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Make sure you are properly disposing and storing polluted water and dirt too.
Those are the only 3 ways I know to get rid of polluted oxygen.
However, some things I would try to get rid of it:
- Air pumps around the base that transport to a filter that removes P.o2 into either 1) a room with some deodorizers to consolidate where it gets cleaned, or 2) a storage tank then just let it sit
- Deodorizers all over the base, though you said other options
My solutions to the original problem would be to
1) store your slime/polluted dirt/etc underwater to remove the polluted oxygen offgassing
2) put deodorizers next to anything that produces polluted oxygen
3) *important* any polluted water you clean up, you need to pump those bottles into your main storage or they will offgas a lot. I usually have a polluted water well and have some pumps above it set to 9 priority. Pawns will move any bottles to there to empty them, then I have deodorizers next to the exits to the room.
Also spam them around your base. They each have a radius of 2 or 3 tiles. They're CHEAP. Cheper than cleaning polluted water and electrolyzing it, really...
I'm guessing your'e using algae terrariums. Those ARE a good option if you have the water for them and don't want to repeatedly construct/deconstruct polluted water resevoirs (since polluted water is sometimes easier to get than water...) but you generally want deodorizers by them.
Technically you can vent the polluted o2 into space, but why would you do that unless you were using some sort of crazy late/end game setup involving massive quantities of ethanol production or something, or ran completely out of sand and don't want to just crush more rock?
Don't make a dedicated polluted water well. Let the bottles offgas and be deodorized for very easy o2!
It's one of the build for early game o2 that most people don't realize. You can set one up easily by using terrarium which puts out bottle ph2o or use a liquid tank filled with polluted water which will drop bottle polluted water when deconstructed. Then just put some deodorizers around and viola, you have room temperature o2 in mass quantities.
Only thing to be careful is that bottle polluted water doesn't care what gas pressure is around it so it's super easy to over pressurize your base to the point where you get popped eardrums.
Heh, yeah, and you REALLY don't want that if you've got even the slightest hint of a morale problem, because then you're one sopping feet away from serious trouble..
Still, that build is powerful enough to start pressurizing your exploration tunnels very early on, before you even have exosuits. (though they're mostly useful for mopping up pockets of co2, minimizing how often dupes need to backtrack for more air.)
Also, polluted dirt produces a little bit of polluted o2 as well. It's nowhere near as much as a poluted water bottle of the same mass, but if your'e on arboria or oasis where dirt is stupidly plentiful but algae and water can sometimes be hard to find (ESPECIALLY oasis if you get bad luck with whichever edge of the map you explored to first and don't have much starting water..), not composting anything might just mean you can leave the oxyfern wild in order to conserve that precious water you need for researching all the critical stuff.
Bonus note for arboria: no slime, so unless you run into a slimelung morb, you can just let polluted o2 spread everywhere without the deodorizers.
Some key things to look into:
* Where are you doing your composting to refine polluted dirt from your early outhouses? As that's not something you really want to be doing anywhere anyone works/lives. Ideally you want somewhere remote with limited dupe access so only a handful of dupes that do most of your basic labour are going into that area and only to dump off polluted dirt. (And make sure you have wash basins set for their way out, otherwise that's going to be a major germ spreader!).
* Where are you storing any excess polluted dirt prior to it being composted? As ideally you want to be storing it tucked away next to whatever removed part of your base you're doing your composting. (Again, somewhere removed from the day-to-day traffic of your base. Wash basins set for their way out so that no germs get spread after)
* Do you have a excessive amount of bottled polluted water sat around your base? If so, set up a temporary dumping site with a bottle emptier set to only receive polluted water somewhere along the bottom of your base. Make sure the air flow to the main area of your base has to go through a narrow area then plonk 1 or 2 deordorizers at the entrance and they'll tackle all polluted oxygen coming from your dump site. (This also helps introduce a effective Carbon Dioxide trap into your base that you can make use of later on)
* Whilst it's tempting, and you might get misled by some guides or suggestions being thrown around, if you're still working on getting basic survival going at 100 cycles then don't bugger around with critters. They're really not needed, and most of the 'solutions' involving them stem from old behavioural habits from back during the earlier states of this game when some of the much more practical solutions weren't introduced to the game yet. We have a much wider choice now that don't have the additional headache certain critters introduce into the mix.
If you keep the basics of those 3 things under control, frankly you should have no problems keeping your base stable atmosphere wise and as nice side bonus entirely germ free as long as you check where you're digging first.
There are a lot of ideas around getting stability into early bases and tackling 'problems' that are incredibly convoluted, but most of them are entirely unnecessary with the state of the game as it is now. There was a time such measures were the more practical way to go about it, but as the game stands now you really don't need to bugger about with those things until you're much further established.... and even then most of them now are pretty much optional as fun projects to do on the side.
So it's best to just stick to the K.I.S.S approach in order to get to grips with just how simple Klei have made keeping a base running going for hundreds cycles now and don't get yourself distracted with approaches that are more intended for how the game was months back.
https://steamcommunity.com/sharedfiles/filedetails/?id=1842513431
Only 2 dupes have access to that area, each one is on a different shift so I only need the one basin as I know only one dupe will ever be entering and leaving during a work rotation.
https://steamcommunity.com/sharedfiles/filedetails/?id=1842513342
More drawn out variation from a earlier base soon after 1.0 went live. But in this case more dupes have access as at that time I was hauling a lot of polluted ice into that container within the water dump area. Polluted Oxygen from the water can only escape one direction and immediately hits a deordorizer. Similar with the composting and polluted dirt storage but I have two spaced apart to handle any that may slip by the first whilst it's already working.
(Ignore the additional Air flow tiles, I had some Hydrogen flow issues and some had got caught up in that space so was just letting it out through briefly changing in some airflow tiles)
https://steamcommunity.com/sharedfiles/filedetails/?id=1842514187
My most recent new base started today, noticed a cool steam Geyser right near my base, so taking the same approach except hoping to tie in the geyser into the process. Additional benefit is it's serving as a nice little carbon dioxide trap right out of the bat.
They're all basic, but anything like that will pretty much handle your base for hundreds of cycles polluted air and germ free, especially with the much more abundant flow of basic resources Klei have the game set up at now. So long before you hit any kind of resource shortfall, you'll have already unlocked the entire tech tree and have every possible alternative at your finger tips.