PS5, Air vent tries to pressurise when hangar door is open
Air vents in my hangar tried to pressurise when one of the hangar doors was open, now the whole ship will not pressurise as all air vents are stuck on yellow.
What happened:
My engineering section isn’t airtight and is linked to the hangar as the hangar wasn’t pressurised I went in to change some things, when I left engineering I shut its door and noticed the hangar vents activate even though the hangar door was open, I shut the hangar door but the vent then turned yellow (it was green with that door open?), I went to the forward section of my ship (opened door) the room depressurised as normal but when I shut the door that rooms vent went yellow and same thing happen in every room as I moved throughout the ship.
Now all vents are stuck on yellow even though these rooms are all airtight.
I can’t submit a report as I’m on ps5 but this is a bug that has been reported and patched in the past (I looked through the forum before posting) it would seem PS5 has this issue now.
I’m playing on a server but I did copy the ship to a solo game and had the same issue.
Many thanks
This is an old glitch that isn't confined to just PS5, as it can happen on PC. I am uncertain if the glitch is connected to the vents, or the doors, or something to do with its volumetric calculations. Server or game restarts can fix the issue and it can also remedy itself if the grid is masked for a time (ie: when you're far enough away from it that the grid goes inactive). It can happen due to a glitch as I said, but also can happen if you have a small number of vents trying to pressurize a very large space, or if your vents are ON when the doors are open.
If the vents are stuck on yellow, or worse, stuck at a negative pressure, you will want to consider grinding them down and fully replacing them. If you are able, there are some mods that allow you to track where the grid is losing pressure, even if the room itself is airtight, as they can correct the error at times. If you fix this in creative and save the blueprint again, it should function normally on a server.
HOWEVER, the mass loss of oxygen, either from the vents trying to pressurize an "open" room (for whatever reason), a room that is too large for the number of vents, or because of a negative reading on the vent (which forces the vent to massively over-pressurize the room to return that reading to normal), will cause the other vents to turn yellow. Why? Because your oxygen generation or capacity is being massively outpaced by your consumption. When this happens, the system likes to use up all the ice first, then it will quite rapidly drain all of you oxygen tanks. Your O2/H2 generators will try to keep up, but unless you have a lot of them, they will struggle to make enough to pressurize your rooms, or to overcome the deficit from the vent glitch. To prevent either scenario from happening, I HIGHLY SUGGEST using either a series of timer blocks or the new Event Controller to cycle the operation of the O2/H2 generators. Specifically, I experienced this pressurization problem with my En Route IV Station (can be found on the workshop), with the generators using up far too much ice and leaving the station without an atmosphere from O2 bleeding out via the hangar. To stop this, I turned off all my O2/H2 gens and set a timer to turn them on for 20 minutes, then two timers in sequence to keep them turned off for 2 hours. My ice use decreased from one full load of ice per week (about 4-5 million KGs) to one load of ice every six months (depending on how much fuel I use). A similar work around exists with the Event Controller, when you set it to monitor the oxygen tank percentages, and have it activate the gens when the O2 levels are low, and then turn off the gens when they are filled.
For whatever reason, by restricting the ice consumed and the operation of the O2/H2 gens, will limit the damage caused by this glitch, and will have massive savings on the ice stockpile. Plus, if you set your vents to TURN OFF when the hangar is open, it will help prevent this glitch from happening at all.
This is an old glitch that isn't confined to just PS5, as it can happen on PC. I am uncertain if the glitch is connected to the vents, or the doors, or something to do with its volumetric calculations. Server or game restarts can fix the issue and it can also remedy itself if the grid is masked for a time (ie: when you're far enough away from it that the grid goes inactive). It can happen due to a glitch as I said, but also can happen if you have a small number of vents trying to pressurize a very large space, or if your vents are ON when the doors are open.
If the vents are stuck on yellow, or worse, stuck at a negative pressure, you will want to consider grinding them down and fully replacing them. If you are able, there are some mods that allow you to track where the grid is losing pressure, even if the room itself is airtight, as they can correct the error at times. If you fix this in creative and save the blueprint again, it should function normally on a server.
HOWEVER, the mass loss of oxygen, either from the vents trying to pressurize an "open" room (for whatever reason), a room that is too large for the number of vents, or because of a negative reading on the vent (which forces the vent to massively over-pressurize the room to return that reading to normal), will cause the other vents to turn yellow. Why? Because your oxygen generation or capacity is being massively outpaced by your consumption. When this happens, the system likes to use up all the ice first, then it will quite rapidly drain all of you oxygen tanks. Your O2/H2 generators will try to keep up, but unless you have a lot of them, they will struggle to make enough to pressurize your rooms, or to overcome the deficit from the vent glitch. To prevent either scenario from happening, I HIGHLY SUGGEST using either a series of timer blocks or the new Event Controller to cycle the operation of the O2/H2 generators. Specifically, I experienced this pressurization problem with my En Route IV Station (can be found on the workshop), with the generators using up far too much ice and leaving the station without an atmosphere from O2 bleeding out via the hangar. To stop this, I turned off all my O2/H2 gens and set a timer to turn them on for 20 minutes, then two timers in sequence to keep them turned off for 2 hours. My ice use decreased from one full load of ice per week (about 4-5 million KGs) to one load of ice every six months (depending on how much fuel I use). A similar work around exists with the Event Controller, when you set it to monitor the oxygen tank percentages, and have it activate the gens when the O2 levels are low, and then turn off the gens when they are filled.
For whatever reason, by restricting the ice consumed and the operation of the O2/H2 gens, will limit the damage caused by this glitch, and will have massive savings on the ice stockpile. Plus, if you set your vents to TURN OFF when the hangar is open, it will help prevent this glitch from happening at all.
Hello, Lee Summerfield,
thank you for contacting us. Since you are playing on PS5 I will switch you to our PS5 support site.
Kind regards,
Keen Software House: QA Department
Hello, Lee Summerfield,
thank you for contacting us. Since you are playing on PS5 I will switch you to our PS5 support site.
Kind regards,
Keen Software House: QA Department
Hello Engineer,
Could you please publish the single player world with this issue to mod.io and share a link in this thread? That would really help us reproduce the issue.
Kind regards
Keen Software House
Hello Engineer,
Could you please publish the single player world with this issue to mod.io and share a link in this thread? That would really help us reproduce the issue.
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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