All Ways to Get Oxygen

Eleven schemes for obtaining oxygen have been collected. The methods are known, I only gathered clear, compact schemes and gave their pros and cons. At the output of circuits 1kg/sec of oxygen at room temperature, which is enough for 10 doubles. All schemes are scalable to the amount you need.

The schemes with Deodorizer are fed regolith, the output is clay (=ceramic). Ceramics does not happen much, so it is worth giving preference to these schemes. On the contrary, schemes that require the participation of Duplicants is better not to use. Bugs schemes are not considered here.

The order of schemes is from best to worst (imho).

Morbs

 * Doesn't consume resources
 * Can be built in stages
 * Oxygen and clay are both outputs
 * System can be simplified/reduced (see description)


 * Longest time to reach full power

The morbs win by a large margin: they live indefinitely, do not consume any resources. The only disadvantage is long time to reach full power (200 morbs). The scheme was discussed in detail here

I recommend building from the beginning of the game. To start with Lavatory, later doors with automatics, and when Morbs become a lot - delivery of regolith/sand and pumps. You can build several of them in different parts of the base, reducing the number of deodorizers and throwing out the pumps.

Every 2 cycles, 4 Morbs are born. After 100 cycles you will have 200 Morbs, which is even more than you need. Usually, if you don't print all the Dupes in a row, you will have about 8 to 10 Duplicants by then.

The birth of Morbs can always be stopped by leaving the Mechanized Airlock open.

Electrolyzer

 * Not only oxygen, but also hydrogen (112gr/sec), which gives about 600W of extra power (with an engineering generator setting)


 * Water consumption of 1000g/sec.
 * Oxygen cooling is required (is in the schematic)
 * Complicated to build

The scheme was discussed in detail here

Water under the tiles

 * Oxygen and clay both come out
 * Low power consumption


 * Complicated to build
 * Necessary huge amount of Polluted water (230 tons in the scheme)
 * Polluted water flow rate 1100gr/sec.

Valve - 1100gr/sec. Doors and 2 rows of tiles to keep them from being broken out by high pressure (10t/cell in the scheme).

Improved version
In the discussions, user Babiker suggested.

The top layer of Airflow tile is changed to Mesh tile and a little (e.g. 10kg) water is poured into them. The idea is that if the scheme stops getting sand/regolith, polluted oxygen will not reach the pumps (and further to the base).

Oxygen diffuser

 * Ease of construction


 * Consumes algae - 1100g/sec.
 * Consumes 240W of electrical power

Usually diffusers are placed one at a time, in places of accumulation of Duplicants. But if you need a centralized supply of oxygen, for example, so that the Duplicants would not run all over the map filling the diffusers with algae - this scheme is for you. Diffusers are flooded by 2 layers of 20 kg, that would not stop at overpressure. You don't have to underwater it.

Single diffusers are good for the beginning of the game. Then it's better to switch to other options.

Slime, Contaminated Ground, Rotten Food

 * Doesn't consume anything but Slime, Ground, and Rotten Food
 * It's easy to dispose of these resources
 * Oxygen and clay are both outputs


 * In this form, the circuit produces about 0.7kg/sec of oxygen
 * Consumes a lot of slime

For the scheme to give 1 kg/sec of oxygen, its size should be increased by 1.5 times. It makes no sense to make a big scheme, there is no place to get so much slime. Moreover, the scheme should be reduced by half. It won't give needed 1kg/sec, but it will be a good option in addition to other scheme.

The water on the floor is 20kg. - That the slime in the lower chamber would evaporate less. Mechanical filter (setting the valve 0,1gr/sec) you can not build. You can load all 3 resources at the same time.

Contaminated Ground vs Slime.
Simple experiment: vaccum, slime on top, earth on bottom, 20kg on the right, 180kg on the left. After the 1st cycle:


 * Slime (20kg) - 15kg, same (180kg) - 44kg
 * Contaminated earth (20kg) 0.5kg, same (180kg) - 2.8kg

Conclusions: slime is much more efficient, and evaporation from the Contaminated ground depends on mass.

Improved variant
On the Klei forum, I found an interesting scheme for "spreading" slime, from forum member MooChiChi. After adapting it, the scheme took the following form:

Conveyor sensor settings: slime, contaminated earth, regolith. Buffer 2sec. Under rotted food and sand you need to dab 2 more sensors.

Rust deoxidizer
Two schemes will be considered (similar to a conventional licker): a simpler one and a "flooded" version. Both schemes can be used only on maps with rusty biome: Rime, Verdante, Arboria, Badlands, Aridio. There is no rust on the other maps.

