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About Oxidizer

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Oxygen Not Included
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  1. I doubt it. The whole point of the game is to manage which gas goes where. In a real atmosphere, carbon dioxide and oxygen (for example) would be mixed evenly throughout the whole base, defeating that aspect of gameplay. And there wouldn't be a separation between "contaminated" and "uncontaminated" water, either; one would simply blend with the other to produce infinitely varying degrees of contamination. That would be a very different game. The designers clearly want gases and liquids to have separate "types", the issue is the way the game handles boundary tiles (and the very awkward heat simulation - but I'm hoping that is going to improve a lot). I'm pretty sure most coal-fueled electrical generators aren't cooled by dripping water onto them . The ones that do use water heat the water directly (and then use steam to generate electricity), but the water is piped in (or added to a reservoir). If the coal generators in ONI were meant to work like that, they would have a water inlet (or duplicants would fill them with water). At maximum air pressure (and surrounded by a single gas) they don't overheat, the issue is the way the game creates low pressure at boundary layers, and the way it doesn't take heat radiation into account at all (which would cool an object even in total vacuum). It's not that hard to simulate, either, so I hope it's something they are planning to add (independently of fixes to the gas boundary pressure issues).
  2. I'm pretty sure the slow "spread" of pressure is deliberate, to force players to install air conditioning, etc., instead of just having one big open base. The problem is the way the game can't handle mixed gases, and each tile can only contain one gas type. That leads to those strange (and very big) ultra-low-pressure boundary zones. One possible solution (to keep most of the current mechanics while avoiding those artefacts) would be to run the gas composition simulation at a higher resolution (ex., each of the "construction" tiles would contain 3x3 or 5x5 "gas" tiles), but still calculate the pressure and mass based on the larger (current) tile size, by averaging the gas sub-tiles. That would return saner values for pressure since the "boundary" would now have a smaller weight. And it would probably also help with flow through small (1-tile) openings. But there still needs to be (at least) radiation, and ideally also convection (although the latter can be tricky due to the way gases in the game are designed to stratify rather than mix - i.e., should hot CO2 rise above cold oxygen, should a room filled with a single gas have higher density and lower temperature at the bottom, etc. - changing those behaviours can radically change the intended gameplay). Edit - Regarding the hatch feeding issue, I think the quickest solution would probably be to add a "locked?" checkbox to containers. If it's not locked, hatches can eat what it's inside, if it's locked, they can't. But I assume there are plans to let players actually capture hatches and move them, etc. (perhaps they will be components in some machines?), so maybe in the long run we'll have hatch feeding bowls.
  3. Was the coal generator "unfixed" ? It seems to overheat in a matter of seconds (and then takes damage for ages, even if disabled). Even with one cooling fan on each side (or built in the middle of 4 wheezeworts), it cant go through a full load of coal without overheating and taking damage. Seems a bit silly for something that is only producing 600 watts. I think the problem might have something to do with atmospheric pressure. The lower the pressure, the faster is seems to overheat (which doesnt make any sense - surely, radiant heat doesnt care about pressure, and lower pressure means the hot exhaust gases can move away from the generator faster). Is the game trying to cool the generator exclusively through conduction with the surrounding air? This is made worse by the fact that, at a boundary between two gases (ex., oxygen and carbon dioxide), the game typically creates one or two tiles of very low pressure. If any hydrogen or chlorine manage to get close, you can easily have a big blob of "low-pressure" tiles around the generator, which then becomes insulated from the (denser) atmosphere 2 or 3 tiles away, and since there doesnt seem to be any radiant heat loss, the game just concentrates all the heat on the generator itself. The cooling fans don't actually move the air (and don't seem to care about pressure), so they just cool some tiles to a really low temperature, practically without affecting the generator. I have literally seen ice forming on the tile next to the generator while it damages itself due to overheating. Changing the way the game handles gas boundaries to calculate pressure properly would probably help, but there should always be radiant heat loss as well (maybe cast a few rays until they hit something?), independent from air pressure.
  4. Pipe junctions

    Sometimes, if I create a T-junction (for example, to divide water coming from one pump to a shower and a lavatory) and later delete one of the sides (leaving just an L-bend), half the water blobs that reach the bend disappear. This seems to be because the game treats pipes as two different "entities": a pipe actually present at the tile, and a connection across each of the tile's boundaries. Deleting the pipe from a tile sometimes seems to leave a "ghost" of the connection from the previous tile, so the blobs keep getting moved across the tile boundary, but into a tile that now doesn't contain an actual pipe. Result, the liquid gets deleted. This might be the actual cause of some devices (pumps, filters, etc.) deleting liquids after the pipes around them are edited (although there also seem to be other bugs with the devices themselves).