Fix your air pressure in vents
Won't Fix
I have all the information you need, logs? Got 'em, they don't list anything out of the ordinary. Save Game? i have ongoing after about an hour for reproduction (sooner if you count that exposing a farm to external mars atmosphere will create a loophole where it can't be repressurized). If your not going to fix pressurized rooms staying sealed, and air vents not "leaking" pressure when inside the room (due to breathing, but they don't refill to 100% after), don't bother asking me to buy SE2.
Now tell me what you need, I'll be back to check on this thread after 24 hours, if there is not a reply consider my anger enraged.
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I have the same bug
And don't even think about saying "Won't Fix"...because this is a problem that didn't occur until recently; so there's no reason for it to be a complicated fix.
And don't even think about saying "Won't Fix"...because this is a problem that didn't occur until recently; so there's no reason for it to be a complicated fix.
Perhaps you might, you know, actually describe the problem? You know, since it didn't occur until recently, maybe you should mention what the problem specifically is? While you are at it, how about explaining how to replicate it? Instead of just dumping a zip and 17 log files.
Perhaps you might, you know, actually describe the problem? You know, since it didn't occur until recently, maybe you should mention what the problem specifically is? While you are at it, how about explaining how to replicate it? Instead of just dumping a zip and 17 log files.
I hesitate to interact with such a cranky post, but we all get frustrated, so here goes:
I have noticed a new 'feature' that broke my brain thinking it was a bug. It started after Apex.
When in a sealed room with O2 and power etc., the vent shows 4 green lights. In Control Panel it starts at Room Pressure:100% and drops 0.08% per tick in a 2 block room (as an example). It does this until 95%, where it jumps back to 100%.
Anything that triggers a recalculation jumps the pressure back to 100%. Open/close a door. Opening helmet, but oddly not on closing helmet. Power cycle. Toggle depressurize. Etc.
I wasted a lot of time troubleshooting this, but it seems to be a new behavior of the vent pressure. If it was there before, I missed it in over 5000 hours of play time, which seems unlikely.
Hope that helps someone.
I hesitate to interact with such a cranky post, but we all get frustrated, so here goes:
I have noticed a new 'feature' that broke my brain thinking it was a bug. It started after Apex.
When in a sealed room with O2 and power etc., the vent shows 4 green lights. In Control Panel it starts at Room Pressure:100% and drops 0.08% per tick in a 2 block room (as an example). It does this until 95%, where it jumps back to 100%.
Anything that triggers a recalculation jumps the pressure back to 100%. Open/close a door. Opening helmet, but oddly not on closing helmet. Power cycle. Toggle depressurize. Etc.
I wasted a lot of time troubleshooting this, but it seems to be a new behavior of the vent pressure. If it was there before, I missed it in over 5000 hours of play time, which seems unlikely.
Hope that helps someone.
Hello Engineer,
Thank you for reaching our forum with this and for sharing the details of the issue. We understand your frustration and want to clarify that what you are observing is not a bug but an intentional change introduced with the recent update.
The air pressure system has been adjusted to behave more realistically. Even in a fully sealed room, pressure will now gradually decrease over time because your character is continuously consuming oxygen, which is automatically replenished from the pressurized environment. This is expected behavior and not caused by a leak or calculation error.
Additionally, the repressurization threshold was recently adjusted from below 100% to below 95%. This means that vents will no longer try to constantly top the room up from 99.9% to 100%. Instead, they will only reactivate when pressure drops below 95%. This change reduces unnecessary calculations and improves overall performance.
This behavior is more noticeable in smaller rooms, where oxygen consumption has a proportionally greater effect on the total air volume. Certain actions - such as opening or closing doors, toggling depressurization, or power cycling - can trigger a recalculation and temporarily return the room to 100%.
We understand this is different from how things worked before, but it is working as intended under the new design. If you wish to confirm, try testing the same setup without a character present in the room. The pressure should remain stable in that scenario, which confirms that the fluctuation is due to oxygen consumption rather than a system error.
Thank you for your understanding in this regard.
If there is anything else you require support with - considering the newly designed behavior - please don’t hesitate to let us know.
Kind regards,
Keen Software House
Hello Engineer,
Thank you for reaching our forum with this and for sharing the details of the issue. We understand your frustration and want to clarify that what you are observing is not a bug but an intentional change introduced with the recent update.
The air pressure system has been adjusted to behave more realistically. Even in a fully sealed room, pressure will now gradually decrease over time because your character is continuously consuming oxygen, which is automatically replenished from the pressurized environment. This is expected behavior and not caused by a leak or calculation error.
Additionally, the repressurization threshold was recently adjusted from below 100% to below 95%. This means that vents will no longer try to constantly top the room up from 99.9% to 100%. Instead, they will only reactivate when pressure drops below 95%. This change reduces unnecessary calculations and improves overall performance.
This behavior is more noticeable in smaller rooms, where oxygen consumption has a proportionally greater effect on the total air volume. Certain actions - such as opening or closing doors, toggling depressurization, or power cycling - can trigger a recalculation and temporarily return the room to 100%.
We understand this is different from how things worked before, but it is working as intended under the new design. If you wish to confirm, try testing the same setup without a character present in the room. The pressure should remain stable in that scenario, which confirms that the fluctuation is due to oxygen consumption rather than a system error.
Thank you for your understanding in this regard.
If there is anything else you require support with - considering the newly designed behavior - please don’t hesitate to let us know.
Kind regards,
Keen Software House
Hello Engineer,
As there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.
Kind regards,
Keen Software House: QA Department
Hello Engineer,
As there has been no reply to this thread in some time, we will close it. If you're experiencing this issue, please create a new thread.
Kind regards,
Keen Software House: QA Department
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