9 Airlock Designs For Your Colony! (Please help save my cat) [Oxygen Not Included]
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- Опубліковано 25 лис 2024
- You cant be a bonafide Oxygen Not Included UA-camr unless you've made an airlock guide. I dont make the rules, that's just how it is. Why else would every single ONI youtuber make the exact same video showcasing the same seven designs that everyone uses? Isn't that just incredibly unoriginal and redundant?
Anyway, here's the seven designs that everyone uses plus two "cool kid" airlocks that'll make you say "Oh wow, that's really cool" but never once use in any of your colonies.
OK Klei, please give me back my cat now.
" i need to have a conversation with my gf on why she was not the one who had been kidnapped "
BRO SAVAGE
I have never seen that waterfall lock before. That is super dope.
Two things i would like to add to this very useful video: 1. in order to get water into liquid airlocks one can use ice tempshift plates which make it often a less messy and time consuming 2. when wearing suits you dont get the wet debuffs, so using those locks after a suit checkpoint is perfectly fine
Oh my god this intro is absolutely fantastic
Adding my interpretation of the game here.
When you say that a dupe is "teleporting" and not getting wet feet, I think what's happening is the Dupes are coded to check if they "step" in liquid.
Since they're jumping through, the check reads negative.
So I'll definitely have to try a waterfall lock.
I just make the U design ones. I don't really trust stacking different liquids in creative without super hard micro. It does look nice though. Just run liquid pipes somewhere and dump a lot of water till it stops and you are done.
But it does look super clean. I will have to give it a try.
The best is using a tube crossing and a landing on both sides
Airtight, closed wall.
Just set up dedicated power for it.
Quick, consistent, works perfectly.
I use the stargate ZPM mod, which is a 40kw battery drawing from subspace so you can just slap it down and never worry about it again (as long as you control the heat)
Yeah. If you are going to use power(like in the last example) may as well just use tubes.
@@0x0404 problem with tubes is, if you have anything other then vacuum on one side and its hot, the heat will either transfer through the tube out or just melt it....
I use a much simpler version of the 2nd to last. You just add a filter to the pump to push the gas back into the correct room.
Hahaha, that joke in the intro got me good
I always go for full on waterlocks and my dupes can only exit the central dupe apartments with atmo suits
there is also airlock mod, which adds 3x2 door, that works like #8
I'm fairly certain the reason the dups get wet on the second lock is that they have to step onto the tile with the liquid. In the first lock, they jump over it, and don't get wet. I'd test the gel with the first locks design to see it that is the case.
That intro................... you got me in the first half, not gonna lie :P
also: Corner-Lock ftw! This trusty little fella has me covered EVERYWHERE I need gases separated :)
So THAT'S why my airlocks with polluted oxygen on the bottom failed. It released a room full of chlorine into my living base and all the plants died.
Gotta get petroleum. The room was cleaning a liquid storage of germy polluted water. Chlorine is a boss
I like to pressurize the oxygen living spaces and then a simple energized mechanical door in front of the air suit checkpoint..
could the waterfall method be made more efficiently (space wise) by having the minipump vertical and just have the 2 tile gap at the bottom and the liquid vent right above? or do you actually need a lot of water stored up there? and if so, how much?
would be better if you showed how these systems were made as well as I dont think some of them were really obvious. like the 3 liquid stack, I know you have to create it with putting water down in a column first and then removing the walls (or in your case you mentioned to use doors) but seeing it being built is a lot easier for most. especially that final water fall design.
If we put the vent right above, the problem we'd run into is that the water would just drip straight out of the vent and wouldn't form a consistent seal. What we need to have happen is for the water to drip onto a different liquid (salt water in this case), and then spill off the side of that liquid.
i wonder if a high pressure lock would work well, for exemple if you just want to prevent gas from entering your base, you put a high pressure vent between 2 yellow door and theoricly, the oxygen should push the bad gaz away
i mean i work in decontamination and that's the kind of system we use, but i'm not sure it would work here
Hopefully the cat doesn‘t slip into the microbe musher ...🙀
If it's cool your after completely ignoring practical for the dupe check point that doesn't need atmo suits you could make it dupe friendly by having a mid way room and mid way check points that fills with just enough oxygen to breath and has a mesh floor and a carbon dioxide sink and a carbon skimmer in the sink. You would then need gas filters in each vacuum room to ensure the right gas went back to the right rooms. You could put a sented potted plant in the mid way room and some decor for the dupe to enjoy during the wait
I really like that idea, a little oxygenated waiting room in the middle where they can wait for the airlock areas to vacuum.
you can spawn an atmo suit and make them wear it. Also you can make a visco lock without the sopping wet. Just merge your #1 lock idea behind it. The waterfall does look awesome lol
I use that 4th waterlock method in late game alot as my dupes already have exo suits. Easy to setup and control for gas geysers etc.
