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RimWorld => Releases => Mods => Outdated => Topic started by: Dubwise on September 11, 2016, 09:34:48 AM

Title: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on September 11, 2016, 09:34:48 AM
MarsX v3 - Musky Edition

Description:
This mod is a full conversion of Rimworld into a Mars colony builder.

(http://i.imgur.com/YLSlwWN.png)

(http://i.imgur.com/0qrwkxA.jpg)

(http://i.imgur.com/p36nfdF.jpg)

(http://i.imgur.com/TFEQ59n.jpg)

(http://i.imgur.com/o6FszUY.jpg)

(http://i.imgur.com/kNlUkez.jpg)


Details:
Due to the vast number of changes it is recommended that you disable all other mods before playing to guarantee that it will work.

You can build and manage a fleet of refuelable ships that can travel between Mars and Earth.

The atmosphere, air and water are all simulated. O2, CO2, Pressure, Humidity, You must balance everything and maintain a constant supply.

There are new weather conditions like dust storms which block the sun and cover solar panels with dust.

Many more things have been changed such as backstories, skills, needs, food, resources, materials and much more.

I am working on a wiki and youtube series to help explain how everything works. But for now the way i start a game goes like this

1:Eject hab, moxie, tools and some food from the crates
2:place the hab and moxie, run power and gas pipes from the ship to the hab, once habs finished place air outlet inside to rapidly fill it with air from the tanks on the ship.
3:build beds and suit stations, make an area inside the hab and set the zones and rest mode on the suit stations and haul some essentials inside the hab like clothes food and wet wipes.
4:make some solar panels a stonecutting table and smelter, make a greenhouse extension to the hab with stone walls and start mining bauxite and iron to make steel and aluminium.
5:double dig a patch of sand to remove the top layer of icy sand and a second layer of dry sand and start making soil at a soil worktable.
6:when the greenhouse is ready place all the soil, then install skylights then irrigation pump, then pipe water to the pump from the ship.
7:build a miwex to produce water from the icy sand, and start working on sewage system before the wet wipes run out.

Then you start getting into managing your fleet, planning your cargo, and starting up fuel production to refuel your ships.

HELP / GUIDE / HINTS / TIPS
http://steamcommunity.com/workshop/filedetails/discussion/732754899/154644928856421842/ (http://steamcommunity.com/workshop/filedetails/discussion/732754899/154644928856421842/)

English only

Author
Dubwise56
SioxerNic

Download Current Version
Mars v3.0.2 - Musky Edition (http://bit.ly/2hUjG8C) - 0.16.1393


Download Old Versions
Mars v3.0.1 - Musky Edition (http://bit.ly/2ivM5Ta) - 0.16.1393
Mars v3.0.0 - Musky Edition (http://bit.ly/2hXOByF) - 0.16.1393
v2.1.3 (http://bit.ly/2eXBdIx) - 0.15.1284
v2.1.2 (https://www.dropbox.com/s/p71lv0bh5zbyx21/Mars%20v2.1.2.zip?dl=1)
v2.1.1 (https://www.dropbox.com/s/tbl75n1fcmsmld1/Mars%20v2.1.1.zip?dl=1)
v2.1.0 (https://www.dropbox.com/s/35bugivf05uhph4/Mars%20v2.1.0.zip?dl=1)
v2.0.1 (https://www.dropbox.com/s/xyphn93m268p5pj/Mars%20v2.0.1.zip?dl=1)
v2.0.0 (https://www.dropbox.com/s/s86k4gbcjz67ff5/Mars%20v2.0.0.zip?dl=1)

"By downloading you agree the terms and conditions below"

Steam workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=732754899 (http://steamcommunity.com/sharedfiles/filedetails/?id=732754899)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Deactivate all other mods in the mod menu in the game.
- Activate the mod in the mod menu in the game.



TERMS AND CONDITIONS:
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the game Rimworld to extend, add, change or remove original capabilities.
OWNER - Original author(s) of the MOD. Under the terms accepted when purchasing Rimworld (https://ludeon.com/rimworld/EULA.txt),
 the OWNER has full rights over their MOD.
USER - End user of the mod, person installing the mod.
MODPACK - A collection of MODS
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE RIMWORLD GAME, PARTS OF RIMWORLD MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
All derived works must be free and it has to be clear that the derived work is derived from this MOD, if they are made public.
Also a link to this Page has to be included.
5.MODPACKS
You may add this MOD to any MODPACK, but if the MODPACK is public then you have to include the OWNER's name and a Link to this Page.
(optional) It is appreciated if you let the OWNER know that this MOD has been added to a MODPACK, but this is not required.
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Yautja on September 11, 2016, 11:33:31 AM
Must.... test..... now....
Looks damn awesome! 11/10!  :D
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Yautja on September 11, 2016, 11:35:28 AM
Ops, I forgot to ask, is there enemies/raids as well? Or will only be the Man/Men vs. Mars? Nothing else I mean
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: BlackSmokeDMax on September 11, 2016, 12:00:56 PM
Nice, thanks for releasing here as well!

I prefer using manual mods (without messing with copying Workshop mods to make them manual), so you'll lose a subscriber on Steam, but fear not, I'll still be using the mod!
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Fluffe on September 11, 2016, 12:38:24 PM
Dont know how possible it is but it would be cool if once you built a rocket ship you could go to mars from the rimworld or the opposite like a extra challenge for those who beat the first world lol 
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Master Bucketsmith on September 11, 2016, 01:28:07 PM
Oh wow look at that! :O
Nice.
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Dubwise on September 11, 2016, 04:58:19 PM
Thank you everyone already working on first patch  ;D ;D ;D ;D
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Shinzy on September 11, 2016, 04:59:47 PM
Wait this was on steam only until now?
Oohh shame Dubby!
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Dubwise on September 11, 2016, 05:26:55 PM
Wait this was on steam only until now?
Oohh shame Dubby!

I didn't think it was good enough to deserve having its own release post  :-[ :-[ :-[
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Facepunch on September 11, 2016, 06:26:56 PM
Would be nice to have some source of steel income, otherwise great mod.
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Dubwise on September 11, 2016, 06:38:37 PM
Would be nice to have some source of steel income, otherwise great mod.

You smelt it from iron using the electric smelter
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Facepunch on September 11, 2016, 07:03:32 PM
Would be nice to have some source of steel income, otherwise great mod.

You smelt it from iron using the electric smelter

Maybe I'm having a brain dead moment, but you gotta mine iron from mountains or hills or whatever, don't you? Im talking about a structure that you can assign a pawn to, and it slowly produces iron, or steel, or whatever.
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Dubwise on September 11, 2016, 07:15:51 PM
Would be nice to have some source of steel income, otherwise great mod.

You smelt it from iron using the electric smelter

Maybe I'm having a brain dead moment, but you gotta mine iron from mountains or hills or whatever, don't you? Im talking about a structure that you can assign a pawn to, and it slowly produces iron, or steel, or whatever.

oh you can use the new mining drills in a15 which supply iron that you can smelt into steel
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Dubwise on September 11, 2016, 07:53:52 PM
Ops, I forgot to ask, is there enemies/raids as well? Or will only be the Man/Men vs. Mars? Nothing else I mean

man vs mars for now, i'm mostly going to focus on adding in complex research with incidents to ruin it all. At some point i want to make a total rimcall scenario or something, to throw in a renegade colonist faction once your colony has advanced to a certain level/size.
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Deimos Rast on September 11, 2016, 10:11:06 PM
saw this on steam awhile ago, good to see it getting a thread.
First time I've seen terms and conditions, but they seem good ones. ;D
Title: Re: [A15] Mars (v2.0.0) Martian colony builder - now with air!
Post by: Mhacxk on September 11, 2016, 11:05:25 PM
can this run with other mod?
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 12:45:13 AM
Updated to V2.0.1
I totally changed the system for spawning the starting loot crates / ship chunks / lander. So now you can use "EdB prepare carefully" and you will still get all of the proper starting materials.
Increased the landers starting battery charge to 4000.
Fixed a bug with dust on solar panels.
Autodoors now vent air same as normal doors and vents, and vent faster when open.
Walls are considered outside and only burn a tiny amount.
Fire inside a room will consume O2 at a rate based on the fires strength.
Once O2 runs out fire will be starved and extinguish itself.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: PureReject on September 12, 2016, 05:48:16 AM
Hey i have tried loading this mod on alpha 15b and alpha 15c and both times it throws this error at me? It wont load in the lander. Alpha 15c was a clean copy no data
http://imgur.com/a/Z5V31
(http://imgur.com/a/Z5V31)
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: PureReject on September 12, 2016, 07:17:59 AM
The problem disappeared when i re downloaded the mod, deleted configs, deleted mods, and used prepare carefully and the mod. However it does not like putting relations as a sister or brother in prepare carefully and throw errors if the pawns spawn on the lander
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 08:43:11 AM
The problem disappeared when i re downloaded the mod, deleted configs, deleted mods, and used prepare carefully and the mod. However it does not like putting relations as a sister or brother in prepare carefully and throw errors if the pawns spawn on the lander

That message is just a warning that you wont see a battery bar which is what i want, i need to suppress the message. I just replaced the default scenario loot spawning with my own after the maps loaded to get prepare carefully working, The game will automatically move pawns off of impassable objects for now, but i'll make sure the spawner is trying to avoid pawns.
As for the siblings problem it might be something to do with me disabling all the factions, i'll have a fiddle about

I fixed the warning message and i have made a NASA faction to fix null faction errors which broke the sister setting, i was probably going to make nasa anyway to run communications with them at the comms console
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: jecrell on September 12, 2016, 09:03:23 AM
This mod is AWESOME!

I noticed the AI doesn't think much of cleaning those solar panels when cleaning is priority #1, which is unfortunate.
Also, is it possible to treat your own injuries yet, and if not, when can we expect self-treating or self-surgery? =)
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 09:23:22 AM
This mod is AWESOME!

I noticed the AI doesn't think much of cleaning those solar panels when cleaning is priority #1, which is unfortunate.
Also, is it possible to treat your own injuries yet, and if not, when can we expect self-treating or self-surgery? =)
Thanks!

I just tested the cleaning and they do prioritize cleaning the panels so maybe you have a mod that breaks cleaning.
When colonists rest in any type of bed they will very slowly heal themselves based on their own skill level, the xp is applied and they will use up any medical supplies next to the bed. In the next patch I'm going to make it so they have to equip the medical bag first and toggle self heal on or off, that way it wont break standard healing
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 12, 2016, 11:46:12 AM
Are you planing to add water managment? You know drinking. Ice harvesting, water pump ect...just to not relay on atmospheric condesers in big way?
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 12:05:01 PM
Are you planing to add water managment? You know drinking. Ice harvesting, water pump ect...just to not relay on atmospheric condesers in big way?

Yes, waste recycling, using excess food as compost, harvesting ice crystals from rocks and soil, water tanks, showers, whole new irrigation grid. Plus everything that can go wrong with all of those. I cant promise any dates for all of this being finished though  :-X
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 12, 2016, 12:36:05 PM
Are you planing to add water managment? You know drinking. Ice harvesting, water pump ect...just to not relay on atmospheric condesers in big way?

Yes, waste recycling, using excess food as compost, harvesting ice crystals from rocks and soil, water tanks, showers, whole new irrigation grid. Plus everything that can go wrong with all of those. I cant promise any dates for all of this being finished though  :-X

This will be E P I C ...

Keep up the grate work.  How about now events? Duststorms. Hurricane. Metor hits?

Do solid rock perform as well as solid manmade wall in question for air tighness and pressure?
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: EldVarg on September 12, 2016, 12:48:58 PM
Very cool mod.

Mabe we could help collect a list of mods that works with it.

Remember the biggest flaw with The Martian was there are no storms on Mars (too thin atmosphere). Even the writer admitted it.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 12:55:31 PM
Well there is dust storms on mars but the strength is like a stiff breeze, so my major dust storm weather condition doesn't damage anything but it lasts a long time and covers panels in thick dust very quickly, and anyone caught outside in the storm has a chance for getting lost and confused which could be a killer if their O2 is already low.  ;D
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: BlackSmokeDMax on September 12, 2016, 04:26:23 PM
Very cool mod.

Mabe we could help collect a list of mods that works with it.

Remember the biggest flaw with The Martian was there are no storms on Mars (too thin atmosphere). Even the writer admitted it.

I seem to be running pretty well with this:

rsion="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1284</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Bulk_Meals</li>
    <li>CraftingHysteresis</li>
    <li>Recycle15</li>
    <li>Stonecutting Tweak</li>
    <li>StorageSearch-0.15.0</li>
    <li>Mars</li>
    <li>Miniaturisation</li>
  </activeMods>
</ModsConfigData>

Nothing strange has happened yet, so good sign.

Not sure if I'll need all of those, for instance, I have not yet used:
Crafting Hysteresis (no need yet- too early)
Recycle (haven't even taken my suits off yet, lol! So really haven't worried about clothes, don't know if there will be a need)
Bulk Meals (not enough food this early in my colony, but the recipes are there, so everything looks good)

So far I have *actually used* these and they have worked:
StorageSearch
Stonecutting Tweak
Miniaturisation

Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: BlackSmokeDMax on September 12, 2016, 04:27:28 PM
Well there is dust storms on mars but the strength is like a stiff breeze, so my major dust storm weather condition doesn't damage anything but it lasts a long time and covers panels in thick dust very quickly, and anyone caught outside in the storm has a chance for getting lost and confused which could be a killer if their O2 is already low.  ;D

Speaking of breezy dust storms... are wind turbines enabled but behind research? Don't think I have noticed them in the menu.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 04:32:31 PM
I disabled wind turbines since there's no real wind up there
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: BlackSmokeDMax on September 12, 2016, 04:36:45 PM
I disabled wind turbines since there's no real wind up there

Good to know, won't go looking for it! Plus it makes sense, if you are holding somewhat to Mars' actual physics(not quite the right word there) I believe.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: BlueWinds on September 12, 2016, 04:50:10 PM
Are you planing to add water managment? You know drinking. Ice harvesting, water pump ect...just to not relay on atmospheric condesers in big way?

Yes, waste recycling, using excess food as compost, harvesting ice crystals from rocks and soil, water tanks, showers, whole new irrigation grid. Plus everything that can go wrong with all of those. I cant promise any dates for all of this being finished though  :-X

I am super excited about this - is there any chance it could also be released standalone / for use with vanilla? A water / "ecology" mod has been my #1 wish since I first started playing.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 05:13:42 PM
maybe once i have finished most of the main stuff i'll take a crack at making parts modular
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: «Temple» on September 12, 2016, 06:18:29 PM
Or make a event that(Like in the movie martian) that causes a pressure destabilization and blow a wall off a building.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 12, 2016, 06:26:02 PM
Or make a event that(Like in the movie martian) that causes a pressure destabilization and blow a wall off a building.

already done
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: MintyFr3sh on September 12, 2016, 11:09:43 PM
I've just been playing with this mod and it is great  :D
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Daedalus on September 13, 2016, 01:38:31 AM
Played it yesterday for a couple of hours. Great mod, I really like it.
At the moment it sometimes lacks of variations of events. Got 4 plumes in a row, so no electricity except from the RTG. Wasn't enough for light, heaters and stove, so my sole colonist lost all hope and locked herself in her room...
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: EldVarg on September 13, 2016, 02:58:07 AM
Or make a event that(Like in the movie martian) that causes a pressure destabilization and blow a wall off a building.

That got me thinking on a catastrophic event that would slowly remove the air of a normal planet!
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 13, 2016, 04:31:23 AM
After a couple hours of gameplay ther are a few lose ideas.


1. Light less work and material cost walls. They use aluminium frames and durable polymer. Tent like structure.
2. Aluminium flors
3. Copper for cabels and other electrical related stuff
4. Uses for rock chuks. Like trace amouts of minerals extraction. In grinding like mmchinery.
5. Plants generates O2 and CO2.
6. Rovers for exploration and transportation
7. NASA Supply drop event. Use rover to recovery. Plan expedition.
8. Psychological and mental health of lone survivor.
9. Biopolimers/bioplastic for long term colony. For bulding and stuff
10. Mycoprotein meat substitute. Fungal cultivatet in vats for meatlike protein substitute.
11. More shit to science it out!

Keep up the grate work. This is just some ideas throw out ther. Not some hardcore sugestions. Looking forwad to next update!
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: jecrell on September 13, 2016, 07:20:03 AM
Thanks for responding earlier. I guess my colonist must have been lazy. The medical information was helpful! I'm actually having fun playing this mod.

Sadly, my colony ran out of food too quickly and we had to resort to cannibalism to survive until the potatoes grew. I found out the butcher table is enabled, yet we can't use it because it requires wood. Can this be changed? Heh. ^^;;
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 13, 2016, 10:01:35 AM
I played the mod last night and I found I encountered a few issues that should be sorted out.

TLDR:
-Make things produce more (way more) heat (heaters, CO2 scrubbers, air gen, water generator)
-Make Smelter tech easier to get (maybe more slightly more steel drop at the start)
-Make  plume events happen less often
-More food drop at the start
-Make the water generator's light go out farther
-A power switch for the water generator

1) Not enough food dropped : I was running out just before I got my crops going and my guys were in a constant state of hunger and eating unfinished crops to not die.

2) Steel: Do to the change of Steel -> iron it means that you can get to a point where you can't build things until I finish smelting tech. I suggest that you lower the cost of smelter tech(or make it available right away) This is compounded by the fact that you don't get wood and you can only build things out of steel at the start.

3) Heat: Things need to produce more heat. My small room had a co2 scrubber, water generator, air generator, and a heater but I was still freezing in the winter. This was compounded by the issue that I had no steel left to build heaters.

3) Power: I saw that solar panels can now be made our of aluminum which helps a lot, I had enough power to get me started. The issue was that there were so many plumes that I kept running out of power. With the lack of steel I was unable to build any batteries and just could build more solar so that when it was day they would recharge as fast as possible so we can hold out a bit longer.

4) Power²: The new water generator had no way of turning it off or packing it. I built a second one so I could farm more food but in times when I needed to conserve power I wanted to shut the new one off but there was no other way then deconstructing it.

5) Food²: First off, I was running a garden mod which gave me snow peas. Snow peas are resistant to cold and don't die to freezing weather, without it I would of been dead asap. The water generator deployment in the original (1.0) I felt was a good balance and you didn't need to create soil from sand which is a pretty slow process. The new water generator suffered from the same issue on the original (1.0) where the light was not touching the outside edges. So the outside crops would usually die or grow really slow.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 13, 2016, 10:28:37 AM
Thanks for all the feedback  :D
 I have already fixed some things for the next patch, some of your ideas i'll add in, some i already had written down weeks ago its just a matter of getting through the todo list. My main focus is on fixing bugs, adding alerts and adding more incidents so you don't see plumes every day. Then i'll move on to adding more stuff and developing a new research system
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 13, 2016, 10:49:35 AM
Thanks for all the feedback  :D
 I have already fixed some things for the next patch, some of your ideas i'll add in, some i already had written down weeks ago its just a matter of getting through the todo list. My main focus is on fixing bugs, adding alerts and adding more incidents so you don't see plumes every day. Then i'll move on to adding more stuff and developing a new research system

Grate. Can we have a sneak peek into your todo list? So next time we don't repeat our ideas and suggestions?
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 13, 2016, 10:57:22 AM
Thanks for all the feedback  :D
 I have already fixed some things for the next patch, some of your ideas i'll add in, some i already had written down weeks ago its just a matter of getting through the todo list. My main focus is on fixing bugs, adding alerts and adding more incidents so you don't see plumes every day. Then i'll move on to adding more stuff and developing a new research system

If you need any feedback or troubleshooting, let me know. Love the project.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Morgloz on September 13, 2016, 11:10:15 AM
This mod is awesome! Added to my indispensable list :)
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 13, 2016, 12:02:03 PM
Grate. Can we have a sneak peek into your todo list? So next time we don't repeat our ideas and suggestions?

microwaves
laptops instead of tv's
comms console to request materials for next team to bring
Make requests for specialists, botanist doctor engineer...
chats with loved ones at laptops/com console
various type of suit breaches
co2 scrubbers need refueling with calcium oxide which turns to limestone chunks
central computer system for controlling all temps, door locks, lights and so on
central computer goes mad and randomly messes with systems
rock slides
Soil analysis + ice crystal burners
dust devils
new research system with separate science research trees
research only progressed by science experiments using workstations with connected facilities that require user input to control like rimushima, can go wrong like rimushima.
soil sampling missions.. science points to spend on stuff... keep making progress or funding gets cut and you get less resources
change warden to psychiatrist, do bills for sessions
more tools, specialized colonists wearing outfits, lab coats, doctors, engineers for buffs
breakdown ascent vehicle construction from raw materials into repairing with parts using research and assembling multiple parts from salvage and machining
electrolysis
colonists out in dust storms that are dazed can get buried in dust
replace hunting with Fitness.
require fitness training to prevent muscle atrophy and osteoporosis.
Gym equipment like running machines
Astronauts start with weakened fitness from the trip to mars
Pills can be used to slow the onset of osteoporosis, until they run out
Battery powered work lamps for mines
better mining drills, require drill bits
coffee
tea
kettle
espresso machine
bbq sauce
burst eyeballs
really hard annoying pain in the ass to use eva suits that make you rage quit unless you research better ones.
clear roofs to allow low level martian daylight in for greenhouses
require recycled human waste and excess food to make soil
new irrigation grid to track fertility cell by cell
water required for irrigation/showers, harvested from ice crystals
require seeds / cuttings for new plants, make cuttings at botany worktable
:-X
that's sort of the current nasa phase stuff, they all have extra details in my bug tracker database.
 There is also lots of higher tech level stuff i want to do for the like long haul late game big colony stages but one step at a time.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Serenity on September 13, 2016, 12:10:52 PM
Quote
burst eyeballs
Please no. Does not happen. The capillaries in the eyes can easily burst from the pressure differential, but exposure to vacuum (or low pressure as on Mars) is not as dramatic as most movies or TV shows make it out to be. Your body doesn't just explode or instantly freeze (vacuum is a good insulator, so heat transfer is relatively slow. But exposed fluids like saliva (not blood as sometimes claimed) boil or vaporize and thus cool your mouth and eyes to freezing temperatures). You can even spend up to maybe 10 seconds in vacuum before you lose consciousness. Survival is possible for 1-2 minutes, but you will probably have some short term damage to the lungs and eyes. Exhaling before helps.
People have been exposed to near vacuum through accidents in pressure chambers. And there have been animal experiments of course:
http://www.scientificamerican.com/article/survival-in-space-unprotected-possible/


There was a Battlestar Galactica episode that did this pretty well. They make a short jump through vacuum. Afterwards their eyes are are bloodshot and they need treatment in a pressure chamber.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 13, 2016, 03:11:27 PM
Quote
burst eyeballs
Please no. Does not happen. The capillaries in the eyes can easily burst from the pressure differential, but exposure to vacuum (or low pressure as on Mars) is not as dramatic as most movies or TV shows make it out to be.
Here is a few youtube videos that explain

https://www.youtube.com/watch?v=pm6df_SExVw
https://youtu.be/lD08CuUi_Ek?t=9m1s
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 13, 2016, 03:23:31 PM
The Expanse is a good and nice source of sf material and ideas ^^
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 13, 2016, 03:29:11 PM
ha i know dont worry its just a homage to total recall after a colonist is dead from ebullism, like the monolith, and the ketchup and the scrubber research, and all the other movie references im probably going to add, this is Rimworld after all im not making nasa mars training simulator 2017, since when do astronauts kill each other with power drills and then eat the corpse to stay alive...  ;)

Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Serenity on September 13, 2016, 03:37:37 PM
Yeah, I figured it was a Total Recall thing. But you could have both. Just make it a generic eye injury. Then people can imagine what they want.

Quote
since when do astronauts kill each other with power drills and then eat the corpse to stay alive
We'll see if they somehow get that one way Mars mission going (I doubt it)
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: cap75 on September 13, 2016, 08:02:27 PM
Central computer MUST be called Hal!
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 13, 2016, 08:09:05 PM
Central computer MUST be called Hal!

 ??? it is
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Darkfirephoenix on September 13, 2016, 09:29:26 PM
One would think that whatever organisation send your people to mars would send at least 1 RELIABLE power source with them. (a R.T.G. or such)
Also those DAMN plumes nearly killed ALL my colonies I started. I often had: plume, 1h break, next plume, 30min break, ANOTHER plume. In RL those plumes and sandstorms are rather rare and only happen around specific times a year, you would have AT LEAST 1-2 months time till the next one happens.


Furthermore I would love for some other forms of power generation. Here are some Examples:

Hydrogen fueled power:
Just split water into hydrogen and put that into a generator, voila! Power. Ofc it would be more like 0 gain thing, you would just transform electricity and water into a fuel. BUT you could store them for plumes/situations where you need extra power AND it may be a supply drop. (just pray that there isn't a leak!)

Algae food/fuel generation:
There are algae which take CO² and make it into O² and more algae. Those algae can ALSO be processed into a fuel and researchers are working atm to research how exactly they can be used. How it would work: You get/build a machine which contains the algae (maybe use them as a BUILDING material for the machine), the machine takes power (and some water) to keep running and will produce algae over time. To get fuel from the algae you would have to build a processing machine and ofc a generator to use the fuel in.
Also the algae would produce more O² than the fuel would emit CO², it's a win-win situation.

Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 13, 2016, 09:58:30 PM
i know plumes are an issue right now, its because i disabled so many incidents like beavers and mad animals so theres only a couple of things that can go wrong in this version. I think playing on lower difficulty reduces the frequency of them. I worked on a big list of new incidents to add in the next patch which should reduce the rates of plumes significantly, and im going to stick with solar for a while to make dust a constant problem, i might add another type of power generation as a high tech level upgrade later. Also on the first 2 scenarios you get an RTG from the crashed ship, and on colony mode the lander is a giant free battery bank, also keep your eyes peeled for curiosity you can salvage another one from that if you get lucky.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 14, 2016, 12:38:07 AM
I was playing tonight and I had a plume then eclipse, then major dust storm then the plume went away and the a new one came...
I think we might need to drop the encounter rates of events a bit.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Zentor on September 14, 2016, 12:56:47 AM
The incidents are definitely too much, in all the skill levels. You might look at this mod https://ludeon.com/forums/index.php?topic=6892 and integrate the lower percentage of incidents. If you took out half the incidents then reduce them from happening by 50%.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Domkrat282 on September 14, 2016, 03:34:39 AM
Spent several evenings with this mod and it is pure gold.
Some ideas:
1) Too hard start. Slightly more food and steel will be better. Also drops of medicaments with new colonists (and maybe other hi-tech products?). Also they sometimes drop without food (empty food crate).
2) I know you know about plumes, but also want to say a word about dust storms - it is too harsh and require great amount of labor to clean panels. Also i tried to see effect of windy weather to panels and didnt saw this - furthest panels still had 100 sand on every tile.
3) Zzzzts and solar flare - again - too harsh. Lack of electricity is deadly in this mod. Zzzzt can be prevented by having reserve batteries but flare instantly killing food production. Radiation sickness lasts for months and endless notificators about burns is annoying.
4) Remove obsolete vanilla things (like fueled stove, butcher table and so one), also i dont think what somebody will grow trees. This mod also need more new backstories and removing old backstories, as i can see.
5) I saw idea about producing parasite heat by different things, maybe even lamps - it is very good idea.
Keep up your great work.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Zentor on September 14, 2016, 03:49:27 AM
Oh yeah, would be grate to start the game already knowing Electric Smelter research, or just revert the iron back to steel for mining. 1700 research is alot when you really need a building resource and wood isnt available.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Vulcandead789 on September 14, 2016, 04:01:29 AM
Can you run it with EDB PrepareCarefully and a few other mods ? :o
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Domkrat282 on September 14, 2016, 04:03:19 AM
You can use iron and aiuminium as building materials always when possible and will have enough steel to starting buildings. But to build Smelter you should deconstruct research bench and soil workshop.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 14, 2016, 04:53:28 AM
Can you run it with EDB PrepareCarefully and a few other mods ? :o

Its working, and extra resources spawn next to you when you start.
Also vegetable garden works.
And Itchys RTG mod https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053 (https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053) For your power problems for now.
Also RedistHeat https://ludeon.com/forums/index.php?topic=21770.0 (https://ludeon.com/forums/index.php?topic=21770.0) Works great
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Zentor on September 14, 2016, 05:51:52 AM
The 2.0.1 updated version has an RTG when you disassemble the main pod at the start.

