Skip to main content

Multiplayer Guide: Printing Pod, Duplicants & Coordination

Multiplayer in Oxygen Not Included is a cooperative mode that lets multiple players share control of a single colony, dividing tasks and responsibilities between human participants while the same game rules and simulation apply. It changes how duplicant assignment, control authority, and in-game interactions are handled, so planning coordination and clear role division are essential for smooth play.

How multiplayer works

  • Multiplayer runs the same simulation as single-player: one game instance simulates the world and applies physics, metabolism, research, and building logic. All connected players view and interact with the same colony state in real time.
  • One player acts as the host (server) and other players connect as clients. The host’s machine is authoritative for game state.
  • Players share control of the colony’s input and UI. Actions taken by any player (placing buildings, issuing priorities, assigning jobs, building, canceling, etc.) affect the single shared world immediately.

Player roles and control

  • There is no built‑in rigid role system; instead, players naturally divide responsibilities (for example: base construction, power management, plumbing, research, gas handling, or logistics).
  • Any player can perform any action available in the UI, including selecting duplicants, issuing orders, and opening dialogs (Printing Pod menu, Duplicant selection, research tree, etc.). Coordination prevents conflicting orders.

Duplicant printing and selection

  • The Printing Pod operates the same as in single-player: after its cooldown finishes, it offers the option to print a new Duplicant or receive a Care Package.
  • The Printing Pod’s cooldown only starts once the players choose to accept a Duplicant or Care Package, or actively reject the printing options. Simply closing the dialog without choosing does not reject options and does not start the cooldown.
  • Unlike the very start-of-game selection, Duplicants offered by the Printing Pod in later prints cannot be rerolled. If none of the presented Duplicants are desirable, players may reject all options; the pod will remain ready until a decision is made.
  • Because any player can open and interact with the Printing Pod dialog, establish who makes recruitment decisions to avoid accidental acceptance or rejection.

Communication and coordination

  • Use external voice/text chat or in-game text markers (if available) to assign roles and announce changes (e.g., “I’m taking plumbing”, “Starting microbe musher”).
  • Agree on conventions for priorities and resource allocation to avoid counterproductive actions (for example, one player shouldn’t mass-deconstruct another’s work without discussion).
  • Assign responsibility for critical systems (power, oxygen, water) to avoid downtime from conflicting edits.

Conflict handling and etiquette

  • There is no automatic permission system to lock buildings or zones to specific players; courteous behavior and prior agreement are required to prevent griefing.
  • If a player repeatedly disrupts the colony, the host can kick or disconnect that client. Hosts should keep backups of save files if play sessions are important.

Technical considerations

  • The host’s computer must remain online and connected for clients to stay in the session; closing the host ends the multiplayer session.
  • Latency can affect responsiveness (e.g., issuing orders may feel delayed). Complex automated systems remain deterministic under the host but remote players may see updates slightly delayed.

Best practices

  • Start with small roles and clear responsibilities: assign one or two players to utilities (power, plumbing), one to life support (gas/liquid management, oxygen), one to production and food, and one to research and base expansion.
  • Communicate before performing large changes like mass deconstruction, redesigning power grids, or accepting/rejecting a Printing Pod offer.
  • Keep regular manual save copies on the host machine to recover from accidental destructive actions or desync problems.
  • Use labeling and color-coding (if available) to make areas of the base clear to all players.

Multiplayer is cooperative by design and scales well when players divide duties and maintain clear communication; with planning and simple etiquette it enables faster, more resilient base development than solo play.

Pages featured in this guide