It may be a bit power hungry, but doing a dual airlock-door chamber with 2-3 gas pumps attached to atmo sensors that go through a filter up into a gas tank either above or below the chamber might work, at least early on when you're just trying to keep caustic biome gasses out of the base, and oxygen in. The reason for the tank is that it's a failsafe for overpressurized oxygen in the base, while everything else gets spat out to the outside. The default state then of the chamber itself is vacuum, rather than oxygen, so you're not bleeding o2 into the caustic biome (or wherever); the chamber should "catch" most of the o2 before it leaves. Might even run the atmo sensors through buffer gates to just have that extra insurance that you're getting all the gas and not just when the atmo sensors pick it up.
You then simply power, but don't automate, the airlock doors, for faster transfer, and the room should restore to vacuum pretty quickly with more than one gas pump working. I dunno, I'd have to try it.
I use "corner" locks with petroleum until I get visco gel. Two in a row means you can have a vacuum in the tile between, which insulates the two sides.
Water is kind of pointless because it is so easily disrupted and can't deal with temperatures. If a dupe carries something hot and either goes through it or drops it nearby your liquid water lock is no more. For anything you think you need a water lock you probably don't. Balm lillies can live in a chlorine through and the hydrogen can be contained by simply having the door to your drecko farm be in the floor rather than wall. Anything else you may want to separate demands temperatures outside of liquid water range.
I have to say, I love that intro! I'm completely gonna steal that idea at some time in the future! You made me laugh and that counts more then the info in the video!
Edit: Didnt know about the jumping thru the first airlock nice
Glad you liked it :)
I was just about to suggest this vid to you.
1:45 if you use poluted water as bottom layer it gas doesnt emit
When designing the game you'd think the devs would give us a way to fully airlock the area WITHOUT using liquid locks or a bunch of automation. XD
you missed using the tube as an air lock. the waterfall lock will fail when power runs out for some reason.
The waterfall looks cool, but I don’t get how to make two tile water standing like that
You forgot to include the transit tube.
960 watts for an airlock
@@michaeldianna686 he didn't say cheap airlock design
The best, quickest and easiest mid game and onwards is using a tube crossing and a landing on both sides
Airtight, closed wall.
Just set up dedicated power for it.
Quick, consistent, works perfectly.
One/two Nat gas gennies or coal, a battery or two, not a big deal.
I use the stargate ZPM mod, which is a 40kw battery drawing from subspace so you can just slap it down and never worry about it again (as long as you control the heat)
But even without that, I like it since it actually seems high tech and part of a base
I just wish they HAD an airlock building
Like two linked doors with a 4 block square between them that can pressurize/equalize with the side you're going to
It's an option, but I don't think it's the best/quickest/easiest once you're at that level of tech. It's a lot of refined metal, plastic, space, and power, and it fails in any environment over about 150 C.
I think it's fine to set up transit tube stations in remote areas without life support, but I wouldn't have the other end right on the other side of the wall, I'd have it somewhere close to the rest of my base on the other side of an atmo suit dock.
this was great. to the point and showed me my options and why i need to learn to stack a liquid lock
Once you have access to transport tubes you can get 100% airtight and temperature restricted airlocks that handle any liquids or gases at any pressures. It'll just cost you a lot of energy each time someone goes through.
How would you set up the lock for temperatures ~200 C?
@@gearheadgaming1 True, I guess the plastic tubes would melt at pretty low temperatures.
Do you need two vacuum chambers for the mechanical? Couldn't you do one vacuum chamber and then have the checkpoints dissallowing them to exit the chamber until vaccuum is achieved?
Two problems with a single chamber:
The first is that it would fail if a dupe was coming from the left at the same time as a dupe coming from the right.
The second is that it complicates where you send your pumped gasses. You'd need to build a gas filtration system and know which gasses are supposed to end up on which side of the lock, which gets complicated if, for example, on one side of the door you have germy PO2, and on the other side of the door you have non-germy PO2.
the last 2 airlock are still really useful i use something like #8 to have a insulated lock once i have atmosuit and the #9 is useful before you get to petroleum
That intro made me subscribe
are the doors in the last design truly necessary, or they are just there in case the system stops working/to set it up?
They aren't necessary, the waterfall is enough.
How do you make the multi liquid lock? I built doors, loaded up the 3 different liquids but when I deconstruct the doors the liquids drip away rather than make a nice 'wall'. Any advice?
If they're just spilling out, but some quantity stays stacked, that's fine. You can mop up the spilled amount, just make sure not to mop on the tiles next to the lock.
