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When i did add 2 more electrolyzers everything went green again untill i did put down the blueprint for the left room of this screenshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=3301003661
As soon as i've placed the blueprint everything gone into red quickly and stayed red untill i had that room with 2 electrolyzers and 2 vents finished, then everything became green again.
The oxygen value at the top of the interface doesn't show the true value, it's not working properly atm.
+1
This is quite a complex game and it has masses of potentials despite its bugs, warts and misdirection in places. At the core its a fun and addicting game to play. I have done more restarts in this game than i can recall in others and I learn something new every time.
I haven't had as many issues as others in terms of crashes and save corruptions. The ones I have had, have largely been resolved by reading posts here.
So I'd cut the Devs some slack and look forward to the updates and progression that follows.
A great game IMHO.
I will test this theory tonight, easy enough to test.
I have done both versions. I spent about 10 hours testing different things looking for usable data. I really want to provide the devs with something tangible they can use. there is a loss of o2 during construction it seems and that loss seems to be universal. I even set up two different colonist buildings and when one was having an addition built, both lost o2.
I don't think a double doored airlock is the answer. Two doors would not be enough. It would require logic for the timing of the doors to work as desired. If this is your concern, try building a building inside a building (double walls).
I build a 1x3 wall along the desal. plant and put the ventilator there. Never delete a wall!
1) Found a damaged rover on the surface. Was told that I needed to bring some metal, a few parts, and 50 Food to fix it. Food? REALLY? Damaged rovers eat food now?
2) Even when all of the O2 systems are working well (my colonists have been alive for quite a while now), the math for the volume of living space is way off. I built a room 20x20 and set up the various systems. Everything was fine. Then I expanded, making the space 20% bigger. My O2 completely tanked and I almost lost everyone. Making a room 20% bigger does NOT cause your O2 to drop by 80%!
3) The footprint for the Expedition Center (the first big building you build to send drones out on trucks) is ridiculously large. This usually comes at a time well before Recycling so you can't clear space on the surface and first-time players have no idea they need to leave space for such a big building. I would either make the building smaller or make an earlier (less efficient?) form of Recycling so we can clear a space for it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3304750793
+1
Couldn't agree more. It has immense opportunity to be a massive game if Devs stick with it