WanderingKid Posted September 5, 2017 Share Posted September 5, 2017 So, I'm sure this got answered somewhere but I can't find it. Why is atmosphere so anti-social? There is absolutely no realistic place where 20 grams of Carbon Dioxide will push 2kg of pure O2 out of the way. Nevermind that pure O2 isn't air and is actually dangerous in large quantities/pressures, but that's a 'How dang complex do we want this' question vs. realism, which isn't the confusion for me. So, I've been wondering as my tiny little red pockets wander around the base... what was the driver of this decision? Mechanics, or dev simplification? Mechanics could be driven by many things, such as not having to constantly filter EVERY gas you ever wanted to touch, more interesting and difficult environment manipulations (like switching farms over to high CO2 deposits to remove variables), or other possibilities I hadn't thought of. Simplicity could simply be that the background state of the instance for each grid of base doesn't handle percentages and they decided it simply wasn't worth pursuing, or some other head scratcher in Unity or something else that I'm unaware of, such as a race condition that doesn't play well with the 'atmosphere moves' components. It is incredibly non-intuitive, either way, and a real headscratcher when you first start to truly learn what the atmosphere systems are doing because you can't understand why the plant that's sitting in your incredibly overpressurized base is complaining about being *under*pressured, and you start to really stare at it to see what's going on. Link to comment Share on other sites More sharing options...
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