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  1. All gasses in the game should be evenly distributed throughout all tiles (except vacuum), with trace amounts not displayed to the player. I'm not sure how this would be done from a coding perspective, but maybe have each tile "layered" with gasses at different concentrations? I'm assuming it's set up the way it is right now because of simplicity and performance reasons. For example, with a room with equal amounts of O2 and CO2 and with 3 rows of tiles: Row 1: 23% O, 5% C Row 2: 12% O, 12% C Row 3: 5% O, 23% C ^^ this is just a rough example. Exact amounts would probably be some kind of physics equation with molecular weight involved. Basically, there shouldn't be a square of Gas 1 completely separate from an adjacent square of Gas 2. Instead of suffocating the way dupes currently do, they would always be breathing in whatever gas they're in. You would have to look up actual medical data as to the effects, but breathing in different concentrations of gas would have different stress and health effects on the Dupes. 100% oxygen would actually be deadly, I believe. Dupes will eventually fall unconscious in high CO2 concentration and then die sometime later (based on Athletics maybe?). Stuff like Chlorine gas would continuously deal damage based on concentration. This would also open up more research opportunities such as personal respirators that filter out toxic gasses, and also the opportunity to make gas tanks to store gas for breathing. Pollutants is a bit more confusing because of how vague it is. Pollutants should be independent of gas/liquid and float around as modifiers to whatever it's in. Water moisture could also be implemented in a similar way in how pollutants behave. As a resource to developers, NASA has some data that might be helpful for equations/calculations in regard to breathing in different gas concentrations. https://history.nasa.gov/conghand/mannedev.htm