This mod made me watch The Martian again tonight.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: WarlordToby on September 14, 2016, 06:04:57 AM
Now we need a space mod and i will go fulltime rimworld player!
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 14, 2016, 06:50:34 AM
The 2.0.1 updated version has an RTG when you disassemble the main pod at the start.

This mod made me watch The Martian again tonight.

Its not 100% i start without one more than once. Curiosity also have chance to spawn one on deconstruction. Don`t know about pathfinder tho
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Vulcandead789 on September 14, 2016, 08:33:28 AM
Can you run it with EDB PrepareCarefully and a few other mods ? :o

Its working, and extra resources spawn next to you when you start.
Also vegetable garden works.
And Itchys RTG mod https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053 (https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053) For your power problems for now.
Also RedistHeat https://ludeon.com/forums/index.php?topic=21770.0 (https://ludeon.com/forums/index.php?topic=21770.0) Works great

Thanks dude ! Your the best  ;D
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 14, 2016, 01:46:02 PM
Tip to people: Use vegetable garden and grow snow peas.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 14, 2016, 02:22:13 PM
(http://i.imgur.com/wxbJHjb.png)

I think im gona die...
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 14, 2016, 02:35:06 PM
The incidents are definitely too much, in all the skill levels. You might look at this mod https://ludeon.com/forums/index.php?topic=6892 and integrate the lower percentage of incidents. If you took out half the incidents then reduce them from happening by 50%.

Going to use this
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 14, 2016, 03:33:05 PM
Now i wonder why is there toxic fallout on mars... that is a nice, mystery, plot twist ^^
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: shirlierox on September 15, 2016, 03:50:25 PM
Nice just saw this in time to choose my next series.   Hopefully I wont eat my own colonists this game haha.

Why do I get the feeling my base will explode and take all my delicious potatoes  :D
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Muramas on September 16, 2016, 09:06:39 AM
Nice just saw this in time to choose my next series.   Hopefully I wont eat my own colonists this game haha.

Why do I get the feeling my base will explode and take all my delicious potatoes  :D

It is a fun mod but the start is a bit slow right now. Some suggestions for the current 2.0.1...

-Build in the side of a mountain
-Make the room small so it can be heated effectively
-After you get situated, mine some iron and if you can build anything out of iron instead of steel, do that
-Build two airlocks on the outside
-Research stone asap
-Research Electric smelter
-Put a sunlamp below or above the water generator

Mods
- https://ludeon.com/forums/index.php?topic=6892 to lower events
- Vegetable Garden mod : Snow peas are great to keep alive during cold spikes
- A temperature mod https://ludeon.com/forums/index.php?topic=21770.0
- "Nomorelazypawns" http://steamcommunity.com/sharedfiles/filedetails/?id=725971541&searchtext= makes it so everyone cleans and hauls.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 16, 2016, 10:01:52 AM
Nice just saw this in time to choose my next series.   Hopefully I wont eat my own colonists this game haha.

Why do I get the feeling my base will explode and take all my delicious potatoes  :D

It is a fun mod but the start is a bit slow right now. Some suggestions for the current 2.0.1...

-Build in the side of a mountain
-Make the room small so it can be heated effectively
-After you get situated, mine some iron and if you can build anything out of iron instead of steel, do that
-Build two airlocks on the outside
-Research stone asap
-Research Electric smelter
-Put a sunlamp below or above the water generator

Mods
- https://ludeon.com/forums/index.php?topic=6892 to lower events
- Vegetable Garden mod : Snow peas are great to keep alive during cold spikes
- A temperature mod (but there doesn't seem to be one for a15 yet)
- "Nomorelazypawns" http://steamcommunity.com/sharedfiles/filedetails/?id=725971541&searchtext= makes it so everyone cleans and hauls.

RedistHeat https://ludeon.com/forums/index.php?topic=21770.0 Works great
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: ReaperX on September 17, 2016, 09:16:33 AM
I have only one issue.I have my main solar plant on one side and another smaller one on the other side,4 small solar panels that are surrounded by walls.When a dust storm comes I quickly build roofs however they are still covered by sand.Its frustrating cuz it takes 2 days to clean all the panels. Keep up the good work
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Vagabond on September 17, 2016, 01:22:28 PM
Dubwise56,

Just wanted to say that this is a really amazing mod, the air system adds such an interesting and deep layer to gameplay that I am actually astounded that I've never considered nor seen a suggestion for this as a modded or base-game feature. This pretty much makes Planetbase a waste of disk space on my PC now. The only thing that is missing from Rimworld that Planet Base has is a system for water gathering and use.

Very very good contribution man. Good work!

-Michael
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Darkfirephoenix on September 17, 2016, 03:27:10 PM
Dubwise56,

Just wanted to say that this is a really amazing mod, the air system adds such an interesting and deep layer to gameplay that I am actually astounded that I've never considered nor seen a suggestion for this as a modded or base-game feature. This pretty much makes Planetbase a waste of disk space on my PC now. The only thing that is missing from Rimworld that Planet Base has is a system for water gathering and use.

Very very good contribution man. Good work!

-Michael
I asked Tynan quiet some time ago (~alpha 9 or so) if we could/will get a air system as one of his prototypes HAS a air system, but he abandoned it. He said it would be too much work for the (fun/challenge) return it would give.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 17, 2016, 04:46:55 PM
Dubwise56,

Just wanted to say that this is a really amazing mod, the air system adds such an interesting and deep layer to gameplay that I am actually astounded that I've never considered nor seen a suggestion for this as a modded or base-game feature. This pretty much makes Planetbase a waste of disk space on my PC now. The only thing that is missing from Rimworld that Planet Base has is a system for water gathering and use.

Very very good contribution man. Good work!

-Michael
I asked Tynan quiet some time ago (~alpha 9 or so) if we could/will get a air system as one of his prototypes HAS a air system, but he abandoned it. He said it would be too much work for the (fun/challenge) return it would give.

And to be honest its a bothersome in Classic Rimworld themed world. Raids, food, events, tribals, ect. There is so much shit to deal with and on top of that air management? Yeah understand Tynan and his decision. But Mars is focused on something different. No raids, no tibals, no bug hives. Just Man vs Hellis Red Planet.
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Dubwise on September 17, 2016, 05:34:56 PM
Sorry for the wait i'm working long into the night to get as many problems fixed as i can. More incidents, more systems, laying groundwork for future stuff
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Tig2 on September 17, 2016, 05:55:20 PM
Sorry for the wait i'm working long into the night to get as many problems fixed as i can. More incidents, more systems, laying groundwork for future stuff

Take your time, make it good. And we will love you forever for it ^^
Title: Re: [A15] Mars (v2.0.1) Martian colony builder - now with air!
Post by: Wishmaster on September 18, 2016, 07:33:07 AM
This mod urgently needs a new work type: cleaning the sun panels.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Dubwise on September 19, 2016, 01:31:57 AM
Updated to 2.1.0

Changes:
Reduced plume chance.
Smelting is researched by default.
Fixed a bug causing character creation to go blank.
Fixed a bug causing decompression damage in airlocks between pressurized rooms.
More starting materials.
Reduced dust buildup rates on solar panels during storms.
Fixed a bug preventing wind from cleaning panels and increased the cleaning rate.
Replaced animal handling with equipment cleaning work type, equipment cleaners will only clean dust off solar panels.
Added polymer building material - only from supply crates.
Added polymer floor tiles and reduced cost for aluminium and steel floor tiles.
Changed security tab to research ready for future patches.
Suppressed raid preparation alert.
Disabled toxic fallout.
Replaced conduits with hab conduit pipes for air networking and power.
Added a MOXIE experimental oxygen generator as a starting item. They cannot be built.
MOXIE outputs toxic CO so only place outside. Connect Air Outlets to the MOXIE via hab conduits to distribute the air around the hab.
Added a MOXI, capable of producing larger quantities of air than the experimental version.
EVA suits no longer auto refill when in a pressurized room.
When EVA suits reach 0% O2 the pawn seeks the nearest Air Outlet to refill.
If the pawn is is asleep the suit will wake them up at 0% O2 to seek an Air Outlet.
Right click Air Outlets to force pawn to refill.
Suits now carry 20x more O2 but it is used at a faster rate, hypoxia happens in the last few %.
Added toxicity stat to air.
Pressure now displayed in PSI
O2 now maxes out at 20% in rooms
cO2 maxes at 2%
Fires produce toxicity in the air.
Overhauled the way hypoxia hypocapnia toxicity and decompression are applied.
Pawns wearing EVA suits indoors now have space forced to 0% to make them feel cramped.
Increased radius of the water generator.
Replaced standing lamp graphic with led panel reduced usage to 25w and added 3 more tints.
Added multiple alert messages for the current state of any colonist wearing an EVA suit with tips on how to manage each situation.
New NASA mission system.
A crew is generated and prepares for a mission. Missions can be delayed.
The crews rocket launches, if successful they journey to mars and a new crew is generated to begin training for the next mission.
The Chinese CNSA go through the same process to launch supply missions.
All missions can suffer failures on route.
Added care packages with chances to spawn a range of joy items.
Added PCs.
Added flasks of coffee.
Tool crate now comes with 3 jackets.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Domkrat282 on September 19, 2016, 02:52:55 AM
Wow, very cool update, should try today.
Are old saves compatible?
Thoughts:
1) Polymer tiles can be optimal for researching lab. I worked in sterile biological lab and special polymer floor is really useful for scientific equipment such as centrifuge.
2) Are EVA suits supposed to be hand-managed with allowed pressurised zone? I saw what pawns dont know about dangers of martian atmosphere and dying because of decompression.
3) We know what cannot wait any wildlife or pets, but what about pet robots? Robots for (for example) equipment cleaning are easy to be produced even now.
4) Possibility to produce ketchup will be good:)
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Dubwise on September 19, 2016, 10:28:04 AM
I'm going to add a driver to force pawns to seek safe air, i cant really override every driver in the game to stop them going outside automatically, i gave sand a prevent wander setting to try stop them picking outside as a spot to wander to.

I haven't decided exactly how i want to manage suits yet. What i would like is to make going out on eva feel like going out on a mission, not like walking into your driveway to empty your bin and chat to the neighbors, but like "ok boys we are gearing up for an eva make sure you have all your equipment ready and lets make it out of this one alive this time, im looking at you jeff". Meaning i would really like to avoid an airlock with auto suit switching stations. So im experimenting with ideas for some combination of systems like buttons and suit stations that make it easy to prevent them wandering outside, and at the same time simple but dangerous to get them out on eva.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Domkrat282 on September 19, 2016, 02:05:15 PM
Played a bit and pawns tend to dying in EVA because they dont go to refill suit even when dying, they only check O2 when switching jobs.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Dubwise on September 19, 2016, 02:12:54 PM
Played a bit and pawns tend to dying in EVA because they dont go to refill suit even when dying, they only check O2 when switching jobs.

Well i do flash alerts warning they are dying.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Zentor on September 19, 2016, 04:53:08 PM
Going to have to go back to your 2.0.1 version. The constant mental breaks from the constant -10 mood for being enclosed has killed too many of my colonists. And for the colonists not to auto refresh their suits just makes playing a nightmare when you are doing the colony option. It is a pain with 3 colonists to manually refresh. But with 12 it is just unplayable.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Domkrat282 on September 19, 2016, 05:04:52 PM
Air system and Eva suits system need complete redesign, need new vision, for now it is annoying micromanagement.
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Dubwise on September 19, 2016, 05:52:30 PM
Air system and Eva suits system need complete redesign, need new vision, for now it is annoying micromanagement.
That is interesting because the EVA suits are no different to what they were a week ago, its just now instead of filling up instantly when entering a room they automatically stand at an air vent for 300 ticks to refill when they get low, and also have an option to refill manually.

If i make EVA suits even more automatic then there wont be much point in them or the air system existing in the first place. Without complicated management of your air and resources and when to go out on eva then you are basically just playing on a desert map with cold snap turned on while wearing power armor all day.

The point of the EVA suit is to allow your colonists free movement outside the hab for limited periods of time, so what i have planned will make it even harder to get them in a suit and outside. They have to be mentally stable enough to handle it and spend a long time just charging it up and putting it on.

I made sure i put lots of warning alerts showing exactly whats happening with each colonist in each EVA suit, if they fall asleep it automatically wakes them up so they go and find a air outlet, other than making the EVA suits enable god mode there isn't much more i can do to make it any easier.

I would recommend keeping most colonists indoors and only putting them in an eva suit to do very specific tasks outside like hauling some rocks or metal into airlocks for indoor colonists to carry inside for crafting, and not just having everyone walking around indoors with EVA suits on all day which is what the alert system catches and tries to warn about.
Title: Re: [A15] Mars (v2.1.1) Martian colony builder - now with air!
Post by: Dubwise on September 19, 2016, 07:16:17 PM
updated to 2.1.2

Fixed an alert message bug saying deceased
Changed o2 % for auto suit refill to 10%
Various fixes for the missions.
Reduced incident rates on all 3 storytellers.
reduced the amount of power loss from dust build up on solar panels.
added launch button back to the MAV and modified the sequence.
added beeping noises to EVA suits when O2 reaches 0%.
increased speed of the moxie and moxi.
changed some of the colonists skills in preparation for new research system.
Title: Re: [A15] Mars (v2.1.1) Martian colony builder - now with air!
Post by: Domkrat282 on September 20, 2016, 02:16:04 AM
This may be interesting gameplay but game mechanics don't fit this, at least for now. Outside tasks are too common for this vision - warning alerts optimizing micromanagement but not removing it.
Title: Re: [A15] Mars (v2.1.2) Martian colony builder - now with air!
Post by: Etherdreamer on September 20, 2016, 12:33:54 PM
Now I really insterested in this mod, and should be a normal scenario even in vanilla. I am a bit concerned about the challenges that it´s already in the normal Rim experiencies.

-There it´s an attacker / or xeno like thread?
-Creeping mold or xenofungus maybe? (Outpost 2, Sid Meier´s Alpha centauri)
-Weird space diseases?

I am not tested the mod yet but I will in some minutes, but I excited about what stuff it´s inside the mod.
Title: Re: [A15] Mars (v2.1.2) Martian colony builder - now with air!
Post by: SioxerNiki on September 20, 2016, 01:14:56 PM
This may be interesting gameplay but game mechanics don't fit this, at least for now. Outside tasks are too common for this vision - warning alerts optimizing micromanagement but not removing it.
It is also unfinished so far. There is a lot of features planned to replace the horrors of the normal Rimworld with new ones as well as having more stuff to do for the colonists. It is essentially quite hard to make up new mechanics to replace the old lost ones.
Title: Re: [A15] Mars (v2.1.2) Martian colony builder - now with air!
Post by: Etherdreamer on September 20, 2016, 08:10:53 PM
Guys I need help, make a base with all the requirements for make it breathable, the pressure it´s over 14 and the o2 it´s over 4% but my pawns still get hypoxia. what are the correct %?
Title: Re: [A15] Mars (v2.1.2) Martian colony builder - now with air!
Post by: Dubwise on September 20, 2016, 08:30:12 PM
Guys I need help, make a base with all the requirements for make it breathable, the pressure it´s over 14 and the o2 it´s over 4% but my pawns still get hypoxia. what are the correct %?

If the O2 level is over 11% then the pawns will be safe, also the bigger the room the longer it takes to fill, and if you mine too quickly the extra area created will thin out the air.
Title: Re: [A15] Mars (v2.1.2) Martian colony builder - now with air!
Post by: Etherdreamer on September 21, 2016, 08:18:39 PM
Thanks for the explanation, in the future we will see xenoplants and Xeno animals than could live in the vacuum?

Perhaps advanced suits than allows to "fight", when you want to add Vacuum riders / Xeno animal man hunters etc?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 21, 2016, 11:04:28 PM
Just uploaded a patch v2.1.3

Fixed some pretty serious bugs with the mission system, everything should work correctly now

In the next patch i should be introducing a suit recharging station and O2 storage tanks, the suit recharging station has 2 buttons to set a HAB area and and EVA area, and one to assign it to a specific colonist.

You can select a colonist, right click the suit station and select Start EVA and they will go to the station and equip the suit with forced mode so they ignore any apparel restrictions and their restricted area will be set to the EVA area that you assigned. Then the same process to end EVA, there will also be a button on the pawn while wearing the suit to end EVA which will send them directly to their own or nearest suit station.

This removes the need to click through sub menus and set apparel and zone restrictions manually, and the station will also allow you to repair the suits, but to keep things difficult suits will no longer get a full recharge of free air from Air Outlets. They will need to be properly charged at the suit station and this will require O2 generated by moxi/es or from O2 storage tanks. There will however be a small supply of one time use O2 bottles to quick fill suits in emergencies.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Domkrat282 on September 22, 2016, 04:07:26 AM
Interesting system, seems to be good tradeoff between usability and challenge. Will pawns automatically refiil O2 at the suit station when O2 is low?
I had several breaks of airlocks and it seems to be what it is easy to prevent by using 2 or more airlocks successively. Is it WAD?
Also it is possible to add light not-EVA emergency suits (replacing usual HAB apparel) similar to IRL flight suits which slightly reducing performance and making enviroment slightly more cramped - not to work in EVA missions but to survive during decompression. But yes, this can be overcomplicated and hard to balance.
Thanks for the explanation, in the future we will see xenoplants and Xeno animals than could live in the vacuum?

Perhaps advanced suits than allows to "fight", when you want to add Vacuum riders / Xeno animal man hunters etc?
I dont think this will be good decision, this mod tend to be hard Sci-Fi like book "Martian" (playing this mod even make me to re-read this book and books of Peter Watts). And even now, on early stage, this mod seems to be a completely different hard Sci-Fi Rimworld! Great mod for the great game!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 22, 2016, 06:02:28 AM
[quote ]
Interesting system, seems to be good tradeoff between usability and challenge. Will pawns automatically refiil O2 at the suit station when O2 is low?
[/quote]
Yes.
Quote
I had several breaks of airlocks and it seems to be what it is easy to prevent by using 2 or more airlocks successively. Is it WAD?
I think you just was unlucky. I just start playing today and don't got any airlock break so far.


For the description of the Water production system.
It act as Sunlamp, it act as support pillar.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Facepunch on September 22, 2016, 07:15:47 AM
Might be an interesting (And maybe not too hard) thing to have a radioactive fallout event borrowed from Rimushima. Can say that the planet is being bombarded by solar radiation or some such. Goes away after x days. I'm just throwing the idea down, it's 4AM and I'm too lazy to polish it, but I'm sure you get what I'm saying.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: SioxerNiki on September 22, 2016, 08:00:19 AM
Might be an interesting (And maybe not too hard) thing to have a radioactive fallout event borrowed from Rimushima. Can say that the planet is being bombarded by solar radiation or some such. Goes away after x days. I'm just throwing the idea down, it's 4AM and I'm too lazy to polish it, but I'm sure you get what I'm saying.

Already implemented as "Solar Flare"
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Facepunch on September 22, 2016, 10:05:45 AM
Might be an interesting (And maybe not too hard) thing to have a radioactive fallout event borrowed from Rimushima. Can say that the planet is being bombarded by solar radiation or some such. Goes away after x days. I'm just throwing the idea down, it's 4AM and I'm too lazy to polish it, but I'm sure you get what I'm saying.

Already implemented as "Solar Flare"

With the radiation and everything?
This is why I try to avoid posting at 4am
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: SioxerNiki on September 22, 2016, 03:48:25 PM
@Facepunch
Yes sir.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Muramas on September 22, 2016, 07:31:05 PM
Hey, I just wanted to say that a few of the issues I had last time were fixed and I felt like it was a much smoother experience. One issue that I had though is with the new air system. A solar flare happened which disabled the air outlet and since suits don't get refilled till 10% my guy died in a room with 20% air.

Honestly, I prefer the old system where if someone entered a room with air their tank auto filled. It was simple and worked and they won't stop what they are doing walk all the way back to the air station and refill randomly...
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 23, 2016, 04:18:02 AM
Veinminer overwrite or cancel the Dig Sand order, it don't show at the orders anymore.
But since Veinminer is a useful mod maybe you can find a way to work with it ?

Can you give more details to the event tooltips ?
i just encounter "windy" the description say the solar panells get blow clean. But it didn't say the wind blow that strong that pawn geting hit and damaged.
It took awhile until i notice what harm my pawns, i was looking for some invisible animals.
Edit: nvm, these attacks/damage was some kind of mod conflict after i deactivate veinminer after i notice the missing dig sand order.

Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: AseaHeru on September 23, 2016, 11:24:49 AM
PTW.

-edit-

Is there a way to remove toxicity that I am missing? I have all the air machines setup and working, and theres survivable levels of pressure and oxygen in the rooms, but the toxicity does not seem to be changing.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 23, 2016, 06:18:38 PM
It is possible that your pawn auto. refill their EVA after they wake up ?
It happen now twice that a pawn die because he run out of O2 on a hauling trip. It would be too much micromanagment if you got more pawn and need to check/refill them manualy.

It would be nice to get a research for windturbines and somekind of reactor later.

Is there a limit for the MOXIE, or does it can support unlimited Air outlets ?

And people, the Mars is cold, damn cold. During winter you think the earth ice shelfs are florida ! :-)

Good work on the mod so far, anything is working well. Now you need to add more things.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: AseaHeru on September 23, 2016, 06:55:34 PM
 There IS a way to refill EVA suits without air outlets, right? Because otherwise, if you are stuck in a base with far toomuch air toxicity for no reason, your people are low on air and theres a sudden solar flare, yer screwed. Perhaps a warning shortly before it starts?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 23, 2016, 07:25:49 PM
No there is no other way.
Try to open the roof and refill the room with fresh air is the only way i discover to remove the toxic so far.

A warning for a solar flare, you would need a hyperspeedscanner for that. And then you would got maybe 20-30 min warning (ingame maybe 5-10 sec).

But you are right solar flare can kill a colony if it comes at the wrong time. It 100% kills your plants since it is allwas cold at night and when you just needed to harvest befor ethe solar flare, bye bye.
Or a eclipse with plume afterwards and your batteries are empty.

Mars is a cold and deadly planet.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on September 23, 2016, 08:08:38 PM
It would be nice to get a research for windturbines
As there is little wind on mars, I don't think this will do much.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Crazytoast42 on September 23, 2016, 10:07:27 PM
https://gyazo.com/5faa828c81543265ec5d494c4f4cd57b

Am I doing something wrong? It's been dead soil for a while..
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 24, 2016, 02:12:57 AM
It would be nice to get a research for windturbines
As there is little wind on mars, I don't think this will do much.
Yes the mars atmosphaere is thin then earth ones, but the mars got bigger temp. differences between day/night that cause pretty strong winds. (refer to wiki).

Quote
Am I doing something wrong? It's been dead soil for a while..
dead soil = you lost atmosphaere in that room for at last a sec, pure martian atmosphaere kills the soil and you need to build soil over it again.

Warning, without water production the soil will dry out after a while -> plants goes poof.
I just tried to replace my water prod. with a sunlamp because it got a better light radius even when it used 2.1x of the energy and my pawn starving now again.


Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Slye_Fox on September 24, 2016, 02:28:49 PM
It would be nice to get a research for windturbines
As there is little wind on mars, I don't think this will do much.
Yes the mars atmosphaere is thin then earth ones, but the mars got bigger temp. differences between day/night that cause pretty strong winds. (refer to wiki).

After reading this I did some looking around and found that wind turbines wouldn't be viable.
Wind speeds can be vary high on Mars, but due to the thinner atmosphere the kinetic energy is very very low.
Also, wind seems to only occur during dusk/dawn when the temperature changes cause the needed conditions.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on September 24, 2016, 02:41:04 PM
There not being strong winds on Mars was acknowledged by the writer as probably the biggest error in "The Martian", because the entire story hinges on that incident. Yes, you have huge sand storms and such, but they just don't have enough force to knock things or people around.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: r4ncr4ft on September 24, 2016, 07:35:43 PM
I have a question... Do supplies or new crew members ever arrive when playing "The Martian" scenario? It keeps getting delayed for me :c
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Domkrat282 on September 25, 2016, 03:37:03 AM
Interesting: Venus have very slow winds in low atmosphere - about several meters per second but because of very thick atmosphere these winds can move relatively big stones.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 25, 2016, 03:57:14 AM
I have a question... Do supplies or new crew members ever arrive when playing "The Martian" scenario? It keeps getting delayed for me :c
Check the tooltips of the events on the right side (tooltip appear when you move the mouse over the text but you don't need to click any).
The delayed only affect the start of new supply mission not the ones which are allready underway.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: r4ncr4ft on September 25, 2016, 12:10:46 PM
I have a question... Do supplies or new crew members ever arrive when playing "The Martian" scenario? It keeps getting delayed for me :c
Check the tooltips of the events on the right side (tooltip appear when you move the mouse over the text but you don't need to click any).
The delayed only affect the start of new supply mission not the ones which are allready underway.
I actually didnt mean that. What I was asking is if I will ever get a supply drop, or more crew, because I have been playing for 3 years ingame and no event showed up.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 25, 2016, 12:22:01 PM
I didn't played that scenario yet.
You wrote that the mission are allways delayed, but since they are delayed they will happen someday i think.
But only the author dubwise56 can answer that for sure.

3 years on mars, maybe you should start to build your own returncraft :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: r4ncr4ft on September 25, 2016, 12:37:05 PM
I kinda wanted to see if they actually send you stuff... Maybe they dont? Anyways thanks for answering. Here is a screenshot of my little base, if you are interested.http://imgur.com/a/R56pe (http://imgur.com/a/R56pe)
I like to take it slow :).
Title: Re: [A15] Mars (v2.1.0) Martian colony builder - now with air!
Post by: Paktura on September 28, 2016, 10:31:18 AM
Hi!

Can we get an airscrubber unit that remooves toxicity? It would be useful since water systems quite like exploding, and soil can not be exposed to martian atmo. so you can not vent the growing area.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 28, 2016, 05:34:06 PM
I removed the 1x1 roof from a neighbour room and rebuild it. That cleans the toxic from that room and the standard door prevent that the farm room run out of air.
This is just a workaround until the next release of the mod is coming out.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 28, 2016, 07:13:31 PM
Sorry i have not been replying, the email notifications stopped working! so thanks to those of you who have been answering questions.

Toxicity comes up a lot, When i get a fire breakout inside the hab first i check how many colonists are available to fight the fire, if there is only 1 or 2 i might just quickly equip a suit and open an air vent to the outside, this rapidly extinguishes the fire by starving it of oxygen, and vents any toxic air at the same time, then i open a vent from another self contained part of my hab to equalize the air so i can get back to breathable levels quickly.

If i have several colonists available i will attempt to put it out by hand and then the way i deal with the toxicity is by spreading the air into my airlock room by flicking a vent open, then flicking an outside vent open to flush the toxic air outside then i repeat that process slowly while letting my O2 levels build back up in my hab, until the toxicity reaches a very low level.

Its a good idea to have at least 2 separately pressurized rooms so if 1 decompresses or suffers a fire you can refill it to at least 50% by opening a vent to the other room, don't keep all of your eggs in one basket.

I don't want to add single items that just magically fix problems like a "Toxic air filter", the toxicity from fires is meant to make it more like a fire on an aeroplane, where you have to suit up and disperse the toxicity from the room asap.

 i'm currently working on the next update which includes things like N2 and O2 storage tanks so in theory you should be able to decompress a whole room then rapidly refill it with stored N2 and O2.

Screenshot of the update so far

(http://i.imgur.com/ihlylMZ.jpg)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Slye_Fox on September 28, 2016, 09:59:07 PM
How about allowing the CO2 scrubber to very slowly remove toxicity.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 28, 2016, 10:20:04 PM
How about allowing the CO2 scrubber to very slowly remove toxicity.

nope, plants might in a future patch, but i'm adding that to counter the fact that all manufacturing will emit toxicity too  :P
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: chappelkebabistan on September 29, 2016, 05:17:07 AM
What is the actual purpose of the moxi, and where do you install it? if I install it inside, toxicity increases, and if I instill it outside, the air outlet only increases air quality to 20% and not beyond.

