How about using an AND gate and two atmo sensors at the top? Or another door on top so gas is pushed into a pump room which filters the air? There's also the issue that these doors don't require power... now. They clearly are intended to use power eventually.
Me halfway through the video: "Cool there's another way to lock the air" Me after the video: "Yeah I'm gonna stick with simple waterlock thank you very much"
lol yeah I don't generally use any of the complicated methods, but people used to always ask about them. I stick with the CO2 lock and the water lock :)
This video, this one right here, got me into oni. I saw it in early 18 probably, didn't get the game until mid 20, but all 550 hours started here. Thanks Cryptic
I kinda wanna make a CO2 airlock, but with chlorine instead. That way my dupes get scrubbed of germs as well. Would probably need some sort of pump system to remove any CO2 that might push the chlorine out, but I think it could still be a neat sanitizing airlock. Possibly even a double CO2 airlock with a small room filled with chlorine between them if you don't wanna deal with pumping out any CO2.
you evil man...putting the tombstones near the door to death,just as a "friendly" warning..a "now wash your hands" sign would have been a lot more subtle
I'm glad to see you talking about airlock systems. On the crusher system, you could open the top and release the gases in to a chamber, which would save the gases and clear the chamber. You could also have the door on the top open and close over and over and over until the atmosensor is clear. Also, with the CO2 airlock and the corner waterlock, you have to be careful about things like bleach stone and slime, as those can displace the water or CO2 and potentially break the system. With the corner waterlock, dupes breathing can break it, but that can be solved with the 1 tile of CO2 you saw almost automatically fill it up.
I was so proud when I discovered my first primitive airlock design by just installing a pump between two doors. UA-cam-Search: Oxygen Not Included Airlock Designs Me: yeah ... I'm that good at engineering as I thought :D
My first idea to have no gasses come to my base was the air pump with 2 mechanical doors but I came to find out it takes too long to pump the gasses out so seems like I will have to use that auto lock airlock. Seems really cool I love it.
I use a different design. Two airlock doors with a pair of weight plates inside the chamber. The plates are OR'd together and routed to a buffer that is connected to a gas pump. Whenever a duplicant hits either of the plates it resets the buffer. This keeps the pump running long enough to clear out the gas. This is more of a pragmatic design. It works well in practice and isn't overly complicated, and won't trap or delay your duplicants. Space out the plates and adjust the timing to fit your application.
I see. So you aren't sealing the doors but just making a point of pumping out the contents for a certain time duration each time a duplicant goes through. It may not always void all of the gas in the space but will be efficient enough not to let much (if anything) into the base.
Yes - it is not technically guaranteed to perfectly void the gas every single time, but it is relatively simple and effective, so it's kind of a pragmatic compromise.
CrypticFox hey don't make me make a colony with dupes only named cryptic... They'll find a way to get hurt on the puddle ;) and may they all rest in pee...
havent played in a while, my method was simpler: any tiny room has a max gas pressure, so as long as you got higher pressure inside, then outside, it will not come in, with tiny room of 2x2 this is easy to do with oxidizer too, also if the door is elevated on 1-2 tiles, annd the tiny room goes on bottom with staircases, it much better generally, or just dump CO and pressurize it, they stop at max room pressure so a tiny battery is enough
haha most of these are more novelty than practicality. The only two that you really need are the CO2 lock and the water lock, but the others are fun to build just for kicks.
When door locks, duplicants will cancel tusk, because there is no path to a destination. Another duplicants in your base will drop stuff they carry around and their efficiency will be reduced, every time during the sequence. Maybe if there are alternative paths, they will reroute, but it needs to be checked. You can try instead of the second pair of door use access gates from automation update. In theory, duplicates should queue up instead of canceling tusk.
I tried the gate first actually but the duplicant would stand behind the gate and open the door if it wasn't far enough away haha. Yet another reason the basic options are best :)
the best i found was this + shape, with the lines of the plus 3 long and 3 high, if you over pump it the water will glue to the top tile, this is so when they run through instead of jumping 2 tiles down or crawling they jump one down and hop across the missing tile. still gets them wet but its a good vacuum till you get up to plastics. it looks like the 2x2 water one but the top tile is moved up one and 2 blocks are added into the bottom corners.
Thanks Mitchell. Some of these won't work in the current version of the game as they made changes, but the two I use all the time are the CO2 lock and the water lock :)
I haven't actually played the game, but it seems like the last airlock could be made a lot more efficient by using a pair of pressure plates and having the water default to up. That way, when a approaches the airlock they step on a plate, dropping the water and clearing the lock, and when they exit they step on a second plate, locking the doors and reraising the water until someone else wants to pass through. This set-up eliminates the sensor and the possibility of them getting stuck in the middle.
Potentially. Would also need to use the little gates that only let a duplicant through when certain conditions are met (like no water in the lock) to avoid a floodlol.
7:15 to make it even more clear which gases are where you could show the material overlay (which identifies the gases, not just breathable vs. non-breathable).
under utilities there is a new block called "wall", its a back wall to prevent air from escaping, your liquid glass room was still venting into space as there was no "back wall". otherwise, great vid man, keep it up!
