Oxygen Not Included

Oxygen Not Included

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TrapLord Dec 8, 2017 @ 8:17pm
Current air pressure mechanics are broken, nerf popped ear drums
It's happened to me twice in a row now, that I find myself in a position after playing for 4+ hours, that all of my people have popped eardrum debuff, and with +20%stress/cycle, are completely unmanageable.

My air setup simply consists of a pump taking air east through standard pipes, through a "radiator" in a cold area, then back near the origin, dumped out of a standard vent, cooled down.

As you can see, I've got single squares of open gas with pressure below 500g, right beside squares with over 3000g. This doesn't make any sense, and I have a feeling that it's due to the game not allowing more than one gas to occupy a square.

Until the atmosphere system actually works reasonably, the consequences for its inconsistencies should be reduced far from what they are. This is incredibly frustrating.

Check out the attached screenshot with a few air pressure samplings.

https://image.ibb.co/n9DWAG/airpressure.jpg
Last edited by TrapLord; Dec 8, 2017 @ 8:19pm
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AquaX Dec 8, 2017 @ 11:37pm 
1st off, its your own fault due to your bad planning and design. Eardrum Rupture occurs when dupes move from 1 gas tile to another that is around 1.2-1.5kg higher than their previous standing tile just like real life.
So if your dupes was standing on that 354g tile space of o2 and just walk into that co2 that is 2428g of co2, their ears will pop. This negative effect is to punish players who are doing what you are doing which is completely seal off bad gases. You co2 is having a massive issue of trying to equalize since all they got is 2 tiles to escape from.
Last edited by AquaX; Dec 8, 2017 @ 11:38pm
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Date Posted: Dec 8, 2017 @ 8:17pm
Posts: 1