I haven't found any steel whatsoever to mine, I did unfog a couple of times, to find any steel sources. only Iron and more Iron.

Also I created a custom scenario, and when some supplies are supposed to arrive, the whole screan is a massive collection of MAV and tool supplie creates, the screen goes red and boom, error. like a nuclear reaction essentially.

If it helps I have the following mods running:
Crafting Hysteresis
DoIT
Miniaturisation
RedistHeat
RTG
Stonecutting Tweak
StoragSearch
Vegetable Garden

- Would be great if Prepare Carefully would work.
Colony Manager
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on September 29, 2016, 05:29:49 AM
Hey, it's an amazing mod and I'm planning to try it out now, I just have two questions and one suggestion/question:
1. Vegetable garden mod - mostly asking if it is compatible as that mod adds some 'floor options' which are tilling soil and the such to make it more fertile. It's not fatal if that doesn't work in the mars mod, but I'm more curious if the vegetable garden will work AT ALL - it has a lot of great recipes and some resource-plants which can be very useful.
2. EPOE - the prosthetics mod relies a lot on plasteel - is it still available on mars?

3. Suggestion based on last point sort of - any specific to mars diseases/afflictions to be body - say like different gravity or conditions affecting the body, causing some organs to fail or need replacements. Essentially natural threats that will cause you to have to perform surgeries... because as of now the main surgeries I will want to perform is making bionic things for all my men to make them super hyper powerful :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Zentor on September 29, 2016, 05:55:21 AM
Vegetable Garden works fine. Use snow beets to avoid dying during cold snaps from solar flares.

Aluminum replaces plasteel in recipes.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: chappelkebabistan on September 29, 2016, 06:11:25 AM
even if I use a aluminium alternative, there is still some steel requirements.

is one of the mods interfering?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Slye_Fox on September 29, 2016, 09:14:15 AM
What is the actual purpose of the moxi, and where do you install it? if I install it inside, toxicity increases, and if I instill it outside, the air outlet only increases air quality to 20% and not beyond.
That is correct.
Air on earth is made up of ~20% Oxygen, ~78% Nitrogen & other trace gasses.

I haven't found any steel whatsoever to mine, I did unfog a couple of times, to find any steel sources. only Iron and more Iron.
Use the smelter to smelt Iron into Steel.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: nerys on September 29, 2016, 10:31:09 AM
Yes to air tanks! the problem with toxicity is that it takes literally forever to vent and refill a room! I shove all my pawns into a reserve room but it takes such a god awful long time to refill the main hab areas.... I mean a really really really long time.

a switch to change over from eva to hab is essential. its driving me nuts. I have to forbid the eva suits or they just put them right back on again.

also get constant need warm clothes message. well if you dimwits go outside on mars the least of your concerns will be the cold (the pawns not you guys)

and that is my primary PITA. they constantly and RAPIDLY run to their doom by running outside the moment I unforbid a door to send one guy out WOOSH they all go out and die. fast :-) why would they not at the minimum realize "oh shit I am freezing and suffocating" let me run BACK through the airlock I just ran through like an idiot. :-)

and then making new rooms. oh the fun. the pressure and o2 do not drop in proportion to the new room area dug. I should be able to excavate 40% of my total hab area before o2 and pressure drop too low but it seems to murder them all if I excavate a lot less than that.

and don't get me started on my killer freezer for meals. took me a while to figure out the dub dub dub dub dead was my pawns running into my freezer that was sealed and tight but had no air vent inside so it was 0 o2 and pressure. oops :-)

but it sure is fun! very very difficult to survive. I put on god mode and just made shit my first run through just so I could learn what worked and did not and how not to murder all my critters :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 11:53:04 AM
What is the actual purpose of the moxi, and where do you install it? if I install it inside, toxicity increases, and if I instill it outside, the air outlet only increases air quality to 20% and not beyond.

I haven't found any steel whatsoever to mine, I did unfog a couple of times, to find any steel sources. only Iron and more Iron.

Also I created a custom scenario, and when some supplies are supposed to arrive, the whole screan is a massive collection of MAV and tool supplie creates, the screen goes red and boom, error. like a nuclear reaction essentially.

If it helps I have the following mods running:
Crafting Hysteresis
DoIT
Miniaturisation
RedistHeat
RTG
Stonecutting Tweak
StoragSearch
Vegetable Garden

- Would be great if Prepare Carefully would work.
Colony Manager

the moxi creates O2 from cO2 while exhausting toxic CO, you just place an air outlet in a room connected to a moxi which is outside via conduit and it will pressurize a room and release O2. 20% O2 is max since any more than that is dangerous to humans and can ignite. The rate of airflow from a moxi is split between all of the air outlets connected to it, with a cap on the maximum flow from a single outlet, so connect at least 2 to get max flow rate, or spread them around sealed compartments evenly

Since mars isn't a Rimworld you cannot mine steel or components, there is however lots of iron on mars which you can smelt into steel with a smelter which does not require research.

You cannot create custom scenarios because the mission system changes based on the name of the scenario, i also needed to do that to make it compatible with prepare carefully which everyone seems to use. It might work if you use the exact same name as the colony mode, but make sure you add the martian atmosphere map condition or everything will break. I need to make a custom scenario part at some point to be able to specify which mission type the scenario runs instead of using the scenario name.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 12:11:53 PM
Hey, it's an amazing mod and I'm planning to try it out now, I just have two questions and one suggestion/question:
1. Vegetable garden mod - mostly asking if it is compatible as that mod adds some 'floor options' which are tilling soil and the such to make it more fertile. It's not fatal if that doesn't work in the mars mod, but I'm more curious if the vegetable garden will work AT ALL - it has a lot of great recipes and some resource-plants which can be very useful.
2. EPOE - the prosthetics mod relies a lot on plasteel - is it still available on mars?

3. Suggestion based on last point sort of - any specific to mars diseases/afflictions to be body - say like different gravity or conditions affecting the body, causing some organs to fail or need replacements. Essentially natural threats that will cause you to have to perform surgeries... because as of now the main surgeries I will want to perform is making bionic things for all my men to make them super hyper powerful :D

If a mod adds custom soils with their own fertility ratings then that is basically cheating since it will bypass my irrigation grid which uses my own soil types. Which means i will probably have to run a check on all non mars soil types and replace them with dead soil as soon as you build it.

I'm adding a fitness system which will require colonists to keep fit or they will suffer debilitating illnesses from the low gravity environment, also the risk of cancer is increased due to the cosmic radiation. I don't like the idea of allowing bionics in the NASA tech level, that's something i'm limiting to the higher tech levels past NASA which you get by spending a couple of years running research projects in labs and trading science points.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 12:21:44 PM
Yes to air tanks! the problem with toxicity is that it takes literally forever to vent and refill a room! I shove all my pawns into a reserve room but it takes such a god awful long time to refill the main hab areas.... I mean a really really really long time.

a switch to change over from eva to hab is essential. its driving me nuts. I have to forbid the eva suits or they just put them right back on again.

also get constant need warm clothes message. well if you dimwits go outside on mars the least of your concerns will be the cold (the pawns not you guys)

and that is my primary PITA. they constantly and RAPIDLY run to their doom by running outside the moment I unforbid a door to send one guy out WOOSH they all go out and die. fast :-) why would they not at the minimum realize "oh shit I am freezing and suffocating" let me run BACK through the airlock I just ran through like an idiot. :-)

and then making new rooms. oh the fun. the pressure and o2 do not drop in proportion to the new room area dug. I should be able to excavate 40% of my total hab area before o2 and pressure drop too low but it seems to murder them all if I excavate a lot less than that.

and don't get me started on my killer freezer for meals. took me a while to figure out the dub dub dub dub dead was my pawns running into my freezer that was sealed and tight but had no air vent inside so it was 0 o2 and pressure. oops :-)

but it sure is fun! very very difficult to survive. I put on god mode and just made shit my first run through just so I could learn what worked and did not and how not to murder all my critters :-)

Yup air tanks to solve that.

Done suit recharging stations, you can just about see them in the screenshot. You set set a hab zone and an eva zone on the station and can also assign a colonist like with graves, then just right click - start EVA and the colonist will equip the suit with forced mode then change their zone, go about their business, then when its bedtime they automatically store the suit in a station before heading to bed. Since i added this system i get distracted playing my mod for hours instead of coding so i know its done the trick.

I added jackets to the tools crate.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: chappelkebabistan on September 29, 2016, 12:22:48 PM
Hey, it's an amazing mod and I'm planning to try it out now, I just have two questions and one suggestion/question:
1. Vegetable garden mod - mostly asking if it is compatible as that mod adds some 'floor options' which are tilling soil and the such to make it more fertile. It's not fatal if that doesn't work in the mars mod, but I'm more curious if the vegetable garden will work AT ALL - it has a lot of great recipes and some resource-plants which can be very useful.
2. EPOE - the prosthetics mod relies a lot on plasteel - is it still available on mars?

3. Suggestion based on last point sort of - any specific to mars diseases/afflictions to be body - say like different gravity or conditions affecting the body, causing some organs to fail or need replacements. Essentially natural threats that will cause you to have to perform surgeries... because as of now the main surgeries I will want to perform is making bionic things for all my men to make them super hyper powerful :D

If a mod adds custom soils with their own fertility ratings then that is basically cheating since it will bypass my irrigation grid which uses my own soil types. Which means i will probably have to run a check on all non mars soil types and replace them with dead soil as soon as you build it.

I'm adding a fitness system which will require colonists to keep fit or they will suffer debilitating illnesses from the low gravity environment, also the risk of cancer is increased due to the cosmic radiation. I don't like the idea of allowing bionics in the NASA tech level, that's something i'm limiting to the higher tech levels past NASA which you get by spending a couple of years running research projects in labs and trading science points.

Yes I realised about the 20%, I was wondering "why aren't they taking of their helmets and need to refuel air all the time even inside". It would great to have a rack near the pressure doors so they automatically take off their helmets. Overall great mod, love it! The first modpack I have used.

I have added some pictures, however I still can not see any smelt steel from iron, its still steel slag.

[attachment deleted by admin - too old]
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 02:15:27 PM
Well it looks like you have a mod that overrides the electric smelter to add all those leafs. Make sure my mod is last in the list so my mod gets priority. I did actually plan on making a foundry to smelt metals so when i do that i could revert the electric smelter back to default then other mods which modify it will work again.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: BlackSmokeDMax on September 29, 2016, 03:30:01 PM
I did actually plan on making a foundry to smelt metals so when i do that i could revert the electric smelter back to default then other mods which modify it will work again.

That sounds ideal, would you separate research for those two? Or just have separate benches?

Is there mining/smelting/production of the other resources as well? I know you don't really smelt aluminum from aluminum ore, but it would be a nice gameplay feature. Which speaking of aluminum (+ the other resource which I can't seem to remember while typing, lol) is there any reason to use or save those at any point? If not, is there something planned for that purpose?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 04:31:39 PM
I did actually plan on making a foundry to smelt metals so when i do that i could revert the electric smelter back to default then other mods which modify it will work again.

That sounds ideal, would you separate research for those two? Or just have separate benches?

Is there mining/smelting/production of the other resources as well? I know you don't really smelt aluminum from aluminum ore, but it would be a nice gameplay feature. Which speaking of aluminum (+ the other resource which I can't seem to remember while typing, lol) is there any reason to use or save those at any point? If not, is there something planned for that purpose?

I'm going to add a process for turning bauxite into aluminium and for creating polymers from the atmosphere, so wind turbines are replaced with big vents that compress atmosphere into tanks and then machines process it into the separate gasses to store into more tanks, which you can then use for O2 and H2O and for making rocket fuel, plastics, that kinda stuff
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Hydromancerx on September 29, 2016, 04:48:10 PM
It would be kinda cool if this was made for water biomes where you make underwater colonies that need air and then you wear underwater suits to breathe. Pump out water and so on.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 04:51:04 PM
It would be kinda cool if this was made for water biomes where you make underwater colonies that need air and then you wear underwater suits to breathe. Pump out water and so on.

So you hacked my VS projects folder then
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: chappelkebabistan on September 29, 2016, 05:11:46 PM
It would be kinda cool if this was made for water biomes where you make underwater colonies that need air and then you wear underwater suits to breathe. Pump out water and so on.

So you hacked my VS projects folder then

I was thinking the same, a la seaquest if anyone remembers that crappy show.

I sorted it out

I added the following xml text into vegetables gardens smelting recipes, from your mars recipe. It can be found in *Mods\Vegetable Garden\Defs\RecipeDefs\Recipes_smelt.xml

Code: [Select]
<RecipeDef>
    <defName>SmeltSteelFromIron</defName>
    <label>smelt steel from iron</label>
    <description>Use heat to smelt steel from iron and carbon.</description>
    <jobString>Smelting steel from iron.</jobString>
    <workAmount>1600</workAmount>
    <workSpeedStat>SmeltingSpeed</workSpeedStat>
    <effectWorking>Smelt</effectWorking>
    <soundWorking>Recipe_Smelt</soundWorking>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Iron</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
    <!-- Switched to standard products so we can do "do until you have X"
    <specialProducts>
      <li>Smelted</li>
    </specialProducts>-->
    <products>
      <Steel>10</Steel>
    </products>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Iron</li>
      </thingDefs>
    </fixedIngredientFilter>
  </RecipeDef>
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Zentor on September 29, 2016, 07:02:42 PM
dubwise, not everyone plays RimWorld for the same reasons as you. Restricting everything you dont like will mean quite a few less people will play your mod. Leaving it open will allow them to play the game the way they want.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 29, 2016, 08:44:42 PM
dubwise, not everyone plays RimWorld for the same reasons as you. Restricting everything you dont like will mean quite a few less people will play your mod. Leaving it open will allow them to play the game the way they want.

Yes indeed that would have to be considered if the goal was to get as many subs as possible but its actually better for me if fewer people play my mod, and that those who do, play because they like my spin on the idea. I'm not making my mod public to get the most hits or get featured in an article, and I'm not making it to "fix" things in Rimworld as quality of life improvements or anything like that. I'm making what I want to make, for practice, to learn a new programming language, and to get new ideas I can take back to other projects, and most importantly for fun.

If someone doesn't like a certain aspect of my mod then i'm quite happy to listen to ideas, most of the time there's already a solution planned and it's just a matter of time to code it in, but I still fully reserve the right to make my mod as annoying and as hard as i want  ;D

And thanks for bringing this up because i find it interesting wondering about exactly what someones motivation is for making a mod, so i'm just letting everyone know how i feel about it  :)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on September 30, 2016, 03:44:36 AM
Been playing the mod all day yesterday - I gotta say it has re-invigorated my desire to play RimWorld as I feel that now if you wanna play pure basebuilder there's a purpose to that - AND the game has a great balance between helping you grow and challenging you. What is sort of worrisome though, is seeing as 3 new people arrive every 30 sols, so 2 seasons or so... It could start getting very crowded very fast and a bit tough to keep up with rooms for them all, but I'll deal with that when and if it comes.

By the way, I saw that the comms console was still place-able in the Mars Colony scenario - NASA greeted me warily :D. Yet I couldn't really do anything with it... maybe for the future this can be used to request or stop the flow of colonists and/or supplies - after all at some point a colony is meant to be self sustaining and turn a 'profit'... not keep NASA spending money to send more drills that we won't be using :D.

(A way to maybe do this would be to use the already implemented in the game 'request caravan' feature. Perhaps changing the currency of request from silver to something else. Then the game naturally gives you an option of 'what caravan' you want. It may be possible to substitute the 4 or 5 options that are there for "Food supply", "Tool Supply", "Material Supply", "Crew request" instead... Sooo maybe NASA sends you only 2 batches of new crew and 2 batches of new supplies and from then on you have to pay for them. Being honest I had a pretty well going colony at exactly that point and I was mostly using the things they sent to farm components and aluminium since it's faster)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on September 30, 2016, 04:20:39 AM
I agree to dubwise56,
don't see this mod as a mod you can just add to your favoured mod list and play Rimworld.
You should more think this is Marsworld, a special mod scenario plays on the rimworld engine.
Any other mod that change the gameplay of this mod/scenario is more or less like cheating ( :-) )!
Since the gameplay differ a bit, a mod can made it difficulter to play then easyer. At example when he add the O2/CO2 aspect to plant, Veg. Garden mod can overwrite this.
When he think wind turbines arn't effective on Mars and don't add  them, and you add a mod that add power generator, that change the gameplay.
Other mod's that don't change the gameplay like veinminer or other UI enhanced mod's are uncritical and he should look that they work well together with Mars.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: SioxerNiki on September 30, 2016, 08:44:42 AM
I agree to dubwise56,
don't see this mod as a mod you can just add to your favoured mod list and play Rimworld.
You should more think this is Marsworld, a special mod scenario plays on the rimworld engine.
Any other mod that change the gameplay of this mod/scenario is more or less like cheating ( :-) )!
Since the gameplay differ a bit, a mod can made it difficulter to play then easyer. At example when he add the O2/CO2 aspect to plant, Veg. Garden mod can overwrite this.
When he think wind turbines arn't effective on Mars and don't add  them, and you add a mod that add power generator, that change the gameplay.
Other mod's that don't change the gameplay like veinminer or other UI enhanced mod's are uncritical and he should look that they work well together with Mars.
At first the focus needs to be on making this mod work. The thing is mod compatibility is going to be very hard to manage just because of the sheer amount of stuff that is being changed in Mars so in the end when this is done you shouldn't expect any mod that is not specifically designed to be an "Expansion" to Mars.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 30, 2016, 10:17:22 AM
By the way, I saw that the comms console was still place-able in the Mars Colony scenario - NASA greeted me warily :D. Yet I couldn't really do anything with it...

That was actually added to fix prepare carefully, and someone already complained that the colonists don't arrive fast enough and wanted 12 at a time, what i'm going to do is use the comms console to request what supplies you want the chinese to send and what the next team of colonists should specialize in, like food science or engineering. Im also thinking about changing the travel time for the colonists based on the time of year to account for the orbits of mars and earth so it might take between a month or 6 months, a month in rimworld being like 5 days or something. So you will get bursts of colonists arriving then nothing for a long time. Also you can already use the MAV to send colonists home if they are useless or half dead and dying and once i add rocket fuel production and mission funding levels it will be important to fuel them up and send them back to earth.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on September 30, 2016, 10:46:28 AM
By the way, I saw that the comms console was still place-able in the Mars Colony scenario - NASA greeted me warily :D. Yet I couldn't really do anything with it...

That was actually added to fix prepare carefully, and someone already complained that the colonists don't arrive fast enough and wanted 12 at a time, what i'm going to do is use the comms console to request what supplies you want the chinese to send and what the next team of colonists should specialize in, like food science or engineering. Im also thinking about changing the travel time for the colonists based on the time of year to account for the orbits of mars and earth so it might take between a month or 6 months, a month in rimworld being like 5 days or something. So you will get bursts of colonists arriving then nothing for a long time. Also you can already use the MAV to send colonists home if they are useless or half dead and dying and once i add rocket fuel production and mission funding levels it will be important to fuel them up and send them back to earth.

That sounds absolutely awesome!

Also I encountered something odd while I was playing just now. Not sure if you have events that destroy supply drops, but what happened was this:

I had about 5 sols left to a supply drop last time I checked, wasn't keeping tight track of it. I know I had gotten a "Fatal accident" event stating one of the next crews has lost a member - looking at the crews preparing and arriving I did not see less people being mentioned there. However at some later point I decided to check how much time there is to the supply drop and saw that the count down was gone! There was the one for preparing it, but not the one which was arriving in a few days. I am playing on the largest map size with a mountainous terrain, have not had any issues with the previous drops landing into mountains or not appearing (in fact some even landed sort of close), so not sure what caused this to happen. I certainly did not get an event envelope to the right.

By the way, I am not sure how you will handle Fitness, but is there any way to make one of the 'staying in shape' activities to be "Jogging outside" to make a passive way to deal with Cabin Fever debuff?... Otherwise I'll just make their gym be 5kms away from the hab so they have to keep walking there and enjoying the barren scenery :D.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on September 30, 2016, 02:53:56 PM
Also I encountered something odd while I was playing just now. Not sure if you have events that destroy supply drops, but what happened was this:

The chinese supply ship can blow up but should throw a yellow letter when it does, and if it lands then you will get a blue letter. Maybe you dismissed it.

By the way, I am not sure how you will handle Fitness, but is there any way to make one of the 'staying in shape' activities to be "Jogging outside"

For starters they will need to use running machines, and maybe the same physical activities that cause increased O2 usage, jogging around in huge pressurized EVA suits isn't possible and cabin fever is easy to fix if you just shove someone in a suit and take them outside for a second every few days. That's a lot easier in the next patch and i moved fitness from being a skill to a need along with O2, bowel movements and hygiene.

Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: top_hat_tomato on October 01, 2016, 06:12:16 PM
Real nice mod, I'm thoroughly enjoying it. Though I've found some minor bugs that could make your mod just a bit better.

When a colonist ship lands, they have no 'oxygen saturation' or the need for a lack of CO2. Because of this, they don't ever need a space suit if the temperature is within reasonable bounds. I also can't happen to add the oxygen saturation hediff because they'll immediately die because it sets it to 0 automatically.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 01, 2016, 06:57:09 PM
Real nice mod, I'm thoroughly enjoying it. Though I've found some minor bugs that could make your mod just a bit better.

When a colonist ship lands, they have no 'oxygen saturation' or the need for a lack of CO2. Because of this, they don't ever need a space suit if the temperature is within reasonable bounds. I also can't happen to add the oxygen saturation hediff because they'll immediately die because it sets it to 0 automatically.

The o2 was messy because i inverted the severity but in the next patch i have changed o2 to a need instead
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 02, 2016, 03:33:18 AM
Real nice mod, I'm thoroughly enjoying it. Though I've found some minor bugs that could make your mod just a bit better.

When a colonist ship lands, they have no 'oxygen saturation' or the need for a lack of CO2. Because of this, they don't ever need a space suit if the temperature is within reasonable bounds. I also can't happen to add the oxygen saturation hediff because they'll immediately die because it sets it to 0 automatically.

The o2 was messy because i inverted the severity but in the next patch i have changed o2 to a need instead
Hey, considering the amount of indepth thought you've put into this mod (And it shows!), you probably have already seen this or know this, but!

I was just watching Elon Musk's manifesto on colonizing Mars and I thought you may use it as a valuable resource. One key thing that you could probably use to make the mod similar to how it may work in real life is the fuel production he mentions from 14:30 or so onward - about methane being the main logical fuel, production, etc.

https://www.youtube.com/watch?v=10gECHeMSds

Hope it helps and I can't wait for the next update!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 10:35:52 AM
I was just watching Elon Musk's manifesto on colonizing Mars and I thought you may use it as a valuable resource. One key thing that you could probably use to make the mod similar to how it may work in real life is the fuel production he mentions from 14:30 or so onward - about methane being the main logical fuel, production, etc.

Yup already had fuel production planned, and yup already seen musk's presentation but it was only really about the rocket. Also what hes doing is more on a sim city scale than rimworld scale, so im looking at the small nasa science station type colonies
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on October 02, 2016, 11:17:08 AM
Just getting started with this. What's the difference between aluminum and steel in gameplay mechanics?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 11:31:28 AM
Just getting started with this. What's the difference between aluminum and steel in gameplay mechanics?

Aluminium replaces plasteel, so i tend to use up the polymer first, then aluminium until i have stone to use for walls, and i keep the steel for making the important stuff
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on October 02, 2016, 12:10:35 PM
Thanks. Sorry if all this has been asked before, but how do I get people to automatically take off their suits inside? It looks like I have good air inside, but they keep walking around in their suits. From some stuff I read I assumed they suit up by themselves when they want to go outside

And do I need to construct vanilla Rimworld style airlocks with two doors, or is one airlock door sufficient?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Captain_Goatse on October 02, 2016, 12:25:51 PM
Wonderful mod, I am really enjoying it. May I suggest you to integrate the "prepare carefully" mod in yours? On Mars many skill  become useless, and rolling a decent colonist becomes even more a pain in the arse than before. Also, I would love to see some H.G.Wells themed flora and fauna, maybe in a separate module. I was thinking about something like:

Martian shrub: useless until researched, then they can be processed into some very resilient wire.

Martian orchids: very rare and terribly difficult to grow. They give a strong morale boost.

Martian cactaceae: their fruits can be processed into an hallucinogenic drug.


I would like to help you with this work, but I am a welder/fabricator and I cannot tell a line of code from a wheelbarrow. Sorry.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 01:32:22 PM
Thanks. Sorry if all this has been asked before, but how do I get people to automatically take off their suits inside? It looks like I have good air inside, but they keep walking around in their suits. From some stuff I read I assumed they suit up by themselves when they want to go outside

And do I need to construct vanilla Rimworld style airlocks with two doors, or is one airlock door sufficient?

There's no auto suit switching right now so you need to manually change their restricted area and apparel set, but in the next patch i have suit stations which wraps up area switching and forced equipping into 1 click and they will also unequip automatically before going to bed.

As for airlocks they have a chance to fail so its safer to double them up
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 01:50:24 PM
Wonderful mod, I am really enjoying it. May I suggest you to integrate the "prepare carefully" mod in yours? On Mars many skill  become useless, and rolling a decent colonist becomes even more a pain in the arse than before. Also, I would love to see some H.G.Wells themed flora and fauna, maybe in a separate module. I was thinking about something like:

Prepare carefully already works and i'm starting to replace some skills with specific ones needed for research. And the only sci-fi stuff i will be adding is some star trek style tech after doing a couple of years of research up there.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 02, 2016, 02:13:59 PM
Wonderful mod, I am really enjoying it. May I suggest you to integrate the "prepare carefully" mod in yours? On Mars many skill  become useless, and rolling a decent colonist becomes even more a pain in the arse than before. Also, I would love to see some H.G.Wells themed flora and fauna, maybe in a separate module. I was thinking about something like:

Prepare carefully already works and i'm starting to replace some skills with specific ones needed for research. And the only sci-fi stuff i will be adding is some star trek style tech after doing a couple of years of research up there.

Could that maybe include robo-dogs or ways to have pets in the habitats? It could be a nice boost to mood since right now seeing as there is no way to make ketchup that I've found it rules out "fine meals" as a boost and in general Mars is a bit of an ugly place to hang around :D.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on October 02, 2016, 06:19:49 PM
Well that was brutal :)

Playing Mars One I finally got the hang of the basics and had my first harvest in. Feeling good. Then Bzzzt in my growing area. Oh noes. Venting the toxic air outside. Then when it's filling back up, solar flare. Great. By then it was obvious that everyone was going to starve.

Though it also seems like if you vent the air you need to place new soil. I thought you could just irrigate the dead soil. But even if I had realized that right away, I don't think there would have been time for that given how long it took me the first time. I only just got it done and already had to ration food when the first harvest was done.

I probably should have vented the toxic air into the living area and then from there outside. So as to not expose the soil. But even then, the food situation was already precarious.

Also do I get supply drops as Mars One? I got an event that says that the next crew launch is delayed, which seems like an error as I thought I didn't get any new crew in that scenario. But I also got a couple of events that supply launches have been delayed or that cargo was lost.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 07:33:51 PM
Also do I get supply drops as Mars One? I got an event that says that the next crew launch is delayed, which seems like an error as I thought I didn't get any new crew in that scenario. But I also got a couple of events that supply launches have been delayed or that cargo was lost.

Yup this is a problem at the moment, all the effort in the last patch was for colony mode i need to put more work into the survival modes
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 02, 2016, 07:38:31 PM
Could that maybe include robo-dogs or ways to have pets in the habitats? It could be a nice boost to mood since right now seeing as there is no way to make ketchup that I've found it rules out "fine meals" as a boost and in general Mars is a bit of an ugly place to hang around :D.