I think you may have commented on the wrong video, but that first stream with the Cosmic Upgrade they didn't have the back wall in the game yet. They added that in a subsequent update to stop venting gases :)
Corner locks would be ideal, but in my testing I found that they only seem to work in left-corners. In that configuration any amount of water in the ile makes a perfect seal. However in right-corners I always got significant leaking. I' not sure why that is but I have to chalk it up to some nitty gritty detail of how stuff is calculated in the game internally. Granted my testing was in no way exhaustive so I might be mistaken, but I'd advice you just to be aware of this at least before you rely 100% on it. I've also seen a few questionable cases of where it seems like "unstable" positions like the corner-locks (by unstable I mean it has a place to move) liquid can sometimes rarely be "pushed" a little bit by passing dupes and your corner lock might fall in the hole and break. This is hard to document and confirm though 100% though.
I want to build a really cool decontamination chamber at one point where the dupe is trapped in it for a short amount of time then chlorine is pumped in to kill all germs and it is pumped out afterwards. Could also just leave it there and build airlock both sides but that just has more style ^^
You finally get to explaining this while we have the test for the new update. Tube travel makes air locks un needed. In fact even the idea of building on seems stupid now. I use one in one place, and it is not an air lock. I use it to get materials from the bottom of my base to the top. I think I turned it on once to transport like 200 tons of material. Never needed it again, being deconstructed now.
Lol we didn't know what the latest update was going to be. That said, tubes are a late game item, and you will still need to do other things earlier in the game to manage gas movement. Tubes require lots of plastic, which you can't get till you've already gathered oil to make it.
20:09 instead of using an air pump to fix your issue I thought of installing a second atmo sensor next the other and an OR Gate, that way if either one detects no atmosphere then it'll work the same way without the need of the air pump and solve that air pocket issue
I may try reviving that last airlock design and modifying it. Water and gas based locks are nice, but they don't block heat unless you use 2 water locks and a vacuum in between (so slow and wet). And that's a big problem when you're playing on one of the new asteroids where you're trying to stop 150˚ temperatures from creeping into your base through the door.
Yeah I mostly just use the gas and water locks. The challenge with the mechanical options with automation being that when they close they shut off pathing for duplicants which can make them change jobs
@@CrypticFoxGaming I'm experimenting right now with a variant that uses duplicant checkpoints (with a space in between them and the door) and pressure plates to know when the doors are closed (so the mechanism doesn't activate when 2 dupes pass through and hold the doors open longer). It seems checkpoints don't close off pathing. I got a bit tired of it though because I tried making a 1-wide trough using 2 vertical doors instead of the 2-wide trough with 3 horizontal doors. It looks really nice, but in practice seems to have a habit of occasionally deleting the oil I'm using for liquid. I may try rebuilding it using a 1-wide door area but a 2-wide 2-door trough to see if that fixes the issue.
Necropost, I know, but... You could use a Duplicant Motion Detector to negate the purge process if a Dupe is too close / inside. It's actually incredibly important to do so if, for example, they get sick or injured and have their Athletics lowered.
For the 19:45 you can place a second atmo sensor to the side of the first one and then use an AND gate to prevent a single gas pocket from interfering with the airlock. That way, at least it doesn't get stuck.
haha thanks. It's a bit of an older video, and most of the airlocks in here are more fun than practical, but i use the CO2 and the simple water lock regularly.
So if you remove the roof abive the top door and connect it to the negative area as you called it with a small 1 block tall channel you wouldn't really need the atmo sensor, just the buffer. When the water rose up it would force any gasses into that top space, closing the door at that point should force the gasses into the negative side and since the water occupies the block below no gas will go beneath. Maybe change the atmo sensor to a duplicate sensor and have that with an or gate opening/closing the inner doors. Haven't potentiallu water could escape in thag scenario so the kinks would have to be ironed out but I think the idea is valid for an airlock, I'll test it out tonight when I get home.
Normally you don't care if gas from inside your base gets out. So the simplest solution is to pressurize the inside higher than the outside. Then a single door works well enough without slowing dupes down too much.
I most often just use a CO2 lock or water lock. The rest are mostly just for fun. Even at higher pressure though a single door can let in negative gases on the bottom half when it opens
Surprised he didn't mention the most basic air lock of all. Two airlock doors on either side of a 2X2 room with a large pump inside. The large pump empties out the 2X2 room quite quickly. No logic needed. I've used them since I started playing the game and they work quite well, preventing both gas and heat transfer from one side to the other. Still working well as of the rocketry update.
I was looking at you design of a automated air lock at 10:00 and thinking to myself that will not the air pump empty the area faster if you put the Atmo Sensor above the air pump and fill in the tile next to it. That will make five squares for the pump to empty instead of six. But it turns out you design is better for if you do it with five squares the pump will just move small pieces of gas from the fifth square until it is empty.
Yeah most of these are really impractical for actual play and were just created for fun anyway :) I tend to mostly just use the CO2 or Hydrogen airlock, or the water locks :)
The basic one is interesting. Also not to be confused with Heat lock (that you can easily set with 3 doors AND Gate tied to 2 pressure plate set to above 150Kg disabling the mid gate)
Yeah the basic airlocks are honestly the best to use. The complicated ones I included here only because sometimes people like to get complicated and they were asking. I almost exclusively use the CO2 lock unless the duplicants are in an exosuit
@@CrypticFoxGaming So you mean that the CO2 weight much enough that when a dupe passes through it, CO2 is not moved away and brought into the base ?. Also instead of 1 pump, 2 tiny pumps, 2 two pipes may be quicker to create void ?
CO2 will always try to go down. The only time you see it go up is if it's at higher pressure than the surrounding oxygen (or whatever gas is above it) and it has an opportunity to expand. Because of the sort order of the gases in the game, once you get CO2 into that little bend you make, it can't be pushed out by other gases, so the duplicants can run through it but other gases can't come through into your base. Doesn't stop heat, but it does prevent gas movement.
