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Youralmightydino 2020 年 12 月 4 日 下午 3:39
Run away oxygen its over 60%
and i turned off all the oxygen production
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正在显示第 46 - 60 条,共 78 条留言
mreed2 2020 年 12 月 17 日 下午 4:16 
It should, I agree, but it doesn't seem to.

Mind you, I didn't wait for a long time to see if the oxygen levels would stop decreasing -- only a year or so, then I gave up in disgust. If the oxygen levels eventually stabilized, then the game is less broken than I thought -- but its still buggy, as the CO2 levels prior to starting the oxygenation process had been stable and the temperature, as you pointed out, was decreasing, so where was the CO2 coming from that the plants were converting to O2?

At the very least, the game should be changed so that when CO2 should 0.0 millibars of pressure, O2 levels immediate cease going up -- that's what I was expecting, and without some sort of cuing to the player, that seems reasonable by the rules that the game has. From what you are saying, that's what happens -- but not for another 10 (in-game) years.
GnoSiS 2020 年 12 月 18 日 上午 4:18 
引用自 cdburke
引用自 GnoSiS
Not sure if O2 is increasing just by the martian landscape turning green. In the game we played, we did stop all buildings that produced O2, but O2 was still increasing.
Yes, plants convert CO2 to O2, so with plants and no O2 factories, the O2 level will go to about 300 mb and stop, or it seems to. Temperature will drop as CO2 does, if you turned off your greenhouse gas imports/factories.

If you have 4 or 5 nitrogen import projects running, you'll be able to balance the atmosphere reasonably quickly, even though a total of 1.1 to 1.2 bar is a bit high. I didn't build any O2 factories in the playthrough I just finished, O2 didn't runaway. It might increase gradually as the CO2 in the deep regolith seeps out, I didn't really keep track of that.
O2 kept increasing without any CO2 in the atmosphere, it wasn't just behaing as a converter but also as a generator.
Zenvictplayer 2020 年 12 月 19 日 上午 5:11 
I assume your "oxygen production" also include the bio dome and Aqua dome. Even you close all of these two types of dome. Those spread area "green and light blue area" won't stop increase Oxygen. As it is likely control by Mars natural environment. So don't built too many of the bio dome and aqua dome at the early stage for converting O2.

I am not rush to turn Co2 to O2 in my first gameplay[Looks like that magnetic shield project is the key]. Infect,I wait for the researched the two nitrogen tech and start introduce the O2 and Nitrogen together. Never let the O2 increase speed outrun the Nitrogen increase speed.Once your Nitrogen percentage nearly get near to 70 percentage. You can start to speed up to increase O2. My first gameplay in easy mode finish the terraforming mars within 50 Martian years. Has somebody finish the terraforming in 30 Martian years?

https://steamcommunity.com/sharedfiles/filedetails/?id=2326221994
最后由 Zenvictplayer 编辑于; 2020 年 12 月 19 日 上午 5:47
mreed2 2020 年 12 月 19 日 上午 9:09 
引用自 Zenvictplayer
I assume your "oxygen production" also include the bio dome and Aqua dome. Even you close all of these two types of dome. Those spread area "green and light blue area" won't stop increase Oxygen. As it is likely control by Mars natural environment. So don't built too many of the bio dome and aqua dome at the early stage for converting O2.

I am not rush to turn Co2 to O2 in my first gameplay[Looks like that magnetic shield project is the key]. Infect,I wait for the researched the two nitrogen tech and start introduce the O2 and Nitrogen together. Never let the O2 increase speed outrun the Nitrogen increase speed.Once your Nitrogen percentage nearly get near to 70 percentage. You can start to speed up to increase O2. My first gameplay in easy mode finish the terraforming mars within 50 Martian years. Has somebody finish the terraforming in 30 Martian years?

https://steamcommunity.com/sharedfiles/filedetails/?id=2326221994


The issue is that the "green and light blue area" are plants, and plants don't create oxygen: They convert CO2 into oxygen.

When there is no CO2 remaining they should shutdown, but they don't, which is a problem. According to reports on this thread, they do shutdown eventually, just not immediately, which is still a problem.

