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Wildlife Supply

The harder a colony climbs, the rarer the gas and liquid it demands. Exotic fluids come from a prospect → capture → refine → meter chain. Common fluids skip the Refiner; uncommon and rare fluids use raw feedstock plus tar.

Four gases and three liquids appear in Habitat requirements:

  • Common (tap and use directly): swamp_gas, ammonia (gases); brine (liquid).
  • Uncommon (raw → Refiner + tar): sulfur_gas (gas); cryofluid (liquid).
  • Rare (raw → Refiner + heavy tar): chlorine (gas); quicksilver (liquid).

Uncommon and rare exotics have a raw deposit form (raw_sulfur_gas, raw_cryofluid, raw_chlorine, raw_quicksilver) and a refined Habitat-ready form. Most colonies never need the rare pair chlorine + quicksilver, so demand for those deposits stays low.

Exotic deposits follow the same model as thermal vents:

  • discover and survey by sonar (basic = active?, wide = rate, deep = cycle timing),
  • collect with a cap (gas vents) or tap (liquid springs),
  • pipe the output into gas or liquid storage.

Deposits alternate active and dormant phases. Stockpile during the active phase, then feed Habitats from tanks during dormancy. Deep-sonar timing lets you predict dormant phases and size the buffer first. Deposits do not deplete; multiple deposits help cover each other’s dormant gaps.

Raw feedstock is not ready for Habitats. The Refiner converts raw feedstock + tar → refined exotic via a recipe (unlocked through Biolab orders). Pick the exotic with self.set_recipe(...); wire raw feedstock into gas_in / liquid_in, tar into self.input, and the refined product out of gas_out / liquid_out.

Refining eats tar alongside the raw feedstock. Tar is an oil-refining byproduct that otherwise mostly goes to the Waste Processor. Tar cost scales with rarity:

  • Common: no tar (tapped direct, no Refiner).
  • Uncommon: moderate tar.
  • Rare (Chlorine / Quicksilver): heavy tar.

Tar is a running cost on the liquid pipe network carrying oil, not a hard gate. If you run short, expand oil production or slow the Habitat intake until the Refiner catches up.

The refined gas/liquid flows into a Gas Tank or Liquid Tank. Your Habitat script meters it in with self.set_gas_intake(...) / self.set_liquid_intake(...) to hold the band. See Wildlife Husbandry.

A freshly-founded colony needs only feed. Mid-stage colonies add a basic gas/liquid. Thriving colonies can demand rare refined exotics, which pushes you into farther prospecting and heavier refining. Research Exotic Husbandry unlocks survey/cap/tap plus Refiner for uncommon exotics. Deep Exotics unlocks at 500,000 Wildlife and opens the rarest extraction and refining. An early legendary colony may pause at its rare-fluid transition until the broader menagerie reaches that total; this is recoverable and costs no population. Read the Habitat’s exact next-stage methods and grow other species while preparing the rare supply.