Yep, pretty much. The first batch at the ones that are the most practical, but I know some people just like the idea of building a mechanical airlock in the game as well.
Also for the napthia and water lock, you need a side guard or exosuit when used. Since when the dupes move pass the liquids, there is a chance of them displacing the liquid. This can and will cause the barrier to fail and gases to mix. I had my naptia lock collapse from dupes constantly moving pass it.
that last air lock if you use 4 water tiles below instead of 3 you wont get any gas pockets as the 4 tiles above will fill with water ... mesh, gap, gap, top door and it only ads one more door and filter to the sequence
if I use 4 below, when the door up top closes it will destroy some of the water volume and reduce it down to the level it is now though. I toyed around with a few different configurations. The easiest solution seems to be to move the atmo sensor down one tile so that it's never sitting in a gas pocket even if there is one.
The other alternative for the water error stopping the airlock from opening again would be to just use two sensors and put in an OR gate so only one of the sensors has to detect no air for the lock to open again
I _do_ have one question: for the rest of my base, should I use pneumatic doors for rooms or mechanized airlocks? In all the O2 Not Included shorts, the doors for the rooms are mechanized airlocks, which made me wonder if that's a good idea. They use a bunch of power, though, 120w a piece, so I was wondering if I should use them?
in early days we used liquid chlorine as the wet only applied to water and polluted water one easy way is to use an oxidiser, creating max pressure in airlock, it fits 1x2 so wont use much algae, then auto sweeper from a storage, this ensures pressure always higher inside then outside, maybe even put pump on the outside to empty a shaft, not fully but mostly, then a bit of oxygen leaks out and the duplicant goes out, this triggers the oxydiser to run again a bit, but it wont use much power to do so , the only downside that needs power and algae i think the co2 lock down or hydrogen upper side is best
yeah there are a bunch of different ways to handle it. I predominantly just use the CO2 and water locks when I play. A lot of what I was doing in this video was more for the fun and novelty of it than anything. People used to ask regularly about building a real airlock system.
i was kinda bored of the game after a while and i missed out on too much ever since, it's like im complete noob now :D airlocks are kinda important as a style and security of base, so you need to preplan them and minimize the number of them. also i havent seen anyone separate 2 colonies successfully, that would be fun. one thing i like is the fire poles, creates one directional movement, as they cant go up on them. the main issue with airlocks is when they stay inside doors, or they cross each other so they open close and open (now they even "socialize" a bit. so if there is only one direction the only reason they go in, is to go trough, so they could go out on top to middle and come back from middle to bottom of base. the other is when they follow each other and they keep it up longer. that can be solved with a gate and some pressure pads after them so only one person can be inside at a time.
You can empty barrels of water or gas by selecting them, too. Unfortunately, you can't command a dupe to pick up a barrel of water, place the barrel of water to those water-locks, and empty them there.
! ATENTION ! This tutorial is outdated (24.11.2019) you can just power the automated doors amd then no gas and fluid will come trought it Like it so everyone can sees it
I don't see an item named Automated Door, so do you indeed just mean a Mechanized Airlock while its powered? My airlocks still don't--uh, you know--lock... air. Link to more info or updated video?
I would just add that gas locks are sensitive to pressure changes. The CO2 in the bottom can spread out if you lose O2/chlorine pressure, and then the chlorine/oxygen can potentially follow. For a safe, no-brain lock nothing therefore beats liquid with exosuits for me. Safe if constant gas pressure < physically impossible for gases to pass.
The Naptha one and the last one with the liquid no longer work. The naptha doesn't stay in a stack anymore, and the bottom doors in the last one get "flooded" so they close more slowly than the top door, breaking the sequence and destroying the water.
Yeah they've made a number of changes to the game since this video was created. Generally the only practical ones are the CO2 lock and water lock anyway. Many of these in here were just for fun :)
How to remove Debuffs (For if you Just don't want the Gas to move to another room and don't want the debuffs) Its a bit more complicated But use the Atmo suit
For the last airlock design, couldn't you do the roof airlock door, but above that have a gas intake with a filter to ship gasses to their respective sides? It probably wouldn't really matter how long it takes to siphon the gas unless it is used continously lol
yeah I mean most of the airlocks in here are just for the fun of it. That door actually screws up the pathing because of how it seals, but it was just fun to make. For practical purposes I've always used the CO2 lock, or inverted it and used H2.
I wish Klei would just create an airlock structure. Water locks feel like an exploit, and I prefer to role play ONI. These automation locks take up a lot of space. Like a 2x2 airlock structure would be great.
Yeah I think they should have a functional airlock too. These are definitely exploits, and most of the larger ones were really just for the fun of making them. I use the water lock and the CO2/Hydrogen locks exclusively.
The mechanical locks are really more for the fun of it. Most of the complicated options mess with duplicant pathing so in practice they don't work super well though they can be fun to build :)
my colony is set up that there is outposts in the biomes, and the dupes will use atmo suits to traverse through the gas, then theres an airlock that leads to a chlorine room that kills the germs they gather on there way, with another airlock to go through.
Why do you wait until there's a vacuum? What is the benefit? Wouldn't it be more sensible to keep everything at about 2Kgs per tile (or whatever breathable pressure), and just filter the oxygen back in, and pump everything else out?
Yes, though it would draw more power and require an even bigger space. It's really not a practical application at all, but one I built because people were asking about it for novelty. Really the most efficient methods are the water lock and the CO2 lock in the U-bend.
