Oxygen Not Included

Oxygen Not Included

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Myriad Jan 5, 2024 @ 5:17pm
Atmo before Jet Suits, please Dupes
I'm a little rusty, but I've built two hallways, one above the other, leading to space. The lower one has a row of Atmo Suits, the upper one has a row of Jet Suits. Both lead to the same ladder up.

I'd like for those, um, dupes, to use up the Atmo Suits before donning the sloppy Jet Suits. Does anyone know a good way to do that without separating Space into sections?
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gtgiygus Jan 5, 2024 @ 5:56pm 
I am pretty sure its one type or the other, atmo's don't go "under" jet suits. Jet suits are a type of atmo suit that allows them to slowly fly around. The same logic applies to lead suits, or oxygen masks. You don't have oxygen mask checkpoints before expecting them to put on Atmosuits.
Myriad Jan 5, 2024 @ 10:09pm 
Originally posted by gtgiygus:
I am pretty sure its one type or the other, atmo's don't go "under" jet suits. Jet suits are a type of atmo suit that allows them to slowly fly around. The same logic applies to lead suits, or oxygen masks. You don't have oxygen mask checkpoints before expecting them to put on Atmosuits.
You misread. Regardless whether they decide to go out in atmo suits, or jet suits, they can only dock at the appropriate checkpoint. They have access to both. The problem is that they seem to choose at random whether they're hopping out in an atmo suit, or a jet suit.

My question was asking if I could set it up so they'll always use atmo suits if things are in range, and if not, only then use jet suits.
Ender's games Jan 6, 2024 @ 12:11am 
For what I understand, you could put a door after each set of suits and select which dupes can pass through that door, effectively forcing specific dupes to use specific suits. Hope it helps.
Myriad Jan 6, 2024 @ 2:36am 
Originally posted by Ender's games:
For what I understand, you could put a door after each set of suits and select which dupes can pass through that door, effectively forcing specific dupes to use specific suits. Hope it helps.
Restricting access to specific dupes doesn't solve the issue. A digger or builder, no matter who it is, might suit up in a jet pack to dig/build at a location they could simply walk to, whereas I'd rather they just used the atmo suits, and saved the polluting jet packs for unreachable areas.

Perhaps hoping that a clever way around it would just be handed to me is unrealistic. I'll figure something out.
XceptOne Jan 6, 2024 @ 6:04am 
From an automation standpoint I don't actually see any viable way to do this.
And dividing space into sections probably won't solve the issue in the same way that restricting access to specific dupes won't solve the issue.

That said, duplicants do prefer the shortest/fastest path to their workplace. So by making the jetsuit access a much longer/slower way, dupes should prioritize using atmo suits, if available and the workplace is reachable by them.
But this will probably lead to some other problem (I haven't used jet suits in a long time, so I actually don't know if this is still true, but I assume so). Namely that jet suit dupes will now take the shortest path back into the base, too, and therefore leave their suits at the atmo suit checkpoint, which means you'll have to manually put the suits back into the correct dock.
At the same time making the way back to the jet suit checkpoint as short as possible (via one way doors for example) may lead to dupes leaving their atmo suits at the wrong checkpoint (I guess this could be alleviated by making the jet suit checkpoint inaccessible without the ability to fly).

tldr:
Try to make the way from jet suit checkpoint to workplace as long as possible, so dupes prioritize atmo suits.
Try to make the way back to the jet suit checkpoint much shorter than to the atmo suit checkpoint, but make the jet suit checkpoint inaccessible to non flyers from the outside.
I'm pretty sure that won't work perfectly either, but probably better than nothing.
Black Raven Jan 6, 2024 @ 11:28am 
if all the suits was in same corridor, wont they pull the suit nearest the checkpoint first?
POWER WITHIN USER Jan 6, 2024 @ 11:42am 
I'd try a room where duplicants can can store their regular atmosuit before walking through a jetsuit checkpoint but I have no idea if duplicants will attempt to return the jetsuit in which case you would wall off the space area.

Both lead to the same ladder up.
That may be an issue, try to restrict some of the jetsuit exit's access such as making them pass a 3 tile high wall.
Myriad Jan 7, 2024 @ 8:49pm 
Originally posted by XceptOne:
From an automation standpoint I don't actually see any viable way to do this.
It's probably something that needs to be coded in an upcoming update, and will work automatically, rendering all your automation attempts moot. Lol.

I haven't used jet suits in a while either, and it's because of things like this. So short of sectioning off areas, and even then, with the petroleum surplus, jet suits are still a nuisance.
heckypecky Jan 27, 2024 @ 12:35pm 
Split the access from atmo dock to space in 2 hallways. One in, one out. One pressure plate in each that increases/decreases a counter. If the counter is above your desired atmo suit number, enable a duplicant checkpoint to the jet docks.

Now you only need to figure out how to decrease the signal counter. no idea about that.
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Date Posted: Jan 5, 2024 @ 5:17pm
Posts: 9