KittenIsAGeek Posted June 22, 2019 Share Posted June 22, 2019 1 minute ago, mathmanican said: As long as the dupes never carry something that off gasses through that section, you'll be fine. If you ever decide to take slime/oxylite/bleachstone/etc. through the locks, and they drop it on the water itself, then your lock disappears. Oof. The 3 or 4 deep versions both protect you from when the dupes drop something (provided the bottom layer contains enough liquid to stop offgassing. The 4 deep version makes the dupes "jump" the lock, which means you don't need the atmosuit station to avoid getting wet (so the dupes essentially move like a liquid bridge and teleport from tile to tile....). They will also never drop anything in the lock with the 4 deep version. None of the options above will guarantee that a dupe won't drop something in the middle vacuum room... So eventually the dupes will break your vacuum seal if you are not careful. They gotta take their break exactly when they're supposed to. Who cares if dropping what they are carrying destroys the entire base. #DupeBrainsFTW I didn't say my method was perfect, but I suppose I should have mentioned the points of possible failure. Thanks. I haven't used this method for any _critical_ air locks, and I always make certain that (to the best of my abilities) dupes won't carry off-gas capable stuff through. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1212812 Share on other sites More sharing options...
Sevio Posted June 22, 2019 Share Posted June 22, 2019 @KittenIsAGeek I've used a double 2-tall liquid lock like that for my steam turbine room where I extract heat from regolith and a petroleum coolant loop from the bunker doors in space. But setting these up has taken me a lot of trial and error. (which is also why there's still an oil tile in the petroleum bath) Is there a reliable way to set these up without too much hassle? Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1212825 Share on other sites More sharing options...
KittenIsAGeek Posted June 22, 2019 Share Posted June 22, 2019 Just now, Sevio said: @KittenIsAGeek I've used a double 2-tall liquid lock like that for my steam turbine room where I extract heat from regolith and a petroleum coolant loop from the bunker doors in space. But setting these up has taken me a lot of trial and error. (which is also why there's still an oil tile in the petroleum bath) Is there a reliable way to set these up without too much hassle? Reliable, yes. Hassle-free? Not really. There's the water-fall method, shown by @sorrymybad in this post: Generally I use a bottle emptier to spill the liquids on the ground, then mop up the excess from two tiles away, or dig out/destroy the tile next to where you want the lock. Then I dig out on the other side, which will be a vacuum and repeat the process. If there's liquid inside the vacuum part, I build a wall and it pushes the liquid out. Always build the TOP tile first. Otherwise your bottom liquid will get pushed up and you'll have to start over. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1212826 Share on other sites More sharing options...
Nightinggale Posted June 22, 2019 Share Posted June 22, 2019 5 hours ago, mathmanican said: As long as the dupes never carry something that off gasses through that section, you'll be fine. If you ever decide to take slime/oxylite/bleachstone/etc. through the locks, and they drop it on the water itself, then your lock disappears. Oof. You can add a pump to remove any gas, which might end up in the vacuum "room". That won't solve the issue with disappearing water though. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1212864 Share on other sites More sharing options...
doubledgedboard Posted June 23, 2019 Share Posted June 23, 2019 Seeing all these crazy workarounds and designs just to get what to me should be a basic function of the game is why I'm super excited about modding. Someone already made a mod for making airlock doors actually function as airlocks, and prevent gas exchange (when set to auto). If you're not a purist (which some are, you do you), I'd suggest checking out the mod as a quick solution. It made me excited to try out some new base designs since I can finally stop worrying about little gas leaks. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213138 Share on other sites More sharing options...
Prince Mandor Posted June 23, 2019 Share Posted June 23, 2019 15 hours ago, doubledgedboard said: Seeing all these crazy workarounds and designs just to get what to me should be a basic function of the game is why I'm super excited about modding. Someone already made a mod for making airlock doors actually function as airlocks, and prevent gas exchange (when set to auto). If you're not a purist (which some are, you do you), I'd suggest checking out the mod as a quick solution. It made me excited to try out some new base designs since I can finally stop worrying about little gas leaks. So, you prefer some magic field, separating gases, but allowing dupes to pass? Well, do you know, this is not game about Harry Potter? No need to be purist, to consider such magical doors to be not better than refrigerator with never ending food, or pump not consuming power Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213359 Share on other sites More sharing options...
