The Crust

The Crust

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Quinn Aug 1, 2024 @ 8:22am
O2 issues and possible cause
My current save has many hours into it and has successfully kept 14 colonist alive for some time. However, after the recent changes to O2 My colonist last about 5 minutes after I load my game. I have 6 electrolysis, 6 Ice melters (2 more building), and storage tanks that are all full of both water and O2. Despite the storage and ample supply when I turn on the O2 visualization I have noticed that the only room without O2 are the rooms with either colonist or drones in them. Drone appear to be draining O2 as well.
Additionally, every time the doors open for either a drone or a robot I lose 1-2% o2 in each room they go into. 1-2% does not seem like a lot until you realize that all 35 of my drones are going to the same place to do the same task.. move slag to the hydroponics, or hydroponics to the kitchen... 35x2= I lose 70% o2 every time the drones have a single task inside the colonist base.
There does seem to be an issue with the o2 vent as well not transferring o2 evenly or consistently. If there is a hidden value such as a limit of exchange or a distance of exchange that would explain this but without some communication to the player we wouldnt be able to address it. If there is not a hidden value, than it appears the vent is not recognizing clean paths to solid rooms. One test I did a 14 tile long wall of vents. The only time O2 began to flow through was on the 3rd vent. If i removed the 3rd vent, none of the other 12 vents would transfer air but that 3rd returned would.

Possible fixes:
if drones and colonist are meant to leak air when the doors are open, add research tech to reduce this or unlock an air tight door such as a premade room that players could attach that recycles the air back in. Maybe 3x5 or 4x6 in size (for each size door respectively) and we find a place to attach it to the base.
I would also suggest lowering the leak amount, in the late game I usually have between 30-50 drones so that 1-2% adds up fast as we can not assign drones to a task. I would love it if I could specify 1 or 2 drones specifically to move items inside the base and all other drones would ignore that task.
If there is a hidden value with the vents, I suggest a red (or blue) outline showing the max distance, or an updated tooltip explaining the max transfer rate.
With the O2 overlay, I would suggest it also includes a visual on the pathing. Have a yellow line that daisy chains from the O2 source to the vent and next rooms in order showing how it paths. This might help people move their base around to more evenly provide o2 and water.


Developers, You guy have a wonderful concept here and it has great potential. Games like Rimworld and Stranded: Alien Dawn had to work through multiple stages of player based communication and iterations to finally reach their state. You are on the same path but you have an advantage.. Your game is also a factory game. If you can nail the colonist side, you will easily over take both genre. Well done so far, Keep going, and make one heck of a great game!
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Showing 1-12 of 12 comments
Alukat Aug 1, 2024 @ 9:14am 
Have you assigned new rooms to be build? new rooms while being build can cause oxygen issues.
Alukat Aug 1, 2024 @ 9:19am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3301003174
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.
Last edited by Alukat; Aug 1, 2024 @ 9:21am
MrHitch Aug 1, 2024 @ 10:20am 
From my experience Vents are eating Oxygen. I had to build one big room without door and walls and everything worked fine.
Tekcruzer Aug 1, 2024 @ 11:54am 
Originally posted by Quinn:

Developers, You guy have a wonderful concept here and it has great potential. Games like Rimworld and Stranded: Alien Dawn had to work through multiple stages of player based communication and iterations to finally reach their state. You are on the same path but you have an advantage.. Your game is also a factory game. If you can nail the colonist side, you will easily over take both genre. Well done so far, Keep going, and make one heck of a great game!

+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.
Quinn Aug 1, 2024 @ 7:31pm 
Originally posted by MrHitch:
From my experience Vents are eating Oxygen. I had to build one big room without door and walls and everything worked fine.

I will test this theory tonight, easy enough to test.



Originally posted by Alukat:
Have you assigned new rooms to be build? new rooms while being build can cause oxygen issues.

