Oxygen Not Included Food Supply Calculator

🎮 Oxygen Not Included Food Supply Calculator

Calculate duplicant kcal demand, Mealwood, Bristle Blossom, Dusk Cap, Waterweed, Sleet Wheat, Mush Bar emergency output, spoilage allowance, and storage buffer cycles.

🧭Colony Food Presets
Formula basis: A normal duplicant consumes 1,000 kcal per cycle; Bottomless Stomach consumes 1,500 kcal per cycle. The crop model uses domestic harvest values: Mealwood 600 kcal every 3 cycles, Bristle Blossom 1,600 kcal every 6 cycles, Dusk Cap 2,400 kcal every 7.5 cycles, Waterweed 4,800 kcal every 12 cycles, and Sleet Wheat 18 grain every 18 cycles for Frost Buns.
1,000
kcal per normal duplicant per cycle
1,500
kcal per Bottomless Stomach dupe
5
Mealwood plants per normal dupe
3
Gristle Berry plants per normal dupe
800
kcal per Mush Bar ration
0%
deep-freeze sterile reserve loss
Food Supply Inputs
Count every living duplicant that will eat from this food plan.
Each one adds 500 kcal per cycle above normal demand.
Cooked plans convert one plant harvest into the cooked kcal shown in the tables.
Wild ONI plants grow at one quarter of domestic speed.
Use 1 for normal domestic, 0.25 for fully wild, or measured uptime from farm reports.
Accounts for stifled, wrong atmosphere, wrong temperature, missing light, or irrigation gaps.
Add delay when dupes leave ripe crops waiting before harvest.
Use for decay before cooking, unreachable food, or meal restrictions.
Enter planted crop count; Mush Bar plans use this as current musher stations.
The buffer card compares your stored kcal against colony demand.
Common planning range is 5 to 20 cycles, larger for rockets or unstable farms.
Deep freeze with sterile atmosphere is the long-term reserve target.
This loss is applied to the larger of current stored food or target buffer.
Adds a margin above eating demand before storage loss is added.
Food Supply Result
Food Needed
0
kcal per cycle after margin and storage loss
Farm Or Kitchen Size
0
plants required
Current Balance
0
kcal per cycle surplus or deficit
Stored Buffer
0
cycles at current demand
Calculation Breakdown
📊Food Yield Planning Grid
Plan
Crop
Harvest
Growth
kcal/cycle
Plants/dupe
Meal Lice
Mealwood
600 kcal
3 cycles
200
5.00
Gristle Berry
Bristle Blossom
2000 kcal
6 cycles
333.3
3.00
Fried Mushroom
Dusk Cap
2800 kcal
7.5 cycles
373.3
2.68
Frost Bun
Sleet Wheat
7200 kcal
18 cycles
400
2.50
Farm sizing: A plant that is stifled for 20 percent of its life should be treated like only 0.8 of a plant. That is why the uptime field can change plant counts sharply.
Reserve sizing: Stored kcal only buys time if it survives storage. Use deep freeze plus sterile gas or vacuum for long buffers, and model normal room storage with a loss allowance.
Crop And Meal Constants
Food planSourceFinal kcal per harvest unitDomestic growthBase kcal per plant-cycleNormal plants per dupe
Meal LiceMealwood600 kcal3 cycles2005.00
Pickled MealMealwood, Electric Grill600 kcal equivalent per Mealwood harvest3 cycles2005.00
Bristle BerryBristle Blossom1,600 kcal6 cycles266.73.75
Gristle BerryBristle Blossom, Electric Grill2,000 kcal6 cycles333.33.00
MushroomDusk Cap2,400 kcal7.5 cycles3203.13
Fried MushroomDusk Cap, Electric Grill2,800 kcal7.5 cycles373.32.68
LettuceWaterweed4,800 kcal12 cycles4002.50
Frost BunSleet Wheat, Electric Grill7,200 kcal per plant harvest18 cycles4002.50
Frost Bun converts Sleet Wheat Grain at 3 grain per 1,200 kcal bun; one domestic Sleet Wheat harvest yields 18 grain, or six buns.
Kitchen-Only Emergency Foods
FoodBuildingKcal eachMain inputs per rationUse in calculatorPlanning note
Mush BarMicrobe Musher80075 kg dirt, 75 kg waterRations per cycleEmergency food, no plants
Mush FryElectric Grill1,0501 Mush BarRations per cycleImproves kcal per Mush Bar
Meal Lice reserveNo cooking6001 Mealwood harvestPlants per cycleLow labor after farming
Gristle BerryElectric Grill2,0001 Bristle BerryPlants plus cookingMore food per blossom
Fried MushroomElectric Grill2,8001 MushroomPlants plus cookingGood Dusk Cap upgrade
Storage Buffer And Spoilage Presets
Storage modeCalculator lossBest useBuffer riskTypical actionOverride when
Deep freeze plus sterile or vacuum0% per cyclePermanent reserveVery lowSize by demand onlyFood warms during shipping
Powered refrigerator2% per cycleShort kitchen stockLow to mediumKeep buffer modestUsing measured freshness loss
CO2 or chlorine room4% per cycleEarly ration box pitMediumAdd production marginRoom is also chilled
Normal atmosphere7.5% per cycleTemporary pileHighDo not bank large foodFreshness report differs
Polluted or hot storage25% per cycleEmergency warningVery highMove food quicklyFood is sealed and cold
The calculator treats spoilage as a planning loss on stored kcal. Use the custom loss field if your in-game freshness panel shows a different decay rate.
Common Colony Sizing Targets
Colony stageDupesTarget foodBuffer cyclesSurplusWhy it fits
Cycle 1-20 starter3Meal Lice510%Simple dirt-fed stability
Early expansion5Meal Lice or Mush Fry615%Covers harvest delay
Water stable base6-8Gristle Berry812%Efficient blossom cooking
Slime biome farm8-10Fried Mushroom1015%Strong kcal per Dusk Cap
Cold biome kitchen10+Frost Bun1520%High late-game crop output

