New air pressure mechanics break vent automation

Sable Seyler shared this feedback 2 months ago
Submitted

Since the survival changes in the Apex Survival update, pressurization has had a tendency to bobble in the 96% to 99% range rather than just sitting at 100%. This makes sense as a performance and survival change, but has caused an additional problem: the automatic actions that can be configured on air vents trigger at 100%, not 98% or 96%. This means that most or all existing pressure-based automation is now broken.

I would greatly appreciate it if the threshold for vent actions was changed to 95%, or 94.75%, or something else just below the repressurization threshold, in order to get consistent behavior from vent actions again.

Replies (5)

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

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

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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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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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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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Hello Sable,

Thank you for reaching out on our forum.

We understand that the changes to pressurization behavior can affect vent-based automation grids, particularly when actions rely on a 100% pressure threshold.

To ensure your suggestion regarding the vent action trigger threshold is reviewed by our programmers and designers, we will be moving this thread to the Feedback section of the forum, where gameplay suggestions and design considerations are collected and evaluated.

Thank you for taking the time to share your feedback and for helping us improve Space Engineers.

Kind Regards,

Keen Software House: QA Department

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This issue only happens in survival where i also notice that it happens with a sudden oxygen drop(or usage spike) like from 100% to 98% when the space gets pressurized. This should not be happening because the steady rate of player oxygen usage is about 0.2%/s in the space i constructed. https://youtu.be/y4fIj85SRgs

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