Oxygen Production Mechanism
The use of chemistry in this game is one of its best aspects, but the management of the three vital elements, Carbon, Hydrogen, and Oxygen, can yet be improved.
The current oxygenator functions by electrolizing water to produce hydrogen and oxygen. The Oxygen is saved, the Hydrogen is presumably released. This means that as Oxygen is consumed, Hydrogen is taken out of the system. This is inherently water-negative. As a result I would reccomend a different mechanism for oxygen production.
Instead of consuming our limited water supply, we should take in CO2 from the surrounding atmosphere. Put it through a co2 filter, and you get breathable oxygen. It's dependent on co2 filters, but they degrade rather slowly.
Instead of consuming the limited water supply, it enables a far more stable regulation of gasses.
Customer support service by UserEcho
You're not the first to point this out. I'll certainly look into it.
I gave a bit of thought to this a short while ago, and some of the alternate methods could actually work even without having to change gameplay or assets, except for the description of the systems involved, although there would be some unexplained/omitted parts of the process in this case.
It would also be possible to take this change to the next level, which would require the additon of a number of new assets and gameplay elements, however, would also extend ther range of player activities, and as a result game complexity and difficulty.
Let's consider the following factors:
Using the above, life support system of the habitats could conceivably work as follows:
The basic level of implementation would be just to update the description of the systems involved to roughly what's described above, without actually implementing the new elements of the process such as the hydrazine reserves and the Carbon production. The only change needed would be that instead of the current dependency (Water Reclaimer needs to be running to produce Oxygen), the systems can run independently to produce their respective resource, but only at 50% efficiency if only one is running, and 100% efficiency would only be achieved when both are online at a given time.
The complex implementation would require adding a number of new game obejcts and gameplay processes:
Gameplay then would be as follows:
A somewhat simplified version could be not to require a Hydrazine Splitter and the processes associated with it, only a one time per unit reconfiguration of the Water Reclaimers from the regular version to the water producing version, which adds an internal Hydrazine tank, which needs to be filled manually, from time to time, with Hydrazine drawn from the habitat propellant reserves.
Having said all that, I think the current implementation is fine for serving the purpose it needs to. This was just something I had fun with to think about so I posted the result here, but I think actually implementing it would likely take more work and dev time than what it would add to the overall gameplay experience.