@@CrypticFoxGaming definately interesting ways to make an airlock :) Im still wonderong if you can make a radar that sends accurate signals? Because when i build steel doors that automatically close when a meteor shower accures the radars view to space is also closed. So how do I open it again savely? Timers might be an idea but when the timer is wrong.... is There a solutionw to that yet? Ty for the reply btw :)
just an observation, but if you are going to give tips and advice, its probably best to have the camera not focused on the graves of the 5 poor souls who died in the run up to cycle 114, i find it amusing personally :D
lol accidents in the game happen for a variety of reasons. I can't recall whether this was a real colony I built or just one I made for the tutorial :)
19:18 why not put the atmo sensor on the bottom instead of the top?
For example, move it down 1 tile, that will alleviate the gas bubble issue.
Add a delay of about 5 seconds (or longer if needed) between the atmo sensor, and what it trips
Yeah someone else mentioned the same, and it's something that should have occurred to me sooner haha.
I look forward to seeing a new design with the moved atmo sensor if it works well, if it doesn't I look forward to seeing the fail lol
How about using an AND gate and two atmo sensors at the top? Or another door on top so gas is pushed into a pump room which filters the air?
There's also the issue that these doors don't require power... now. They clearly are intended to use power eventually.
yeah there's a lot that could still change with the game for sure, given it's still being developed. What works for now may now work indefinitely.
Me halfway through the video: "Cool there's another way to lock the air"
Me after the video: "Yeah I'm gonna stick with simple waterlock thank you very much"
lol yeah I don't generally use any of the complicated methods, but people used to always ask about them. I stick with the CO2 lock and the water lock :)
They seam realy cool and I have made them in my game...not to hard to make...just hard to memorise.
I use the 4 door method on the inside of my suits and a water lock on the other, the inside of the suit room is a vacuum
This video, this one right here, got me into oni. I saw it in early 18 probably, didn't get the game until mid 20, but all 550 hours started here. Thanks Cryptic
Glad you enjoyed the video, and have been having fun with ONI :)
I kinda wanna make a CO2 airlock, but with chlorine instead. That way my dupes get scrubbed of germs as well. Would probably need some sort of pump system to remove any CO2 that might push the chlorine out, but I think it could still be a neat sanitizing airlock. Possibly even a double CO2 airlock with a small room filled with chlorine between them if you don't wanna deal with pumping out any CO2.
yep there are a lot of options you could use
1:01 that puft had me dying XD
you evil man...putting the tombstones near the door to death,just as a "friendly" warning..a "now wash your hands" sign would have been a lot more subtle
lol take no prisoners in the war against germs!
Covid says hello, lol
@@matthewjkelton658 lol. here bc of the spaced out DLC?
@@DsYkX I am :D
5:60 adding water on to the other side of the "T" creates a perfect airlock,gas and thermal blockage
I'm glad to see you talking about airlock systems.
On the crusher system, you could open the top and release the gases in to a chamber, which would save the gases and clear the chamber.
You could also have the door on the top open and close over and over and over until the atmosensor is clear.
Also, with the CO2 airlock and the corner waterlock, you have to be careful about things like bleach stone and slime, as those can displace the water or CO2 and potentially break the system. With the corner waterlock, dupes breathing can break it, but that can be solved with the 1 tile of CO2 you saw almost automatically fill it up.
I was so proud when I discovered my first primitive airlock design by just installing a pump between two doors.
UA-cam-Search: Oxygen Not Included Airlock Designs
Me: yeah ... I'm that good at engineering as I thought :D
6:37 if you pause the game right here and uncheck the option "water" from the bottle emptier, it will drop the rest water (199kg ish) on the floor ;)
oh i haven't tried that. I was of the assumption it would drop it as a bottle on the floor.
My first idea to have no gasses come to my base was the air pump with 2 mechanical doors but I came to find out it takes too long to pump the gasses out so seems like I will have to use that auto lock airlock. Seems really cool I love it.
I use almost exclusively the CO2 locks and water locks. The others are fun and complex but not practical :)
Just use a pressure plate and turn on a gas pump in the middle. Its what i do.
I accidentally created a CO2 gas lock once and I was very proud.
I use a different design. Two airlock doors with a pair of weight plates inside the chamber. The plates are OR'd together and routed to a buffer that is connected to a gas pump. Whenever a duplicant hits either of the plates it resets the buffer. This keeps the pump running long enough to clear out the gas. This is more of a pragmatic design. It works well in practice and isn't overly complicated, and won't trap or delay your duplicants. Space out the plates and adjust the timing to fit your application.
I see. So you aren't sealing the doors but just making a point of pumping out the contents for a certain time duration each time a duplicant goes through. It may not always void all of the gas in the space but will be efficient enough not to let much (if anything) into the base.
Yes - it is not technically guaranteed to perfectly void the gas every single time, but it is relatively simple and effective, so it's kind of a pragmatic compromise.
Love your video! Though we do need to play a game now where everyone takes a drink when you say "ultimately"
No one would make it to the end of the video haha
Haven't played ONI in a while, seems like they've added a lot of stuff since. Can't wait to give it a try again later on.
Yeah the game has changed a ton over the last year. Lots of cool stuff.
Watching dupes walk through those is adoorable. XD
Lol pun?
As always. :)
I love when that dupe keeps trying to run back out ... Like he KNOWS what is about to happen *evil grin*
Great video!
Clear tutorials, clear concepts and the whole range from simple to amazingly cool airlock systems!
Thanks, glad you liked them.
Also known as; 9 dupe suffocation traps.
