RimWorld Oxygen Pump | Odyssey Vacuum Fix & Pressurization Tool

Odyssey Vacuum Board

RimWorld Oxygen Pump: Fix Vacuum, Plan Layouts, Master Math

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If you just need the answer: seal the room, roof it, power the oxygen pump, and size your refill time with T = A × (vacuum / 100) ÷ pumps. This board turns that into room math, airlock choices, ship layouts, and leak checks you can use immediately.

100 steel + 2 comps Baseline recipe from the Odyssey oxygen pump wiki entry.
150W active About 15W idle, so spare grid capacity matters during refill spikes.
1 pump = A seconds At 100% vacuum, a sealed room of A tiles takes about A seconds with one pump.
Doors change everything The local code confirms open doors exchange vacuum, so airlocks are not optional on busy hull exits.
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Advanced Tools & Layouts

Pump Math Calculator

Use your room size, current vacuum level, and target refill window. The calculator follows the wiki rule of thumb from a sealed room: one pump changes vacuum by roughly 100 / area percent per second.

Room Area 100 tiles
Vacuum Change / Sec 1.00%
Time To 0% 100 s
Active Pump Draw 150W
Pumps For Target 3 pumps
Idle Draw 15W
Suggested Layout Use a buffer airlock
Risk Flag Door churn heavy
A 10×10 room at 100% vacuum takes about 100 seconds with one pump. If you want it full in 45 seconds, plan on at least 3 pumps or reduce the effective area with a buffer lock.
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Gravship Layout Templates

Swap between starter, medbay, and greenhouse-heavy shells. These are vanilla-oriented baselines.

Three pumps total: bridge, barracks, freezer, with a shared outer lock so pawns are not cycling a direct hull door every trip.

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Airlock Planner

Outer seal keeps pressure. Inner door keeps raiders and pathing sane.

Outer layer: powered vac barrier Best pressure retention and no pawn slowdown.
Inner layer: autodoor Fast pathing and better recovery after churn.
Lock pump: recommended Put the pump in the lock when exits cycle constantly.
Vacuum
Vac barrier
Pump lock
Autodoor
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Room Size Quick Picks

Room Area Baseline
4×4 16 1 pump, ~16 seconds
6×6 36 1 pump, 2 if the room is an airlock
10×10 100 1 pump, 2 for redundancy
12×16 192 2 pumps baseline
11×21 greenhouse 231 2 to 3 pumps with mandatory buffer lock
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Target-Time Pump Count

Target Needed Pumps Active Draw
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Pressurize Formula

Fast enough to do in your head. Useful when you are deciding whether a second pump is redundancy or actually necessary.

T = area_tiles × (start_vacuum / 100) ÷ pumps
def pressurize_time(area_tiles, pumps=1, start_vac=100.0, end_vac=0.0):
    assert area_tiles > 0 and pumps > 0
    delta = max(0.0, start_vac - end_vac)
    return area_tiles * (delta / 100.0) / pumps
Download Pump Math CSV

Local Install Sanity Checks

These checks are where the page ties back to the actual game files in /game.

Only airtight buildings can hold pressure /game/Source/Verse/Thing/Building/Building.cs

The base building rule says vacuum is exchanged unless the object is airtight and not marked to always exchange vacuum.

Open door equals open leak path /game/Source/RimWorld/Thing/Building/Various/Building_Door.cs

Door logic explicitly adds vacuum exchange while the door is open, which is why pump count alone never fixes a bad airlock.

Doors and autodoors can be airtight /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Structure.xml

Both door defs use isStuffableAirtight, so material choice matters. Animal flaps do not get this protection.

Vents share atmosphere /game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Temperature.xml

The vent def is airtight as a wall fill but still sets canExchangeVacuum, so it will pass atmosphere between linked rooms.

Humanlikes try to find oxygen /game/Data/Core/Defs/ThinkTreeDefs/Humanlike.xml

The constant think tree includes JobGiver_FindOxygen, which is why pathing changes when a safe room is nearby.

Marine armor alone is not full vacuum cover /game/Data/Core/Defs/ThingDefs_Misc/Apparel_Various.xml
/game/Data/Core/Defs/ThingDefs_Misc/Apparel_Headgear.xml

Local apparel stats show marine armor contributes 0.3 vacuum resistance and marine helmet 0.67, for a combined 0.97 before other bonuses.