The first twenty cycles in Oxygen Not Included feel like a sprint against starvation. Your colony consist of three dupes, all of whom are starving to death on a rock. There’s no shortage of things to plant. Why not grow it all? I don’t blame you for this impulse.

But what happens next is usualy a waste of space. A stifled farm is a consequence of bad planning and wasted space. The trick isn’t just knowing how much you can produce; it’s also how fast you should be producing. How much do you need? What’s enough? You need enough so that there is never to little (panic), but never too much (rotting food).

Stop Wasting Space with Food

Food is a rate equation. Calorie flow is dynamic, and most players treat it like a static thing. Oh, we have lots of berries. That misses the point: food is either there or it isn’t. But if your plants are making them at a slower rate than they’re being consumed, then you’ll starve even with a fridge full of berries. Why? It isn’t just a static resource. It’s a rate equation.

Every cycle, your dupes burns through calories. Plants produce them at set growth intervals. So unless you have more coming in then going out, you will starve.

The calculator handles that for you. It turns abstract plant numbers into a concrete rate of calories supplied. It factors in things like hidden variables (hidden from new commanders) that can bite you: the exact kcal yield of cooked vs. Raw meals, farm condition uptime, and how long it takes to harvest what grows on your farms.

Imagine cooked gristles berries vs. These are raw bristle blossoms. Cooked gristle berries has more calories per cycle compared to raw bristle blossoms. That’s obvious from the reference table on the page. And it indicates that cooking makes your land more efficienter. For this reason, kitchen planning is as important as agriculture. After all, you’re not simply growing crops. You’re increasing output.

Having a dupe with the Bottomless Stomach trait increase demand by fifty percent per person. If you fail to account for this trait during your early planning, you’ll be forced into an expansion at some point in the late game. And that eats up precious floor space.

Most people don’t realize that there’s another wrinkle on top: storage. Over time, food spoils, and how quickly is entirely dependent based off the conditions under which it’s stored. Under ideal conditions (a vacuum/sterile atmosphere, frozen deep) it will be fine forever. In a normal room, it goes bad in no time at all. If you’re stocking up because you’re planning to work on something long-term (e.g., build a rocket), you’ll want to budget for the fact that it will go bad.

You can specify individual rates of spoilage. That way, what you calculate for your buffer actualy lasts as long as you think it should. It is a little thing, maybe, but it saves you the embarrassment of having your silos filled with nothing when push comes to shove.

Wild vs. These are domestic farms. Because wild crops take much longer to grow (typically 4x as long to harvest), they has much lower yield-per-cycle. If you don’t adjust your number of plant to account for that, you’ll starve slowly if relying on them for food.

The calculator accounts for that by allowing you to specify what type of farm(s) you’re using, and enter in your own crop growth multipliers. That way you can determine if it’s worth the increased yield to use more space on domestic farms. Most of the time it is; however, if space is limited then things change.

The key to good base management is predictability. You don’t want a system where everything depends on you; you want a self-running system. You know how much output your plants are producing and what your daily burn rate is so you no longer have to worry about your next meal. Now you’re able to work on expanding, generating power, and making sure that your people is happy.

When you no longer guess at food, you shift from reactive survival mode into proactive planning mode. Food stops being something you need to worry about. Now, it is just something you manage like a utility. It is a utility, just like water or power, that needs to consistently flow.

When you learn the numbers behind the harvest, the panic will leave you. The colony isn’t a desperate struggle for survival anymore but a machine. That’s when the game really starts.

Oxygen Not Included Food Supply Calculator

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