You should eventually get a care package with a chance to spawn some items like tv's computers telescopes and booze and ketchup, once your colonists have a decent sized room and some stuff to do they are easy to keep happy
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Slye_Fox on October 02, 2016, 10:51:29 PM
Could that maybe include robo-dogs or ways to have pets in the habitats? It could be a nice boost to mood since right now seeing as there is no way to make ketchup that I've found it rules out "fine meals" as a boost and in general Mars is a bit of an ugly place to hang around :D.

You should eventually get a care package with a chance to spawn some items like tv's computers telescopes and booze and ketchup, once your colonists have a decent sized room and some stuff to do they are easy to keep happy

I got a PC in a supply drop, but the pawns never use it.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 03, 2016, 07:52:33 AM
Could that maybe include robo-dogs or ways to have pets in the habitats? It could be a nice boost to mood since right now seeing as there is no way to make ketchup that I've found it rules out "fine meals" as a boost and in general Mars is a bit of an ugly place to hang around :D.

You should eventually get a care package with a chance to spawn some items like tv's computers telescopes and booze and ketchup, once your colonists have a decent sized room and some stuff to do they are easy to keep happy

I got a PC in a supply drop, but the pawns never use it.

They need to have the 'Gamer' trait :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 03, 2016, 08:16:53 AM
Also do I get supply drops as Mars One? I got an event that says that the next crew launch is delayed, which seems like an error as I thought I didn't get any new crew in that scenario. But I also got a couple of events that supply launches have been delayed or that cargo was lost.

Yup this is a problem at the moment, all the effort in the last patch was for colony mode i need to put more work into the survival modes

On the topic of the patch - do you suppose that the next patch would be compatible with any current running colonies? Since I'm really excited about the upcoming update, but I don't wish to start up another colony and have to kill it off just to start the update.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 03, 2016, 11:06:20 AM
On the topic of the patch - do you suppose that the next patch would be compatible with any current running colonies? Since I'm really excited about the upcoming update, but I don't wish to start up another colony and have to kill it off just to start the update.

gonna need a new colony, only other way is to use debug mode to delete all the colonists and any updated buildings and items leaving a husk and then save, reload with new patch and respawn everything, the patch might take another week or more to finish
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 03, 2016, 11:10:24 AM
Many change the version number from v2.1.3 to v0.213, so people can see this mod is still not finished :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 03, 2016, 12:43:53 PM
Many change the version number from v2.1.3 to v0.213, so people can see this mod is still not finished :-)

naaah, it was finished then i unfinished it so i could finish it some more so if i dropped the version number when i unfinished it then it would be less finished now than when i first finished it which was far from finished, this mod wont ever be finished, what does finished mean anyway, windows 10 certainly isn't finished, so its always going to have half finished bits and bobs laying around, of course you could get the finished version if you pay me £39.99, then i'll just comment out 39.99% of the code and release it as a finished product and then sell you that commented out code in installments of DLC for £29.99 + VAT, what i'm saying is the next patch is now going to be v3.137.682-Cb-Epsilon(Alpha 4)-RC  ::)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: SioxerNiki on October 03, 2016, 01:11:03 PM
Many change the version number from v2.1.3 to v0.213, so people can see this mod is still not finished :-)
Well to give you a serious answer:
v1.2.3.456
Major release number
Minor release number
Maintenance release number (bugfixes only)
If used at all: build number (or source control revision number)

v1 usually only denotes release. Mars has been released, therefor it is above version one. The Major Release will be stuff like big new features, minor release is when there is small additions, maintenance is as written there, bugfixes.

Also this makes it easy for users to see how buggy they may expect a specific release.
If the release number is v3.0.0 there is most likely quite a few bugs.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: BlackSmokeDMax on October 03, 2016, 01:30:47 PM
Many change the version number from v2.1.3 to v0.213, so people can see this mod is still not finished :-)
Well to give you a serious answer:
v1.2.3.456
Major release number
Minor release number
Maintenance release number (bugfixes only)
If used at all: build number (or source control revision number)

v1 usually only denotes release. Mars has been released, therefor it is above version one. The Major Release will be stuff like big new features, minor release is when there is small additions, maintenance is as written there, bugfixes.

Also this makes it easy for users to see how buggy they may expect a specific release.
If the release number is v3.0.0 there is most likely quite a few bugs.

The only change I'd ask you guys to consider is to tie it into Rimworld's version number. So maybe the releases for A15 would start with 15.x.x.xxx. Then as soon as A16 comes out, move to v 16.0.0.000
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 03, 2016, 01:48:16 PM
I wont give too many SPOILERS for guys who haven't found this, but... I discovered a big black object which I shall not name and damn you dubwise56 - you knew I couldn't resist and you tricked me, you evil man :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: r4ncr4ft on October 04, 2016, 07:09:28 AM
Could you do a separate mod just for the self-healing item? It would be so good to make a lone-wolf playthrough in "vanilla" rimworld.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on October 04, 2016, 07:54:48 AM
Is more than one outlets in one room useful? Or more moxie?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 04, 2016, 08:12:11 AM
Is more than one outlets in one room useful? Or more moxie?

Short answer - more outlets I think.
Long answer - I believe the way that the system works is this:
More moxi gives you a larger ability to filter out toxins and produce O2 for all rooms connected in general.
More outlets gives you more power to provide that O2 to the room
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 04, 2016, 09:06:43 AM
More outlets let the room fill faster with 02 and pressure. I would place an outlet at each room and next to the airlocks.

More moxi don't give any benifit at moment, you just need one active. But i would place a second just in cast an accident happen.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Robloxsina66 on October 04, 2016, 12:21:11 PM
one question can this mod like during the gameplay can it generate Raids?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 04, 2016, 01:11:06 PM
no, currently you just need to survive.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Robloxsina66 on October 04, 2016, 01:29:07 PM
alright
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 04, 2016, 04:00:25 PM
Is more than one outlets in one room useful? Or more moxie?

each moxi/e counts up how many air outlets are available and spreads the air flow between them, the big moxi requires 2 vents to push air at full speed, so you could have 10 moxi's run at full speed from just 2 outlets at the moment. as long as you use open vents and normal doors to spread the air then you don't need to spam air outlets everywhere.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Guido (Pink Omega) on October 04, 2016, 05:00:59 PM
I can't comment on the Steamworkshop page so...
How do I am supposed to make the soil fertile?
I made a room with roof in the area of the water generator, the process of water start up and when it reaches 100% nothing happens...? I'm not sure if it is me because I made a soil area with no roof and walls, but when I read that '' the soil dies if exposed to martian atmosphere '' I immediately replaced the soil(then I created the walls and roof around it). Yet nothing happened after the process of water reached 100%.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 05, 2016, 07:05:06 AM
Create a room with breathable atmosphaere.
Place a water generator.
Build around soil and wait.

When the room lost the breathable atmosphaere, the soil dies and need to be replaced with new soil.



Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Muramas on October 05, 2016, 09:57:46 AM
Create a room with breathable atmosphaere.
Place a water generator.
Build around soil and wait.

When the room lost the breathable atmosphaere, the soil dies and need to be replaced with new soil.

It has been quoted a few time to double up on airlocks. This way the air is always protected from the outside.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: darkrage000 on October 05, 2016, 08:13:31 PM
 incompatibility note: Veinminer makes the dig option dissapear
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 05, 2016, 09:30:18 PM
incompatibility note: Veinminer makes the dig option dissapear

try moving it above mars in the mod list
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 05, 2016, 10:37:18 PM
I understand that the mechanic is quite cumbersome in and of itself, but is there any chance to make the air-in-room flow system a bit more performance optimized in the future?

What I am referring to is two scenarios:
1. The lesser, when you build an air outlet in an empty of oxygen room it slows down the game considerably.
2. When you have a vent outside (for example when building a new section of the base and the vents happen to be build first) it puts a huge strain onto the game, making it choppy even at normal speed. (Pausing fixes this, of course)

Again, not really an urgent thing and understandable, just curious if optimizations may come in the future?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: darkrage000 on October 05, 2016, 11:00:36 PM
11 hours of continuous play on my day off..
over 600 food, lots of medicines, beds, etc.
space, rooms and supplies for at least  20 people
lots of resources, etc...

supplies delayed.. colonists delayed...
about every 20 mins i get those messages...
still on the original 3 colonists. :\
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 05, 2016, 11:03:06 PM
I understand that the mechanic is quite cumbersome in and of itself, but is there any chance to make the air-in-room flow system a bit more performance optimized in the future?

What I am referring to is two scenarios:
1. The lesser, when you build an air outlet in an empty of oxygen room it slows down the game considerably.
2. When you have a vent outside (for example when building a new section of the base and the vents happen to be build first) it puts a huge strain onto the game, making it choppy even at normal speed. (Pausing fixes this, of course)

Again, not really an urgent thing and understandable, just curious if optimizations may come in the future?

I actually just fixed that stutter an hour ago  :P, and i spent most of the evening hunting down and fixing another micro stutter caused by the alert functions, i have a 144hz monitor so i really notice the tiny stutters while scrolling around, i also started testing with a much larger colony for the next patch so i can weed out and replace any expensive code if i can.

 I don't know when the patch will be done, last weekend i was thinking i might get it done by this weekend but i keep adding new bits and getting side tracked looking for optimizations.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 05, 2016, 11:11:17 PM
11 hours of continuous play on my day off..
over 600 food, lots of medicines, beds, etc.
space, rooms and supplies for at least  20 people
lots of resources, etc...

supplies delayed.. colonists delayed...
about every 20 mins i get those messages...
still on the original 3 colonists. :\

Try dropping the storyteller difficulty to reduce the frequency of events for a while until you are happier with your colony size. I have a couple more incidents in the next patch to space out the mission delays, i'ts tricky getting a balance between incidents without play testing for hours and hours and when i'm working on new bits i tend to keep reloading the same save so i don't track the time.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 05, 2016, 11:14:16 PM
I understand that the mechanic is quite cumbersome in and of itself, but is there any chance to make the air-in-room flow system a bit more performance optimized in the future?

What I am referring to is two scenarios:
1. The lesser, when you build an air outlet in an empty of oxygen room it slows down the game considerably.
2. When you have a vent outside (for example when building a new section of the base and the vents happen to be build first) it puts a huge strain onto the game, making it choppy even at normal speed. (Pausing fixes this, of course)

Again, not really an urgent thing and understandable, just curious if optimizations may come in the future?

I actually just fixed that stutter an hour ago  :P, and i spent most of the evening hunting down and fixing another micro stutter caused by the alert functions, i have a 144hz monitor so i really notice the tiny stutters while scrolling around, i also started testing with a much larger colony for the next patch so i can weed out and replace any expensive code if i can.

 I don't know when the patch will be done, last weekend i was thinking i might get it done by this weekend but i keep adding new bits and getting side tracked looking for optimizations.

That sounds amazing, man!

No stress or rush - heck, it maybe is a good thing if it takes a bit longer since there seem to be more people joining into playing this mod - so giving them a chance to get used to the basics with the current set up (as in build an actually bigger colony) and then savour all the amazing updates you're making in their full value :D.

Again, the stuff you've made thus far and what you've mentioned that you're doing is absolutely amazing!

P.S. Unless it's secret, do the monoliths have random effects they can inflict or is it always set?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 05, 2016, 11:41:22 PM
P.S. Unless it's secret, do the monoliths have random effects they can inflict or is it always set?

Maybe
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Captain_Goatse on October 06, 2016, 06:09:27 PM
It's me, or the research tree is still very unfinished? Why do I need to research pemmican in a place without meat and without animals? Can you publish a list of the useful research items?

By the way, I have noticed several times that some of my colonists become mentally ill (confused) without a cause. All their indicators were good, their mood was excellent and the only bad thought was something like "It's all too much". Bug or feature?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Zentor on October 06, 2016, 06:16:13 PM
Your starting tech level is already maxxed. You only need to research the things you want to. As for confused, was there a Dust Storm happening? That raises the chances on confusion by like 95%
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 06, 2016, 06:43:55 PM
Yup don't go out in big dust storms, they get lost and confused. And for the next patch i'll just set everything that's useless as completed by default until i swap in my custom research tree.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on October 06, 2016, 06:50:10 PM
Or disable certain research like gun turrets and weapons altogether if possible. Then it can't be crafted either.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 06, 2016, 07:12:00 PM
Or disable certain research like gun turrets and weapons altogether if possible. Then it can't be crafted either.

Already disabled the buildings in the scenario, but i was limited by how many things i could disable using the scenario system because it breaks past a certain number, so i literally just finished coding my own scenario parts for the scenario editor and hardcoded in all the restrictions so the scenario list is short and neat, and the mission type for either colony mode or rescue mission can be toggled in the editor so you can do both modes with any number of colonists you want, and it also means the missions wont bug out when you do custom scenarios anymore. back to work
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Captain_Goatse on October 07, 2016, 11:13:35 AM
OK, thanks. Keep up the good work, your mod is the only one that dares to change radically the main concepts of the game. I think that it should be included into the main game, as soon as you finish polishing some fine details. For example, have you ever seen the Morphidians from Earth 2160? They would be a nice add on if you want to make your game more warlike. Obviously that requires weapons and some improved EVA suits with better protection and better stats...
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 13, 2016, 09:13:13 PM
Sneak peak

new UI and irrigation grid
http://imgur.com/xrIZQWN

needs and some power stuff
http://imgur.com/ACVvSfr

devils
http://imgur.com/PG60226
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on October 14, 2016, 12:17:42 AM
So cool. When updated you should release the "needs" to normal play too :).
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: spiderkebap on October 14, 2016, 01:44:56 AM
Hey this mod is awesome, have been enjoying it for quite some hours now.

Also loving the plans you have for the upcoming update! (EVA stations, irrigation, etc.) Can't wait =)

I was wondering if I could tell you about some minor problems I've been having. Maybe I did something wrong but I'm not sure. For instance the game keeps notifying me about hunters having no ranged weapon, this notification of course is redundant since it's mars and there are no animals or hunters. But somehow it seems to think that pawns are assigned as hunters. You probably know about this already, maybe I have to disable something somewhere to get rid of this message?

Also I had one problem when one of my colonists went on a firestarting spree because she was unhappy. I then had to draft one of my sane pawns to arrest her, she was brought to a room where I had assigned a prisoner bed succesfully. However since there is no option of assigning a warden I was not able to release her when she came out of her spree. So she basically stayed a prisoner until she eventually went berserk and killed the entire colony. =p I guess the alternative would have been to kill her but I liked the idea of imprisoning a clinically insane colonist until she recovers. It reminds me for example of episodes of star trek where they take a person who temporarily loses their mind to a locked area in the sick bay.

I wonder what your thoughts are on this. But like I said, awesome stuff man! You are really talented and I think this mod is a real in-depth layer added to the base game.

Keep up the good work! :)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 14, 2016, 01:04:03 PM
Hey this mod is awesome, have been enjoying it for quite some hours now.

Also loving the plans you have for the upcoming update! (EVA stations, irrigation, etc.) Can't wait =)

I was wondering if I could tell you about some minor problems I've been having. Maybe I did something wrong but I'm not sure. For instance the game keeps notifying me about hunters having no ranged weapon, this notification of course is redundant since it's mars and there are no animals or hunters. But somehow it seems to think that pawns are assigned as hunters. You probably know about this already, maybe I have to disable something somewhere to get rid of this message?

Also I had one problem when one of my colonists went on a firestarting spree because she was unhappy. I then had to draft one of my sane pawns to arrest her, she was brought to a room where I had assigned a prisoner bed succesfully. However since there is no option of assigning a warden I was not able to release her when she came out of her spree. So she basically stayed a prisoner until she eventually went berserk and killed the entire colony. =p I guess the alternative would have been to kill her but I liked the idea of imprisoning a clinically insane colonist until she recovers. It reminds me for example of episodes of star trek where they take a person who temporarily loses their mind to a locked area in the sick bay.

I wonder what your thoughts are on this. But like I said, awesome stuff man! You are really talented and I think this mod is a real in-depth layer added to the base game.

Keep up the good work! :)

Hunters - Fitness in work orders currently preplaces hunting I think - you can still hover your mouse over each work category and find out what it does, since it will overlap with the original things as well. Therefore disable fitness, which currently doesn't do anything I think, and you won; get the notification.

Wardening - you could try the same thing, either turn all work on or try to find out which one is the warden job manually
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 14, 2016, 06:39:56 PM
For instance the game keeps notifying me about hunters having no ranged weapon

Some things are hard to remove like alerts because they don't use xml defs. Fixed it for next patch using some magic.

However since there is no option of assigning a warden I was not able to release her when she came out of her spree.

On the work tab you can roll over the work type names and it tells you what they do, since warden is mostly useless it was changed to psychiatric and i'm adding psychologists but it still does the standard warden jobs.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on October 17, 2016, 07:40:29 AM
So, is there a way to reduce toxicity except went off air? (I dont want to kill all my plants and soil) And one more thought about no-eva-inside-room: i see it only as kind of door, going trough it force pawn to wear or unwear eva. Am i right?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 17, 2016, 07:58:01 AM
currently no.
Do you got a room next to your plant room, close the door, open a 1x1 roof to vent the air and close it again. The air from the plant room stream to the other room and the total toxciity is reduced.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 17, 2016, 12:13:29 PM
Dubwise - I just found out that keeping an airlock open to the horrible outside air does not cause venting... Any way to make this work for the future, especially with the fact that people will be taking their eva suits off on the inside it may make venting a bit easier
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: BlackSmokeDMax on October 17, 2016, 12:19:46 PM
Dubwise - I just found out that keeping an airlock open to the horrible outside air does not cause venting... Any way to make this work for the future, especially with the fact that people will be taking their eva suits off on the inside it may make venting a bit easier

Maybe create a venting machine/unit you build into an outside wall?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 17, 2016, 12:54:22 PM
Dubwise - I just found out that keeping an airlock open to the horrible outside air does not cause venting... Any way to make this work for the future, especially with the fact that people will be taking their eva suits off on the inside it may make venting a bit easier

yer that's just something i missed, fixed for next patch. everything's fixed for next patch xD
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 17, 2016, 07:33:53 PM
Dubwise - I just found out that keeping an airlock open to the horrible outside air does not cause venting... Any way to make this work for the future, especially with the fact that people will be taking their eva suits off on the inside it may make venting a bit easier

yer that's just something i missed, fixed for next patch. everything's fixed for next patch xD
youareawesome

MAKE MARS GREAT AGAIN!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 19, 2016, 11:15:15 AM
i think i worked out why i have been ill for a week, i developed some kind of vision problem which makes me sick and dizzy when i use a computer so im trying to diagnose and treat that while getting bits of code done here and there, it was probably caused by a combination of lack of sleep, summer ending, and spending too much time scrolling through ILspy and coding  ::)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: BlackSmokeDMax on October 19, 2016, 11:22:51 AM
i think i worked out why i have been ill for a week, i developed some kind of vision problem which makes me sick and dizzy when i use a computer so im trying to diagnose and treat that while getting bits of code done here and there, it was probably caused by a combination of lack of sleep, summer ending, and spending too much time scrolling through ILspy and coding  ::)

Ugh, bummer!

Consider seeing an eye doctor as well! You never know, and catching things early is always ideal.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 19, 2016, 07:43:21 PM
i think i worked out why i have been ill for a week, i developed some kind of vision problem which makes me sick and dizzy when i use a computer so im trying to diagnose and treat that while getting bits of code done here and there, it was probably caused by a combination of lack of sleep, summer ending, and spending too much time scrolling through ILspy and coding  ::)

f.lux + Not sure if you have Gunnar glasses, or one of those other Japan made computer glasses- makes a huge difference.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Domkrat282 on October 20, 2016, 08:06:15 AM
flux is a great thing, several years i cannot live without it, especially in dark room.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 20, 2016, 10:05:14 AM
yup i flicked my monitor to blue reduction mode and set visual studio to white theme, opened my blinds, and im focusing on trees outside all the time plus doing eye exercises, seems to all be working... i hope
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 22, 2016, 09:07:22 AM
I legit had a dream about this mod being updated last night. I'm hooked :D.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 22, 2016, 09:31:44 AM
I legit had a dream about this mod being updated last night. I'm hooked :D.

Hahaha well good news is i'm not getting dizzy coding right now so i'm back on it
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 22, 2016, 12:52:07 PM
I legit had a dream about this mod being updated last night. I'm hooked :D.

Hahaha well good news is i'm not getting dizzy coding right now so i'm back on it

That's great news, man, not just for the mod, but for you - after all, once they send us to mars in 9 years, you'll need to look at PC screens all the damn time. :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Sylen on October 22, 2016, 04:45:14 PM
I've got a question. Would it be possible to make this mod work with crash landing?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 22, 2016, 06:55:34 PM
I've got a question. Would it be possible to make this mod work with crash landing?

Nope they would have to do it, so everyone spawns with eva suits
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Cpt. DuctTape on October 25, 2016, 03:02:58 PM
I've got a question. Would it be possible to make this mod work with crash landing?

Nope they would have to do it, so everyone spawns with eva suits

It would be a damn cool start for a colony, that's for sure.  8)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 26, 2016, 06:50:38 PM
Duuuude, I love the way you get the oooother kind of generator :D

It kind of sucks it's so low power, but I gotta admit it really made me laugh.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 26, 2016, 07:33:37 PM
Duuuude, I love the way you get the oooother kind of generator :D

It kind of sucks it's so low power, but I gotta admit it really made me laugh.

um, not sure what you mean
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 27, 2016, 09:10:27 AM
Duuuude, I love the way you get the oooother kind of generator :D

It kind of sucks it's so low power, but I gotta admit it really made me laugh.
Curiosity, the RTG? Wanted to keep my comment spoiler-free
um, not sure what you mean
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: jmababa on October 27, 2016, 09:18:16 AM
liked the mod but its not compatible with most mods so i scraped it especially cosmetic mods like beds by goodnight mod it isn't compatible there and modular table mod and with rimfridge too which you should be able to build even in mars.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 27, 2016, 09:25:15 AM
liked the mod but its not compatible with most mods so i scraped it especially cosmetic mods like beds by goodnight mod it isn't compatible there and modular table mod and with rimfridge too which you should be able to build even in mars.

just tested rimfridge and it works fine, most mods should work fine if they are simple things like rimfridge or cosmetic stuff
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: jmababa on October 27, 2016, 09:31:08 AM
Is this compatible with zombie apocalypse it'd be cool if it was. zombies attacking you at mars how cool is that
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 27, 2016, 10:03:47 AM
Is this compatible with zombie apocalypse it'd be cool if it was. zombies attacking you at mars how cool is that

nope cant do it, the zombies would have to have pressurized eva suits or they would just be frozen stiff, and there's no people on mars to turn into zombies. If its just 1 of your colonists turning into a zombie then its not much of a problem because you just lure it outside and its dead, hygiene is more deadly than zombies on mars
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 27, 2016, 12:57:29 PM
Terra formar Anime, not zombies but humanoid bugs :-)

But i think Mars will never be a combat heavy simulation like the current Rimworld, more like an event/catastrove heavy survival.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Darkfirephoenix on October 28, 2016, 03:37:57 AM
Terra formar Anime, not zombies but humanoid bugs :-)
It's called Terra Formars with a s. It's kinda a wordplay on Terraformer and Terra for Mars (From Terra to Mars OR Terra getting taken by Mars).

Human sized bugs on Mars would only work if they got send after some kind of initial terraforming (like in the Anime/Manga) as even bugs need a certain atmospheric pressure and composition to function (some kinds of bugs may SURVIVE on not ideal conditions but that is mainly due to them going inactive to wait for better conditions).

Maybe it could be a outcome from research/a accident ("Some of our bugs escaped, they are modified to survive...").

Regarding research: How about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: picollo on October 28, 2016, 06:28:17 AM
Quote
How about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
Seriously? 1-20 ppl colony terraforming Mars in 20 years?
Even our whole civilization can't do that- it took us like 150 years (since industrial revolution) to increase temperature by around 1 degree. And we are working really hard on this.
Not this scale. It could be done in Civilisation like game, but not in survival sim
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on October 28, 2016, 07:26:14 AM
Quote
Regarding research: How about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
20+ years arn't realstic except you got some godlike mashines around.
But yes gen eng. plants will work, and they are the cheapest way to do the first step of a terraform.
But once these plants generate a human breathable, you have the next problem, these plants ! :-)
If you want a fast terraform, these plants need to grow fast, that fast that they prolly will eliminate any other kind of flora and possible fauna.
And maybe these plants mutate and generate a plantelike inteligence and will fight any intruder :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Darkfirephoenix on October 29, 2016, 03:06:05 AM
Quote
How about a way to terraform Mars? Genetical engineered plants and stuff to slowly turn Mars at least survivable to humans without suits (would take a REALLY long time... 20+ years at least)
Seriously? 1-20 ppl colony terraforming Mars in 20 years?
Even our whole civilization can't do that- it took us like 150 years (since industrial revolution) to increase temperature by around 1 degree. And we are working really hard on this.
Not this scale. It could be done in Civilisation like game, but not in survival sim

20+ years arn't realstic except you got some godlike mashines around.
But yes gen eng. plants will work, and they are the cheapest way to do the first step of a terraform.
But once these plants generate a human breathable, you have the next problem, these plants ! :-)
If you want a fast terraform, these plants need to grow fast, that fast that they prolly will eliminate any other kind of flora and possible fauna.
And maybe these plants mutate and generate a plantelike inteligence and will fight any intruder :-)
Oh I know that it will take a crazy amount of time in RL, I was only spitballing a value that one could reach (and not lose interrest) ingame.

I really want those gen-tech plants now and the results they will bring. First one would have to research/prepare them (maybe also add a "killswitch", a gene that could get targeted via bacteria/whathaveyou), then get rid of them/change them that they stop spreading like crazy (activate "killswitch"/animals/some other way) and ofc while managing all the problems that may appear.

"Hmmm the plants mutated too much, the bacteria aren't working..."
"How about we modify some bugs to eat the plants?"
"GREAT IDEA! Let's do it!"

1 year later
"Hmmm now we have problems with the plants AND the bugs..."
"At least it can't get worse th..."
"GUYS! We just found a mutated plant/bug hybrid! It seems the bacteria also influenced the bugs and..."
"OH MY GOD! I just got worse! But it can't get worse than THAT!"
"Ermmm it seems those hybrids are intelligent, rapidly multiplying... and don't like us... They are comming for the colony!"
"F...!"
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 29, 2016, 07:24:10 AM
maybe i already have gene modification and cloning in there...  :o
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Ramsis on October 29, 2016, 09:45:43 AM
Terra formar Anime, not zombies but humanoid bugs :-)

But i think Mars will never be a combat heavy simulation like the current Rimworld, more like an event/catastrove heavy survival.

AW SNAP DID I HEAR TERRAFORMARS?!

(http://i.imgur.com/Tzyl8Pq.png)

Most racist but "we got away with it" series I have ever seen. <3
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on October 29, 2016, 10:22:19 PM
I don't understand the radiation.

I have several people who I had forgotten outside in the flare - two had initial rad posioning, one mad minor, one had moderate. Several colonists had none as they were inside.

Fair enough, I let the sun blast them, I got what I deserved.

Some time later. Those people's radiation had grown without them being exposed to solar flares. Their rad poisoning would go down veeeery slowly when inside, but would passively go up when outside.

I thought this was just some sort of passive background radiation due to Mars not having a great atmosphere... but then again people who have been doing hauling for me since the second season (I'm a few years in now) have NO radiation poisoning.

What is going on here? Is it that once you've had rads on you you're cursed until you get them all out?

If so, are there going to be anti-rad drugs in the future or rad chambers or something that can help us kill those rads in a faster way?

Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on October 30, 2016, 07:48:51 AM
Some time later. Those people's radiation had grown without them being exposed to solar flares. Their rad poisoning would go down veeeery slowly when inside, but would passively go up when outside.

Tested it and it works fine, once solar flare ends its safe to go outside. Probably an incompatible mod i think someone on steam had the same problem
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on November 03, 2016, 09:01:29 AM
Any news on the update? I'm so looking forward this release with the new needs.

