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Hi everyone,
I wanted to share my experience with the new Demolior challenge in Oxygen Not Included. The goal is simple: stop the Demolior meteorite from crashing into your asteroid at cycle 100 (I play max Difficulty). To do that, you’ll need to craft 100 Intracosmic Blastshots—each requiring fuel.

There are 3 main ways to produce the required fuel:


🔧 Fuel Recipes Overview

  1. Biodiesel from Slime (Slime Mold Trait required)

    • Convert sludge into Vegetable Oil using a Plant Pulverizer

    • Mix that oil with Bleach Stone in an Emulsifier to get Biodiesel

  2. Biodiesel from Seakomb Leaf (Tested Post-Nerf in U56-672191)

    • Grow Seakombs in an aquatic farm

    • Use the Plant Pulverizer to extract Vegetable Oil from leaves with bottled Water

    • Convert into Biodiesel using the *Emulsifier (same as above)

  3. Refined Petroleum

    • Drill and extract Crude Oil from the Oil Biome

    • Refine it into Petroleum using the Oil Refinery

    • Use this as a direct alternative to Biodiesel

Each strategy comes with its own set of challenges. To really understand the pros and cons, I did 3 separate runs, each using only one type of fuel.


🧪 Run 1 – Slime-Based Biodiesel (Jurassic, Spaced Out)

  • Colony size: 16 Duplicants (standard)

  • Power: 6 Peat Burners

  • Key buildings: 2 Plant Pulverizers, 1 Emulsifier, 3 Blastshot Makers, 1 Meteor Blaster

This was the smoothest run. I picked an asteroid with the Slime Mold trait and rapidly explored the map to harvest slime. The process of pressing it into oil and refining it into biodiesel was very efficient.

I had forgotten there are 800kg of glass in the Somnium Synthesizer POI, so I did a full T3 Radbolt unlock for the Glass Forge... a bit overkill in hindsight.

Demolior destroyed at Cycle 54

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🧪 Run 2 – Seakomb Leaf-Based Biodiesel (Vanilla)

  • Colony size: 16 Duplicants

  • Power: 10 Peat Burners

  • Key buildings: 4 Plant Pulverizers, 4 Emulsifiers, 4 Blastshot Makers, 4 Meteor Blasters

After the Seakomb nerf (more water required + slower growth), I wanted to test if it was still viable.

I started with just 3 seeds and built up to 20+ by the end, planting 30 aquatic pots early. No glass forge this time—I grabbed the glass from a POI.

The process was a bit more manual (bottle emptiers for water), but the Seakombs still held up surprisingly well.

Demolior destroyed at Cycle 72
(Previous pre-nerf test was Cycle 65)

💡 Bonus: Seakomb oil is also great for Bionics fuel later on. You don’t need petroleum if you're going all-in on biofuel tech (electricity, plastic, service stations).

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🧪 Run 3 – Refined Petroleum (Spaced Out, 2-Asteroid Setup)

  • Colony size: 10 Bionics + 1 Biologic

  • Power: 8 Peat Burners

  • Key buildings: 3 Oil Wells, 1 Oil Refinery, 4 Blastshot Makers, 4 Meteor Blasters

This was by far the most stressful. I used an all-Bionics colony to skip farming and go straight for oil.

The Oil Biome was on the second asteroid, so I had to build a comfy mini-base there for my Bionics (they stress out super fast). Luckily, Rhex wool makes early exosuits pretty easy—no need for grooming or ranching.

Setting up the oil infrastructure (piping water for extraction, refining, and return piping) was time-consuming and risky.

⚠️ Demolior destroyed at Cycle 94

Cutting it close! 😅

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🧠 Conclusion & Thoughts

Method Demolior Destroyed Setup Time Resource Risk Notes
Slime Cycle 54 Fast Moderate Best for early wins
Seakomb Cycle 72 Medium Moderate Still viable post-nerf
Petroleum Cycle 94 Long High Most infrastructure-heavy
Edited by SamLogan
  • Like 8
  • Thanks 1

Nice! Hence 200 cycles is generous and does allow for exploration and experiments and you can still get it done. BTW, I did it with 3 dupes at cycle 175, but I was taking my time after cycle 125 because it was clear I would make it. And the first 50 cycles or so I was figuring out the new classic start (first time for me). That was before nerf, but I farmed the Seakomb and had a lot more than needed. 

Edited by Gurgel
typo
  • Thanks 1

Nice breakdown!

So slime mold would be the fastest one? I still need to see how that plays. I was about to start such run but then...I forgot to set the difficulty right.. So after that I started a playthrough without the slime mold trait... because I forgot I needed that trait :hopelessness: Anyways...

Done in 82 cycles (base game) but I knew I needed to go for seakomb this time. I am not sure if that would be obvious for first timers since the recipe of biodiesel won't show up until you discover either seakomb leaves or bleachstone. I didn't think of using more meteor blasters though. That would probably be done quicker since blastshots were ready but.. my dupes took their time delivering them

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4 hours ago, sakura_sk said:

So after that I started a playthrough without the slime mold trait... because I forgot I needed that trait :hopelessness: Anyways...

What for? Serous question. I have so far avoided it totally, but it is on my list of things to try eventually.

This post is epic.

BTW, the biofuel pathway requires 40kg of bleach stone per 200kg fuel (or one shot), I found myself running low on bleach stone. Did you dig then up in the map or use the new critter to produce them?

  • Thanks 1
4 hours ago, Gurgel said:

What for?

Because slime-> phyto oil

Meaning no need to track down seakomb and farm it

Playing base game means there is no biome with slime anywhere. I am not sure if it would be easier on Spaced Out even without the world trait.

Edited by sakura_sk
Typo
  • Thanks 1
4 hours ago, PAX12Bruce said:

This post is epic.

BTW, the biofuel pathway requires 40kg of bleach stone per 200kg fuel (or one shot), I found myself running low on bleach stone. Did you dig then up in the map or use the new critter to produce them?

When it comes to bleach stone I simply just dig any veins of bleach stone i see and set high priority for my dupes to take them into a submerge storage bin, I didnt even start ranching dartles till after I got all the blastshots. So it is very doable to get the bleach stone by just digging them out around the map.

  • Like 2

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