Suggestions Vent Leak Test setting
I’m confident the game code has everything in place for this quality of life enhancement to work, and it will answer all related airtight submissions to support.
1. Opening a door or grinding out a block on an airtight room will cause the “venting gases“ animation to play at the appropriate location.
2. Air vents will not attempt to pressurize a room if a leak is detected, and given that the leak has been detected the system must also know where the leak is.
Thusly; add a checkbox in the terminal control panel for the air vents. Call it what you want, “pressurization override“, “leak test“, or “force pressurization“.
Selecting this feature will cause the venting gasses animation to play at the vent (as normal), and additionally, it will play the venting gasses animation on the exterior of the ship at the location of the known leak.
Of course, this feature won’t work in full atmosphere, only in the vacuum of space or low atmosphere locations. An error message can be displayed to the player, “Adequate exterior pressure detected. Override cancelled.”
Or, let them learn the hard way and allow their O2 to vent freely with no venting gasses animation played anywhere.
PS. Add the setting to the hotbar configuration menu.
Thank you in advance for your consideration.
In order for there to be a 'leak' there needs to be a boundary between a pressurized and unpressurized space. If you start without a pressurized space, the leak is going to be the air vent itself.
In order for there to be a 'leak' there needs to be a boundary between a pressurized and unpressurized space. If you start without a pressurized space, the leak is going to be the air vent itself.
No algorithm needed. It’s all there in the code at present.
An opening to the outside is already being detected; by opening of door, grinding out of block, or sloped block that does not plug the opening as literally as it does in appearance.
It’s location is also already known; open any door, grind out any block, do so multiple times at random locations, the venting gasses animation plays correctly at the location of the newly detected opening.
You see, the ‘leak test’ I’m speaking of is more about the appearance of a leak test.
Check a box in the vent control and the venting gas animation plays at the known location of the known opening to the outside. Even if it’s at a sloped block. And drain some O2 as it happens to further the illusion.
Viola... leak test.
No algorithm needed. It’s all there in the code at present.
An opening to the outside is already being detected; by opening of door, grinding out of block, or sloped block that does not plug the opening as literally as it does in appearance.
It’s location is also already known; open any door, grind out any block, do so multiple times at random locations, the venting gasses animation plays correctly at the location of the newly detected opening.
You see, the ‘leak test’ I’m speaking of is more about the appearance of a leak test.
Check a box in the vent control and the venting gas animation plays at the known location of the known opening to the outside. Even if it’s at a sloped block. And drain some O2 as it happens to further the illusion.
Viola... leak test.
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