Is there anything you want help with to increase the productivity? Is there some modmod you would like for this?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 03, 2016, 10:19:19 AM
Still working on it everyday, still adding new stuff and spent a while making lots of bits more dynamic so i can quickly add more of the same types of things using the same code, i'm finishing up my custom pipe grids right now then i'm doing the first version of fleet management.

couple of snaps
http://imgur.com/Qk96Ahw
http://imgur.com/EnCc9dW
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 03, 2016, 10:55:03 AM
Still working on it everyday, still adding new stuff and spent a while making lots of bits more dynamic so i can quickly add more of the same types of things using the same code, i'm finishing up my custom pipe grids right now then i'm doing the first version of fleet management.

couple of snaps
http://imgur.com/Qk96Ahw
http://imgur.com/EnCc9dW

Just to confirm - will we be able to decide if we want crew members delivered or is it still a non-stop inflow? Because right now it just becomes an overwhelming never ending process.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 03, 2016, 11:15:49 AM
Just to confirm - will we be able to decide if we want crew members delivered or is it still a non-stop inflow? Because right now it just becomes an overwhelming never ending process.

Yup, fleet management tab, much more involved process for ferrying people to and from mars
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on November 03, 2016, 01:24:16 PM
Thank you for the pics and info :)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 03, 2016, 01:31:33 PM
Just to confirm - will we be able to decide if we want crew members delivered or is it still a non-stop inflow? Because right now it just becomes an overwhelming never ending process.

Yup, fleet management tab, much more involved process for ferrying people to and from mars

Just tell me what I can do as payment and gratitude to how absolutely amazing you are making this whole thing. This is truly inspiring (not even joking) as a person who is learning and doing personal app development in programming.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 03, 2016, 05:52:31 PM
Just tell me what I can do as payment and gratitude to how absolutely amazing you are making this whole thing. This is truly inspiring (not even joking) as a person who is learning and doing personal app development in programming.

Ha, just enjoy it i guess
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: pyrlix on November 05, 2016, 02:36:07 PM
This is one of the greatest mods i have seen for Rimworld so far, it could easily be its own very solid game. I really enjoy playing it, it has the Rimworld look and feels like a great mix. Looking forward to the upcoming update! I would gladly donate you a beer for this mod :P

I miss the way to remove toxicity from a room except venting it to the marsian atmosphere - it takes 3-4 days to fully pump a room up with 5 vents in it. Had a fire in my sealed sleep area and suddenly had a 28% toxicity - the next couple of sols my colonists had to sleep in EVA Suits. There are filters for everything (IRL), why not add some filters? And when we are at that, maybe add a info at the MOXI(E) that is like "pumps 5m³/20m³ Air" and on the Vents "5m³/5m³" - to see if you need more or have enough (if it matters...)

The mod compatibility is somewhat good - mods that interfere with implants "destroy" the whole Airsystem - EPOE and Glittertech don't seem to work. RedistHeat messes with the heaters and a bit the temperature system and also destroys the Atmospheresystem. Mars cannot be compatible with everything, and thats OK. What works is the Rimushima Nuclear Power mod - it also adds one generation source more, so i am not screwed if there is a plume around and suddenly a short circuit happens which leads to my rooms loosing temperature and ultimately plants dying.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 05, 2016, 06:08:17 PM
This is one of the greatest mods i have seen for Rimworld so far, it could easily be its own very solid game. I really enjoy playing it, it has the Rimworld look and feels like a great mix. Looking forward to the upcoming update! I would gladly donate you a beer for this mod :P

I miss the way to remove toxicity from a room except venting it to the marsian atmosphere - it takes 3-4 days to fully pump a room up with 5 vents in it. Had a fire in my sealed sleep area and suddenly had a 28% toxicity - the next couple of sols my colonists had to sleep in EVA Suits. There are filters for everything (IRL), why not add some filters? And when we are at that, maybe add a info at the MOXI(E) that is like "pumps 5m³/20m³ Air" and on the Vents "5m³/5m³" - to see if you need more or have enough (if it matters...)

The mod compatibility is somewhat good - mods that interfere with implants "destroy" the whole Airsystem - EPOE and Glittertech don't seem to work. RedistHeat messes with the heaters and a bit the temperature system and also destroys the Atmospheresystem. Mars cannot be compatible with everything, and thats OK. What works is the Rimushima Nuclear Power mod - it also adds one generation source more, so i am not screwed if there is a plume around and suddenly a short circuit happens which leads to my rooms loosing temperature and ultimately plants dying.

For mod compatibility w/ EPOE and OTHER mods:

IF the mod adds recipes or affects the human peoples directly put the mod BEFORE Mars in the load order. That way the changes that Mars does take place AFTER all of the above. I have EPOE working fine with Mars, however if you have EPOE after Mars it kills the oxygen and depressurization parts.

As for toxicity, I believe the creator mentioned having plants as part of clearing that up, however that may be for the CO2 which currently I have not seen doing anything.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: jmababa on November 06, 2016, 09:03:08 AM
This is one of the greatest mods i have seen for Rimworld so far, it could easily be its own very solid game. I really enjoy playing it, it has the Rimworld look and feels like a great mix. Looking forward to the upcoming update! I would gladly donate you a beer for this mod :P

I miss the way to remove toxicity from a room except venting it to the marsian atmosphere - it takes 3-4 days to fully pump a room up with 5 vents in it. Had a fire in my sealed sleep area and suddenly had a 28% toxicity - the next couple of sols my colonists had to sleep in EVA Suits. There are filters for everything (IRL), why not add some filters? And when we are at that, maybe add a info at the MOXI(E) that is like "pumps 5m³/20m³ Air" and on the Vents "5m³/5m³" - to see if you need more or have enough (if it matters...)

The mod compatibility is somewhat good - mods that interfere with implants "destroy" the whole Airsystem - EPOE and Glittertech don't seem to work. RedistHeat messes with the heaters and a bit the temperature system and also destroys the Atmospheresystem. Mars cannot be compatible with everything, and thats OK. What works is the Rimushima Nuclear Power mod - it also adds one generation source more, so i am not screwed if there is a plume around and suddenly a short circuit happens which leads to my rooms loosing temperature and ultimately plants dying.

Not yet if this gets compatible with zombies mod it'll be. Doom 3 style shoot zombies outside of air haha and in Mars
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 06, 2016, 10:45:32 AM
Also for those of you complaining about plumes and short circuits:

It didn't take me that long to build up a back up power storage - just throw down a switch, ~10 batteries or so, you figure out how much you want, flick the switch on ONLY when your power reserves are about to fade completely as to avoid short circuits blowing out all of your energy at once.

Heck, even get a redundant back up to your back up if you're so afraid, you don't need a ton of solar panels to charge the batteries in your back up since you don't use them all the time. Such a back up can easily last one or two full day-night cycles on its own.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on November 06, 2016, 11:47:27 AM
If i remember right, Emergency power switch from a mods working with Mars, they turn off when batteries are full, and turn on, when power is needed from batteries.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 06, 2016, 11:54:20 PM
This is one of the greatest mods i have seen for Rimworld so far, it could easily be its own very solid game. I really enjoy playing it, it has the Rimworld look and feels like a great mix. Looking forward to the upcoming update! I would gladly donate you a beer for this mod :P

I miss the way to remove toxicity from a room except venting it to the marsian atmosphere - it takes 3-4 days to fully pump a room up with 5 vents in it. Had a fire in my sealed sleep area and suddenly had a 28% toxicity - the next couple of sols my colonists had to sleep in EVA Suits. There are filters for everything (IRL), why not add some filters? And when we are at that, maybe add a info at the MOXI(E) that is like "pumps 5m³/20m³ Air" and on the Vents "5m³/5m³" - to see if you need more or have enough (if it matters...)

The mod compatibility is somewhat good - mods that interfere with implants "destroy" the whole Airsystem - EPOE and Glittertech don't seem to work. RedistHeat messes with the heaters and a bit the temperature system and also destroys the Atmospheresystem. Mars cannot be compatible with everything, and thats OK. What works is the Rimushima Nuclear Power mod - it also adds one generation source more, so i am not screwed if there is a plume around and suddenly a short circuit happens which leads to my rooms loosing temperature and ultimately plants dying.

Thank you for the compliments, in the next patch plants breath and filter air, i added a version of the rimushima reactor setup but as an automated thermoelectric system which doesn't use the control computer and it runs off a single replaceable fuel module instead of rods and uses a custom piping grid. I totally recoded the air system and added storage tanks which you can use to rapidly pressurize rooms. plume rates greatly reduced, dust devils, new bios, new needs, new UI, buildings, water extraction, plumbing, scenario parts, ship refueling, new tend self, irrigation grid, suit stations and probably a bunch of other stuff i forgot i added or changed. The patch notes will be a bit lengthy
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: BlueWinds on November 07, 2016, 12:05:29 AM
My partner and I like to play games together, and we've been waiting for the next version to give this mod a shot. Looks like a ton of fun and sounds like it'll be getting even better.

So excited for this next release it's not even funny.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on November 07, 2016, 03:22:46 AM
scenario parts
IMO most important thing - winning condition.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Deepfield on November 08, 2016, 08:55:30 AM
Fun mod. It's still a bit buggy though. Events happen far too often and I had a pawn die out of no where from a bunch of random damage while inside a pressurized building. Sadly its also very unfriendly with almost all mods. I will be back to check again though!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 08, 2016, 09:35:49 AM
Fun mod. It's still a bit buggy though. Events happen far too often and I had a pawn die out of no where from a bunch of random damage while inside a pressurized building. Sadly its also very unfriendly with almost all mods. I will be back to check again though!

Scroll up a bit through this page - information of events and other bugfixes listed 3 posts ago by dev, basic guide to mods listed about 5 posts ago by me.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on November 08, 2016, 07:07:45 PM
IMO most important thing - winning condition.

I always find that least important in games like this. I never want to finish them - never compleated rimworld even though I could like 5 times. But if there where things like be able to take with you things to new map then maybe :p (rouge like elements - making it somewhat different next time).
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 08, 2016, 07:18:27 PM
IMO most important thing - winning condition.

I always find that least important in games like this. I never want to finish them - never compleated rimworld even though I could like 5 times. But if there where things like be able to take with you things to new map then maybe :p (rouge like elements - making it somewhat different next time).

the rescue mission mode gives you a win condition and the colony mode never ends
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on November 09, 2016, 02:50:17 AM
You have won when the whole map is a homezone! That means you etablish a sussesful colony :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on November 09, 2016, 03:26:33 AM
What can be count as success of colony... Oxygen self sustain? Reproducing of Earth technology level?  Maybe... birth of first martian?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Distorti0N on November 10, 2016, 02:35:13 PM
Hey Dubwise, was wondering if you could provide a little explanation as to how the Martian Atmosphere works in Rimworld. I know less than basics when it comes to C# and haven't been able to find anything in the XML files that will allow me to use the Atmosphere in a normal environment. Maybe you could release something that includes the inhospitable environment, without being stuck on a red rock haha. Which has been totally awesome, it's just, after many hours of play I find myself looking for more. I was thinking Avatar (Blue people kind, not Element bending kind)

That way I could put in all kinds of unique wildlife (Both Fauna and Flora) trying to kill my colonists, as well as the atmosphere.

Anyway, bottom line - I just want to know if the Atmosphere is entirely in the DLL or if I can take it from an file (Which I haven't seen yet) and then put it into normal gameplay?

Thanks ahead

Edit: So I screwed around with some things, flicked through ILSpy, have begun learning C# and advanced Rimworld modding. Took a break by reading the full thread for your Mod and noticed you wanted to keep code within the limits of your plan and then potentially move on to modular mod components at a later date. That's totally cool and I respect that, but if you or SioxerNic (I don't know who does what) ever feel like sharing the burden, just give me a shout. It sounds like you've been coding hard, real hard and even though I'm the quiet forum type I'd like to help in anyway I can.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Headshotkill on November 12, 2016, 08:41:05 AM
#MakeMarsGreatAgain
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 12, 2016, 11:06:13 PM
#MakeMarsGreatAgain

It's six AM, just woke up because of bad sleep rhythm... What to do? Check on Mars mod progress. :D

#MakeMarsGreatAgain
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on November 13, 2016, 03:08:21 AM
#MakeMarsGreatAgain

It's six AM, just woke up because of bad sleep rhythm... What to do? Check on Mars mod progress. :D

#MakeMarsGreatAgain
Yup, same thing.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 13, 2016, 09:43:05 AM
start of the fleet manager tab and a few new buildings, ship building will come later with the new research and requisition stuff
http://imgur.com/tA0Q4k9
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Distorti0N on November 13, 2016, 06:37:16 PM
I take it this will be a feature-rich update, got a rough idea on when it'll get to the release milestone before moving to the next update?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 14, 2016, 01:24:28 PM
start of the fleet manager tab and a few new buildings, ship building will come later with the new research and requisition stuff
http://imgur.com/tA0Q4k9

"Hand to hand", eh... For handling berserk colonists, or for other reasons?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 14, 2016, 01:42:35 PM
just melee renamed, more like military training for security than just bludgeoning people with pipes
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Baguette on November 14, 2016, 02:04:58 PM
Hey, my colonists keep staying indoors with their suits on, but when I make them manually take them off they go outside without suits and get themselves killed.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Elixiar on November 14, 2016, 03:24:52 PM
On a scale of pheobe friendly to randy tribal ice sheet,

How hard is this mod?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 14, 2016, 04:05:11 PM
Hey, my colonists keep staying indoors with their suits on, but when I make them manually take them off they go outside without suits and get themselves killed.

you need to make an indoor zone, then an outfit for eva and one for inside, set colonists to inside zone with inside outfit, then when you want them to go outside unrestricted their zone and set the outfit to EVA, in the coming patch i have a suit switching station which automates this process
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 14, 2016, 04:06:44 PM
On a scale of pheobe friendly to randy tribal ice sheet,

How hard is this mod?

Hard to answer since it doesn't have vanilla rimworld events like raids or traders which makes the challenge very different
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Elixiar on November 14, 2016, 06:02:58 PM
Fair enough!

In that case, how likely is a colony to die?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: SmartererThanYou on November 14, 2016, 06:10:09 PM
Fair enough!

In that case, how likely is a colony to die?

100% ;)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Ratcet_1988 on November 15, 2016, 10:24:01 AM
The sanity sake, please... HOW do I get rid of Toxicity??? I can pressurize and oxygenate a room... Toxicity is the biggest issue Im facing... my crew have been living in there suits for the whole time...
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 15, 2016, 10:29:55 AM
The sanity sake, please... HOW do I get rid of Toxicity??? I can pressurize and oxygenate a room... Toxicity is the biggest issue Im facing... my crew have been living in there suits for the whole time...

did you put your moxie indoors?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Mr.Sockez on November 15, 2016, 04:13:16 PM
I really think you need to implement a toxicity scrubber or filter or something like that because my water towers keep exploding and building my toxicity levels. and it is SOO annoying having to depressurize the room and have to remove all my dead soil and start over time after time.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on November 15, 2016, 04:18:51 PM
I really think you need to implement a toxicity scrubber or filter or something like that because my water towers keep exploding and building my toxicity levels. and it is SOO annoying having to depressurize the room and have to remove all my dead soil and start over time after time.

already done for next patch
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Ratcet_1988 on November 15, 2016, 06:38:28 PM
Yes it is....
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 17, 2016, 09:16:39 AM
So the only way to clear toxicity is to vent the room, kill all your plants and soil and then spend half a year restoring it? Doesn't seem right. And why does the water tower keep exploding? It's exploded already 3 times and 1 year hasn't even passed. I seem to be spending nearly all my time venting toxicity, restoring soil and planting again only to have it explode again. Is it possible to disable the explosions until you post a fix? Because I can't play it like this.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 17, 2016, 09:23:12 AM
So the only way to clear toxicity is to vent the room, kill all your plants and soil and then spend half a year restoring it? Doesn't seem right. And why does the water tower keep exploding? It's exploded already 3 times and 1 year hasn't even passed. I seem to be spending nearly all my time venting toxicity, restoring soil and planting again only to have it explode again. Is it possible to disable the explosions until you post a fix? Because I can't play it like this.

1. I have at all times at least TWO separate growing rooms, each with double airlocks, their own air supply or both hooked up to a double moxie , each with their own irrigation system and each with their own back up power supply.
- In case of explosion, the other grower keeps growing
- In case of moxi breakdown, the other moxi keeps working
- In case of eclipse, I wait until one set of batteries is drained and I engage the back up for another days' worth of power
- In case of short circuit, the back up power is disconnected from the main power so I don't lose it. I just flick it on.

Learn redundacy. NASA didn't land on the moon without it.


2. The explosions are a random event.

3. Toxicity will be fixed. Read about 5 posts up where the dev acknowledges that
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 17, 2016, 10:23:00 AM
The issue isn't redundancy. I have plenty of food at the moment. The problem is how much time I'm spending with this one event.

I'm trying an idea I had. I've been sharing the toxicity with another room then venting that other room then waiting for the o2 to be restored before repeating. This still takes too long. How low does the toxicity need to be before it's relatively safe to take of the suite.

Another thing, moving an RTG or Air Outlet destroys the conduit or I should say placing one on a conduit destroys it. Any chance it could be fixed so the conduits pass under them like they do with all other buildings?

Just to be clear, I'm very impressed with the work you've done. Keep it up.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 17, 2016, 10:40:38 AM
Yay! I did it. I put a normal door in the second roomto the outside, punched a hole between the garden and the second room, then sealed it up again. Pressure was nearly zero but the soil didn't die. Now that I have a method to deal with it I can keep playing.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on November 17, 2016, 01:48:39 PM
1. I have at all times at least TWO separate growing rooms, each with double airlocks, their own air supply or both hooked up to a double moxie , each with their own irrigation system and each with their own back up power supply.
- In case of explosion, the other grower keeps growing
- In case of moxi breakdown, the other moxi keeps working
- In case of eclipse, I wait until one set of batteries is drained and I engage the back up for another days' worth of power
- In case of short circuit, the back up power is disconnected from the main power so I don't lose it. I just flick it on.

Learn redundacy. NASA didn't land on the moon without it.

Would be cool if you could share a screenshot of that setup :).
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 17, 2016, 03:00:30 PM
Is this normal? I moved all the Air Outlets out of the farm room but the pressure and O2 levels are stable. Do the plants give off enough O2 to account for this? There are no vents or normal doors leading to it except the normal door to the freezer.

Also, my Medical Kit is about to wear out. What do I do then? Can another one be made? I can't see it anywhere. Ps. I'm playing 1 colonist.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 17, 2016, 03:09:08 PM
1. I have at all times at least TWO separate growing rooms, each with double airlocks, their own air supply or both hooked up to a double moxie , each with their own irrigation system and each with their own back up power supply.
- In case of explosion, the other grower keeps growing
- In case of moxi breakdown, the other moxi keeps working
- In case of eclipse, I wait until one set of batteries is drained and I engage the back up for another days' worth of power
- In case of short circuit, the back up power is disconnected from the main power so I don't lose it. I just flick it on.

Learn redundacy. NASA didn't land on the moon without it.

Would be cool if you could share a screenshot of that setup :).

I've gotten rid of the safe, but it's easy to achieve:

I have two figure 8 rooms - basically two irrigation device-radius sized rooms with no middle wall inbetween them. I leave just a little space to place at least one heater and one air outlet in each of the circles.

One air outlet and heater are connected to a moxi and power source of their own on one side, the others on the other side.

The batteries are hooked up to their private network for the gardens, but also have a switch to the primary habitat network, so that if major failure occurs in the gardens, I can have that as a back up.

The primary back up power function I use for the rest of the base is having the main battery storage and then a switch with a separate battery bunch with their own solar panels - absolutely no cables connecting to the main power grid other than a switch. This makes sure that in case of a short circuit the back up power does not get drained.

I usually throw on two moxi's on my main habitat too, but on the same network with one of them off, in case the main one breaks.

Luckily, looking at the amazing cabling changes being done to this mod in the next release - we will have a HECK of an easier and more fun time setting up all sorts of back ups, failsafes, etc. etc. in a much more elegant way.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 17, 2016, 03:11:20 PM
Is this normal? I moved all the Air Outlets out of the farm room but the pressure and O2 levels are stable. Do the plants give off enough O2 to account for this? There are no vents or normal doors leading to it except the normal door to the freezer.

Also, my Medical Kit is about to wear out. What do I do then? Can another one be made? I can't see it anywhere. Ps. I'm playing 1 colonist.

Haven't seen it be a crafting option... I haven't played one colonist survivor, but if there are supply drops as I think there are, you can get them in the equipment packages sometimes.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: timeandtherani on November 17, 2016, 03:13:12 PM
Does this work with every storyteller and difficulty?  I want to get the idea of the mechanics from doing a Chillax basebuilder "mini" run before I start my "real game" world.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 17, 2016, 03:19:20 PM
Haven't seen it be a crafting option... I haven't played one colonist survivor, but if there are supply drops as I think there are, you can get them in the equipment packages sometimes.
No, I just keep getting messages saying the missions are delayed. The only thing I've been getting are ship parts. I'm into my 3rd year now. Am I supposed to be getting supply drops?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 17, 2016, 04:16:29 PM
Does this work with every storyteller and difficulty?  I want to get the idea of the mechanics from doing a Chillax basebuilder "mini" run before I start my "real game" world.

The difficulties do NOT apply in the same way as original, really.

The way that the different storytellers usually go is that they have a set time between good events and set time between bad, like a cooldown.

Phoebe has a wide cooldown between all events.
Cassandra has a medium, even and balanced one.
Randy gives random cooldowns between events.

Difficulty is not governed so much by the storytellers difficulty as that governs raid sizes and frequencies - those do not exist here.

I would recommend Cassandra or Phoebe - Randy would give you the chance of waaaaay too many plumes one ontop of the other and mission delays.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Elixiar on November 18, 2016, 12:00:55 PM
Excellent.

Randy Random it is!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 18, 2016, 12:30:43 PM
Excellent.

Randy Random it is!

Again, I heavily advise against it - even with Cassandra they were a bit too often. As in one after the other for 3 days often, including toxic drain out routines necessary in the meanwhile.

Randy, with the lack of much event diversity right now, will wreck you and never let you have your supplies.

This will be fixed in the next patch as it will contain more events, considering at least what dubwise ahs told us.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on November 18, 2016, 09:33:08 PM
Been giving this a try again and steel is a real issue. Either there needs to be more starting steel, or it needs to possible to build more out of non-steel. As it is steel is like wood in the arctic. You need it for certain things and especially some work benches. But after you have built some conduits, air outlets, heaters, etc. there isn't enough left.

Also what's the needed O2 level? I thought it was safe and then someone died of "O2 saturation".
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 19, 2016, 12:20:07 AM
Been giving this a try again and steel is a real issue. Either there needs to be more starting steal, or needs to possible to build more out of non-steel. As it is steel is like wood in the arctic. You need it for certain things and especially some work benches. But after you have build some conditions, air outlets, heaters, etc. there isn't enough left.

Also what's the needed O2 level? I thought it was safe and then someone died of "O2 saturation".
I'm not sure. If you're just a little careful you should have enough steel a to make the smelter when you're ready to. You have to also be careful to have enough steel and components to make the components bench.

The thing I find unbalanced is the components. Steel takes time to make but is acceptable. Components take even longer but are just acceptable. But components need steel. I find that making components by first making the necessary steel first, takes way too long. As soon as I stop producing components they soon run out because of breakdowns so I can't stop producing them.

I'm not sure how to fix this. Either the components bench needs to produce a lot more components per work or the components and steel needs to be decoupled somehow. Maybe the components can be changed to need iron instead. That would work.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Canute on November 19, 2016, 03:08:15 AM
Quote
Been giving this a try again and steel is a real issue.
Yep, on my 1. try i got a similar problem.
But you should use steel at first only for things you need steel for.
Other items you can build with iron, you should use that.
Solar collectors with aluminium.
Once you got the smelter, it doesn't matter anymore.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Nord on November 19, 2016, 04:57:51 AM
IMHO, smelting job is too slow, so i personally for myself tripled amount of steel produced per one time(and amount of ore used).
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Distorti0N on November 19, 2016, 08:04:48 AM
I'd just like to point out, that this mod is in no way intended to be easy or improve 'quality-of-life' gaming. It is supposed to be difficult, arduous and frustrating. That is part of the challenge.
If you compare manufacturing to real-world processes, Rimworld has it easy. Even on Mars.

When I first started using this mod, man did I get pissed trying to make everything work together and establish a Martian colony, but practise makes perfect and now I'm looking to push the difficulty. Embrace the challenge, or remove and play with Phoebe.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 21, 2016, 02:12:02 PM
To be honest, steel isn't much of a problem, but components are - sort of due to the wonky and seemingly random prioritization of the tasks. If component production can be put into a different category of work along with other "skilled work", it'd be nice.

As for steel, just a little story - I decided to create a giant quad-dome habitat just to see how big I'd need a facility to make an ultra high tech supporting place for the next few landings of people.

I had 4 smelters with ultimate materials delivery for max efficiency (as in two stools besides all workers with steel nonstop supplied). I managed to build a, I believe 30 or 35 diameter dome housing 12 people in about a month. So it's possible, but it's a bitch. Thus, can't wait till the update :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 22, 2016, 02:56:20 PM
I think I made a mistake playing with just 1 guy. After setting up and being self sufficient I don't know what else to do. If it was a growing colony I would at least have expansions to do.

Just for something to do I set up a dinning room and rec room even though, being by myself, it seemed a little extravagant. I also do a lot of art even though I'm terrible at it. Is there anything else I could be doing? Here's a pic of my base.

I think there definitely needs to be more things to do. Maybe some of the omitted things could be reintroduced in a different way, eg. farming native martian lifeforms, attacks from martians, trading with Earth, etc. I think these ideas are probably contrary to the intent of the mod but there really needs to be more to do.

[attachment deleted by admin due to age]
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on November 22, 2016, 03:06:18 PM
Get yourself a proper bedroom :p

What's with the vents do the outside? Do vents only transfer heat and not martian air?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 22, 2016, 03:07:53 PM
That's one of the last things I added. Vents can be closed, so they are useful for clearing toxic air without killing the soil and plants.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on November 22, 2016, 09:52:07 PM
Maybe sending rock samples back to earth could be one task to do?
Soon with a16 and you be able to get outside colony there would be a lot more things to to. Like go find old mars explorers/landers. Hopefully vehicle support will then be added.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Elixiar on November 22, 2016, 10:55:11 PM
So I have setup my first colony, but then realised toxicity is way too high.

Is there any way to lower it without venting the entire room via roof removal? I'd just do that, but it takes so damn long to resoil a hydroponics dome then I just can't be bothered. (Since it kills the soil.)

I have a decent realistic looking colony but everyone is still living in suits!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: yavorh on November 22, 2016, 11:34:18 PM
As for the one guy situation - your mission is to escape yo. :I

Otherwise, for the doing stuff part. I was thinking that too. We can't keep making statues for arts and stuff all the time, so I was thinking maybe the idea of a "hobbies" meter or expanding the activities that add to "joy".

Like adding "soap carving" or just something that is art related, but smaller in size or doesn't occupy storage. Hell, theater acts, whatnot. Just things that specific colonists would like to do and would need facilities or benches or resources to do.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Rock5 on November 23, 2016, 12:52:18 AM
So I have setup my first colony, but then realised toxicity is way too high.

Is there any way to lower it without venting the entire room via roof removal? I'd just do that, but it takes so damn long to resoil a hydroponics dome then I just can't be bothered. (Since it kills the soil.)

I have a decent realistic looking colony but everyone is still living in suits!
Use vents to move toxicity out of your base. You will need more than 1 room to save soil. Eg.

XXXXXXXXXXXXXXXXXXXXX
X               X                 X
V               V   FARM       X
X               X                 X
XXXXXXXXXXXXXXXXXXXXX

X = Wall, V = Vent

What you do is vent the left room then close the vent. Then open the vent in the middle which will move some of the toxicity to the left room. Then close the vent and vent the left room again. Repeat until toxicity is at an acceptable level but watch your O2 and pressure. Don't let them get too low or the soil will still die. I aim to keep the O2 at least 5%. I don't know what the magic number is. If the O2 level is too low but you're still not happy with the toxicity level you should wait a bit until your O2 has risen. This still takes time but less than having to resoil your farm.

