Dino Peat factory

Oxygen Not Included911 views18 favorites4 min readby He55eUpdated Nov 27, 2025View on Steam ↗

Dino Peat Farm

Peat Farm (6-Lumb Stable + Ovagro Vine System)

Triple Stable

Dual Greenhouses

Peat Factory

My stock after 600 cycles

📘 Complete Guide — Ovagro Vine Greenhouse + Lumb Peat Farm
(ONI Prehistoric Expansion)
A fully optimized and renewable fuel-production loop.
1. Overview

This guide explains how to build:
  • Efficient Ovagro Vine Greenhouses
  • A 6-Lumb Stable for massive Peat production
  • A fully renewable Peat-powered industrial loop

Core mechanics:
  • Ovagro Nodes only climb directly connected solid tiles
  • They cannot jump gaps
  • Water consumption is fixed (–90 kg/cycle) regardless of vine length
  • Lumbs eat Ovagro Figs and have extremely low survival needs
  • Each Lumb produces 200 kg/cycle Peat (300 kg with Bog Jelly)
  • A Peat Burner consumes 60 kg/cycle and produces 480 W

2. Ovagro Node Mechanics
  • Must be placed on a Farm Tile
  • Grows vines only along continuous solid tiles
  • Cannot cross empty space
  • Two Nodes cannot share the same vine tile
  • Does not jump between separated walls

Additional rules:
  • Maximum vine reach: 12 tiles
  • Acceptable atmospheres: O₂, CO₂, PO₂
  • Temperature range: 25–45 °C
  • –90 kg/cycle water, regardless of vine size or extension

Implication:
To maximize fig output, create one large continuous trellis network per Node.
3. Greenhouse Requirements (ONI Room Rules)

To be a valid greenhouse:
  • Must have a door
  • Dupes must be able to reach every Farm Tile
  • Dupes can climb 2 tiles
  • Add ladders only when necessary
  • Avoid horizontal floors (they block vine paths)

Design priorities:
  • Maximize solid wall surfaces
  • Maintain dupe access
  • Keep each trellis network continuous
  • Separate networks when using multiple Nodes

4. Optimal Single-Node Greenhouse Design

Concentric or nested-wall structures maximize vine surface. Examples:



Notes:
  • A Node takes time to grow its vines
  • Too few Nodes = slow early production
  • Single-Node setups scale well but require time
  • Multi-Node setups accelerate early fig output

Key Principles:
  • All # tiles form one continuous network
  • Node sits at the bottom on a Farm Tile
  • Vines propagate along every connected surface
  • Dupes access everything from below
  • Minimal ladders required

Benefits:
  • Maximum vine reach
  • Zero wasted wall tiles
  • Low dupe pathing time
  • Easy maintenance

5. Dual-Node Greenhouse (Two Independent Networks)

A Node occupies 2 tiles when fully grown.
Nodes cannot share vine paths.
This compact setup worked reliably over 600 cycles:
Advantages:
  • Zero vine overlap
  • Both Nodes propagate efficiently
  • Compact and reliable layout

6. Lumb Ranch Integration (96-Tile Stable)

A 96-tile Stable supports:
  • 6 Lumbs (1 Lumb requires 16 tiles)
  • Atmosphere: O₂ / CO₂ / PO₂
  • Temperature: 20–70 °C
  • Lifespan: 200 cycles

Peat Output:
  • 200 kg/cycle with Ovagro Figs or Bristle Berries
  • 300 kg/cycle with Bog Jelly

Feeding Requirements (verified in-game):
  • Official need: 1 300 kcal/cycle
  • One Ovagro Fig = 325 kcal

Lumbs survive with minimal food:
  • 1 Fig prevents starvation
  • They need 10 starvation cycles to die

Conclusion:
Ovagro Vines produce far more food than Lumbs need.
One Node can reliably feed multiple Lumbs. Recommendations:
  • Forbid duplicants from eating figs to preserve supply
  • Add Mimika buds to accelerate vine growth
  • Keep stable doors open only where Mimikas should roam
  • One feeder per ranch (1–5 kg, identical priority)
  • Disabled Nodes inside Stables provide permanent emergency vines

You can butcher Lumbs for 12 kg carcass → Tender Brisket (32k kcal) in a Smoker.
7. Peat Burner Integration

Peat always flows toward storage with the highest priority.
So if distant containers have a higher priority than the ones near the production area, all newly produced Peat will automatically travel away from the drop zone into those higher-priority containers.
Peat Burner Stats:
  • Consumption: 1 kg/s = 60 kg/cycle
  • Power: 480 W
  • Outputs: CO₂ + Polluted Water + Heat (4.5 kDTU/s)
  • Overheat: 75 °C

Production Ratios:
  • 1 Lumb → 200 kg/cycle Peat
  • 1 Burner → 60 kg/cycle

Therefore:
  • 1 Lumb powers 3.33 Peat Burners
  • 6-Lumb farm → 1 200 kg/cycle → 20 Peat Burners (≈ 9.6 kW)

CO₂ Handling:
Peat Burners generate CO₂.
It must be removed from the Peat Factory (CO₂ pit or pump).
8. Full Loop Summary
  • Nodes consume a fixed –90 kg/cycle
  • Vines propagate along walls and doors
  • Produces massive fig output
  • Lumbs require very little food
  • Lumbs produce 200–300 kg/cycle Peat
  • Peat Burners convert Peat into consistent power

9. Tips & Notes
  • Mimika plants increase vine growth speed
  • Use Auto-Sweepers for figs and peat
  • Maintain 25–45 °C in greenhouses
  • Add ladders only where dupes cannot climb
  • Stables can contain disabled Nodes for internal vines
  • Meat via butchery is optional (Tender Brisket = 32k kcal)

10. Conclusion

This system is:
  • Water-efficient
  • Space-efficient
  • Low-maintenance
  • Fully renewable

It supports:
  • Dual-Node double greenhouses
  • Triple-greenhouse farms
  • Large-scale Peat power
  • Stable early-to-late game progression

How to Start a Prehistoric Map
Disable the asteroid:
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