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翻訳の問題を報告
Nah, that's just using the in-game physics to our advantage. Gasses being blocked by liquids is a common rule you'll see pretty often.
An exploit would be something like a partially submerged gas vent, where it ignores the surrounding air pressure and continues to output gas. Therefore, bypassing how the machine should work and ignoring the shutoff condition.
Also, Liquid Locks provide their own challenge to overcome. Which is the Sopping Wet debuff, something that will impact your Duplicant's Stress gain.
=NOPE, IT'S THE DIFFERENT REASON ABOUT PARTIAL PRESSURE , IF TO SPEAK ABOUT VACUUM, RIGHT?????
=BUT!!!!!...... I'VE GOT TO SAY THAT THE FIRST TIME PEOPLE GOT A VACUUM, WAS BC OF LIQUID LOCKS , WONT U BELIEVE THAT????............... YESSS INDEED LIQUID LOCKS MADE OF MERCURY , HEHE
=YUP, NOT EXACTLY , BUT ACTING PRETTY MUCH LIKE THAT AFTERWARDS ABOUT KEEPING AN ACTUAL VACUUM, RIGHT????.......... ABOUT 2 KIND OF(!!!) GASEOUS SPACES WITH LIQUID INBETWEEN , HEHE
Liquid locks are frequently used in the real world. Aristotle described them thousands of years ago, man-sized diving bells have been used for centuries with regularity, and the liquid barometer is another centuries old example. Locks that work in the game wouldn't always work, of course.
Longer rooms will work better than shorter ones.
It is also worthwhile to think about which side actually needs protection from contamination and set pressure accordingly (it still helps to make upward or downward steps to keep havier/lighter stray gases from entering the protected side). Often one side is more important than the other. This of course won't work when trying to protect a vacuum.
Also think about if you need full contamination protection or if you just want to limit gasflow to a minimum, in which case a long room without pumps may suffice, if pressure levels on both sides are relatively equal.
Sometimes separating different gas areas can even be achieved without any doors, by simply building a laddershaft up or down between the two sides with some 'protective' gas occupying the shaft.
Think, left side has a layer of oxygen and carbon dioxide with the entrance in the co2 layer. Then a laddershaft from the co2 layer up and out to the right side which is occupied by chlorine. With a long enough shaft (not that long really) and enough co2 pressure no chlorine will ever be able to enter the oxygen side and vice versa. Works with any gas that is lighter/havier than the gases in the protected areas.
A liquid lock on the other hand is usually much simpler though and is the only way to protect a vacuum.
I mean if you would tell someone about a airlock he would think of a chamber that pumps out oxygen to produce a vacuum and allows the personnel to enter without sending in any gas.
There is a mod that changes it. So airlocks actually block air.
Liquid locks are kinda annoying on max difficulty due to stress.
And the whole passing door without letting gas through thing just sounds like magic.
Even if the middle part were a vacuum air would still flow into the chamber.
So usually in an airlock you would match pressure to the side you are going to enter and possibly use material from that side to do it. Think filling the chamber with water first, before you go out diving, then removing the water and filling it with air, when you come back.
Vacuuming the chamber would only be done in an airlock going to space and mainly so that astronauts aren't being ejected at high speeds and because a space vehicles' air supply is quite finite.
Anyway, all of that is usually just way to complicated and time consuming to be really useful in ONI.
Also...
In real life a clean lab, that isn't to be contaminated, is held under overpressure so gases would rather flow out instead of in.
A hazardous materials (think germs) lab would be underpressured, so air can only flow in and contaminated air inside won't flow out.
In these cases the airlocks' doors' main purpose is to keep the pressure difference intact and the chamber is mainly for decontamination procedures. But the whole thing will also work with just one door if decontamination is not needed and you make sure to quickly close the door behind you.
be kinda cool if you could just pressue a room with 50kg of oxygen per tile and it would work like Rl where nothing gets in until pressure has significantly sunken.
Here the 50kg just magicly travels away and chlorine replaces it.
Like tanks or BRTs using overpressure in vents to stop toxic chemicals from entering the vehicle.
Other notes that might help:
If you don't have atmo suits yet or your dupes are too slow in them, showers remove the sopping wet debuff.
If you store your slime underwater, it won't off-gas.
Slimelung dies at 10C. Or in chlorine.
Lategame you can do true airlocks using transport tubes, but you need a lot of plastic, power, and refined metal for that to be useful.
Also, I just want to say it really simplifies things that slimelung is no longer fatal.