Hope that helps.

Tips:
- Keep as much wiring in walls as possible to reduce fires.
- Make sure you always have components to immediately repair moxies as a disabled moxie can cause toxicity to rise.
- Have extra air outlets to speed up re-pressure. You can always turn them off latter if you have too many.
- Temporarily move any spare air outlets, in rooms that are already pressurized, to the room you are re-pressurizing to speed up the process.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Domkrat282 on November 29, 2016, 03:25:03 AM
Any news?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Brunaw on November 29, 2016, 01:14:08 PM
Damnit! explosive decompression! i lost 4 of my 6 colonist...
RIP Maya Toitvona, Michel, Chalmers and Sax...
It's a hard way to learn it's important to build to airlocks.
Arkady and Boone are still alive, the revolution will continue!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Serenity on November 29, 2016, 01:21:04 PM
Maya Toitvona, Michel, Chalmers and Sax...
Arkady and Boone
I see what you did there
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on December 01, 2016, 04:57:35 PM
Tynan said hes bug fixing and tuning A16 now so it sounds like it will be out soon, which means i will probably wait for a16 to release in beta or in full in case i need to make any massive changes. Im in the same bug fixing and tuning stage with mars so if the stars align i can push out an A16 version right away
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Domkrat282 on December 02, 2016, 05:04:58 AM
Thank you for infoming us! Can we have any developement diary or teasers? Do you have plans for implementing travel system from A16 (maybe it is too early question because we dont know a lot about this system)?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on December 02, 2016, 09:21:50 AM
No idea how it works yet need to wait and see,  if i can use it i'll do it in another patch though
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: EldVarg on December 02, 2016, 11:08:21 AM
Please post an screenshot of the upcoming release :). I'm really looking forward it.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on December 02, 2016, 11:27:43 AM
Please post an screenshot of the upcoming release :). I'm really looking forward it.

http://imgur.com/icYhYSL (http://imgur.com/icYhYSL)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: jjjh on December 04, 2016, 11:15:29 AM
I have just finished playing the mod. Very good and entertaining play. But I lacked some important infromation, which I found only after reading this forum.

These information should be in-game (in description of items):

1/ MOXI and MOXIE: "Should be placed outside, because it generates toxicity"

2/ Air Oulet should have description of statistics, something like: "O2 higher than ?? %, CO2 lower than ?? %, pressure higher than ?? psi and toxicity lower than ?? % is safe for people without EVA equipment. Toxicity is genrated by MOXIE, MOXI and fires. Toxicity must be vented outside."

3/ EVA suit, helmet and probably the scenario description (at the beginning of the game) should have infromation about cramped environment in the EVA suits.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on December 04, 2016, 02:26:31 PM
These information should be in-game (in description of items):

Thank you and yup things are going to be a lot more complicated in the next patch so i might end up needing to make an in-game instructions tab thing
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Iwillbenicetou on December 05, 2016, 10:01:12 PM
Is it possible to create your own scenario with this? I don't see why not, but just to be sure it won't screw anything up.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
Post by: Dubwise on December 05, 2016, 11:19:24 PM
Is it possible to create your own scenario with this? I don't see why not, but just to be sure it won't screw anything up.

I think with the current version just make sure its got the martian atmosphere map condition, you should be able to mess around with prepare carefully all you want too
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 09, 2016, 03:08:06 AM
added a link for v3 to the first page
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: shirlierox on December 09, 2016, 03:12:58 PM
Awesome I'll be sure to check this update out. 

I've still not kille... I mean finished my current series though :).
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 09, 2016, 03:57:01 PM
#RimGod
#MakeMarsGreatAgain

And I was just wondering what I'll be doing this nightshift, working from home office :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 09, 2016, 04:06:18 PM
its mostly working but there's still some bits that need doing hence being under the alpha heading, no instructions yet either so you're gonna have to work it out on your own or ask
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: shirlierox on December 09, 2016, 06:43:37 PM
Awesome so far I'm loving the new entry sequence.   I'm sure many colonists will die while I discover the eva suit zones  ::)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 09, 2016, 06:57:58 PM
Awesome so far I'm loving the new entry sequence.   I'm sure many colonists will die while I discover the eva suit zones  ::)
pipe a suit station into anything that makes or stores o2, set its HAB zone to an area restricted to inside your hab, and turn on auto rest toggle, then before the colonist goes to bed it will try to store the EVA suit in the nearest station, then you can right click the station to start EVA
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 09, 2016, 06:59:33 PM
Tip, colonists can poop in their suits if you don't have a working toilet
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 09, 2016, 09:41:07 PM
Awesome so far I'm loving the new entry sequence.   I'm sure many colonists will die while I discover the eva suit zones  ::)
pipe a suit station into anything that makes or stores o2, set its HAB zone to an area restricted to inside your hab, and turn on auto rest toggle, then before the colonist goes to bed it will try to store the EVA suit in the nearest station, then you can right click the station to start EVA

bit of a bug report and suggestion on how to fix:

On auto rest the guy DOES take off the suit, but several scenarios will happen when he should put it on, sometimes breaking things until you fix them manually:

1. They will not put on the suit and will be stuck in the hab area
2. They will not put it on and run outside for no reason and pass out (sometimes that "looking for breathable air" code you made I guess isn't strong enough to contain their suicidal willpower"
3. They iwll not put it on and will not be able to put on their EVA suit... turns out they get stuck with the outside area as their allowed one.

I tried the following set ups:
1. Both areas unrestricted
2. Home area hab, eva area unrestricted
3. The opposite
4. Hab and outside area defined

Suggestion on fixing, based on my knowledge of how code logic works...in Java, but still:
1. Add to that "looking for breathable air" code to also put on nearest available EVA suit
2. Add a checking for each path/task outside if member has EVA suit or if there is one available to him nearby without going outside
3. Add an immediate command for them to put on the suit upon wake up
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 09, 2016, 09:59:44 PM
On-the-go suit refuels only bring up to 11%, which I guess the guys consider the zone where they have to refuel, so they keep refueling every few minutes. Suggest making it so that the refuel procedure "loops" until it hits 100%
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 09, 2016, 10:07:46 PM
once a suit station has a full eva suit in it you can right click and select start EVA, when one is empty you can right click end EVA, the auto switch is only to make them take it off before bed. What i usually do is every day once my regular eva pawns have had breakfast, crapped showered and are hanging out or using the treadmills i get them to start EVA and get some jobs done, if i had it so pawns equipped a suit as soon as they woke up then they would be doing everything at half speed inside the hab.

And i don't want them to be able to quick charge suits to full that's cheating, the quick charging is meant to be a short bump just to keep them going a while longer if they really need to put out fires or something urgent like that, you're supposed to store the suit and let it charge to full which should last something like 2 days depending on physical activity, the little blue lights on the station show current O2%
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 09, 2016, 10:18:29 PM
once a suit station has a full eva suit in it you can right click and select start EVA, when one is empty you can right click end EVA, the auto switch is only to make them take it off before bed. What i usually do is every day once my regular eva pawns have had breakfast, crapped showered and are hanging out or using the treadmills i get them to start EVA and get some jobs done, if i had it so pawns equipped a suit as soon as they woke up then they would be doing everything at half speed inside the hab.

And i don't want them to be able to quick charge suits to full that's cheating, the quick charging is meant to be a short bump just to keep them going a while longer if they really need to put out fires or something urgent like that, you're supposed to store the suit and let it charge to full which should last something like 2 days depending on physical activity, the little blue lights on the station show current O2%

Daaang good. In this case, no complaints - great job, mod is awesome... Also love how I can deconstruct a small part of the hab without it deflating. Now, to build my OWN "inflatable" walls. (clever naming on the material to make it literally say Inflatable wall :P)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Rock5 on December 10, 2016, 08:42:30 AM
Are you guys talking about v3? Sounds awesome. Is there a description of the new features for v3 anywhere?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 10, 2016, 11:01:30 AM
Are you guys talking about v3? Sounds awesome. Is there a description of the new features for v3 anywhere?

there's a download link on page 1 under alpha, no features list yet but i re-coded the whole thing and its gone from 2mb to 23mb
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 10, 2016, 12:02:18 PM
Btw. you should update the 1. step guide for the v3.

People need a bit more info what they should build/place at first.
And how soil works now with the new mashines.

And i agree with yavorh, that the EVA refill process should hold at last a bit longer 25-50%.

Don't you think the landing module should have a little reactor too, around 500-1000W ?

Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 10, 2016, 12:20:37 PM
Well its easy enough to setup a solar panel, and the ships already starts with 4 full cells worth of charge in it, takes me days to run that down at the start.
i'll look at the quick refill but what i will probably do is give the suits a battery too, so you cant just keep quick filling the air over and over you will have to store it to charge the battery, otherwise it would just be too easy.
and im changing lots of stuff hence the alfalfa. so im not going to write a startup guide yet, once im happy with v3 i'll do the guide, a youtube series and push to steam make it official and all that jazz
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: shirlierox on December 10, 2016, 02:36:57 PM
Tip, colonists can poop in their suits if you don't have a working toilet

Haha oh my that made me laugh reading that
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Serenity on December 10, 2016, 03:04:00 PM
Mood: "Pooped in suit" -10
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 10, 2016, 05:23:20 PM
- treadmill works even without power.

- Why does the colonist need special fitness ? Ok yes the gravity on mars is lower, but doesn't the weight of the EVA compensate this ? When they wield an EVA they should gain fitness like at the treadmill. They only need the treadmill if they stay longer without the EVA.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 10, 2016, 05:36:42 PM
- treadmill works even without power.

- Why does the colonist need special fitness ? Ok yes the gravity on mars is lower, but doesn't the weight of the EVA compensate this ? When they wield an EVA they should gain fitness like at the treadmill. They only need the treadmill if they stay longer without the EVA.

fixed the treadmill, and they should already gain fitness from doing work like hauling mining constructing but im still tweaking numbers and i thought about making suit wearing at least prevent muscle loss, you should need treadmills for people who sit at desks all day though, and fitness on mars is actually a big deal so im adding things like osteoporosis which can be mitigated with drugs, also im probably going to add even more needs in later patches
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 11, 2016, 01:12:09 AM
im adding things like osteoporosis

Also don't forget Crippling depression, in that case.... there's a reference for ya

And on the topic of the EVA suits, I just got a bit of an idea... The way you've put in the code for  "looking for breathable air", isn't it possible to also add a line so that if there's an available EVA suit they go for it?

That would mean that in case of depressurization or having a job outside the colonists would just run for the nearest EVA suit. Thus instead of keeping an EVA suit station in their bedrooms or in some central part of the HAB, they'd instead have them at pre-airlock stations, like I would imagine is the case with normal station set ups.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 04:08:37 AM
well i don't want to over automate things, there's a point where it ends up like if when theres a raid all your pawns stop their jobs auto equip armor and rifles then run out to guard posts, and there's probably a mod for that but anyway...

I tend to ignore the alerts on the right of the screen because they ding so often so i was thinking about making a single cell detector that you could set to start sounding an alarm and flashing lights when air reaches certain levels in a room, because i find the warning beeps on the suit for low o2 work well and catch my attention unlike the alerts system.

And right now getting a bunch of pawns to put suits on for a big hauling/building session outside still takes a lot of clicks so im going to try making something like the draft button to force all selected pawns to look for a suit station with a single key.

So keeping things manual, but not clicky and tedious, better warning systems, and leave alerts as just tips
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 11, 2016, 05:10:21 AM
im adding things like osteoporosis

Also don't forget Crippling depression, in that case.... there's a reference for ya

And on the topic of the EVA suits, I just got a bit of an idea... The way you've put in the code for  "looking for breathable air", isn't it possible to also add a line so that if there's an available EVA suit they go for it?

That would mean that in case of depressurization or having a job outside the colonists would just run for the nearest EVA suit. Thus instead of keeping an EVA suit station in their bedrooms or in some central part of the HAB, they'd instead have them at pre-airlock stations, like I would imagine is the case with normal station set ups.

Putting on one of those suits takes a long time, and when humans are confronted with such a immidiate danger their thought process becomes really simple. Complex tasks such as putting on a suit are almost impossible, instead the simple flight-respons would make them storm towards the nearest room that has air.

Aside from that, can you make it so breaking a wall between a pressurised room and the outside causes an explosion, like explosive decompression?
And about the muscle atrophy, can you turn it into a disease causing weakness and stuff?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 11, 2016, 05:23:03 AM
Ok here is a quickguide for starting after some try&error pratice :-)


Eject your pawns and cargo from the Lander (Ares).
Open all the cargo boxes.
You will find a placeable HAB, place it, it take some time until it is ready.
Nearly any module need power, so i don't say expliziet to connect it with power conduit, you can do it self. :-)
Place the MOXIE, next outside the HAB, build an air outlet inside the HAB, connect both with gas pipes.
Build a EVA suit station inside the HAB, connect it with the gas pipe network.

2. Step plant room.
Build a room (i build 13x13 next to the HAB because the HAB is 13x13 too), an airlock or double airlock like it is show at the HAB too.
Build an AGS outside, an air outlet inside, connect them with gas pipe.

At this point you can think about to build gas storage tank to store O2 (need to raise Oxgen level) and N2 (need to raise pressure level) and connect them to one gas netwerk. The storage tank can quickly resupply missing gas at the rooms since MOXIE and AGS don't store any.

Inside the room build skylight's, the 8 fields aound it are covered with bright light, build so much that the whole room got bright light.

Build a MIWEX outside, MIWEX need sand as fuel, next to the MIWEX a H2O storage tank, connect them with water pipe if needed.
Build inside a moisture pump, connect it with water pipes to the MIWEX or storage tank.

Build Soil worktable, dig sand and create bag of soil.
Build dry soil (50% fert.) and the moisture pump will increase that after a while.
Beginn to plant.


Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 11, 2016, 06:36:43 AM
Some error msg. after a doc with the self medical kit got finished or not (2 medicine left next to the bed, needed to draft/undraft him to clear the loop).
Doc started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
 
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 11, 2016, 07:48:08 AM
You know what dubwise, you're the man with the plan, the knowledge and the mod - and thus far this mod's turned out preeeeetty darn good. It's awesome to see the pages on this post increase more and more and see this whole shebang blossom out so nicely! We trust in you, keep it up
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: shirlierox on December 11, 2016, 08:54:16 AM


I wish I had seen this before I streamed earlier hehe.  The thing that caught me out at first was having to use gas pipes as I thought I could just use power cables and wondered why everyone died.

It did take me an 1 hour and 30 minutes until I built a working toilet though  ;D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Serenity on December 11, 2016, 01:45:35 PM
Inside the room build skylight's, the 8 fields aound it are covered with bright light, build so much that the whole room got bright light.
So the skylight prevents those ugly spots around the edges where you have little light? Or has light and water generation be completely separated and you could just build a sunlamp if you are willing to suck up the power cost and grow in a cave?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 01:49:25 PM
Ok here is a quickguide for starting after some try&error pratice :-)

yup you got it, not too hard aye, the moxie and ags do have tanks but they are more like small buffers, bigger one on the ags, and the ship has built in o2 n2 and h2o tanks which are full at the start so you can start growing before you have a miwex built.
i tend to get sewage system up and running before a greenhouse because pooping and washing is important for mood.
there's a button on cargo that lets you remove small amounts of stuff from crates so you dont have to make huge stockpiles.
you wanna draw out a hab area asap so you can set it on the suit station.
and i'm working on a valve so that you can fill up a gas tank with n2 or o2 and can shut off the pipe that way if your hab decompresses it doesn't drain your tanks before you get the hole sealed up, then you can flick open the valve to rapidly re-pressurize.
And before my ships even landed i open the Mars tab on the menu and sort out my ship configs and set all the cargo i want and start a new one building

for fitness i still need to add the health effects i only got the mood done so far, and nutrition will affect muscle growth rate, so if the pawns starving then upside is you don't need to poop as often, downside is your muscles don't recover

and i changed irrigation now so now each unit of water you produce is pumped into the soil, plants then combine it with co2 in the air to photosynthesize and produce o2, and the temperature controls the rate of evaporation which increases humidity in the hab, then you build an AWG to condense the moisture from the air back into tanks, all i gotta do now is add the sewage processing part and you should be able to recycle most of your water so all the extra water you produce can be used for making fuel instead. So you gotta get your light, temps, co2 level, moisture and humidity all balanced out, oh and 100% humidity will makes things short out, and plants also clean toxic air now.... Eventually i'll replace the whole plant class so i can get seeds and cuttings working and get more control over the growth rates/withering/mothering yada yada.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 01:55:05 PM
Inside the room build skylight's, the 8 fields aound it are covered with bright light, build so much that the whole room got bright light.
So the skylight prevents those ugly spots around the edges where you have little light? Or has light and water generation be completely separated and you could just build a sunlamp if you are willing to suck up the power cost and grow in a cave?

skylights let sunlight in with a small radius, you get 100% lit with them spaced 2 cells apart
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 11, 2016, 02:29:31 PM
Inside the room build skylight's, the 8 fields aound it are covered with bright light, build so much that the whole room got bright light.
So the skylight prevents those ugly spots around the edges where you have little light? Or has light and water generation be completely separated and you could just build a sunlamp if you are willing to suck up the power cost and grow in a cave?
Logical, the skylight shouldn't work under mountains but it does :-)
A skylight is just sunlamp but with a 3x3 bright light area, but 0 power need.
Normal sunlamps don't exist in this mod.

yup you got it, not too hard aye, ...
ohhh thats some nice new information.
Didn't even know you could select the kind of cargo.
And i just discover i could refuel and send the ships back (1. ship got a failed start).

Yeah, people should build a sewage system (toilet,...) early, they got allready enough bad mood from the fitness.

What do you plan to made fine meals on mars ? Some fert. space chicken eggs or Soy bean to made soymilk/tofu.

And you need to clear the useless research branches if possible.

Btw. Rimfridge mod, works with Mars, but didn't test out the cool beer yet.


Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 02:45:21 PM
I haven't touched research yet because i'm gutting it out completely and replacing it with science benches which earn you requisition points to buy ships and crew and cargo, and quests will unlock tech instead

you can make fine meals with ketchup + any veg, i'll add more recipes later and eventually things like quorn style protein growth vats

and thanks for pointing out the skylights under mountains that should be a quick fix, and sunlamps are still in
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 11, 2016, 02:52:00 PM
In what way do you invision will the research system work?

Will we discover better ways of protecting us against the martian elements, better suits, genetically modifying plants to adapt to martian soil, ...?
Or will it be a system where your colony must produce enough science results to be profitable and keep receiving supplies to expand?

In the end, because you don't face any military threat in this mod, I think it would be interesting to magnify other areas of the game, such as science, crafting, health (both physical and mental), ...
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: BlueWinds on December 11, 2016, 02:58:54 PM
I have a couple of bugs to report with the inflatable hab that you may not have noticed, because you are too experienced to make noob mistakes.

1. The inflatable hab ate my moxie. I saw "oh, hey, there's a square outline. I'll just start building around it and installing things," but then, in the center of each side, the inflatable wall extends beyond the given outline... and covered up my freshly installed moxie, disappearing it without warning. ^^;;
2. I also lay down some wiring and made a couple solar panels while waiting for the hab to inflate. One of these wires happened to run over the space between the two airlocks - and for some reason when it finished inflating, this space was filled with inflatable wall. Easy enough to fix with deconstruction, but it was still strange. Also, deconstructing left behind 'Inflatable' - clever material naming to make the walls work, but still strange to have 4 Inflatable sitting around.
3. While inflating, you can lay storage zones over the inflatable hab. If you misestimate the location of the walls... goods can be left sitting on top of the walls. >.>

Suggestion: Have the hab stop inflating if there's anything else occupying any of its squares. Will prevent these and similar issues. :)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 03:20:05 PM
Will we discover better ways of protecting us against the martian elements, better suits, genetically modifying plants to adapt to martian soil, ...?
Or will it be a system where your colony must produce enough science results to be profitable and keep receiving supplies to expand?

Exactly, and both, normal static research benches for each science with pawns working all day for progress to the next requisition point to fund the mission, and then the actual research projects to unlock and upgrade things are quests with stages, making things, testing things, trying not to blast holes in your walls with lasers or create a plant that invades and kills your whole greenhouse... that kinda thing
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 11, 2016, 03:31:37 PM
I have a couple of bugs to report with the inflatable hab that you may not have noticed, because you are too experienced to make noob mistakes.

thanks  ::) the hab was something i tossed in without testing much yet so i need to tidy it up, maybe i will make it so once its "installed" it instantly spawns lots of single cell things that inflate 'construct themselves' instead so you can plan around them, that should fix it all. I just wanted a prefab unit so people can see how to do a basic hab, also i need them later for some scenarios

(edit)
The hab now spawns a structure with floors and roofing and the frames for all the walls and doors and then you finish building it which only takes a minute, the walls dont drop resources anymore, and its not filled with air but you can just run a pipe to the ship to quickly fill it
also fixed the skylights so they only work under constructed roofs
once i finish this water cycle thing i'll upload this version

(edit)
Added button under the air readout to tell all selected pawns to find suits
(edit)
And another for remove suits
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 12, 2016, 06:36:59 AM
Ok, i still use the 1. Version, not sure how much you tweaked it at all.

-The rapidly loose of fitness is very annoying, i got 4 treatmills for 6 pawns. And they are very well visited.
I think when someone wear an EVA he shouldn't loose any fitness. The suit itself is a fullbody fitness trainer, its heavy, lower movement and workspeed.

- It is funny to watch pawn to take a shower with an EVA and how fast they can undress :-) I think it isn't easy to forbid the use while in an EVA. Modern EVA's got an integrated system for this, so maybe pawn in EVA's shouldn't loose bladder.
But the EVA suit station need a connection to the sewage system.

- I think the EVA suit station should be replaceable.

- Supply crate, should be replaceable, and useable as deep pocket storage. Pawn don't have straight access to the things inside, but you should select what kind of things should be stored inside, then activate the loading. You can pause the loading and use it like a standard supply crate to drop all or just one.

- Some kind of mechanical or robotic helper would be nice. I think about Industrial roller (https://ludeon.com/forums/index.php?topic=26967.0) didn't test if these mod would work with mars but i don't think so because of the resources.
Or about the Robots from  Miscellaneous w MAI+Robots (https://ludeon.com/forums/index.php?topic=3612.0).

- Something is wrong the the priority of broken modules, i need to manualy send them to repair them most of the time.
Maybe you should put the clean equipment into the repair one, and repair should have a higher priority then cleaning. To repair the MOXIE is more important and fast done then the neverending cleaning of solarpanells during storms.

- Not sure if it is allready in, but there should be an adv. if you use sunlamps instead skylights. Plants should have a 24h growing if they got light.

- Can you disable the floating moisture numbers ?

- ketchup, nice that you can made fine meals from it. But currently useless. Since you reveal that you can choose what kind of cargo earth send, what do you think is better 1 box with maybe 75 ketchup (15 fine meal) or a food box with 255 pack. surv. meals ?
Since mood is pretty important since you loose much mood from fitness/hygnie pretty fast, they need good food at last.
I think you should work primary to add a solution for fine meals.
I will try out GouRIMet 1.0, and look if that work well with MARS. But i don't know that mod yet and not sure what kind of meals i can made without meat.

Now i need to made myself lunch.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Serenity on December 12, 2016, 08:48:03 AM
Maybe add some sort of dried meat that can you can only get from supply missions. So you can choose to spend some room on the cargo ship for that. Meat is more intuitive than ketchup.

But yeah, if ready meals stack better than ingredients then that's a bit of a balance issue.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 12, 2016, 09:34:02 AM
Plants do NOT grow during the night as part of the base game design - you will find this if playing with no mods too. In real life plants rest too and do not grow 24/7
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 12, 2016, 10:40:30 AM
I just notice, you can set the EVA station that pawn can auto. undress the EVA before they go sleep.
But under what condion do they equip back auto. ? Does they need the station in their bedroom ?
And if it possible to add "bathroom" phase to restriction, or maybe let the pawn's auto. use toilet,basin,shower after they awake and if it free.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 12, 2016, 11:57:16 AM
Plants do NOT grow during the night as part of the base game design - you will find this if playing with no mods too. In real life plants rest too and do not grow 24/7

#plantlifesmatter

But anyway, after giving the alpha version a good test one thing that annoyed me was the lack of any primitive hygiene stuff.
The earliest colonists should have a supply of towels and soap to do the basic cleaning and a portable chemical toilet until you get a sewage system build. Maybe you have to empty the chemical toilet every now and then and throw it outside.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 12, 2016, 02:10:43 PM
Plants do NOT grow during the night as part of the base game design - you will find this if playing with no mods too. In real life plants rest too and do not grow 24/7

#plantlifesmatter

But anyway, after giving the alpha version a good test one thing that annoyed me was the lack of any primitive hygiene stuff.
The earliest colonists should have a supply of towels and soap to do the basic cleaning and a portable chemical toilet until you get a sewage system build. Maybe you have to empty the chemical toilet every now and then and throw it outside.

How do you wash away soap and what do you use towels for if you don't have water :B. Also, maybe clean wipes would be a thing but they don't clean off all the guck you have on you just like magic AND getting the water system set up is fast enough that the -15 Grimy debuff is outweighted by the +10 new colony optimism buff
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 12, 2016, 02:30:31 PM
Quote
How do you wash away soap and what do you use towels for if you don't have water :B
Same like people do it at the desert. They use sand.
Or a hightech version, hypersonic.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 12, 2016, 02:47:41 PM
Plants do NOT grow during the night as part of the base game design - you will find this if playing with no mods too. In real life plants rest too and do not grow 24/7

#plantlifesmatter

But anyway, after giving the alpha version a good test one thing that annoyed me was the lack of any primitive hygiene stuff.
The earliest colonists should have a supply of towels and soap to do the basic cleaning and a portable chemical toilet until you get a sewage system build. Maybe you have to empty the chemical toilet every now and then and throw it outside.

How do you wash away soap and what do you use towels for if you don't have water :B. Also, maybe clean wipes would be a thing but they don't clean off all the guck you have on you just like magic AND getting the water system set up is fast enough that the -15 Grimy debuff is outweighted by the +10 new colony optimism buff

I was thinking about how astronauts wash themselfs on the ISS, they only take a shower very rarely and usually use wet towels with soap.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 12, 2016, 03:20:29 PM
i love the enthusiasm for the mod  ;D I know i need to tweak lots of the numbers im still throwing more stuff in and rewriting stuff.

I'll move equipment cleaning to after repair.

I was thinking about making suit stations movable and haven't made up my mind on it.

There should be a water drop icon to the left of the moisture reading which toggles the irrigation numbers on and off, i have changed it so now the suits on/off buttons and irrigation toggle are at the bottom of that ui in a row.

Pawns can poop in suits but i had it set to 0 bladder, i'll fix it so its when they first need to go. And i can add washlets which they just pick up and use to give the same hygiene buff as washing their hands at a basin.

I want fitness setup so pawns only have to use treadmills maybe once every few days, or every other day if they are a scientist sitting at a desk all day, so i need to reduce the loss a bunch and buff the effects of labor, and i'll make it so suits stall fitness, i'm also working on making it so they can watch TV while working out.

I'm going to add meat to cargo, some more sauces, some jerky. Plan is to have meal variety affect mood and nutrition levels. And at some point i want to add mycoprotein production, it would be part of the extended research system.

As far as i know most plants don't grow 24 hours a day under lights and actually stresses them if you try to, so sun lamps are just for growing in mountains right now. What i would like to do is tweak it so sunlight doesn't give 100% lit because mars is a bit further away from the sun and its just windows letting in light and they could be slightly dusty and stuff and also dust storms should block out the light, so then you would have a reason to build high power grow lights. maybe grow lights could could extend growth time a little bit longer than daylight just so you can max out efficiency.

