Air pressure build up stops before reaching 100%

Andre Thielmann shared this bug 42 days ago
Investigating

In result, no action is triggered for "room pressurized" event. Happens on my ship as well as at the asteroid station. If u observe the pressure inside "k-menu" it's like the block is turned off and u see a slow loss of pressure. My o2-Tanks r also filled all the time.

It happens since last update (Apex Survival)

Replies (3)

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1

Hmm, 2 sessions later, the bug seems to be gone

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2

Hello Andre,

thank you for reaching our forum with this.

And thank you even more for the update from your side.

Do I understand it correctly, that currently, there is nothing that we can help you anymore?

Please let me know, if I can close this thread, or there is still something that you would need help with.

Thank you in advance.

Kind Regards

Keen Software House: QA Department

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1

Unfortunatly its still happening. My guess: The vent enters some kind of idle mode after filling up a room until the pressure drops below a certain treshold. Then it becomes active again and repressurizes the room. I think the time frame of which the room is at 100% pressure might be too short for weak cpu's to properly trigger "room pressurized" events. Please let me know how to provide the information you need for further investigation

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1

Looks like it happens if your engineer's oxygen bottle is not full enough during pressurization

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2

Hello Andre,

Thank you for the additional details. Based on the information provided, this does not appear to be a bug but rather the result of changes introduced with the recent update to how air vents and pressurization behave.

The air pressure in a sealed room can now fluctuate slightly over time because the character continuously consumes oxygen, which is automatically replenished from the pressurized environment. This is expected behavior and not caused by a leak or calculation error.

Additionally, the pressure threshold at which vents start repressurizing has been lowered from below 100% to below 95% to improve performance. As a result, vents will not reactivate immediately after the pressure drops slightly and will only do so once it falls under this threshold.

This effect is more noticeable in smaller rooms, where oxygen consumption has a proportionally greater impact on the total air volume. Actions such as opening or closing doors, toggling depressurization, or power cycling the grid may temporarily trigger a recalculation and bring the pressure back to 100%.

You can test this by leaving the room empty - the pressure should remain stable. If it does, it confirms that the fluctuations are caused by the oxygen usage of the character and the new system is working as intended.

Kind regards,

Keen Software House

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2

Ok, then make air vents report "room pressurized" as long as the pressure is 95% or higher. A big part of the game revoles around automisation. The air vent events need to work like they did before

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2

Agreed. Air vent action thresholds need to be updated to account for the new behavior. I cannot tell you how many times I mashed the "Depressurize On/Off" button in my base's little airlock in frustrated anger thinking something was broken.

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