;)
Oh hey I'm still alive! :D
Lol not all of them. Just the mechanical ones :-D
CrypticFox you're just not being creative enough, then ;)
*pictures a duplicant in Drgn8D's colony lying face down in the the puddle of water used in the corner lock*
CrypticFox hey don't make me make a colony with dupes only named cryptic... They'll find a way to get hurt on the puddle ;) and may they all rest in pee...
Hey if anyone can do it @CrypticFox it is you :)
With your 3x2 water void airlock, you could add a hydro sensor as a backup to make sure it never stays closed forever.
Yep, could do that. I think the simpler solution is to move the atmo sensor down one block though :)
havent played in a while, my method was simpler: any tiny room has a max gas pressure, so as long as you got higher pressure inside, then outside, it will not come in, with tiny room of 2x2 this is easy to do with oxidizer too, also if the door is elevated on 1-2 tiles, annd the tiny room goes on bottom with staircases, it much better generally, or just dump CO and pressurize it, they stop at max room pressure so a tiny battery is enough
We've been addictively playing this game and recording our fun but you take it a whole new level.
Really enjoyed your video.
Thanks. Glad you enjoyed it :)
I don't even play this game, but this was awesome. Very Terraria-esque, I love this type of mechanism building.
yeah there's lots of fun complexity in the game
Man, the intro and outro music really bring back my nostolgia for naval frontline😔
That last design is so satisfying to listen to
haha most of these are more novelty than practicality. The only two that you really need are the CO2 lock and the water lock, but the others are fun to build just for kicks.
When door locks, duplicants will cancel tusk, because there is no path to a destination. Another duplicants in your base will drop stuff they carry around and their efficiency will be reduced, every time during the sequence. Maybe if there are alternative paths, they will reroute, but it needs to be checked. You can try instead of the second pair of door use access gates from automation update. In theory, duplicates should queue up instead of canceling tusk.
I tried the gate first actually but the duplicant would stand behind the gate and open the door if it wasn't far enough away haha. Yet another reason the basic options are best :)
the best i found was this + shape, with the lines of the plus 3 long and 3 high, if you over pump it the water will glue to the top tile, this is so when they run through instead of jumping 2 tiles down or crawling they jump one down and hop across the missing tile. still gets them wet but its a good vacuum till you get up to plastics.
it looks like the 2x2 water one but the top tile is moved up one and 2 blocks are added into the bottom corners.
I most often just use the CO2 lock in all of my colonies.
Awesome video, pure useful content displayed in an efficient way. Thank you! You're an awesome human.
Thanks Mitchell. Some of these won't work in the current version of the game as they made changes, but the two I use all the time are the CO2 lock and the water lock :)
I haven't actually played the game, but it seems like the last airlock could be made a lot more efficient by using a pair of pressure plates and having the water default to up. That way, when a approaches the airlock they step on a plate, dropping the water and clearing the lock, and when they exit they step on a second plate, locking the doors and reraising the water until someone else wants to pass through.
This set-up eliminates the sensor and the possibility of them getting stuck in the middle.
Potentially. Would also need to use the little gates that only let a duplicant through when certain conditions are met (like no water in the lock) to avoid a floodlol.
CrypticFox shouldn't hard locking the inner gates until after all the lower gates have opened (possibly with a delay) already do that?
7:15 to make it even more clear which gases are where you could show the material overlay (which identifies the gases, not just breathable vs. non-breathable).
Yep, though at the time I made this video they didn't have the material overlay.
under utilities there is a new block called "wall", its a back wall to prevent air from escaping, your liquid glass room was still venting into space as there was no "back wall". otherwise, great vid man, keep it up!
I think you may have commented on the wrong video, but that first stream with the Cosmic Upgrade they didn't have the back wall in the game yet. They added that in a subsequent update to stop venting gases :)
I did comment on the wrong video, and didnt realize backwall was added after. my apologies on both accounts. I feel like a turd now :)
haha naw. the game is in a near constant state of change right now :)
Corner locks would be ideal, but in my testing I found that they only seem to work in left-corners. In that configuration any amount of water in the ile makes a perfect seal. However in right-corners I always got significant leaking. I' not sure why that is but I have to chalk it up to some nitty gritty detail of how stuff is calculated in the game internally.
Granted my testing was in no way exhaustive so I might be mistaken, but I'd advice you just to be aware of this at least before you rely 100% on it. I've also seen a few questionable cases of where it seems like "unstable" positions like the corner-locks (by unstable I mean it has a place to move) liquid can sometimes rarely be "pushed" a little bit by passing dupes and your corner lock might fall in the hole and break. This is hard to document and confirm though 100% though.
I want to build a really cool decontamination chamber at one point where the dupe is trapped in it for a short amount of time then chlorine is pumped in to kill all germs and it is pumped out afterwards. Could also just leave it there and build airlock both sides but that just has more style ^^
haha that would be neat, but I suspect given how fast/slow the gases move the duplicant would suffocate before they got through it haha.
You finally get to explaining this while we have the test for the new update. Tube travel makes air locks un needed. In fact even the idea of building on seems stupid now. I use one in one place, and it is not an air lock. I use it to get materials from the bottom of my base to the top. I think I turned it on once to transport like 200 tons of material. Never needed it again, being deconstructed now.
Lol we didn't know what the latest update was going to be. That said, tubes are a late game item, and you will still need to do other things earlier in the game to manage gas movement. Tubes require lots of plastic, which you can't get till you've already gathered oil to make it.
I don't even play ONI but this video was so awesome!
