Ostranauts life support guide

Ostranauts Life Support Guide

Ostranauts life support guide: O2 and CO2 targets, scrubbers, air pumps, the 19.02 kPa bug, hull leaks, EVA refill, heat after fires, and sleep comfort.

MO Chad's life support episode — scrubbers, pumps, canisters, and keeping a pressurized hab breathable in Ostranauts.

~12 min read

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At A Glance

Ostranauts treats atmosphere as physics, not a green bar. Heat, oxygen, CO2, and pressure all interact in every pressurized tile — and a brownout on the reactor guide path kills scrubbers faster than a hull breach kills pressure. This Ostranauts life support guide covers O2/CO2 targets, scrubbers and pumps, the infamous 19.02 kPa ceiling, post-fire heat, EVA bottle refill, and thermal comfort for sleep. Verified August 16, 2026 · Steam · Official wiki — Managing Atmosphere.

Gas / statTargetWhat breaks first
O2 (oxygen)~20 kPaHypoxia below safe band — alarm trips <20 kPa
CO2≤0.5 kPaHypercapnia — CO2 climbs fast without scrubbers (~8 kPa/tile/hr per wiki)
N2 (nitrogen)~80 kPa (optional)Low N2 still breathable if O2 is correct
Total pressure~100 kPaDecompression if hull leaks or airlock vents wrong
TemperatureCrew thermal comfort greenHeaters/coolers + hull insulation vs reactor waste heat
EVA suit O2Monitor PDA vitalsSuit bottle empty = death outside the hab

How do O2 and CO2 work aboard my ship?

Breathable air in Ostranauts is a mix of partial pressures, not a single "oxygen %" slider. Humans need roughly 20 kPa O2 in a ~100 kPa total atmosphere. CO2 is the gas you generate constantly — wiki scales it at roughly 8 kPa per tile per hour in a sealed room if nothing scrubs it — and it becomes toxic well before O2 runs out.

Ostranauts PDA atmosphere readout showing O2, CO2, and pressure in a pressurized hab compartment
ReadingHealthy bandSymptom if wrong
O2 partial pressure≥20 kPaHypoxia, O2 alarm, gasping moodlets
CO2 partial pressure≤0.5 kPaHeadache, fatigue, eventual CO2 poisoning
Total pressure~100 kPaEar pain, decompression injury if sudden drop
TemperatureThermal comfort greenHypothermia / heat stress on vitals panel

Where to read atmosphere

Open the PDA atmosphere overlay or click a room tile and inspect gas breakdown. The O2 alarm triggers at <20 kPa even though its tooltip mentions 16 kPa — treat 20 kPa as your engineering setpoint so auto pumps stop buzzing.

N2 is optional for survival (hyperoxia is not fully modeled) but filling to ~80 kPa N2 plus ~20 kPa O2 gives stable total pressure and buffers CO2 swings.

Why CO2 kills before O2 does

You exhale CO2 into a closed room. Without a CO2 scrubber and empty outflow canister, CO2 climbs while O2 canisters still read full. Crew complain, sleep quality tanks, then capnia thresholds hit. Scrubbers need power, a cartridge, and somewhere for CO2 to go — usually a gas canister on the scrubber outflow tile.

How do scrubbers and alarms keep the hab green?

The minimum life-support stack on a pressurized hab is: O2 canister + air pump + O2 pressure alarm, plus CO2 scrubber + CO2 pressure alarm + outflow canister. Powered wall vents connect adjacent pressurized rooms so one scrubber deck can serve a small hull.

Ostranauts CO2 scrubber, air pumps, and gas canisters wired to pressure alarms
  • Do01Mount O2 and CO2 pressure alarms on walls in the same room as pump outputs
  • Do02Wire alarms and pumps to ship power — life support on a protected breaker branch
  • Do03Install CO2 scrubber cartridge; attach empty canister on outflow side
  • Do04Set air pumps to Auto; link O2 pump input signal to O2 alarm, N2 pump to N2 alarm
  • Do05Verify pump direction: canister → room, not room → space

CO2 scrubber vs Contaminant AtmoScrubber

Standard CO2 scrubbers pull carbon dioxide into a canister. The Contaminant AtmoScrubber (controlled by a Contaminants Pressure Alarm) handles hazardous trace gases if your salvage haul vented something nasty. Most starter tugs only need CO2 gear until you pressurize exotic cargo.

