
A button for activating or disabling oxygen generation, if disabled it would save power to travel much further. Since trident will have multiple rooms that makes it possible to calculate each rooms brathability percentage. When the O2 generation enabled trident will fill all the rooms until it reaches 100% at rate of 49% oxygen per in-game hour and will prioritize the most O2 deprived room. If it’s already filled with oxygen at 100% then it will run with 80% less power consumption until it gets disabled again but the “already full status” efficeny bonus will decrease 20% per player residing in. So 4 players would be the equilibrium for max player capacity to breath without further “O2 generation upgrades”. When it’s disabled, every player will update oxygen% of the room they are in by 1% every 5 minute. Every 1 minute each room will get either “breathable” or “unbreathable” status based on RNG rolled on their oxygen%. Base rules are that all rooms can’t be “unbreathable” at once and it will be rolled again until at least 1 “safe area” is available as long as the sum of all the rooms equates to at least 10% or higher. Otherwise the grace of save area diminishes. CO2(from player breathing) can push oxygen upwards while smoke(from fires) can push it downwards. But adding scrubbers for each non-breathables could be too complex and unnecessary to implement in game but it would be cool if it was intricate as dwarf fortress or oxygen not included in terms of environment simulation. Less convoluted way of doing this would be implementing it to the tadpole without the modular system so the air would be another resource to be managed alongside with power.

Kinda like the oxygenator from the blockout?