Thanks Aaron :)
"Ultimately"
We all have our habits ;) lol
20:09 instead of using an air pump to fix your issue I thought of installing a second atmo sensor next the other and an OR Gate, that way if either one detects no atmosphere then it'll work the same way without the need of the air pump and solve that air pocket issue
I may try reviving that last airlock design and modifying it. Water and gas based locks are nice, but they don't block heat unless you use 2 water locks and a vacuum in between (so slow and wet). And that's a big problem when you're playing on one of the new asteroids where you're trying to stop 150˚ temperatures from creeping into your base through the door.
Yeah I mostly just use the gas and water locks. The challenge with the mechanical options with automation being that when they close they shut off pathing for duplicants which can make them change jobs
@@CrypticFoxGaming I'm experimenting right now with a variant that uses duplicant checkpoints (with a space in between them and the door) and pressure plates to know when the doors are closed (so the mechanism doesn't activate when 2 dupes pass through and hold the doors open longer). It seems checkpoints don't close off pathing.
I got a bit tired of it though because I tried making a 1-wide trough using 2 vertical doors instead of the 2-wide trough with 3 horizontal doors. It looks really nice, but in practice seems to have a habit of occasionally deleting the oil I'm using for liquid. I may try rebuilding it using a 1-wide door area but a 2-wide 2-door trough to see if that fixes the issue.
Necropost, I know, but... You could use a Duplicant Motion Detector to negate the purge process if a Dupe is too close / inside. It's actually incredibly important to do so if, for example, they get sick or injured and have their Athletics lowered.
yeah most of those complicated airlocks were more for fun than practicality. At the time the duplicant motion detector didn't exist :)
For the 19:45 you can place a second atmo sensor to the side of the first one and then use an AND gate to prevent a single gas pocket from interfering with the airlock.
That way, at least it doesn't get stuck.
Yep that would work. Also you can just move the atmo sensor 1 tile lower so it'll always end up in liquid.
the complexity of this game is SOOOOO COOL
Yeah I love how there are so many different things to solve for, and so many different ways to do things in the game.
I really like these "here's how to build meta components" videos pretty original .
Thanks. Glad you like them.
No airlocks were harmed in the making of this video
I don't know how old this is but I like it
haha thanks. It's a bit of an older video, and most of the airlocks in here are more fun than practical, but i use the CO2 and the simple water lock regularly.
The water airlock can be fixed using two atmospheric sensors and an OR gate to fix the air pocket problem.
yeah we can also move the atmo sensor down a tile and it'll accomplish the same.
So if you remove the roof abive the top door and connect it to the negative area as you called it with a small 1 block tall channel you wouldn't really need the atmo sensor, just the buffer. When the water rose up it would force any gasses into that top space, closing the door at that point should force the gasses into the negative side and since the water occupies the block below no gas will go beneath. Maybe change the atmo sensor to a duplicate sensor and have that with an or gate opening/closing the inner doors. Haven't potentiallu water could escape in thag scenario so the kinks would have to be ironed out but I think the idea is valid for an airlock, I'll test it out tonight when I get home.
Normally you don't care if gas from inside your base gets out.
So the simplest solution is to pressurize the inside higher than the outside. Then a single door works well enough without slowing dupes down too much.
I most often just use a CO2 lock or water lock. The rest are mostly just for fun. Even at higher pressure though a single door can let in negative gases on the bottom half when it opens
21:00 you can just build an oscillator with 2 filter gates + not gate, to periodically turn the system on, even if the atmo sensor doesn't start it.
Love your videos on the building tips, very nice.
Thanks Irish Lass :)
Surprised he didn't mention the most basic air lock of all. Two airlock doors on either side of a 2X2 room with a large pump inside. The large pump empties out the 2X2 room quite quickly. No logic needed. I've used them since I started playing the game and they work quite well, preventing both gas and heat transfer from one side to the other. Still working well as of the rocketry update.
Yep that would work alright too, though if there are a lot of dupes going on and out you’d never have a vacuum :)
Thanks man, this vid really helped me out
Glad I could help
I was looking at you design of a automated air lock at 10:00 and thinking to myself that will not the air pump empty the area faster if you put the Atmo Sensor above the air pump and fill in the tile next to it. That will make five squares for the pump to empty instead of six. But it turns out you design is better for if you do it with five squares the pump will just move small pieces of gas from the fifth square until it is empty.
Yeah most of these are really impractical for actual play and were just created for fun anyway :) I tend to mostly just use the CO2 or Hydrogen airlock, or the water locks :)
Love your streams and vids! My sister and I stay up especially to see them
Thanks Rebecka. Glad you enjoy them :)
The basic one is interesting. Also not to be confused with Heat lock (that you can easily set with 3 doors AND Gate tied to 2 pressure plate set to above 150Kg disabling the mid gate)
Yeah the basic airlocks are honestly the best to use. The complicated ones I included here only because sometimes people like to get complicated and they were asking. I almost exclusively use the CO2 lock unless the duplicants are in an exosuit
@@CrypticFoxGaming So you mean that the CO2 weight much enough that when a dupe passes through it, CO2 is not moved away and brought into the base ?. Also instead of 1 pump, 2 tiny pumps, 2 two pipes may be quicker to create void ?
CO2 will always try to go down. The only time you see it go up is if it's at higher pressure than the surrounding oxygen (or whatever gas is above it) and it has an opportunity to expand. Because of the sort order of the gases in the game, once you get CO2 into that little bend you make, it can't be pushed out by other gases, so the duplicants can run through it but other gases can't come through into your base. Doesn't stop heat, but it does prevent gas movement.