Rust Deoxidizer (simple)

 * Does not consume water
 * Converts rust to iron ore - 500gr/sec and chlorine - 20gr/sec


 * Rust is not present on the Terra map and some others


 * Consumes rust - 1000gr/sec and salt - 350gr/sec.
 * Consumes more electricity than other circuits, about 500w/sec.
 * Requires chlorine disposal (chlorine puffs, into compressor, into space)
 * Outputs about 700g/sec.



Rust Deoxidizer "flooded"

 * Doesn't consume water
 * Converts rust to iron ore - 700g/sec and chlorine - 30g/sec


 * Rust is not present on the Terra map and some others


 * Consumes rust - 1300gr/sec and salt - 440gr/sec.
 * Consumes more electricity than other circuits, about 600w/sec
 * More complicated to build

Since the circuit produces 1140gr/s and the pumps only pump out 1000gr/s, one of the lysers is periodically turned off by the atmosensor (its setting is < 2000gr). The lysers are flooded with 2 layers of liquid at 20kg each.

Hot and Infectious Polluted Oxygen Vent

 * Easy to build
 * Doesn't consume anything


 * Requires cooling oxygen
 * Lack of performance
 * Only in addition to another circuit



The release of the average geyser is about 300gr/sec, which with its downtime (sleep/activity) gives only 100gr/sec, which is enough for only 1 Duplicants. But since it's free, why not?

For Rime: surround geyser with a Insulated Tile (so the biome does not melt), put 3 Deodorizer (the fluid layer in the diagram is accidental, it is not needed). It does not deserve more (imho).

Algae terrarium

 * Destroys carbon dioxide
 * The circuit consumes the least amount of power, 163 watts/second
 * Produces Polluted water


 * There must be 2.5 times as many terrariums to destroy all the carbon dioxide from the Duplicants


 * Consume a gigantic amount of water - 6800gr/sec.
 * Consume algae 682gr/sec
 * Requires the work of doubles for cleaning the terrariums (not automated)

Terrariums should not be built as shown in the diagram. They will produce oxygen without the limit of 1800gr/cage and there will be high pressure near them, and oxygen will not reach the corners of the map. Better to build them in groups of 5-6 at the bottom of the base, under the place where the Duplicants (bedrooms, industrial facilities, etc.) cluster. Hydrosensor - 1100gr/sec.

Light over terrariums can be omitted. With light, 10 Duplicants will require 22.5 terrariums, without light 25. Also, without light, water/algae consumption will increase even more.

Oxyfern

 * Destroys carbon dioxide
 * Few or no power consumption


 * Oxyfern seeds can only be found in a forest biome, and it is only found on the maps: Rime, Verdante, Arboria, Aridio, Oasisse


 * Oxyfern does not reproduce, and its seeds rarely fall out of the printer
 * Necessary to provide a t temperature of 0 to 40 degrees Celsius.
 * Scheme consumes: 1013g/sec water and 213g/sec dirt
 * Oxyfern does not grow without carbon dioxide



Place this diagram at the very bottom of the base where all the carbon dioxide drains. The Insulated Tile is to keep the Oxyfern from freezing and overheating. There is no need to cover the top with tiles. You need 32 Oxyfern per ten Duplicants in a Hydroponic Farm. Don't try to plant ferns with pips, it will take 128 Oxyfern per 10 Duplicants.

Bottles (throwaway)

 * Easy to build
 * Doesn't consume anything


 * Manual operation of Duplicants
 * Difficult to control the total amount of water



Autofill is on on the Bottle emptier. The Dupes fills a bottle in the Pitcher Pump, runs to the emptier. At this point the automation closes the door. The Dupes drops the bottle, 1 second later the door opens and he runs to fill a new bottle. Such a mockery of the Duplicants :)

The method of releasing contaminated oxygen from Polluted water bottles is very effective, but there is no way to automate the filling of the bottles. It is very difficult to calculate how much water there is in the dispenser: less than necessary is inefficient, more - the Deodorizer will not cope. In addition, only 1 Dupes should have access to the thrower.

Bottles (Metal Refinery machine)

 * Easy to build
 * Doesn't consume anything


 * Filling / emptying manually
 * Hard to control the total amount of water



It is not necessary to plug the machine into the power supply and select the recipe. After filling the machine with Polluted water, empty it (button empty storage). The bottle falls down. Repeat a hundred times.

Instead of emptying the machine, you can fill and tear down the Liquid Reservoir or empty the pipes with a plumber.

Almost the same as circuit 10, but instead of doubles, you:)

Blueprint
Morbs  Water & tiles  Oxygen diffuser  Slime  Rust deoxidizer  Oxidizer "flooded"  Algae terrarium  Oxyfern  Bottles (throwaway)  Bottles (Metal Refinery)