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here is a video on it. a more famous case known in the oil industry.
https://www.youtube.com/watch?v=jh2HWT8gPeY
https://steamcommunity.com/sharedfiles/filedetails/?id=2558069681
In sour gas the toxic part is hydrogen sulphide which starts to be deadly above 50ppm. Sour gas contains at least 4ppmv of hydrogen sulphide (upper threshold isn't defined, but it goes up to 100ppmv), so lethal dose is 400 grams to 8 kilos, depending on how much hydrogen sulphide we are talking about.
So... yeah. 100g is too low.
- Chlorine (gas / liquid with a mass of 100g or greater)
- Sour gas (gas with a mass of 100g or greater)
Tho supposedly aren't they adding this 'feature' to the new dlc or whatever? lol
Great mod.
A deodorizer like device would be appreciated to kill single packets of chlorine.
Can't u make it at least so the dupes can consume it by inhale? So they would need pills or vaccines or some? Or at least config for how deadly or at least how heavy it is? So it would be easier to get rid of that tiny cloud?
I just want to be sure of my dupes can survival when its one tiny cloud xD
Still kinda hard to get rid of it when it entered my manual power generator room...
I had to remove all air in the room for one tiny gas cloud of Chorine! Way too deadly! At least for 1 square of cloud...
Has any effort been made towards the ideas listed below?
"From this point forward Mods will have to be compiled against the new libraries (adjusting the framework version to 4.0 in your project). Mods that have already been compiled and uploaded appear to be working correctly, though normal changes to the game may have broken some mods for normal reasons."
Source: https://forums.kleientertainment.com/forums/topic/115189-game-update-391330/
I think a lot of the issues people have with it being more annoying than challenging is due to how gasses in the game work. Because gasses can't mix they tend to bunch up meaning that even a small leak of gas is more problematic than it should be.
The logical way to deal with this is to take the average of the amount of gas the duplicant touched over the last e.g. 5 seconds. So each each second record the amount of cholorine the duplicant touched, and if the average over the last 5 seconds > 100g then they take damage.
the ideas below are interesting.
The first thing it needs to change is that damage is applied after some time in said gas. Be it 1 or 2 seconds even. Because immediately taking big chunks of dupes health bar right after they touched chlorine tile is just too fast. One of my dupes was storing junk in compactor two tiles away. He made number of trips to store all that litter. Every trip he touched chlorine tile. He got incapacitated in just couple second as the damage was applied instantly everytime he made a pass. Even scalding in magma doesnt kill so fast.
Second damage should scale with ammount of gas in the tile. The more the more damage. Coz 100g and 10kg of chlorine dealing same damage is unbalanced IMHO.
当前危险化学品清单
-氯(质量大于或等于100g的气体/液体)
-酸气(质量大于等于100g的气体)
在充满这些化学物质的区域工作时,确保小白鼠穿上防护服!
Otherwise you can design several airlock chamber variants. One way, double, in up/down out max gaspressure or vacuum pumped chambers. To try to mitigate the risks as much as possible. Each having advantages in speed, space taken, resources required, ...
That is the beauty of Oni: you can determine your own challenge level and what are acceptable risks for the effort required.
@Guinaro: I could make a config file for adding / removing hazardous elements, the damage they deal, and the mass threshold to trigger a burn. Making the damage formula configurable seems more work than what I want to invest though :P
@Strygald: Best bet is to switch to the Element overlay, should be easier to spot chlorine that way