The screenshot you provided shows that you haven't gotten to the point in the game where this is a problem -- your CO2 pressure is still greater than zero, so everything is working as intended.

There is a separate, unrelated, issue of players hurrying to oxygenate the atmosphere too quickly, creating large amounts of oxygen without importing nitrogen. The result is of this is the oxygen percentage exceeds 30%, which leads to massive fires everywhere. This is broken as well (the burning plants should stop converting CO2 to oxygen, large amounts of CO2 should be released, and the process should tend towards equilibrium), but that isn't the issue in thread.
Zenvictplayer 2020 年 12 月 19 日 上午 9:55 
引用自 mreed2
引用自 Zenvictplayer
I assume your "oxygen production" also include the bio dome and Aqua dome. Even you close all of these two types of dome. Those spread area "green and light blue area" won't stop increase Oxygen. As it is likely control by Mars natural environment. So don't built too many of the bio dome and aqua dome at the early stage for converting O2.

I am not rush to turn Co2 to O2 in my first gameplay[Looks like that magnetic shield project is the key]. Infect,I wait for the researched the two nitrogen tech and start introduce the O2 and Nitrogen together. Never let the O2 increase speed outrun the Nitrogen increase speed.Once your Nitrogen percentage nearly get near to 70 percentage. You can start to speed up to increase O2. My first gameplay in easy mode finish the terraforming mars within 50 Martian years. Has somebody finish the terraforming in 30 Martian years?

https://steamcommunity.com/sharedfiles/filedetails/?id=2326221994


The issue is that the "green and light blue area" are plants, and plants don't create oxygen: They convert CO2 into oxygen.

When there is no CO2 remaining they should shutdown, but they don't, which is a problem. According to reports on this thread, they do shutdown eventually, just not immediately, which is still a problem.

The screenshot you provided shows that you haven't gotten to the point in the game where this is a problem -- your CO2 pressure is still greater than zero, so everything is working as intended.

There is a separate, unrelated, issue of players hurrying to oxygenate the atmosphere too quickly, creating large amounts of oxygen without importing nitrogen. The result is of this is the oxygen percentage exceeds 30%, which leads to massive fires everywhere. This is broken as well (the burning plants should stop converting CO2 to oxygen, large amounts of CO2 should be released, and the process should tend towards equilibrium), but that isn't the issue in thread.

Since this is my first gameplay in easy mode. I am not sure it will make a huge different in in harder mode.
But if I remember correct when enter stage 4 the mission control will told you to "slowly" turn CO2 to O2. Some player may not get the "Slowly" hint or playing the sandboxmode.
最后由 Zenvictplayer 编辑于; 2020 年 12 月 19 日 下午 12:07
mreed2 2020 年 12 月 19 日 上午 11:10 
Agreed -- lots of players don't go slowly when oxygenating the atmosphere. They end up with a fires everywhere as they frantically attempt to tech up to the point where they can import oxygen. You can see tons of threads in this forum on that topic -- just search for "fires".

But that's not the problem being discussed in this thread: We are complaining about the fact that plants can create oxygen out of nothing, resulting in oxygen levels increasing even after all CO2 has left the atmosphere. A separate issue, but leads to the same place.
Zenvictplayer 2020 年 12 月 19 日 下午 12:00 
Guess my first gameplay was lucky because I already got all tech researched before entering stage 5.
And I don't using the oxygen plant since I think it is totally waste the precious water resources for produce O2 instead using on the colony and produce food.
[No water and food benefit from terraforming,the bio dome and aqua dome should include a feature let you produce food and water according your terraforming progress on green land and light blue water has spread out but I guess this is for the game balance]
If the player nitrogen tech research is far behind at the 5th stage,looks like the gameplay is totally screwed.
https://steamcommunity.com/sharedfiles/filedetails/?id=2326641822
最后由 Zenvictplayer 编辑于; 2020 年 12 月 19 日 下午 12:05
Karnigel 2020 年 12 月 19 日 下午 2:05 
From this point on the game feels like a endless waiting game. Just waiting for endgame tech to bring up other gases
Rav3n 2020 年 12 月 19 日 下午 8:06 
When I realized this issue with runaway oxygen, I built like 20 space ports and rushed the import nitrogen tech, which let me stabilize the atmosphere reasonably quickly. The fires are manageable if you have enough resources, and I believe it's even less of a problem now that they nerfed it with a recent patch.
NeoKuro 2021 年 1 月 10 日 下午 12:13 
This is still an issue for me....I understood that too much O2 leads to fires across the planet. Fair enough. But I was expecting all the fires to produce CO2 and balance out.

