for the colony. This grants access to the Fluid Pump, the most basic active liquid mover in the game. The Fluid Pump draws liquid from one connected pipe or room and pushes it into an adjacent one, allowing the player to circulate water, oil, or other fluids against gravity and through multi-level infrastructure. This is the first time the colony can actively route liquids rather than relying on passive gravity flow.

Practical impact: Once unlocked, the player can build closed-loop water circulation, feed water to a water generator or reclaimer, and begin managing heat transfer via fluid movement. It is a hard prerequisite for every subsequent fluid blueprint—hydraulic systems, advanced pumping, and fluid-based power generation all trace their dependency chain back to this single entry.

Tip: Research this as early as possible in a new colony. Even before you build a full water loop, having the Fluid Pump available lets you drain a flooded room or top up a water tank without waiting for a rain cycle, which saves valuable early-game time.

Did You Know?

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