RimWorld Oxygen Pump | Odyssey Vacuum Fix & Pressurization Tool
RimWorld Oxygen Pump: Fix Vacuum, Plan Layouts, Master Math
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.
A tiles takes about A seconds with one pump.
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.
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.
Airlock Planner
Outer seal keeps pressure. Inner door keeps raiders and pathing sane.
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 |
Target-Time Pump Count
| Target | Needed Pumps | Active Draw |
|---|
Pressurize Formula
Fast enough to do in your head. Useful when you are deciding whether a second pump is redundancy or actually necessary.
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
Local Install Sanity Checks
These checks are where the page ties back to the actual game files in /game.
/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.
/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.
/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.
/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.
/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.
/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.