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Later you are able to craft bigger tanks and you can also craft an air filter that slows consumption and (hidden in case people don't want to know)
Eventually you'll reach the breathable air stage and then it disappears completely
AAHHHHH...So tired of people saying it is not real life. It is a game...Not meant to be real. Oh no Neo, you mean we are not really in a simulation?? Oh hate to spoil it but movies are not real either.
2. A day in game is much shorter than a day in real life. 1 minute in real life is a much longer period in game.
He also said "If it were 5-10 minutes then it'd completely remove the gameplay mechanic" and he's right.
Eventually, you'll get up to the T3 tank which gives you 370 max o2. At a rate of 2/sec, that's just a few seconds over 3 minutes worth of air.
The tank is tiny at the beginning of the game to limit movement, so you're not running all over the map willy-nilly, getting lost, etc.
And besides, you can create little rest stop rooms to refill at major places, like near wrecks etc.
o2 is intended to be a mechanic you interact with, not "build an air tank and forget it even exists".
3 minutes is a LOT of time in a game like this. 5-10 minutes would just be broken, and in fact, once you get the air filter and get down to 1.0 or less, o2 starts becoming a thing you barely even think about. But that's ok, because by then you've already dealt with o2 as a mechanic and the game lets you move past it. That's called progression.
If you can still breathe, you're one of the lucky ones.
If it HELPS you, you can think of the game as abstracting time somewhat. As in, every second you spend playing the game represents minutes to hours of time your convict is working on the planet. Which could also put in some work explaining how you mine hundreds of pounds of titanium in a few seconds, too.
"Gameplay mechanic"
Yup. That's exactly what it is. Well spotted. /endthread
Just like building costing 3 iron, 2 titanium and 1 silicon have unlimited oxygen and are thermally insulated
Go to have a reason to unlock tech
10 Minutes would completely remove the mechanic.
Trust a player who has played long enough to see the infinite o2 stage of the game.
When you get down to 1, 0.5, etc consumption, you forget that o2 is even a thing at all unless you go in the water for any long period of time.
Even ~6 minutes at 1.0 consumption, I have never, ever, ever stepped into my base for the sole purpose of regenerating o2. The mechanic was basically gone at that point; I got o2 from stepping into my buildings for other reasons.
Having this power at the beginning of the game would basically cancel out the o2 mechanic entirely.
I generally also carry a couple of oxy capsules for when I'm swimming or in an area where I can't build, but usually the cubicle will do the trick.
And - you will be able to build bigger and bigger O2 tanks as you go, so it's not like it's going to stay tiny forever - or even for long.
If you're in an area where you want to scavage some more, leave the cubicle up and grab another set of makings for the next cubicle, that way you can build storage inside for your scavagings, also makes it handy for recharging your air, etc - saves you the time and trouble of running back and forth, which at the beginning, can add up fast!
Hope this helps, happy terraforming! :-)
While that does work, you're still using up 6 of your valuable inventory slots on carrying around a cube (or the materials to make such, anyhow) on you.
I like to set up rest stops in key places that I can duck in every now and then to replenish o2. I've gotten this routine down, to know where I need such rest stops, and some of them I'll use for an actual purpose, like the one in the aluminum area, I'll put an advanced crafter so I can use the aluminum miner to make alloy with earlier in the game before I get the t2 extractor.
Or, the one in the Iridium Cave I'll stick some heaters in, so that they aren't cluttering up my base.
etc.
Cubes are also nice landmarks to help you find your way around, esp if you place them on a foundation, you can spot them from a mile away, helps mark things like cave entrances or passageways through mountains in a few places, too.