Oxygen Generator

Oxygen Generators attach to the sides of straight hallways and supply the hallways of the colony with oxygen. Only nearby buildings will be pressurized. As colonists walk by, they consume some oxygen per sol, which may be replaced by oxygen generators, hopefully at a similar rate. Otherwise the colonists get very sad.

If the colony is understaffed, each Oxygen Generator has a 'critical need sensor' which may activate, causing it burst into flames. The blazing oxygenator can be repaired by an astronaut or forklift for the cost of one supply box. One way to stop colonists from suiciding into a deoxygenated room (seriously, just how dumb are they?) is to locate the nearest connected oxygen generator, trace a (short) path back to the deoxygenated room, wait until all stupid colonists get out, then close off the entire section of the colony, but include the oxygen generator. Open up the deoxygenated room, and watch as the colonists fail to commit suicide (who can blame them, stuck for over a week without screwing up).
 * Cost: 2 supplies
 * Consumes: 2 kW
 * Produces: "some" oxygen per sol
 * Footprint: 2x2

This is a good tactic to reduce the chances of failure for the Colony Planning achievement.