Alarms as automation triggers

When an alarm enters alert state, linked pumps turn on; when O2 returns to safe (≥20 kPa), pumps stop. Click the pump, open its control panel, use the link tool on the terminal screw, then click the matching alarm — no confirmation UI, but the squiggly wire cursor means you are linking correctly.

When scrubbers are overkill

Ships that vent atmosphere after every EVA (no proper airlock recovery) or run vacuum habitation short-term can skip scrubbers temporarily — but any multi-day hab with crew needs CO2 control. Pair this section with the reactor guide so scrubber breakers survive startup spikes.

Air pump vs turbo pump — which do I need?

Both the Kang UT Series Air Pump and the Sokol T Series Turbo Air Pump move gas between rooms and canisters. The turbo model adds a Turbo mode on its panel for higher flow — useful for large freighters or emergency depressurization, dangerous for small bottles.

Mode / modelUse caseCaution
Standard air pumpStarter tugs, single hab roomSlow mode for EVA bottle fill
Turbo air pumpBig hulls, fast pressurizationTurbo + full O2 canister can overfill small rooms
Slow modeEVA O2 bottle refillPrevents bottle overpressure explosions
Reverse modeVent airlock, recharge canisterNever leave reverse pumps feeding into space
Auto + alarm linkDaily hab maintenancePump and sensor must share one sealed compartment

Air pump vs turbo pump in practice

At equal settings, a turbo pump without turbo enabled behaves like a normal pump. Turn Turbo on when you need to vacuum a compartment for hull surgery (community timings: medium hull ~15 in-game minutes from ~45 kPa to ~3 kPa) or rush-pressurize after repairs. Leave turbo off on everyday O2/N2 maintenance pumps.

Two-pump "comfort" layout

Advanced layout: one O2 canister + O2 pump + O2 alarm and one N2 canister + N2 pump + N2 alarm, both set to Auto. Total pressure lands around 40–100 kPa depending on targets, with breathable O2 partial pressure — many captains run ~5–8 "units" O2 display (~50 kPa equivalent) plus N2 fill.

Airlock pump orientation

A classic leak: turbo pump in the airlock set to recover air but wired outlet to space. You vent the entire hab every cycle. Recovery pumps should draw from the airlock and push into the ship, or capture airlock gas into a spare canister if you want emergency RCS feedstock.

How do heaters and coolers manage ship heat?

Thermal comfort on the crew vitals panel tracks whether the room temperature matches clothing and activity. Heaters and coolers are powered loads — often routed on the same breaker branch as scrubbers — while hull exposure and sun angle passively heat or cool tiles.

Ostranauts ship compartment with heaters, coolers, and heat buildup after reactor load
Heat sourceTypical fixRelated guide
Fusion reactor coreVents, coolers, isolate hab decksReactor
Electronics / lightsMove loads, add cooler capacityPwrViz cartridge on PDA
Sun-exposed hull tilesShade tiles, active coolersDock orientation / external heat soak
Cold vacuum exposureHeaters, insulated wallsShip building
Fire / combat damageVent heat, repair, replace tilesSee post-fire section below

Heater and cooler placement

One heater per hab compartment often suffices on a loan tug; add a cooler when you install a Sulaiman ICFR or stack powered fabricators. Wire heaters/coolers through a Thermostat (not a bare temperature sensor alone) if you want hands-off comfort — same automation layer as O2 alarms for pumps.

"Running 3 coolers and still heating up"

Check whether heat inflow exceeds removal — reactor rooms dumping waste heat into adjacent tiles, unvented machinery bays, or a cooler breaker tripped offline. Coolers only sink heat to space through valid vent paths; a cooler in a sealed closet with no exhaust routing just moves the problem.

