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Inorien
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@Inorien Inorien commented Sep 19, 2025

What this does

Fixes #38429
Reverts changes to atmos presets made as part of Junglestation. I believe the original intent behind these changes was to make Junglestation atmos not have under/overpressurisation issues, however the way that batch presets are applied via the CAC (target pressure is average of min1 and max1) results in target pressures for human presets (and others) getting set to an incorrect value. This leads to vents pushing more air into rooms than they should have and scrubbers quickly removing the un-needed excess.

How it was tested

Before change:
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Batch Apply:
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After change:
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Batch Apply:
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Changelog

🆑

  • bugfix: Batch atmos presets no longer fuck up station air

@falcon2346
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Thank you, I owe you my life

@CrazyAmphibian
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why not just change the cac calculations?

@SonixApache
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lmfao

@CrazyAmphibian
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actually, a better solution would be to only revert the changes to max1. resolves the pressure change issue, and keeps high pressures (which are safe) still being marked as safe

@Inorien
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Inorien commented Sep 20, 2025

why not just change the cac calculations?

to what exactly? The original stuff worked fine for everything (even snaxi) until the preset change which as far as I'm aware was only made for Jungle as a workaround to pressurisation issues. Jungle is not in rotation, are you asking me to re-engineer other code to preserve a workaround for a map that isn't in rotation? This fix is to address issues that are impacting rounds currently.

actually, a better solution would be to only revert the changes to max1. resolves the pressure change issue, and keeps high pressures (which are safe) still being marked as safe

While I agree that reverting max_2 back to the way it was goes a bit beyond the vent pressure target objective of this fix, I see the changes to the presets as inappropriate and should not have been made in the first place. In the human case, there's a big difference between 120 kPa and 320 kPa (sure, "safe", but also ZAS inducing). I really struggle to understand why the high pressure danger level is better at 320 than at 120, the way it's been working for a long while.

@CrazyAmphibian
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to what exactly?

give air presets a pressure target var. allows things to have non-standard pressures without affecting other systems.
would also open up griefing with the cac that isn't just flooding or vacuuming. high octane tatoring to make the station think 1atm is dangerous while the vents do nothing about it.

why the high pressure danger level is better at 320

in my mind, the pressure danger level should be just before the pressure is actually dangerous.
i actually forgot to readjust the air alarm thesholds when i lowered the jungle air pressure.
the overall goal was to make it so that if you had a breach, the jungle air wouldn't be considered dangerous, but just as caution.
i'm not sure if that still is accomplished here. if it is, then that's fine i guess. if not, try to meet in the middle with the thresholds.

@Inorien
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Inorien commented Sep 20, 2025

Will you raise these changes or do you want me or someone else to make them

@CrazyAmphibian
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looking at the jungle atmos numbers now, the ambient pressure is 1.2 atm (121.59 kPa), which is also (seems to be) exactly the max2 number. if you just increase it by .01 kpa (or even atm) or something, it'd solve both issues pretty easily

@Inorien
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Inorien commented Sep 20, 2025

Sorry if this comes across as turboretarded but is there a reason jungle is at 121 kPa rather than 101 kPa

If anything this suggests the need for map-specific thresholds which goes far beyond the scope of this hotfix

@CrazyAmphibian
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because that's as high as i could get it before zas started blowing things around.

but if it's more of a "why is it not 1atm in the first place", then it's because it's a non-earth planet. why should it have 1 atmosphere of pressure? it's a creative choice to make the planet stand out more.
more importantly, the gameplay side - it gives atmos something to do (fix the pressure and temp inside rooms) on a station where atmos isn't that important because you can walk outside with no issues. you may argue then that it's pointless either way, but i say that the air alarms flashing caution will be enough to make the crew bitch at engineering to fix the air.

similar reasoning to why the atmosphere has a small amount of CO2 in it. it's for flavor, as well as the gameplay implications that it allows.

@Inorien
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Inorien commented Sep 20, 2025

So either you need map-specific thresholds or one-size-fits-all thresholds, of which you seem to be pursuing the latter

I will leave this to you and collabs to figure out

@SonixApache
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should just merge this for now to go back to standard,
the mod the code to properly support map-based pressure presets.

@wotisjanitor
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Revert atmos

@west3436
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should just merge this for now to go back to standard, the mod the code to properly support map-based pressure presets.

This is the correct approach. I feared this happening on the initial Jungle PR and was told something like this wouldn't happen but it did.

@west3436 west3436 merged commit 1656a54 into vgstation-coders:Bleeding-Edge Sep 23, 2025
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Batch Apply Screws Up Target Pressure Station Wide
6 participants