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Nerf liquid airlocks - passing duplicants should destabilise the liquid column


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As the topic says, it's too easy to create stable airlocks with oil+petroleum later in the game or simple water+pwater airlocks early on.

When a duplicant passes through a column of liquid 2 or more tiles high, it should disturb it and make it collapse.

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On 7/6/2022 at 8:10 AM, degr said:

Problem is game did not provide any other solution except "liquidlock".

There are other in-game options.

  • A dupplicant checkpoint can be used to force a dupplicant to wait while the 'airlock' is being depressurized. But this is going to be both a mayor delay and very large in comparison to a liquidlock.
  • It is possible to place 'airlock doors' and a pump in such a way that all gas will be pumped out as dupplicants pass.
  • I remember using transit tubes as a way to get in and out of a very cold area.

There are options, those options are just twice as large and comparatively power intensive.

P.S. Personally, never found a practical use for checkpoints. Way too bulky, too little flexibility. It should have been a 'logic' layer building that could be put under doors. And it's only wait or pass, should have been pass|wait|can not pass at all in this direction.

 

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