I also researched the "Introduce Animals" tech...and LITERALLY nothing happened?! I thought that would counter the O2 production from the plants?
Rav3n 2021 年 1 月 10 日 下午 2:19 
I don't think the animal tech does anything, does it?
mreed2 2021 年 1 月 11 日 上午 1:23 
引用自 NeoKuro
This is still an issue for me....I understood that too much O2 leads to fires across the planet. Fair enough. But I was expecting all the fires to produce CO2 and balance out.
Yeah, this is a case where gameplay trumps realism -- realistically, high oxygen levels would result in massive fires, which would return CO2 to the atmosphere and kill the plants, thus creating a rough balance.

However, from a gameplay perspective, that makes the whole "Gotta balance the atmosphere" problem not a problem -- take your time, as the oxygen levels can't get too high.

I'm don't think that the developers made the right choice here, but its clear to me why they did what they did.

引用自 Rav3n
I don't think the animal tech does anything, does it?

As far as anyone has been able to determine, the animal tech doesn't do anything at all.
NeoKuro 2021 年 1 月 12 日 上午 6:08 
Yeah the gameplay side I was fine with. If there was a way to counter it such as with the animals consuming the oxygen and creating that balance.

Having the animals cost a decent amount of research points and doing nothing is a bit of a kick in the balls when I urgently was trying to focus on reducing O2 balance. Would have been better off going straight to the N2 imports instead xD
mreed2 2021 年 1 月 12 日 下午 8:58 
Technically it would be unrealistic if adding animals to Mars would actually help with too much oxygen -- the sheer mass of animals, and long generation times, means it would take 100s, probably 1000s or even 10,000 years before you had enough animals to make a significant difference in O2 / CO2 levels.

On the other hand...

The same argument can be raised about spreading plants. Sure, lichen has a shorter generation cycle than animals do, but its pretty limited in how far the spores can reach in each generation. And plant life, even genetically engineered plant life, trying to survive on a planet that receives a fraction of the solar energy as Earth does, in soil that has never previously supported life (so, for example, there practically no nitrogen available)... Well, its seems likely to me that it would take 1k years before you had enough plant life to increase the oxygen levels by a full percentage point.

So, by the rules that the developers have established, you are correct: Adding animals should reduce O2 and increase CO2, providing an alternate means for balancing the atmosphere, although the long term fix would still be importing nitrogen.

From a mechanical standpoint, though, it can't be that simple. If it were, then the player could find themselves stuck, with the animals generating CO2 just as quickly as the plants got rid of it, leaving them with a CO2 level above 5%. In order to ensure that this doesn't happen, the only solution is for animals O2->CO2 conversion to be limited so that it never exceeds the plants CO2->02 rate, which means... It still wouldn't work; with such a mechanic in place, adding animals can do nothing more than slow the rate at which the O2 level climbs, it can't halt or reverse it.

Now that I've thought about this issue, I'm wondering if the last paragraph is why the developers didn't implement the animals in the game. Is it better to have an obviously unimplemented feature or a feature that doesn't address the problem that its obviously intended to address?
Wendek 2021 年 1 月 13 日 上午 11:36 
Is it better to have an obviously unimplemented feature or a feature that doesn't address the problem that its obviously intended to address?

It's better to not have a feature at all - if they can't find a way to make that tech interesting and/or useful, then the tech shouldn't exist in the first place. Right now it's just a research point sink and a "new player trap" which is terrible design.
最后由 Wendek 编辑于; 2021 年 1 月 13 日 上午 11:36
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发帖日期: 2020 年 12 月 4 日 下午 3:39
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