And i only allow removing suits automatically before going to sleep, i wont allow auto equipping suits because that's going too far with automation, i think you should have to decide when you're going to send people outside because its going to get more and more dangerous as i add incidents. i have only played ice sheets for a long time and managing what pawns wear and when they can go outside to mine or haul cargo drops was always a battle with the ui, so i want it to be like ice sheets but less fiddly so all the zone and outfit switching is wrapped up into single buttons, i just added buttons to command all selected pawns to put on or take off suits at the nearest station which cuts out the tedious right clicking for each individual pawn.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 12, 2016, 04:12:33 PM
Quote
There should be a water drop icon
Are there more hidden buttons ? :-))

Quote
I was thinking about making suit stations movable and haven't made up my mind on it.
Componets are rare, ok not that rare anymore since we know we can choose the cargo and send back the ship, but at the beginning.
And when you expand your base, you want/need to move the stations too.
But thats a decicion i can life with.

Quote
Pawns can poop in suits but i had it set to 0 bladder,
I don't understand this. These EVA suits are designed for multi day useage, that means they can absorb the sewage from a human body in extra tanks.
Thats one of the main reason it takes so long to wear one of them.
They arn't like the early NASA mission suits when astronauts realy need to poop into their suits while they wait for the launch :-)
Modern suits don't let you feel dirty, ok they arn't very comfortable but they give you air,water and liquid food for a while not to forget about the inner suit that absorb and neutralize sweat.

I don't want speak about future suits can do :-)

Quote
And i only allow removing suits automatically before going to sleep, i wont allow auto equipping suits because that's going too far with automation,
Ok, but from my side i don't care if they sleep with EVA or not, so long they go on their work again. Thats why i don't turn the auto. off and let them switch suits if they run low O2.

Let me guess, the liquid metal reactor isn't useable yet, no fuel modules?

But overall you did a phantastic job and its a big improvment from v2.
Can't wait for v4 ! :-)

Dang, i just got an idea to prevent the solar panels from sand but it didn't work. Skylight can't be build over panels, and even we could they just add light not sun. But nevermind, once we can get fuel modules from earth they will be dismantle anyway.

Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 12, 2016, 06:58:44 PM
once you have finished the reactor research you will get an extra option on cargo to send a fuel module

and i'm working on the alpha 16 update now, everything's broken  ::)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 12, 2016, 08:05:03 PM
Its under Env Control, and only in v3 (alfalfa)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 01:40:32 AM
900 errors later...

(http://i.imgur.com/FamHdAd.jpg)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 13, 2016, 01:42:27 AM
Chemistry skill description is same as fitness.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 13, 2016, 02:11:56 AM
In v3 are colonists supposed to go into EVA automatically..?

I always have to manually tell them to end or start EVA.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 02:16:40 AM
In v3 are colonists supposed to go into EVA automatically..?

I always have to manually tell them to end or start EVA.

you can toggle the auto rest button on suit stations and they will take off suits before resting, i explain a bit more in previous pages
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 13, 2016, 02:19:34 AM
Ah okay cool, so auto resting makes them auto-unequip it.

But is there any possibility to make them auto-equip it?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 02:29:40 AM
Nope i dont want that, but in the a16 patch i have added buttons to tell all selected pawns to equip or remove suits from the nearest station so you dont have to right click on suit stations over and over for each pawn, im trying to make it easy but manual
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 13, 2016, 04:35:17 AM
Do you plan on integrating new features from a16, like the new world system and moving around the planet.
I think this sytem can be used for science experiments, maybe travelling towards a special crater or something to conduct !SCIENCE!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 04:42:47 AM
Do you plan on integrating new features from a16, like the new world system and moving around the planet.
I think this sytem can be used for science experiments, maybe travelling towards a special crater or something to conduct !SCIENCE!

depends on how much it can be modded
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 13, 2016, 05:40:52 AM
Do you plan on integrating new features from a16, like the new world system and moving around the planet.
I think this sytem can be used for science experiments, maybe travelling towards a special crater or something to conduct !SCIENCE!

depends on how much it can be modded

The way I've seen it, it can be modded pretty well, if you're good ad writing code for generating structures then you can easily add factions, structures and events all around the mars globe.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 06:06:15 AM
im busy trying to remove all the structures and factions right now, and figuring out how to run my fleet management in the world instead of as map comps. i don't want to do too much with the world system maybe make steps in research quests require you to send out manned or unmanned rovers. or land ships directly in other tiles to start up mining outposts and send resources between bases using rovers. Also there's "the martian" scenario i want to add back in but this time your watney has to grow a supply of potatoes and trek for a month to the spare mav just in time to get rescued.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 13, 2016, 08:45:28 AM
I think we can let Tynan Sylvester flesh out the world system with more stuff first. Maybe he adds dynamic toxic clouds that roam over the planet or volcanous that cover areas of the globe when they burst.

If he adds more foundation to the world system you can build on it later with your own content, like instead of toxic clouds, dust clouds instead?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 13, 2016, 09:03:59 AM
Ok, i am out until A16 get released, but still playing with v3 abit, but i think i don't find anything new.

Happy modding :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 13, 2016, 09:06:39 AM
I think we can let Tynan Sylvester flesh out the world system with more stuff first. Maybe he adds dynamic toxic clouds that roam over the planet or volcanous that cover areas of the globe when they burst.

If he adds more foundation to the world system you can build on it later with your own content, like instead of toxic clouds, dust clouds instead?

I actually want to do fallout clouds from meltdown incidents for my rimushima mod at some point, and good idea with dust storms, i think you can actually add your own graphics layer to the world so i'll have to look into that
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 13, 2016, 12:56:11 PM
Just a little bug
MIWEX consume fuel even when it is turned off.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: MAKAIROSI on December 13, 2016, 02:19:19 PM
So i started playing this and when the O2 in the rooms was ok i thought i'd remove the EVA suits and helmets. I did so, thinking they would put them on again if they want to go outside. They only put the suits on, not the helmets, and died of decompression.

Awesome challenge though, it's a must to all Rimworld fans!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 13, 2016, 04:41:59 PM
You removed the suits and helmets manual, you didn't use the EVA station to store them ?
Then i can happen , that you remove the suits manual is just in case of emergency.
All other times, at the EVA Station you got the right click option "End EVA" to store the suit, and then the suit get refueled.
With "Start EVA" you set them to wear the suit again.
And you can set 2 zones, the first HAB should be the area with oxygen.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 14, 2016, 03:01:53 AM
Almost ready
(http://i.imgur.com/3xw1F7U.jpg)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 14, 2016, 10:13:47 AM
^^^

Seems VERY promising.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 14, 2016, 12:33:15 PM
Hnnng, so good!

What if... You find rovers roaming around or as sites that get discovered/are there already, but of course you need to get enough air tank supply stuffs to be able to get an expedition to the rover and thus get the reactor?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 14, 2016, 12:45:05 PM
Hnnng, so good!

What if... You find rovers roaming around or as sites that get discovered/are there already, but of course you need to get enough air tank supply stuffs to be able to get an expedition to the rover and thus get the reactor?

already working on it
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Adalah217 on December 15, 2016, 03:52:43 AM
Almost ready

That's probably the coolest thing I've seen for A16 yet! I had no idea it was doable to have events like the dust storm appearing on the planet! This changes everything!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 15, 2016, 05:26:43 AM
On another note, do you plan on changing or removing the heatwave event?
I was confused to see the temperature on Mars climb up to a comfortable 20C°.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Domkrat282 on December 15, 2016, 07:38:19 AM
On another note, do you plan on changing or removing the heatwave event?
I was confused to see the temperature on Mars climb up to a comfortable 20C°.
Sometimes IRL this happens near equator, in some summer days. And more - in some good days in Mariner valley you may stay alive only with oxygen mask and pressure suit.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: jjjh on December 18, 2016, 06:20:47 AM
I have a problem with keeping my base heated. In both my games (v2.1.3 and v3.0.0) I have selected a very cold region around the north pole, where the winter temperature falls down to -120 deg. C during night.

As a result, I can barely heat bedrooms and growing room. The rest of the base is filled with air, but so cold that EVA suit must be used. I simply do not have enough Components to build Solar generators and heaters, even though I build double walls with one tile corridor around them (= three walls in total). The heat losses through roofs are too large.

The solution could be either a) more components in the beginning, or b) lowered heat loss through roofs and mountains, or c) do not make base in so cold environment :-)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 18, 2016, 09:13:55 AM
I have a problem with keeping my base heated. In both my games (v2.1.3 and v3.0.0) I have selected a very cold region around the north pole, where the winter temperature falls down to -120 deg. C during night.

As a result, I can barely heat bedrooms and growing room. The rest of the base is filled with air, but so cold that EVA suit must be used. I simply do not have enough Components to build Solar generators and heaters, even though I build double walls with one tile corridor around them (= three walls in total). The heat losses through roofs are too large.

The solution could be either a) more components in the beginning, or b) lowered heat loss through roofs and mountains, or c) do not make base in so cold environment :-)

Check your mods, like any heat-related mods. I haven't had such issues. ALSO make sure your freezer isn't attached with a wall directly to your inner rooms, that messed me up good.. I generally kept my freezer on the outside of my base with a non-heated hallway around it. Then for heating of my dorms for example, i had every six be attached to a single hallway with centrally heating and air supply, usually 2 heaters and 2-4 outlets (depending if there were sick people who were always in bed, thus more O2 drain). Around those rooms i had a hallway, sealed off with airlocks. I would stack that dorm config one next to the other aaaand it worked pretty fine...


BTW @ dubwise. Will the sciency stuff from this vid for example come into play:
https://www.youtube.com/watch?v=9s9UXXAmlTg

Meaning, we need the poop from the sewage to make up for the lack of correct soil nutriens, but ONLY after treating it proper (like letting it out to dry in the coldness of mars.... Say in a specially made equipment in order to automate the process as a task or something of the sort). Also needing water to do the soil treatment in order to wash out the bad parts of martian soil. It would really add one and a half steps to the soil process (adding a water pipe to soil making and collecting sewage and throwing it into another device... or straight up making it so that the sewage device has to be outside and in results poops out (ha) refined poop which can then be used.)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 18, 2016, 01:55:13 PM
I have a problem with keeping my base heated. In both my games (v2.1.3 and v3.0.0) I have selected a very cold region around the north pole, where the winter temperature falls down to -120 deg. C during night.

As a result, I can barely heat bedrooms and growing room. The rest of the base is filled with air, but so cold that EVA suit must be used. I simply do not have enough Components to build Solar generators and heaters, even though I build double walls with one tile corridor around them (= three walls in total). The heat losses through roofs are too large.

The solution could be either a) more components in the beginning, or b) lowered heat loss through roofs and mountains, or c) do not make base in so cold environment :-)

The nuclear reactor outputs rather large amounts of heat  :P
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 18, 2016, 02:09:06 PM
Meaning, we need the poop from the sewage to make up for the lack of correct soil nutriens, but ONLY after treating it proper (like letting it out to dry in the coldness of mars.... Say in a specially made equipment in order to automate the process as a task or something of the sort). Also needing water to do the soil treatment in order to wash out the bad parts of martian soil. It would really add one and a half steps to the soil process (adding a water pipe to soil making and collecting sewage and throwing it into another device... or straight up making it so that the sewage device has to be outside and in results poops out (ha) refined poop which can then be used.)

Ya i planned on expanding the sewage system and botany to work together, i just threw in a basic version for that v3 preview, and what i read was that the sand has enough minerals but you have to clean out the perchlorates and mix it with the right organic material then it should work, and i want the research to decide how well you can grow and what you can grow, so i'll make a cleaning machine, compost drums that kinda stuff, going to need a lot more ration packs at the start, maybe some starting compost packs you can mix up to get you started.

Lots of very late nights messing around with A16 stuff /yawn
(http://i.imgur.com/OxySkGY.png)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: jjjh on December 18, 2016, 07:22:39 PM
The nuclear reactor outputs rather large amounts of heat  :P

Should I get the RTG every time?

I did not get it in my current playthrough, I thought that was intended by the author. But after experimenting, it seems that loading first EdB Prepare Carefully and then Mars v3 results into no Curiosity ...

Nine Solar generators are barely sufficient to run basic stuff and I spent a lot of Components on them ... that would explain my problems with not having Components to heat the rest of the base.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: EldVarg on December 18, 2016, 08:22:35 PM
even though I build double walls with one tile corridor around them (= three walls in total).

Unfortunately, at least in normal a15, double walls are not better than single walls.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 19, 2016, 03:20:54 AM
The nuclear reactor outputs rather large amounts of heat  :P
Should I get the RTG every time?

the small RTG from curiosity is random, if you're still playing v2 then power is an issue but im actually talking about the LMFR that you can research in the v3 preview, with 8 rads attached and all indoors it kept a very large base somewhere around 50c
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Headshotkill on December 19, 2016, 10:43:53 AM
I actually got around building a sanitary installation but my colonists won't use it, requires plumbing it tells me.

I got a closed loop of all the sanitary parts with a MIST machine all powered, I'm using sewage pipes, is there anything I forgot?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 19, 2016, 11:28:20 AM
I actually got around building a sanitary installation but my colonists won't use it, requires plumbing it tells me.

I got a closed loop of all the sanitary parts with a MIST machine all powered, I'm using sewage pipes, is there anything I forgot?

need to pipe water into the mist and let it fill up with a buffer
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 20, 2016, 12:46:33 PM
Steps to sanitary circuit:
1. Get a place with sanitary things
2. Get a water production facility
3. Get a sewage facility
4. Run water through to both sewage and sanitary things
5. Run sewage to sanitary things
6. Wait for it
7. Wait for it
8. Legen-
9. waitforit
10. DARY sewage.

But yea, you gotta wait a bit. There's a water capacity on the sewage facility that has to be filled up.

On that topic, dubwise - is it possible to make it so we can have "Septic tanks" in a way so that during a power outage the colonists can just... like throw buckets of stored up water into the toilet and other stuff like that instead of relying on highly sophisticated electricity powered sewage and water? :D
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 20, 2016, 01:28:48 PM
On a power outage, the last thing i am worried are the sewage.
All the plants die from the cold, mosttimes you don't get "normal" cloth for extrem cold, and EVA can run out of air, then you just got the choise between choke or freeze to dead if you settle on a cold area and got bad luck with the eva fuel.

A chemical emergency heater would be nice at this situation. Do you know these pocket heater, you could recharge at boiling water ?
Ok, a recharge feature isn't realy needed, but something like a campfire, made from sand (or some chemicals), polymer and steel, that can replace a heater for 1 day with 20 deg. celsius.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: BlueWinds on December 20, 2016, 01:48:58 PM
On that topic, dubwise - is it possible to make it so we can have "Septic tanks" in a way so that during a power outage the colonists can just... like throw buckets of stored up water into the toilet and other stuff like that instead of relying on highly sophisticated electricity powered sewage and water? :D

Would also be great to have a fast, temporary solution before one has time to set up the whole complicated recycling plant setup. More wasteful of water, analogous to the chemical co2 scrubbers.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 20, 2016, 04:56:49 PM
i should shove some tuques in the starting cargo, but if it gets too cold they could wear eva suits too.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 23, 2016, 05:49:54 PM
Could you upload the latest "Alfalfa" version for A16?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Ratcet_1988 on December 24, 2016, 04:55:38 PM
Indeed Please? we could send you any bug reports we find.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: AseaHeru on December 24, 2016, 05:22:10 PM
 Steam users? If you feel like going filediving, you can almost certainly take the file for people who dont use steam and manually insert it into the gamefiles, then tell the game that yes, this is an old version and you want to use it anyways.

 Of course, it may not work because steam is still pile of raw sewage I have no idea how the game works with steam workshop, or steam in general, but its worth a try.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 24, 2016, 05:26:32 PM
Doesn't work.

The only version here on the forums is for A15 and I want to try it for A16. Obviously, the A15 version crashes if you're playing the A16.

Doesn't matter if it's on steam or not.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: AseaHeru on December 24, 2016, 05:30:24 PM
 That does not sound right. From what I have seen, outdated mods just go on about it being a version mismatch, and if you want to use it anyways. Ill check with this though.

-edit-

 Nope, it loads up fine, excepting the giant pile of errors about everything and anything.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 25, 2016, 06:44:30 AM
Nope, it loads up fine, excepting the giant pile of errors about everything and anything.


Yeah that's kinda the point, it's full of errors and it doesn't work correctly. That's why I was asking the creators if they are already ready to at least publish an alpha version of the mod for A16.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: yavorh on December 25, 2016, 10:47:22 AM
The link that was posted for the Alfalfa in A16 is STILL on the front page and HEY - GUESS WHAT! You don't get errors if you don't leave devmode on during gameplay and don't get your mod order wrong.

Mod order tip -
1. Things that affect humans, recipes, etc (EPOE, surgery mods, etc)
2. Mars
3. Quality of life/ performance improvements (BetterPathFinding, Vein Miner)
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 25, 2016, 04:27:03 PM
Guys you're seriously starting to piss me off. If you're not the creator of this mod or if you didn't even realize that this mod does not work for A16:

1. I am directing my comment to the CREATOR of this mod, I'm not interested in anyone else's comment.

2. There is NO A16 version. Check it for yourselves, the last version available on the first post is 0.15.1284 and it's for A15.

3. If you try to load the 0.15.1284 version on A16 it very obviously crashes on world generation (tested right now). It loads up fine, but you can't really play it. The 0.15.1284 version for A15 is the latest published Alfalfa version.

_____


So again, I am asking the mod creator and co-creators exclusively (and not anybody else):

Could you upload the latest "Alfalfa" version for A16?

Btw before anyone bastardizes my original point, I was just asking if the mod creators would be willing to share their pre-alpha stage of their mod since they "apparently" already have a working version of the mod. I am not demanding anything.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Nord on December 26, 2016, 05:52:30 AM
3. If you try to load the 0.15.1284 version on A16 it very obviously crashes on world generation (tested right now). It loads up fine, but you can't really play it. The 0.15.1284 version for A15 is the latest published Alfalfa version.

So again, I am asking the mod creator and co-creators exclusively (and not anybody else):
Could you upload the latest "Alfalfa" version for A16?

Totally agree, join to the request. Pleeease.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Dubwise on December 27, 2016, 01:37:04 PM
Ok i had a cold and was doing some christmassy stuff but v3 for A16 is on steam now, however there's some pretty grim bugs that i'm trying to catch up with and fix by pushing out quick patches, so i didn't want to wrap up a zip and upload it here and have a zillion downloads of a broken version then get spammed with the same bug reports and have to keep putting up lots of versions for each fix here too, so because steam is quick to patch i'm using steam users as guinea pigs right now to make sure i squish all the really big roaches quick as i can. Once i stop getting a stream of bug reports on steam i'll zip up a "stable" version to release on here with a link to the 10 page instruction manual im going to have to write. It's like as soon as i uploaded to steam suddenly everything decided to stop working, even simple things like pawns facing the right way on a treadmill which has been working fine for weeks suddenly don't work anymore, so im sort of spitting chips right now  :(
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Skissor on December 27, 2016, 06:35:09 PM
Wow awesome, this Mod must be one of the most elaborate Mods out there. Seriously, I don't remember any other mod that completely overhauled the game so much. You even put a moon and a satellite there!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: limofs on December 28, 2016, 04:11:33 PM
Absolutely awesome mod. Love it. Thanks for uploading new version, we all appreciate it! Also, could you please add launch button to MAV (is it really missing or I cant find it)? I really want to send one pesky colonist back!!
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: EldVarg on December 31, 2016, 07:47:08 AM
How do you dig for sand/ice?
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 31, 2016, 09:08:49 AM
You should have a command under Orders.
If you don't see that command it maybe got hide by other mods.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: silverskin on December 31, 2016, 02:39:45 PM
If this mod is anything to go by then NASA should just give up on their dreams of a Mars colony right now. Our solar panel tech is significantly worse than the 5500's stuff. And our batteries are even less efficient.

There's got to be another way to generate power.
Title: Re: [A15] Mars (v2.1.3) Martian colony builder
Post by: Canute on December 31, 2016, 05:51:31 PM
There is allready a nuclear reactor in the mod. Solar panells are just for the beginning.
Title: Re: [A16] Mars v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 12:30:55 AM
Ok so just updated this thread to V3.
Think i squished most the grizzly bugs thanks to steam users being spammed with game breaking patches  ::)

Happy new year!
Title: Re: [A16] Mars v3 - Musky Edition
Post by: lacrimi512 on January 01, 2017, 12:50:55 AM
YES YES!! THANKS!

I have a question, I have to disable all my mods? Even Call of Cthulhu?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 01:03:39 AM
yeaaa, i get lots of bug reports that turn out to be other mods. I only test with prepare carefully BUT i haven't yet for this version. Its likely that simple things like rimfridge or hair packs will work, some things like veg garden i kinda punish you for cheating
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: lacrimi512 on January 01, 2017, 02:36:51 AM
yeaaa, i get lots of bug reports that turn out to be other mods. I only test with prepare carefully BUT i haven't yet for this version. Its likely that simple things like rimfridge or hair packs will work, some things like veg garden i kinda punish you for cheating

I see, well, Thank you, and Happy new year too.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 01, 2017, 03:30:53 AM
Hmm my EVA suits has not recharged, Eva suits has put down to recharge station, connected to power source, pipe to moxie, but o2 is still same...

Nah, what i did wrong ?

Edit: When my system has connected to ship, all start working maybe moxie is just too weak :P
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Headshotkill on January 01, 2017, 06:11:56 AM
Hmm my EVA suits has not recharged, Eva suits has put down to recharge station, connected to power source, pipe to moxie, but o2 is still same...

Nah, what i did wrong ?


Maybe you're already filling up an airtank or a room with low 02, the MOXIE can only handle that much.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Canute on January 01, 2017, 08:22:20 AM
The MOXIE is just a small generator, it can produce enough O2 for the habitate and a bit more.
But to use the "bit more" you need a storage, the ship at example is a storage but a Gas tank set to O2 should do it too ! :-)
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 08:39:49 AM
A moxie is just enough to sustain 3 people and the ship has big enough air tanks to totally fill the hab with some to spare. You could place a couple of potted plants to convert a tiny bit more co2 to o2.

The suit station has to fill a small hidden buffer first which is for doing quick refuels and then it does the suit

Air outlets always siphon first but i added flow rate settings on them so you can limit it or switch it off to get some air to the suits first. The flashing lights on the air outlet show the rooms safety, alternating red means no o2 or pressure, alternating green red means safe pressure but unsafe o2 so you can survive a few seconds while your o2 saturation drops, and green is safe
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 01, 2017, 08:48:28 AM
Absolutely amazing work dubwise56, this is really immersive gameplay

i wonder, technically is option to create 2 or more planets, start from earth, start event when earth going to destroy, escape earth and play in your mod ?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 09:03:50 AM
Absolutely amazing work dubwise56, this is really immersive gameplay

i wonder, technically is option to create 2 or more planets, start from earth, start event when earth going to destroy, escape earth and play in your mod ?

Thanks, and maybe, have to wait and see
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Nord on January 01, 2017, 10:09:47 AM
Now this is a newyear gift! Thank you!
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Jakub k. on January 01, 2017, 10:39:37 AM
this is amazing,but im confused

can you add this to a save file? does it start on mars or do you have to fly there?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 11:06:15 AM
its a whole conversion so you have to disable everything and start a new save
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 01, 2017, 11:29:07 AM
http://imgur.com/a/pSV0y

Log Error. I have ordered my pawns to stay in safe area, i think when they want do something outside, they have been staying... until.. dont know, they just staying in "standing" mode :P
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 11:37:51 AM
http://imgur.com/a/pSV0y

Log Error. I have ordered my pawns to stay in safe area, i think when they want do something outside, they have been staying... until.. dont know, they just staying in "standing" mode :P

Ok i can see thats the tendSelf, make sure nobody equips the medical bag it allows colonists to treat their own wounds and must be bugged
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: vv1911 on January 01, 2017, 11:46:18 AM
my pawns dont build anything i think it is bugged
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 11:52:37 AM
my pawns dont build anything i think it is bugged

disable other mods, restart rimworld, make sure pawns have construction enabled in the work tab, make sure you empty the resources out of the starting crates, not sure what else to suggest
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 01, 2017, 11:55:17 AM
"it allows colonists to treat their own wounds and must be bugged" i have been waiting for this feature since i first time run rimworld :D
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 12:09:53 PM
"it allows colonists to treat their own wounds and must be bugged" i have been waiting for this feature since i first time run rimworld :D

its a very old feature and the first thing i made changes to for v3 months ago, so i probably broke it during that time. Might get a patch up for it today
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Skissor on January 01, 2017, 12:11:40 PM
Some bugs that are still present:

* When you load the mod, the Audioclips for most of the sewage and toilet systems fail to load and give errors (Errors during gameplay too)

* A lot of percentages go over 100%

* The methane production seems to be bugged sometimes. It works for a time, then suddenly it doesn't do anything even if everything should be fine

* Coffee and wet wipes never get consumed (after years)

* Making colonists take off their tuques and jackets isn't an elegant solution at the moment. I have a pretty decent big colony and the shuffling of clothes gets annoying

* I don't see how i can cleanse a big mars colony of toxicity

* There needs to be a more elaborate explanation of the "Mars" tab for all of the rockets etc. It takes some time to understand these things and it should give you more room to chose (You can only chose either 0 colonists and 6 cargo or 3 colonists and 3 cargo)

Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 12:50:50 PM
Some bugs that are still present:

* When you load the mod, the Audioclips for most of the sewage and toilet systems fail to load and give errors (Errors during gameplay too)

* A lot of percentages go over 100%

* The methane production seems to be bugged sometimes. It works for a time, then suddenly it doesn't do anything even if everything should be fine

* Coffee and wet wipes never get consumed (after years)

* Making colonists take off their tuques and jackets isn't an elegant solution at the moment. I have a pretty decent big colony and the shuffling of clothes gets annoying

* I don't see how i can cleanse a big mars colony of toxicity

* There needs to be a more elaborate explanation of the "Mars" tab for all of the rockets etc. It takes some time to understand these things and it should give you more room to chose (You can only chose either 0 colonists and 6 cargo or 3 colonists and 3 cargo)



nobody else has reported audio clip load problems and i don't have it so maybe your install glitched or another mod broke it or something

what exactly is going over 100%?

if the mispp stalls the lights will go red, it either means the flow of h2o or co2 is too slow, or it means you have run out of o2 or ch4 storage space.

coffee is a drug so you need to schedule it and wet wipes will be used if hygiene drops below the second notch and there's no working showers

if you mean when colonists equip eva suits they drop their jackets and hats then yeah i haven't decided how to manage that yet, i might just load them into the suit station but then i have to make sure people know thats happening or they will think their clothes are vanishing.

plants absorb toxicity so just make sure the air can flow through your greenhouse or put potted plants everywhere, or compartmentalize the hab enough so you can vent single compartments if the levels are super high.

I have a guide that im working on that is linked back on page 1 and i explain the fleet management in that, im also working on a html version of the guide that im going to include in the zip in the next patch.

And in v4 there is going to be a requisition point and weight based cargo inventory management system for the fleet. And you will have to spend requisition points to select crew members from a randomly generated roster
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: vv1911 on January 01, 2017, 01:09:10 PM
1
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Skissor on January 01, 2017, 02:17:57 PM
Thanks for the answers!

I'll see what I can find about about those "Audioclip" bugs. I'm currently not playing with any other mod, I'll get back to you, or maybe it resolves itself.  :P
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Caneythekid on January 01, 2017, 03:43:11 PM
I'm not a modder, but I'm just wondering if you would mind either releasing the medical bag as a stand alone mod or allow someone else to? BECAUSE THAT THING IS AMAZING.
Please? :D (Or would it break other mods...?)
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: lacrimi512 on January 01, 2017, 07:56:40 PM
I have a question, how i get the reactors working for more energy? Y connect all the stuff but it's not working.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 01, 2017, 08:15:17 PM
I have a question, how i get the reactors working for more energy? Y connect all the stuff but it's not working.

ok a little complicated but... you get the core components and fuel module sent as cargo, build the core, load the fuel module into the core. you then need at least 1 radiator connected via cooling pipes to the core, at least 1 thermoelectric generator connected via heat pipes to the core, at least 1 transformer connected via high voltage cable to the thermoelectric generator and if you click on the transformer you should then see it rise to 1000w slowly, then continue to rise as you add more rads and generators.