Nightinggale Posted June 23, 2019 Share Posted June 23, 2019 Just now, Prince Mandor said: refrigerator with never ending food, or pump not consuming power Now that's some awesome modding proposals right there. Keep the requests coming Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213361 Share on other sites More sharing options...
Prince Mandor Posted June 23, 2019 Share Posted June 23, 2019 Just now, Nightinggale said: Now that's some awesome modding proposals right there. Keep the requests coming Can I ask for very simple mod... It just replace the Printer by big neon-looking sign, saying "You Win!" It will be best mod ever - we can win a game just by some simple mod! Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213363 Share on other sites More sharing options...
Nightinggale Posted June 23, 2019 Share Posted June 23, 2019 Just now, Prince Mandor said: Can I ask for very simple mod... It just replace the Printer by big neon-looking sign, saying "You Win!" It will be best mod ever - we can win a game just by some simple mod! I agree that would be the best mod ever. It would be proof of concept for custom graphics, something we can't do at the moment. Imagine the possibilities once we can add custom graphics to all the mod created buildings. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213364 Share on other sites More sharing options...
beowulf2010 Posted June 23, 2019 Share Posted June 23, 2019 17 minutes ago, Nightinggale said: I agree that would be the best mod ever. It would be proof of concept for custom graphics, something we can't do at the moment. Imagine the possibilities once we can add custom graphics to all the mod created buildings. Wouldn't a more apt proof of concept custom graphic be a "Hello world!" mod? (Or do modern programming classes no longer do Hello world programs?) Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213367 Share on other sites More sharing options...
PhailRaptor Posted June 24, 2019 Share Posted June 24, 2019 1 hour ago, Prince Mandor said: So, you prefer some magic field, separating gases, but allowing dupes to pass? Well, do you know, this is not game about Harry Potter? So a force field is out of the question? We've conceptualized those as a society for a very long time, going as far back as original Star Trek. But really, we don't even need to go that far. Simply implement a building that functions as an air-tight set of double doors, that makes Dupes wait while the atmosphere inside the chamber is emptied out. That technology already exists today (see -- the ISS). Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213374 Share on other sites More sharing options...
Prince Mandor Posted June 24, 2019 Share Posted June 24, 2019 3 hours ago, PhailRaptor said: So a force field is out of the question? We've conceptualized those as a society for a very long time, going as far back as original Star Trek. But really, we don't even need to go that far. Simply implement a building that functions as an air-tight set of double doors, that makes Dupes wait while the atmosphere inside the chamber is emptied out. That technology already exists today (see -- the ISS). So, you want two doors, two pump and two checkpoints united in one 3×8 building? Or you prefer gas filters and power generator included, to be 7×8 ? Possibly include Atmo-suits docks and checkpoints too? Include oil refinery for generator and electrolyzer for Atmo-suits? One really big 256×256 building, called The Colony, and doing everything by itself? We already have pumps, checkpoints, airtight doors. We even have "magic field" called liquids to create liquid locks, and have special late-game material Visco-Gel designed to make liquid locks as simple and compact as possible. Everything already in the game Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213413 Share on other sites More sharing options...
Yunru Posted June 24, 2019 Share Posted June 24, 2019 Look, it's quite simple. They don't care for all these work arounds and is instead proposing that... all these work arounds be a single building... making it less flexible, less fun, and... Basically they're complaining it's complex? Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213435 Share on other sites More sharing options...
Xuhybrid Posted June 25, 2019 Share Posted June 25, 2019 Give me a 2x2 airlock that's actually an airlock. Then change the airlocks name to "door". Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213733 Share on other sites More sharing options...
Prince Mandor Posted June 25, 2019 Share Posted June 25, 2019 5 hours ago, Xuhybrid said: Give me a 2x2 airlock that's actually an airlock. Then change the airlocks name to "door". You already have 1×2, and it is called Visco-Gel in game Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1213828 Share on other sites More sharing options...