Power vs heat

Brownouts turn off coolers first if you share breakers with optional loads. Keep life support and climate on a protected branch that stays up during reactor laser-cap charges — the same lesson as scrubbers in the reactor guide.

Why is heat dissipating so slowly after a fire?

Fires inject enormous thermal energy into tile atmospheres. Even after flames stop, heat dissipates slowly because mass and surface area matter — a hot pressurized room holds joules in gas and walls long after the visual fire ends.

Immediate post-fire steps

Vent hot gas if crew are suited or the room is disposable: manual pump Reverse into canisters, or open an exterior vent if your layout has one. Replace damaged tiles — charred walls leak heat and atmosphere. Run coolers at full draw once power is stable.

Why it feels stuck

Large hab volumes, multiple crew bodies, and running reactors all add heat faster than passive radiation removes it. Split the ship: isolate the burned compartment with powered doors, cool the hab deck separately, and do not restart fusion until core temp and room sensors trend down.

Prevent the next fire

Electrical faults, overloaded conduits, and welding in a pressurized O2-rich room are common igniters. Depressurize before cutting torches, keep fire suppression tools in the workshop, and review DmgViz after every salvage boarding where stray bullets flew.

Why can't I get O2 above 19.02 kPa?

The "can't get O2 above 19.02 kPa" search is almost always a room subdivision bug, not an empty canister. When the ship editor adds or removes walls, the engine recalculates compartments and can split one 20 kPa room into two ~19.98 kPa rooms — tripping O2 alarms while auto pumps refuse to climb.

SymptomLikely causeFix
O2 stuck at 19.0x kPaRoom split after editor changeManual pump ON to overfill, or save/reload ship
Auto pump stops earlyPump and O2 alarm in different roomsMove sensor or pump output to same compartment
O2 low but canister fullPump installed backwardSwap canister side; disable Reverse
Pressure ok, O2 lowCO2 displacing mixScrubber cartridge + empty outflow canister
Alarms with "fine" airPump and O2 alarm in different roomsMove sensor or pump output to same compartment

Editor recalc workaround

Developer-confirmed fix: manually turn the O2 pump ON from its control panel until rooms sit above 20 kPa, then let auto mode hold. Alternately, save and reload — the editor auto-fills closed rooms to 20 kPa on load.

Compartment geometry rules

Floors are not required under every exterior wall for airtightness — wiki *Managing Atmosphere* notes floors under walls mainly add HP / micrometeor protection. You do need floor under doors, and a continuous pressurized room shell. Phantom leaks usually mean a missing door floor, open airlock, or hull hole — not "wall without underfloor."

Sensor placement

The O2 alarm must sit in the same room as the pump output. Big ships need two pump + sensor pairs on opposite hab wings — otherwise one end sits at 25 kPa while the other hovers at 19 kPa and never stops beeping.

How do hull leaks and decompression happen?

Hull leaks from micrometeors, salvage damage, or missing tiles vent atmosphere into vacuum. Pressure drops exponentially through small holes — crew without helmets take decompression injuries; loose items get sucked toward breaches.

Finding leaks

Watch total pressure trend on the PDA, listen for hissing, and use DmgViz to highlight cracked tiles. EVA outside and visually trace dark hull damage. Interior frost or fog sometimes marks rapid expansion zones.

Patching under pressure

Welding plates or swapping floor/wall tiles requires planning: isolate the compartment, optionally vent to safe pressure, or suit up. Carrying spare tiles from salvage beats dying mid-patch when the room hits vacuum.

Decompression discipline

Powered doors fail open or closed on brownouts — another reason life support and doors share critical breaker design. Before cutting a wall, check the Atmo tab on adjacent rooms; one wrong cut vents the bunk deck.

How do I refill EVA oxygen safely?