If it's unstacking as it spreads, then I'm not sure. If that's the case, what liquids are you using in what order?
Also you need to make sure you build the block right above the topmost liquid before you deconstruct your siding.
is it only me who doesnt think it's fun to use 'glitches'?
yes
You are
No I do like to not abuse the games physics
Waterlocks just annoy me so i end up making my industrial areas have a low pressure environment so the cant leak into my GP areas
Please make tutorial/explanation about AS/AR system. Especially about AR and how to effectively make the conveyor route... I have a hard time setting things up.
Also good grief i didn't even think of using CO2 and H as airlock
This is so helpful/awesome and I loved your intro joke. 😅
16:35 Yeah... "Petroleum" :D
16:50 :D :D :D
im sure we can do the 8 desing, using just 1 pump
what the actual what is that waterfall lock.
Nice... Didn't know about the stacked liquid lock.
What were the atmo sensor set to?
hope you got your cat back
love the intro
GET YUR CAT BACK
For thermal/gas locks I use three automated doors with pressure plates beneath the left and right doors. The pressure plates are sent to an and gate which is hooked up to the center door. The idea is, after a duplicate passes through, the center door closes for an instant and creates a vacuum. It does have the pathing issues you mentioned but avoids the trouble of dealing with pumps and liquids, while creating a perfect insulator.
how do you stack those diferent liquid materials on the first door in the real game? de last door are interesting, waterfall :D
Make a two deep pit below where you want your door. Build mechanical airlocks on either side of the pit and lock them. Put a bottle emptier on top of one of the doors. Use the bottle emptier to empty out your heaviest liquid (crude oil) into the pit until there is liquid in the second tile. Then empty out a bottle of the second heaviest liquid (petroleum). Then empty out a bottle of the lightest liquid (water). Deconstruct the bottle emptier and build tiles from the ceiling of the room down to the top of your liquid stack. Unlock and open the doors. Give a mop order on the tiles next to the doors and make sure not to give a mop order on the floor area occupied by the doors. Then mop up any other excess liquid that spilled further away and the liquid lock is done.
So happy to see my design included :D
I think it's failing because of the big pump. Pumps only extract from a cross area, so with a big pump you've 4 tiles it doesn't draw from, whereas a small pump only has 2 tiles it misses, due to being 1 tile less-wide.
Also powering the doors would decrease the amount of gas that can enter... I think.
This was super helpful.
Would would it not work with powered doors? It would really speed things up, so powering them would be nice.
The problem is that if you speed things up, the memory toggle doesn't fire fast enough and the dupe is able to get past the inner checkpoint.
@@gearheadgaming1 Buffer gate before the memory, or use dupe motion sensor instead of pressure plate (bigger detection area means signal is green for longer)
@@Atlessa Both don't work. A buffer would actually just delay the signal another tick, while motion sensors can't see past doors so the dupe would already be past the checkpoint.
Did your cat back?
I love that intro.
There's a mod that makes your airlock doors work like an airlock doesn't let the gasses or liquid throw
Yeah, I was hoping on release that Klei would introduce a true airlock door that you built using viscogel, but no dice.
@@gearheadgaming1 The thing is...the airlock doors DO work as true airlock doors. An airlock isn't composed of one door, it's a room with two doors with the ability to swap out whatever atmosphere is on either side - much like the checkpoint design. If gas sorting wasn't so slow, you could modify the checkpoint one, by having a light-gas room above it, and a heavy-gas room below it, and using doors to push the air up or down to match the direction they're going.
lol, I love the intro and your description!
I really hate that build able Airlocks aren't airlocks at all and you have to resort to almost exploiting in this game. Great video though, I kinda stumbled upon the 3 liquid stack airlock in a game by accident but never knew it could be used as effectively as you demonstrate in this video.
How about a door that just stops gasses? It's Stupid that they don't, but you can with some stupid complicated designs. Don't understand me wrong, good video. I'm getting the mod and hope theyll just add it to the game, if you can do it with liquids then a door should be able to do it. They build rockets anyway.
it doesn't exist a door that can stop gasses once is open, the airlock door are just hermetic doors, The devs should make a 4x3 door with a built-in filter and 2 gas output, and maybe 120W of consumption, the problem is that the most of people will just keep using water, so never have been a priority.
3:00 to see a duplicate go through.
Power your auto airlock it will open and close faster
Bruh can you even do that liquid and gas locks in survival?
The liquid locks are all pretty easy, it's just bottle emptiers plus a little mopping if you accidentally let the emptier go on too long. The Hydrogen and CO2 locks can be formed on their own if you build them at the right part of your base, otherwise you've got to run a gas line out there and set them up with a vent.
airlocks are a bit of a lackluster in this game
Lol, most simple airlock is gas pump in 2x2 space, or 3x2 if you want some thermo isolation....