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.
resonance Aug 1, 2024 @ 8:53pm 
I decided to just make sure to have one electrolysis machine and one oxygen receiver in every room I build, and it works pretty well. Of course my newer games don't have the 59 colonists I had last time. They would probably be all dead with just that lol
Malakin Aug 2, 2024 @ 1:40am 
the issue is that vents have a limit to their throughput, you gotta have a fair few of them and/or spread out the oxygen makers to provide good enough flow for rooms with lots of people working in them.
Alukat Aug 3, 2024 @ 2:27am 
it's broken atm. 5 electrolysis plants are enough to supply 12 people.. 4 is not enough,
Last edited by Alukat; Aug 3, 2024 @ 2:34am
WarpLover Aug 3, 2024 @ 8:14am 
Originally posted by Quinn:
My current save has many hours into it and has successfully kept 14 colonist alive for some time. However, after the recent changes to O2 My colonist last about 5 minutes after I load my game. I have 6 electrolysis, 6 Ice melters (2 more building), and storage tanks that are all full of both water and O2. Despite the storage and ample supply when I turn on the O2 visualization I have noticed that the only room without O2 are the rooms with either colonist or drones in them. Drone appear to be draining O2 as well.
Additionally, every time the doors open for either a drone or a robot I lose 1-2% o2 in each room they go into. 1-2% does not seem like a lot until you realize that all 35 of my drones are going to the same place to do the same task.. move slag to the hydroponics, or hydroponics to the kitchen... 35x2= I lose 70% o2 every time the drones have a single task inside the colonist base.
There does seem to be an issue with the o2 vent as well not transferring o2 evenly or consistently. If there is a hidden value such as a limit of exchange or a distance of exchange that would explain this but without some communication to the player we wouldnt be able to address it. If there is not a hidden value, than it appears the vent is not recognizing clean paths to solid rooms. One test I did a 14 tile long wall of vents. The only time O2 began to flow through was on the 3rd vent. If i removed the 3rd vent, none of the other 12 vents would transfer air but that 3rd returned would.

Possible fixes:
if drones and colonist are meant to leak air when the doors are open, add research tech to reduce this or unlock an air tight door such as a premade room that players could attach that recycles the air back in. Maybe 3x5 or 4x6 in size (for each size door respectively) and we find a place to attach it to the base.
I would also suggest lowering the leak amount, in the late game I usually have between 30-50 drones so that 1-2% adds up fast as we can not assign drones to a task. I would love it if I could specify 1 or 2 drones specifically to move items inside the base and all other drones would ignore that task.
If there is a hidden value with the vents, I suggest a red (or blue) outline showing the max distance, or an updated tooltip explaining the max transfer rate.
With the O2 overlay, I would suggest it also includes a visual on the pathing. Have a yellow line that daisy chains from the O2 source to the vent and next rooms in order showing how it paths. This might help people move their base around to more evenly provide o2 and water.


Developers, You guy have a wonderful concept here and it has great potential. Games like Rimworld and Stranded: Alien Dawn had to work through multiple stages of player based communication and iterations to finally reach their state. You are on the same path but you have an advantage.. Your game is also a factory game. If you can nail the colonist side, you will easily over take both genre. Well done so far, Keep going, and make one heck of a great game!

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!
Darkaiser Aug 6, 2024 @ 8:28am 
I love the game but, like many at this stage, it needs tweaking. Some examples:

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.
Little Aug 7, 2024 @ 11:59am 
Tried to build an "Airlock". Seems to work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3304750793
Tekcruzer Aug 7, 2024 @ 5:31pm 
Originally posted by Quinn:

Developers, You guy have a wonderful concept here and it has great potential. Games like Rimworld and Stranded: Alien Dawn had to work through multiple stages of player based communication and iterations to finally reach their state. You are on the same path but you have an advantage.. Your game is also a factory game. If you can nail the colonist side, you will easily over take both genre. Well done so far, Keep going, and make one heck of a great game!

+1

Couldn't agree more. It has immense opportunity to be a massive game if Devs stick with it
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Date Posted: Aug 1, 2024 @ 8:22am
Posts: 12