Xuhybrid Posted June 25, 2019 Share Posted June 25, 2019 11 hours ago, Prince Mandor said: You already have 1×2, and it is called Visco-Gel in game Yes, a space material is totally on the same technology tier. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214002 Share on other sites More sharing options...
Loscil2 Posted June 25, 2019 Share Posted June 25, 2019 See pic related, I'm surprised no one has brought this one. It destroys gases once the middle doors close. If you DO mind conserving gasses in between, a waterlock is a necessity. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214018 Share on other sites More sharing options...
WanderingKid Posted June 25, 2019 Share Posted June 25, 2019 1 hour ago, Loscil2 said: See pic related, I'm surprised no one has brought this one. It destroys gases once the middle doors close. If you DO mind conserving gasses in between, a waterlock is a necessity. That's a compressor. When your dupe goes through, you'll push air back and forth. You won't destroy it, you'll just misplace it. You'd need logic gates to close the two outer doors, then close the inner ones to destroy it. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214051 Share on other sites More sharing options...
OxCD Posted June 25, 2019 Share Posted June 25, 2019 3 hours ago, Loscil2 said: See pic related, I'm surprised no one has brought this one. It destroys gases once the middle doors close. If you DO mind conserving gasses in between, a waterlock is a necessity. Some brought this one, few time after the first alpha. From then, it's a common use. By the way just note it's not perfect, at all. A few quantity is moving with the dup, each time it uses this airlock. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214112 Share on other sites More sharing options...
Lurve Posted June 27, 2019 Share Posted June 27, 2019 On 6/23/2019 at 7:17 PM, Prince Mandor said: So, you prefer some magic field, separating gases, but allowing dupes to pass? Well, do you know, this is not game about Harry Potter? ...said unironically in a thread where people discuss stacking water vertically so that dupes can jump right through it without getting wet. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214834 Share on other sites More sharing options...
Nightinggale Posted June 27, 2019 Share Posted June 27, 2019 On 6/24/2019 at 1:17 AM, Prince Mandor said: Well, do you know, this is not game about Harry Potter? It isn't? But I have dupes flying around. Sure they aren't using brooms. They have something, which looks more like leaf blowers attached to their backs, but the idea is the same: a cleaning instrument, which grants levitation. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1214836 Share on other sites More sharing options...
Prince Mandor Posted July 2, 2019 Share Posted July 2, 2019 10 hours ago, zafirkalvin said: Here's what I use. The middle door closes as soon as a dupe crosses it, then reopens. It is very simple to build, but it won't work if the dupe is too slow. Automatically closing doors break pathfinding. So, if you have two dupes delivering something, second dupe for a moment be in situation, with no way to his target. So, he drops carried items and start doing other things. And if you make vacuum airlock for temperature isolation, and dupe was carrying bottle of magma..... Ohhh... Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1217951 Share on other sites More sharing options...
Yunru Posted July 2, 2019 Share Posted July 2, 2019 It understandably got pushed down, but: Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1217952 Share on other sites More sharing options...
Nightinggale Posted July 2, 2019 Share Posted July 2, 2019 4 minutes ago, Yunru said: It understandably got pushed down, but: It might be outdated already because it doesn't even consider if proximity sensors can be used to improve functionality. I have started to wonder about using those new sensors in airlocks and similar, but it haven't been on the top of my list yet. Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1217954 Share on other sites More sharing options...
Yunru Posted July 2, 2019 Share Posted July 2, 2019 1 minute ago, Nightinggale said: It might be outdated already because it doesn't even consider if proximity sensors can be used to improve functionality. I have started to wonder about using those new sensors in airlocks and similar, but it haven't been on the top of my list yet. Ehhh... I can't see where I could add any. The pumps don't consume electricity when there's nothing to pump, so they self automate, and the checkpoints only need to hold dupes while the airlock vacuums out. I guess the outer checkpoints could be tied to proximity sensors? Link to comment https://forums.kleientertainment.com/forums/topic/107575-problems-with-airlock-designs/page/2/#findComment-1217956 Share on other sites More sharing options...
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