The liquid locks are pretty simple, cost no power, and provide a better airlock though.
@Patryk Korczak Which also doesn't form a perfect seal, letting gas through with each dupe.
Was there a cop chase going on while you recorded this im hearing sirens.
The search is still on for the catnappers.
HAHA Great intro man.I love it as you just say it without feelings bro =)
the title of this video is so random!
I just got the mod that makes airlock doors really airlock. It just sounds stupid to me that you have something called AIRLOCK doors that are not actually airlock.
It's just the door to the airlock. Would you expect a car door to be able to drive you places?
@@BlackTempleGaurdian Your analogy is flawed. In reality, the airlock doors are actually a pair of doors which do not open simultaneous and anything that is between the doors is sucked out. If you look at the design and the animation when opening of the manual airlock in the game you can see it was based on this concept, yet it does not function like this.
@@Darkhan9 Yes, and in, say, number 8, that's *exactly how they function.* Having just one building that does it all for you only decreases creativity.
Esto lo hace menos trece en twitch
Not a criticism... I like your channel. But please go get one of the fancy vloging microphones and do some sound treatments to your recording area.
His recording isn't bad in the slightest. A little echoey? Fancy vlogging microphones are expensive and won't necessarily get rid of the echo.
@@DarkestDeeds A nice noise cancelling microphone, like a simple blue yeti or whatever, will in fact cancel the echo...
@@asdfdfggfd I have a Blue Yeti and had to build a cone on it to stop it from picking up and creating an echo. Not only that but, not everyone feels comfortable dropping the $100 on a microphone. He's a small UA-camr and, like most UA-camrs, will begin to upgrade his equipment and style as he gains traction and gets a feeling that UA-cam thing is actually viable.
@@DarkestDeeds Well that was dumb, you are probably blocking out the sound canceling capsule by building a cone around it...
@@asdfdfggfd Considering my problem is fixed, it's working just fine.
i wish Klei would just make an airlock door or something. Honestly it should be part of the research. making us use liquids for an efficient airlock that doesn't make the dupes wait for 5 mins or so( which is like a full block in the schedule). A 3x2 set of double doors that dont let gas pass thru or something, that stops the dupe as one door has to close before the next one opens but no gas can take up space in the full 3x2.
Or just make it so that the airlocks don't let gas pass
I agree, even though the liquid locks work fine, aesthetically I'd much rather have something that looks like an actual airlock.
I'd also like to see a perfect airlock door we can make out of viscogel.
Your dupe doesnt know the water lock is there because he lives in a 2d world.
Sorry the goons took your cat!
lol XD hes got some humor
Oh no, not your cat...
This is why I at the end of the day don't like this game. The majority the optimal strategies aren't about really solving problems with the toolset of the game. They're more about exploiting the limitations of the simulation.
I think the problem here is that there isn't really a viable "intended" solution to making an airlock. The second build is intended, but only available in the late game, and the 8th build on this list is probably the closest to a realistic build using the game's buildings, but it's a huge inconvenience to use. And the main problem is that dupes lose track of their current task if you lock the door between them and that task, so you need to use duplicant checkpoints to manage their movements.
I'd like to see them make an actual airlock building, like a 3-wide, 4-high structure that self-vacuums out its interior into an internal gas reservoir.
I think games like this one work best when there are multiple methods players can choose from to accomplish something, and the problem right now is that there really aren't a huge number of ways to make an actual airlock in the game.
Wtf ?
how could those cripples take your cat >:(((
I think your videos are maybe some of the most informative ONI videos on youtube. It's just really sad that they are always at least twice as long as they need to be. You repeat yourself so so much, and it's really difficult to watch a video and keep my interest for 20 minutes when you really only needed 1 minute per lock. Please consider editing your videos instead of uploading the full 1 take.
I hope this feedback is useful, because I'd love to watch more!
The problem is I also get a lot of feedback saying "You didn't spend enough time explaining X" on a lot of the tutorial videos.
I'm considering having my next tutorial be split between an overview video, where I rapidfire go through a bunch of builds, and then have separate videos for each build where I go through each one more in depth.
I'm worried though the next feedback will be "Why am I getting spammed with all these videos, why not consolidate them?"
@@gearheadgaming1 Why not go through them more quickly first, then in detail after? Then those who don't want details can hop out after that segment. And you could even use analytics to see how many people leave the video at that point to gauge interest in the different types of content.
Sounds like a dumb reason for a kidnapping...... thanks for the content, but a stupid situation never the less......
Thats why you should never own a pet.