20:00 why don't you just place the atmosphere sensor one tile down?there will ALWAYS be water.
yep we've discussed that a bunch in the comments :)
Nice guide, but if you are using the exosuits already, the water lock is best since the suits prevent the soggy feet/wet debuff.
Yep, pretty much. The first batch at the ones that are the most practical, but I know some people just like the idea of building a mechanical airlock in the game as well.
Also for the napthia and water lock, you need a side guard or exosuit when used. Since when the dupes move pass the liquids, there is a chance of them displacing the liquid. This can and will cause the barrier to fail and gases to mix. I had my naptia lock collapse from dupes constantly moving pass it.
I've never seen one collapse before. Interesting :)
That’s good info, but I think the most effective way is to use water to trap the gas and dups can move freely.
Most of these are for the fun of it. I generally use the CO2 lock and the water lock exclusively
that last air lock if you use 4 water tiles below instead of 3 you wont get any gas pockets as the 4 tiles above will fill with water ... mesh, gap, gap, top door and it only ads one more door and filter to the sequence
if I use 4 below, when the door up top closes it will destroy some of the water volume and reduce it down to the level it is now though. I toyed around with a few different configurations. The easiest solution seems to be to move the atmo sensor down one tile so that it's never sitting in a gas pocket even if there is one.
I still have the agricultural update. I haven't updated for ages.
Lots of cool stuff in the newer updates
The carbon dioxide solution seems like a really good one. Sometimes the easiest solution is the best one.
Yep that's the one I use almost exclusively when I'm playing. Simple elegant solution with no downside.
The other alternative for the water error stopping the airlock from opening again would be to just use two sensors and put in an OR gate so only one of the sensors has to detect no air for the lock to open again
Yep though likely easiest to just move the sensor one block lower
Good point!
There's also an airlock door mod that's pretty cool
Those are some pretty cool ideas! :D
Just a sampling :) I'm sure there are some really cool things people are making.
I _do_ have one question: for the rest of my base, should I use pneumatic doors for rooms or mechanized airlocks? In all the O2 Not Included shorts, the doors for the rooms are mechanized airlocks, which made me wonder if that's a good idea. They use a bunch of power, though, 120w a piece, so I was wondering if I should use them?
I use pneumatic doors where I want gases to move (oxygen or CO2 generally) and mechanized airlocks where I don’t want gas movement.
Thanks
in early days we used liquid chlorine as the wet only applied to water and polluted water
one easy way is to use an oxidiser, creating max pressure in airlock, it fits 1x2 so wont use much algae, then auto sweeper from a storage, this ensures pressure always higher inside then outside, maybe even put pump on the outside to empty a shaft, not fully but mostly, then a bit of oxygen leaks out and the duplicant goes out, this triggers the oxydiser to run again a bit, but it wont use much power to do so , the only downside that needs power and algae
i think the co2 lock down or hydrogen upper side is best
yeah there are a bunch of different ways to handle it. I predominantly just use the CO2 and water locks when I play. A lot of what I was doing in this video was more for the fun and novelty of it than anything. People used to ask regularly about building a real airlock system.
i was kinda bored of the game after a while and i missed out on too much ever since, it's like im complete noob now :D airlocks are kinda important as a style and security of base, so you need to preplan them and minimize the number of them. also i havent seen anyone separate 2 colonies successfully, that would be fun. one thing i like is the fire poles, creates one directional movement, as they cant go up on them. the main issue with airlocks is when they stay inside doors, or they cross each other so they open close and open (now they even "socialize" a bit. so if there is only one direction the only reason they go in, is to go trough, so they could go out on top to middle and come back from middle to bottom of base. the other is when they follow each other and they keep it up longer. that can be solved with a gate and some pressure pads after them so only one person can be inside at a time.
You can empty barrels of water or gas by selecting them, too.
Unfortunately, you can't command a dupe to pick up a barrel of water, place the barrel of water to those water-locks, and empty them there.
yeah you need the bottle emptier to get them to take it to a specific place.
Great to deal with deathly gases/desease for the future patch!
Deadly gases? Hmmm I must have missed something on Thursday lol
! ATENTION ! This tutorial is outdated (24.11.2019) you can just power the automated doors amd then no gas and fluid will come trought it
Like it so everyone can sees it
Edit: thx for the heart but i cant edit the comment bc then it will get deleted
I don't see an item named Automated Door, so do you indeed just mean a Mechanized Airlock while its powered? My airlocks still don't--uh, you know--lock... air. Link to more info or updated video?
@@verifiedpurchase3486 it will let 5g per use trougth
@@raik1766 5g is not none though.
@@BlackTempleGaurdian and? the design he shows also lets some gas trougth
13:40 add a small room between the non-oxygen room and the vacuum room and make the gas filter send oxygen to that room.
I would just add that gas locks are sensitive to pressure changes. The CO2 in the bottom can spread out if you lose O2/chlorine pressure, and then the chlorine/oxygen can potentially follow. For a safe, no-brain lock nothing therefore beats liquid with exosuits for me. Safe if constant gas pressure < physically impossible for gases to pass.
I’ve never had an issue with the CO2 lock. The liquid lock does work great though too.
Another great video!
... ?
:) sorry I started to comment but never finished (thus the "...")
Missing the hydrogen airlock for upper part of the base
Yep that would work to, just as the inverse of the CO2 lock (though CO2 is generally easier to get where you need it) :)
for the airlock at 13:25 or so, just have another airlock, so while 1 is vacuuming, the dupes can use the other one lmfao
haha yeah you could double them up. Most of the airlocks outside of the water lock and the CO2 lock aren't terribly efficient, but are more for fun :)
The Naptha one and the last one with the liquid no longer work. The naptha doesn't stay in a stack anymore, and the bottom doors in the last one get "flooded" so they close more slowly than the top door, breaking the sequence and destroying the water.