EVA suits use small O2 bottles separate from ship canisters. Refilling connects a bottle to an air pump output with the pump in Slow mode — turbo fills can overpressurize bottles until they explode, damaging tiles and crew.

Ostranauts EVA suit O2 bottle refill at slow-mode air pump with O2 canister
  • Do01Remove EVA O2 bottle from suit or inventory
  • Do02Place bottle on pump output tile (or hold and interact per setup)
  • Do03Enable Slow mode on the pump; disable Turbo if using Sokol pump
  • Do04Use O2 canister on pump inlet; monitor bottle pressure tooltip
  • Do05Stop before max rated pressure; reinstall bottle before next EVA

Ship-side vs station refill

OKLG vendors sell O2 and spare bottles if your hab stack is not built yet. Long-term, run a dedicated slow pump labeled for suit service so nobody turbo-fills during panic prep.

Budget O2 for EVA + hab

Every salvage minute burns suit O2. Refill before undock, carry a spare bottle in suit storage, and abort at ~50% remaining — the salvage guide's EVA abort rule pairs directly with this refill loop.

What is thermal comfort and how does sleep work?

Thermal comfort is a vitals stat affected by room temperature, clothing, and activity. Fatigue climbs while awake; sleep on a bunk during a Sleep shift (see crew guide roster) restores it if comfort and safety stay acceptable.

FactorEffect on sleepMitigation
Thermal comfortToo hot/cold → poor sleep qualityHeaters/coolers, insulated walls, suitable clothing
CO2 levelHigh CO2 → restless sleepScrubbers running overnight on Auto
O2 partial pressureHypoxia prevents deep sleepMaintain ≥20 kPa O2 in bunk room
Noise / threat moodletsStress resists fatigue recoverySecure doors, decent esteem/social needs
Sleep shift lengthFull roster cycle mattersAssign Sleep shift before long salvage days

Sleep shift duration

Roster shifts — Work, Free, Sleep, Untime — gate what AI crew obey. Sleep shifts let characters rest unattended; Work shifts mean they follow orders including repairs. Insomniac traits and high CO2 can still wake crew early — fix atmosphere before blaming the bunk brand.

Bunk room as life-support unit test

If thermal comfort fails in the bunk while the bridge reads green, you have a vent routing or compartment split problem. Treat the bunk room sensors as your canary — same logic as the 19.02 kPa O2 bug.

Mistakes that vent your atmosphere

Most life-support deaths are wiring and geometry, not missing gear.

MistakeWhat happensPrevention
Pump in ReverseHab drains into canister or spaceReverse only for airlock recovery; verify light off
Scrubber with full CO2 canisterScrubber stalls, CO2 climbsSwap or empty outflow canisters on schedule
Shared breaker with workshopBrownout kills scrubbers mid-EVAProtected life-support breaker branch
Cutting walls without checking atmoInstant decompressionIsolate compartment or suit up
Turbo refill on EVA bottleBottle ruptureSlow mode only for suit bottles
Room split after editor change19.02 kPa O2 cap, false alarmsManual pump ON or save/reload; align pump + sensor

FAQ

Why is my ship overheating?

Usually reactor load vs cooler capacity, or waste heat bleeding into hab decks — see reactor guide and the heat section above.

Why can't I get O2 above 19.02 kPa?

Room subdivision after ship edits, or pump/alarm in different compartments. Manual overfill or save/reload; floors under walls are optional for airtightness — check door floors and hull holes.

Air pump vs turbo pump — which should I use?

Standard pump for loan tugs; turbo for large hulls or fast vent/pressurize. Always use Slow mode for EVA bottle refill.

How do I dissipate heat after a fire?

Vent hot compartments, run coolers on stable power, replace damaged tiles, isolate burned sections until sensors normalize.

How do I refill EVA oxygen?

Slow-mode air pump from O2 canister to suit bottle; never turbo-fill small bottles.

Do I need nitrogen?

Not strictly — O2 ~20 kPa is enough to breathe. N2 fills to ~100 kPa total and smooths CO2 swings.

Last verified?

August 16, 2026

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