Yeah they've made a number of changes to the game since this video was created. Generally the only practical ones are the CO2 lock and water lock anyway. Many of these in here were just for fun :)
How to remove Debuffs (For if you Just don't want the Gas to move to another room and don't want the debuffs) Its a bit more complicated But use the Atmo suit
Hello, Cryptic! Nice video!
Cool Discord server by the way!
Thanks :)
29 days and 5k subs. Your growing fast!
Yeah it's been a really great month :)
CrypticFox I hope this continues forever. Just don’t give up and one day you can achieve anything.
Nice Video. You realy helped me out
Happy to help :)
@20:08
You could use two atmo sensors and an or gate then it doesn't matter which side the gas is on.
Can also set the atmo sensor one tile lower so it's guaranteed to end up in liquid eah time.
what do you use that allows you to instabuild things? I need it please
I was using debug mode but you can also use the sandbox mode to do it. Go into the options in your game and there’s an option to enable sandbox
IDK I always used positive oxygen pressure. nothing goes inside, but loose a bit oxygen when opens.
For the last airlock design, couldn't you do the roof airlock door, but above that have a gas intake with a filter to ship gasses to their respective sides? It probably wouldn't really matter how long it takes to siphon the gas unless it is used continously lol
yeah I mean most of the airlocks in here are just for the fun of it. That door actually screws up the pathing because of how it seals, but it was just fun to make. For practical purposes I've always used the CO2 lock, or inverted it and used H2.
I wish Klei would just create an airlock structure. Water locks feel like an exploit, and I prefer to role play ONI. These automation locks take up a lot of space. Like a 2x2 airlock structure would be great.
Yeah I think they should have a functional airlock too. These are definitely exploits, and most of the larger ones were really just for the fun of making them. I use the water lock and the CO2/Hydrogen locks exclusively.
You might wanna mke 1 side have a higher pressure so it doesnt get leaked into
Um the door that uses the atmo sensor with automated water cant you just place it down so it wont detect any gas if it survived
Yep. That's come up a bunch of times in the comments :)
The ultimate solution to your problem with the automated water lock is to have 2 atmo-sensors connected and an OR gate so it doesn't get stuck.
yep that would work too, though just having the one sensor set lower would likely accomplish the same.
И снова ты нас радуешь ;)
Рад был помочь!
i find water locks a bit cheaty so i want to make a mecanical lock thank you for the help
The mechanical locks are really more for the fun of it. Most of the complicated options mess with duplicant pathing so in practice they don't work super well though they can be fun to build :)
"So here's the one you'll want to use. It's simple, it works perfectly and requires no maintenance...
Now check out this CRAZY shit I came up with!!!"
my colony is set up that there is outposts in the biomes, and the dupes will use atmo suits to traverse through the gas, then theres an airlock that leads to a chlorine room that kills the germs they gather on there way, with another airlock to go through.
Nice :)
You mean there's a better design then my row of 8 mechanized airlocks!?
Why do you wait until there's a vacuum? What is the benefit? Wouldn't it be more sensible to keep everything at about 2Kgs per tile (or whatever breathable pressure), and just filter the oxygen back in, and pump everything else out?
Realistically the CO2 airlock is the most practical. The airlock with automation was more for fun than anything :)
Are the two doors on each side required or can there be just 1 door each side?
Will the carbon dioxide lock also work against slime-lung?
Generally. Airborne slime lung grows in polluted O2. A bit might spread through but it does off in the clean air in your base.
@@CrypticFoxGaming I'll be sure to put a few air pollution cleaners at the exit.
Awwww. I thought ALL of those would be deathtraps. I'm sad now. LOL
hahaha no not the basic ones. Only the more complex ones haha.
"This new model of airlock is much more complex, and only slightly more likely to kill you when you use it!" Sounds like a perfect upgrade to me!
For the airlock with the gas pump, couldn't you use multiple to speed up the time?
Yes, though it would draw more power and require an even bigger space. It's really not a practical application at all, but one I built because people were asking about it for novelty. Really the most efficient methods are the water lock and the CO2 lock in the U-bend.
Thanks for taking your time to answer my question, your guides are really helping me out I don't what I would do without them :)
freaking amazing
19:00 why not have 2 atmo sensors connected to a OR gate so either way the water will still go down
probably the simplest solution is to move the atmo sensor down one block so it's always covered when the water goes up
Tru
Yea my or gate idea didn't help, if anything it made it worse
I think the oil one is the best one when u have atmo suits
I generally use the CO2 lock almost exclusively when I play.
@@CrypticFoxGaming definately interesting ways to make an airlock :)
Im still wonderong if you can make a radar that sends accurate signals? Because when i build steel doors that automatically close when a meteor shower accures the radars view to space is also closed. So how do I open it again savely? Timers might be an idea but when the timer is wrong.... is There a solutionw to that yet?
Ty for the reply btw :)
For the atmo sensor could you put it one tile down so its guaranteed to be under water?
yep that would help :)
just an observation, but if you are going to give tips and advice, its probably best to have the camera not focused on the graves of the 5 poor souls who died in the run up to cycle 114, i find it amusing personally :D
lol accidents in the game happen for a variety of reasons. I can't recall whether this was a real colony I built or just one I made for the tutorial :)