To get full power you connect 8 radiators and 4 thermoelectric generators to the core. you can use different combinations of generators and transformers to create separate power nets with different total power outputs.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: vv1911 on January 02, 2017, 05:28:09 AM
my pawns dont build anything i think it is bugged

disable other mods, restart rimworld, make sure pawns have construction enabled in the work tab, make sure you empty the resources out of the starting crates, not sure what else to suggest

i already disabled all the mods and when i restarted the game i made a new colony with the mars mod and the gamecore but they still dont build by them self i have to micro manage them all to built and i need to built the hab it doesnt do it by it self like in alpha 15
and i get a debug log error saying
exception in verse.AI .thinknode priority sorter
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: lacrimi512 on January 02, 2017, 07:39:25 AM
Last Question, sorry:

How I collect H20?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 07:58:34 AM
my pawns dont build anything i think it is bugged

disable other mods, restart rimworld, make sure pawns have construction enabled in the work tab, make sure you empty the resources out of the starting crates, not sure what else to suggest

i already disabled all the mods and when i restarted the game i made a new colony with the mars mod and the gamecore but they still dont build by them self i have to micro manage them all to built and i need to built the hab it doesnt do it by it self like in alpha 15
and i get a debug log error saying
exception in verse.AI .thinknode priority sorter

The hab changed from the a15 preview so that's normal, the way you worded it makes it sound like you have mars first before the core in the mod order, if that's the case then make sure core is first. If not then i don't have any idea why the ai is breaking for you, nobody else reported this problem so maybe its a corrupt install, missing file, bad config, something like that?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 08:07:24 AM
Last Question, sorry:

How I collect H20?

Build a MIWEX, the lights at the top show the current status, red means its empty, green/orange means there's no more storage space for water so its stalled production, and blue crawling lights means its running.

(http://i.imgur.com/F17MTzz.png)

Use the dig icy sand designation tool to dig up areas of sand that have a moisture level greater than 0%
(http://i.imgur.com/POA866F.png)

and you will get bags of icy sand
(http://i.imgur.com/2s5KSms.png)

Then load them into the MIWEX and it will slowly produce H2O.

And build a tank to store the water
(http://i.imgur.com/0U6gkMO.png)
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 02, 2017, 09:01:21 AM
Electric furnances consume o2 ?
If not did you plan this feature ?

"I'm not a modder, but I'm just wondering if you would mind either releasing the medical bag as a stand alone mod or allow someone else to? BECAUSE THAT THING IS AMAZING.
Please? :D (Or would it break other mods...?)" - it would be wonderful
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 10:44:43 AM
Electric furnances consume o2 ?
If not did you plan this feature ?

"I'm not a modder, but I'm just wondering if you would mind either releasing the medical bag as a stand alone mod or allow someone else to? BECAUSE THAT THING IS AMAZING.
Please? :D (Or would it break other mods...?)" - it would be wonderful
I'm going to work on production facilities effects on air when i start developing the research

And done
http://steamcommunity.com/sharedfiles/filedetails/?id=832333531
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Darkfirephoenix on January 02, 2017, 10:51:22 AM
Last Question, sorry:

How I collect H20?
You can also build a AWG, it collects water from the air. Look at that Humidity value in rooms, it takes from that, so it's best build indoors with high Humidity. (You can also build it outside for a rather slow H2O gain)
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 11:25:00 AM
(You can also build it outside for a rather slow H2O gain)

Huh that's odd, shouldn't be able to do that  ???
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: lacrimi512 on January 02, 2017, 11:44:21 AM
Ooops, My mistake, i wanted to know how to make Methane (H4) Not H2O : (
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Nord on January 02, 2017, 12:49:30 PM
What i'm doing wrong? Not enough components for me to create 2 eva stations, oxygen generator, water generator, small greenhouse and 2 solar panels. Well... not enough to create something more (most important - for third solar panel). Should i build component assembly bench on  the beginning of game? Or do not build something? Thanks.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Darkfirephoenix on January 02, 2017, 01:19:13 PM
What i'm doing wrong? Not enough components for me to create 2 eva stations, oxygen generator, water generator, small greenhouse and 2 solar panels. Well... not enough to create something more (most important - for third solar panel). Should i build component assembly bench on  the beginning of game? Or do not build something? Thanks.
You land with one small O2 generator (just set it up), 2 solar panels/eva stations are doable and regarding expanding the base for greenhouse: Mine for iron/aluminium to build the walls.
Also don't forget that the lander has electricity, H2O, N2 and O2 storage and those are filled.

(You can also build it outside for a rather slow H2O gain)

Huh that's odd, shouldn't be able to do that  ???
Yeah that surprised me too! But it is REALLY slow.
Sidenote: How about making the storage inside the lander a lower priority than the other storages? I really don't want to send it back home full with water. Or maybe some "only output" button for H2O, O2 etc.?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 01:27:30 PM
Ooops, My mistake, i wanted to know how to make Methane (H4) Not H2O : (

Ok no problem, build a MISPP
(http://i.imgur.com/B6lqiv2.png)

it requires co2 and lots of h2o, and produces ch4 and lots of o2
if the lights are flicking blue/orange then its working.
if they are red then its stalled and either needs more h2o or co2, or it needs more storage space for o2 or ch4.
1 spherical tank of ch4 and 4 spherical tanks of o2 are required to fill a rockets fuel tanks.
and it takes about 8 tanks of water and 1 tank of co2 to make that much.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Nord on January 02, 2017, 02:16:45 PM
You land with one small O2 generator (just set it up), 2 solar panels/eva stations are doable and regarding expanding the base for greenhouse: Mine for iron/aluminium to build the walls.
Also don't forget that the lander has electricity, H2O, N2 and O2 storage and those are filled.
You mean, one MOXIE is enough to sustain atmosphere in hub and greenhouse, and fill enough EVA stations? I will try.

And yes, wet towels seems not work.

One more question: is solar flare as in previous version mean death to all because of freezing plants and not working oxygen refill?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 02, 2017, 02:23:42 PM
Hmm what about a little hardcore version, and little refactor moxie, AGS and soil worktable reaction to:
Soil worktable (renamed to MSS (Mechanical Soil Separator :D or something weird))
(MSS) "Icy sand - > Soil + Ice"
(MOXIE, AGS) "Ice (electrolysis) -> H2 + O2"

Hydrogen for Fuel
Oxygen for Breathing

And no more oxygen from just Marsian Atmosphere ?

Power need for electrolysis (3600W)
Power obtain from H2 (1800W)

Or something like that ? just giving idea ;)
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 02:27:19 PM
Sidenote: How about making the storage inside the lander a lower priority than the other storages? I really don't want to send it back home full with water. Or maybe some "only output" button for H2O, O2 etc.?

i want to add a pump mode to the tank comp so you can drain 1 tank to another, the ship will inherit that. Until then you can use valves and isolate a mispp to the ship to glug its water tank, and then just switch off the water valve
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 02:37:36 PM
well i went with methane fuel because thats what musk is using, the moxie/ags o2 production is converting atmospheric co2, and the mispp already converts water to o2 in large amounts so i figured there wasn't much point making another device just to do that because why waste water on just o2 when its a finite resource and you need lots of methane
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: ganlhi on January 02, 2017, 03:42:42 PM
Hey! Just discovered this mod: wonderful!

Just a quick question: I'm out of components pretty fast. None of my pawns have enough "skilled work" to build ones. Am I screwed?
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 03:56:39 PM
Hey! Just discovered this mod: wonderful!

Just a quick question: I'm out of components pretty fast. None of my pawns have enough "skilled work" to build ones. Am I screwed?

open up the mars tab on the menu and have a look at the schedule for your fleet of ships, you might be able to make do until the next ship arrives, while ships are preparing you can go to their cargo tab and click the crates to change the contents so you can pick a bunch of materials crates if you think you will struggle for components
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: theowningone on January 02, 2017, 06:43:33 PM
Still trying to get MISPP to work and not having any luck. (Screenshots here (http://imgur.com/a/BYBxm) on imgur as they're too large to be attached)


Let me know if you need more info, or if I'm doing something dumb.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 02, 2017, 07:02:26 PM
Still trying to get MISPP to work and not having any luck. (Screenshots here (http://imgur.com/a/BYBxm) on imgur as they're too large to be attached)

  • The MISPP never fills it's buffers when connected to ground storage, but will fill it's H20 buffer to max when connected to the ILAV from the ILAV stores.
  • MISPP lights always stay red.
  • When the ILAV is set to fuel, the MISPP will slowly create LO2 using the oxygen stores from the ILAV, but not the ground storage.
  • The MISPP never produces LCH4.

Let me know if you need more info, or if I'm doing something dumb.

ok i don't think you're doing anything wrong there must be a problem with my buffer checks, and yikes that's a lot of buildings i usually test with like 2 or 3 of each tops.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: ganlhi on January 03, 2017, 03:02:34 AM
open up the mars tab on the menu and have a look at the schedule for your fleet of ships, you might be able to make do until the next ship arrives, while ships are preparing you can go to their cargo tab and click the crates to change the contents so you can pick a bunch of materials crates if you think you will struggle for components

Yes I saw that, but I'm out of components after only a few days! I only built 2 solar panels, a machine to get water from atmosphere, an hydro pump for my potatoes, a smelter to get steel, two heaters and a cooler, and a soil making bench...
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Lerin on January 03, 2017, 04:01:20 AM
Find on map curiosity and deconstruct it, extra 20 components
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: ganlhi on January 03, 2017, 04:13:10 AM
I found another one, not Curiosity. Opportunity maybe? It gave me only 2 components if I remember correctly.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: popster99 on January 03, 2017, 06:00:39 AM
having same problem of MISPP not working same problem as theowningone
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 03, 2017, 07:35:53 AM
ok i figured out why the mispp wasn't pumping, i had the bloody water grid and gas grid gets the wrong way round  :o

i'll zip up a patch soon after i check a couple more things
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: popster99 on January 03, 2017, 09:56:42 AM
still waiting for a patch on steam
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: vivafuerte on January 03, 2017, 10:00:36 AM
I really like the mod.
Sadly I've alo run in the buffer bug that leads the fuel cell to not create liquid methane, overall three of the gases don't seem to work with certain tanks.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: lacrimi512 on January 03, 2017, 10:27:14 AM
Hey, I have a question, i saw the Curiosity and a Monolith on my map. You have plans with those thing? It will be funny to explore, i dunno, some artefacts or some abandone building on Mars.
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: vivafuerte on January 03, 2017, 10:39:58 AM
Hey, I have a question, i saw the Curiosity and a Monolith on my map. You have plans with those thing? It will be funny to explore, i dunno, some artefacts or some abandone building on Mars.
You can dismantle Curiosity but yeah it'd be awesome to use it for caravans, no clue what the monolith is for
but sometimes you can find RTGs that produce 1000 watt 24/7 near curiosity
Title: Re: [A16] MarsX v3 - Musky Edition
Post by: Dubwise on January 03, 2017, 11:23:49 AM
i just updated the steam version, i'll be posting the zip here once i verify that there's no other major bugs
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 03, 2017, 01:08:55 PM
ok i had a little play around and it seeeeems to be ok now so i have uploaded a v3.0.1 patch here
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: vivafuerte on January 03, 2017, 02:38:24 PM
ok i had a little play around and it seeeeems to be ok now so i have uploaded a v3.0.1 patch here
thanks a lot for the quick and hard work :D
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Skissor on January 03, 2017, 03:20:51 PM
I knew that it wasn't my imagination that the MISPP wasn't working anymore!  ::) Thanks so much for the update and patch!
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Lerin on January 03, 2017, 03:43:00 PM
Plume two times in row is a deadly thing, i realized RTG can raise temperature, in a room but, o2 has depleted quick enough so 8 colonist died :/

Next time i will make a emergency room with rtg, airlocked and dedicated oxygen tank but vent will not work ?

We dont have opportunity to solve this problem ?

and

One colonist left, Charlie has sick... got major infection and one frostbite..
But he wont help himself anymore.... charlie is broken ?
View of 8 dead crew members is too much for him ?

EDIT:
Ok i got it, charlie need priority  doctoring before patient...

IMG: http://imgur.com/a/o4PQf

lovely disaster...
Really i love that gameplay.. thanks dubwise56 :D


Edit 2: Charlie died, he lost mind, charlie has started vicodin binge, he didn't bandage his infections.. 100% to 93%.. What a stupid dude..
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Skissor on January 03, 2017, 04:04:07 PM
There is clearly still a problem with the refueling of the rockets. I think the issue is that it has the same priority as all of the other tanks? I don't know, all I'm thinking is that if I choose to start refueling my rocket, my tanks shouldn't be the first to be refilled. I have several tanks of oxygen and I could easily refuel my rocket in 1-2 hours but it simply doesn't do it.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 03, 2017, 04:48:28 PM
i just patched the steam version, ship refuel speed is x10 faster now
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: BlueWinds on January 03, 2017, 11:29:26 PM
The new inflatable hab is much improved, thank you. I especially like that I can cancel the construction of the walls and arrange the "Inflatable" in a different shape. :D

I'm really, really hurting for components, though. Here's what I'm trying to build:

2 - Smelter
6 - 2x 4x4 Solar Panels
4 - Treadmill
3 - Basin, Shower, Terlet
4 - MIST
18 - 3x Suit Stations
1 - Air Outlet
1 - CO2 Scrubber
2 - 2x Heaters
5 - Irrigation pump
= 46 components.

I'm only sent to Mars with 40, which is just barely not enough. I'm pretty sure none of the above buildings are wasteful - they seem like a minimal set of required items for surviving until the next ship arrives. And that's not even counting having a few spare components in case something breaks down.

How do you all establish a colony if you aren't lucky enough to have Curiosity on your map? Do you make do with one suit station, and micromanage?
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Nord on January 04, 2017, 02:19:29 AM
How do you all establish a colony if you aren't lucky enough to have Curiosity on your map? Do you make do with one suit station, and micromanage?
Yes, i agree. I decided to build component assembly bench with my last 20 components, and now it looks like my colonists survive. But game was slow...

Also, i think cleaning and solar panel cleaning commands must be traded places.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: tyriaelsoban on January 04, 2017, 02:47:06 AM

2 - Smelter
6 - 2x 4x4 Solar Panels
4 - Treadmill
3 - Basin, Shower, Terlet
4 - MIST
18 - 3x Suit Stations
1 - Air Outlet
1 - CO2 Scrubber
2 - 2x Heaters
5 - Irrigation pump
= 46 components.


So lets break this down - ill explain why at the bottom.

2 - Smelter - essential additional materials.
6 - 2x 4x4 Solar Panels - essential even if you have the RTG.
4 - Treadmill - nope, see below.
3 - Basin, Shower, Terlet - essential happiness.
4 - MIST - essential, B/S/T wont work without them
18 - 3x Suit Stations - Essential, but three is overkill.
1 - Air Outlet - Essential
1 - CO2 Scrubber - Not currently necessary.
2 - 2x Heaters - Essential, cold = bad.
5 - Irrigation pump - depends on personal opinion.
= 46 components.
New total = 30, pending second eva suit station then its 24, if the fix for the plant pots is in effect, then 25.


In order;

Treadmill - is something ive NEVER needed, my guys do so much hairing around that their fitness has not dropped below 95%.

Suit Stations - Ive made it work with one EVA suit storage, there is so much work to do with a stone cutters station that it needs to be manned 24/7 (or at least one guy has to spend their entire work-shift). and as long as they dont spend more than two days in suit, its perfectly ok for a pawn to sleep in the suit.
Since everyone in my settlement works shifts, so with the three people i have at maximum 2-3 hours of a day where someone isnt working due to joy/sleep constraints, so this means i really only have one suit in active service at a time till after the supply drop, so at most, you will need two suit stations.

C02 Scrubber - Daylily/Rose plants in plant pots are still scrubbing co2 out of the air for me, and if youre growing plants in normal soil then this is also unimportant, as the plants photosynthesizing will scrub co2 for you, however, i am not sure if this is Dubwise's intention, as these potted plants do still use the moisture in their tile, they take forever to die though even if it runs out.

Irrigation pump - Depending on your difficulty level, you can opt on rough/2 ships to send a resupply with nothing but food and materials, since you dont obtain a second set of crewmen till you send someone back or you build a third ship yourself and a food container lasts three pawns more than two seasons (three and 1/2, i believe), though i also micro the food, my guys were still eating freeze-dried ration packs a week after the supply pod landed - so things like an irrigation pump can also wait and dont forget, with more than two ships, you can always suspend the missions with additional colonists on them.
This, in my opinion makes the irrigation pump unimportant till the supply ship arrives.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: EldVarg on January 04, 2017, 03:02:06 AM
Suggestions:
* When building habitat, sometimes building a wall fails. After that you can't finish the wall because of no resource. Maybe start with 15 extra inflatable.
* When you deconstruct things, maybe not all of the 1/4 material should be lost but become some scrappy material that you have to refine to be able to use again. It's all about recycling in a marsian colony right? :)
* A spinning bike that could generate some electricity and at same time fitness (but maybe not as fast as threadmill).
* Inflatabe should deteriorate over long time (so you should replace it with more hardy materials).

---

* Should take longer time to dig for sand.
* Unhappy nudity while showering?
* If warm icy soil should evaporate in a room.
* Do not show milliseconds in mars tab.
* Need seeds for flowers.
* Sky light should take longer time to build.
* Clean EVA Suits sometimes (especially from bladder).
* Incorrect rotation when sitting terlet and running treadmill.
* Steam effect when using airlocks.
* Should need to smelt aluminum ore before use (and same with iron).
* Should need potatoes to plant potatoes (and seeds for every plant).
* Be able to disable irrigation pump.
* Be able to walk psychotic wanderer to safety (and similar).
* Iron floor.
* Be able to fill up others suits.
* Should be able to see h2o levels on dazed.
* Eva Suits have instant build time.
* Should be able to rotate EVA Suit Station.
* Only prioritize MIMEX if it is missing more than 50 units or so (Important - now you fill it all the time with just one).
* Skylight image should be more transparent.
* Polymer icon should be blue.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 08:13:11 AM
I'm really, really hurting for components, though. Here's what I'm trying to build:

upped it to 60 for next patch and tyriaelsobans tips are good. For v4 there will be a full weight based cargo config screen before you start so you can pick exactly what you want. Also you could use scenario editor to add extra stuff but it will be sitting on the surface of mars before you land.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 08:35:26 AM
Suggestions:
* When building habitat, sometimes building a wall fails. After that you can't finish the wall because of no resource. Maybe start with 15 extra inflatable. - Already added, maybe only on steam version

* When you deconstruct things, maybe not all of the 1/4 material should be lost but become some scrappy material that you have to refine to be able to use again. It's all about recycling in a marsian colony right? :) - i want to make buildings more component based, like core component on the reactor. Might do it when i do that.

* A spinning bike that could generate some electricity and at same time fitness (but maybe not as fast as threadmill). - maybe one day

* Inflatabe should deteriorate over long time (so you should replace it with more hardy materials). - sure

---

* Should take longer time to dig for sand. - when i add the shovel back in
* Unhappy nudity while showering? - figured its not a big deal because of the bonus from showering
* If warm icy soil should evaporate in a room. - yup
* Do not show milliseconds in mars tab. - i like it
* Need seeds for flowers. - stuff like seeds will come in like v5 with full custom plants class
* Sky light should take longer time to build. - ok
* Clean EVA Suits sometimes (especially from bladder). - filthy suits is already planned

* Incorrect rotation when sitting terlet and running treadmill. - this bug i cant work out, same exact code as the a15 preview but now all face cell commands during job driver ticks are ignored, including facing tv's. Im making the whole hygiene system a standalone mod so if it works in that then i will know mars has broken it somehow.

* Steam effect when using airlocks. - tricky, custom door classes break rooms so i cant do much
* Should need to smelt aluminum ore before use (and same with iron). - yup will come later when i get to adding labs and production content
* Should need potatoes to plant potatoes (and seeds for every plant). - again v5 stuff
* Be able to disable irrigation pump. - i'll add a flicker
* Be able to walk psychotic wanderer to safety (and similar). - will need to do a job driver for that, low priority
* Iron floor. - eh?
* Be able to fill up others suits. - there's an unfinished handheld o2 bottle im adding.
* Should be able to see h2o levels on dazed. - o2 levels? i think they ignore for now, i'll get around to it one day
* Eva Suits have instant build time. - oops
* Should be able to rotate EVA Suit Station. - i struggled to make the graphic not look shit, maybe one day
* Only prioritize MIMEX if it is missing more than 50 units or so (Important - now you fill it all the time with just one). - yeah i need to fix that
* Skylight image should be more transparent. - tried that and didn't like it, could add another style
* Polymer icon should be blue. - i'll do that when i make a custom graphic for it
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Canute on January 04, 2017, 08:54:51 AM
I'm really, really hurting for components, though. Here's what I'm trying to build:

upped it to 60 for next patch and tyriaelsobans tips are good. For v4 there will be a full weight based cargo config screen before you start so you can pick exactly what you want. Also you could use scenario editor to add extra stuff but it will be sitting on the surface of mars before you land.
Don't made it too easy.
You don't need to build anything at start just the basic things to survive.

Quote
* Unhappy nudity while showering? - figured its not a big deal because of the bonus from showering
Does the pawns still take a shower while they are in EVA  ? Then they should use that skill when they undress at the EVA station too :-)

Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Nord on January 04, 2017, 09:04:43 AM
I always liked bulk meal mod, so here redacted def, allowing to prepare 4 simple or fine meals at a time:

[attachment deleted by admin due to age]
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: BlueWinds on January 04, 2017, 01:12:37 PM
The initial drop is scarce - everything's in short supply, you have to count every last steel, aluminum and steel (this is good! It's vital to the feel of the mod). But subsequent cargo arrivals feel incredibly rich, overabundant with resources that I didn't really need.

Thus a thought - make the initial landing two ships rather than one, and halve the size of cargo pods. You could then reduce the initial component count and rely on disassembling one of the two landers to make up the shortfall.
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 02:37:40 PM
The initial drop is scarce - everything's in short supply, you have to count every last steel, aluminum and steel (this is good! It's vital to the feel of the mod). But subsequent cargo arrivals feel incredibly rich, overabundant with resources that I didn't really need.

Thus a thought - make the initial landing two ships rather than one, and halve the size of cargo pods. You could then reduce the initial component count and rely on disassembling one of the two landers to make up the shortfall.

The current cargo setup is temporary, in the next major release the cargo will be limited by weight and certain items will cost requisition points that you earn through research, and you will get to pick your starting cargo so if your are confident that you will be able to make enough food and mine enough iron then you could skip all that and pile up components.

And i think the gap between your starting ships is probably too short, its 1 month gaps which in rimworld is only 5 days so i can jack that up to 3 months
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 02:38:54 PM
Also can anyone confirm if there's a bug where colonists don't face tv's while watching. because in my vanilla rimworld they dont
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: BlueWinds on January 04, 2017, 02:55:03 PM
Vanilla bug in A16 - I see it with horseshoe pins as well as TVs.

https://ludeon.com/forums/index.php?topic=28072.msg284603#msg284603
https://ludeon.com/forums/index.php?topic=29044.0
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 03:03:32 PM
Vanilla bug in A16 - I see it with horseshoe pins as well as TVs.

https://ludeon.com/forums/index.php?topic=28072.msg284603#msg284603
https://ludeon.com/forums/index.php?topic=29044.0

AHA thanks for linking that, i was pulling my hair out for days trying to work out why that was happening! moving on
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: buder5 on January 04, 2017, 03:43:54 PM
i would like to have the reactor with what needed to make it work into a separated mod i like the reactor idea and need a way to build those reactor core/fuel module that my wish
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: Dubwise on January 04, 2017, 04:24:01 PM
i would like to have the reactor with what needed to make it work into a separated mod i like the reactor idea and need a way to build those reactor core/fuel module that my wish

the A16 version isn't ready yet
https://ludeon.com/forums/index.php?topic=25124.0
Title: Re: [A16] MarsX v3.0.1 - Musky Edition
Post by: EldVarg on January 04, 2017, 05:53:49 PM
* Iron floor. - eh?

Ah I mean, you can build iron walls but not floors (not talking about steel).

Thanks for responding to all my suggestions. You mod is the best. Thank you for everything :).

Quote from: dubwise56 author 3 hours ago in Steam
ok confirmed the pawns facing the wrong direction stuff is an A16 bug nothing to do with mars.

Ah good to know.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 04, 2017, 08:07:46 PM
Updated to v3.0.2

pawns now only haul bags of sand to the MIWEX when it has more than 50 space available

fixed a bug causing skylights to max out at 50% lit

extra components in materials crates

the spacing between starting ships launch dates increased from 1 month to 1 season

irrigation pumps can now be flicked

fixed the message for lost cargo incident

little tweak to incident rates
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Iwillbenicetou on January 04, 2017, 08:59:46 PM
Could you make an option for the interval between cargo pods? I just want to test this out before actually trying it normally. I was thinking of having an option in the settings for it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 04, 2017, 10:05:43 PM
Could you make an option for the interval between cargo pods? I just want to test this out before actually trying it normally. I was thinking of having an option in the settings for it.

If you mean the countdown speed for the ships then there is a scenario part option to enable turbo timers which doubles the tick speed
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 05, 2017, 12:33:05 PM
Did you change the the light area for skylights ? just 4 adjacent fields got bright light, others are dark.

Edit: nvm, duskstorm darken the skylights too.

But i notice something different, did you change/modify the berserk status ?
At normal games the berserker just stand around, move slightly and attack anyone with fist at mellee range.
But berserker on mars seek others and attack them with the tools. Alot dangerous. Special when the one berserk in an EVA.


Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 05, 2017, 01:39:55 PM
Did you change the the light area for skylights ? just 4 adjacent fields got bright light, others are dark.

Edit: nvm, duskstorm darken the skylights too.

But i notice something different, did you change/modify the berserk status ?
At normal games the berserker just stand around, move slightly and attack anyone with fist at mellee range.
But berserker on mars seek others and attack them with the tools. Alot dangerous. Special when the one berserk in an EVA.

well i copied his psycho job driver back in the a15 version to make sure they didn't strip their clothes off while they were outside, i don't know if he changed the way they work since then
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 05, 2017, 03:32:42 PM
I think the medical kit's don't work like intended for. Pawn's can't treat themself. But not 100% sure yet.
Edit: ok, i am sure, pawn got a bleeding injury on the feet, there is an empty medical bed and he don't treat himself and i don't get an option to force him that to do.

toxic venture event, could you check of these air-outlet was turned on maybe ? Sure some mashine can break even when it is turned off, but the chances are lower.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 05, 2017, 03:37:29 PM
I think the medical kit's don't work like intended for. Pawn's can't treat themself. But not 100% sure yet.

toxic venture event, could you check of these air-outlet was turned on maybe ? Sure some mashine can break even when it is turned off, but the chances are lower.

Make sure their doctor skill is ticked on in the work tab

Done, will be in next patch
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Tig2 on January 05, 2017, 03:41:09 PM
Any chance that  Edb Prepare Carefully will be working ?

Or do i miss something ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 05, 2017, 05:00:20 PM
Any chance that  Edb Prepare Carefully will be working ?

Or do i miss something ?

(edit) Make sure the prepare carefully is AFTER mars on the mod list, i just tested and that seems to work fine

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Iwillbenicetou on January 05, 2017, 05:10:44 PM
How do I make my colonists automatically start and end their EVA? it's very annoying having to do it manually
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: WoodyDaOcas on January 05, 2017, 06:12:02 PM
tried it for the first time, looks very solid :) Thank you very much for the nice mod ) Appreciated
Anyway, did I miss anything about making steel ? Iron, smelting table, 10 steel per bill seems a bit.. slow :)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 05, 2017, 06:24:52 PM
How do I make my colonists automatically start and end their EVA? it's very annoying having to do it manually
dubwise refuse a full auto. switch for this.
You just can set at the EVA station to remove the suit before they going to bed.
But you need to put them on manualy.

But dubwise, what do you think to store turque and jacket at the empty station as switch gear.

Edit:
Ok, does all plant got special O2/tox cleaning ability or just the original ones ?
I tryed to use T-ExpandedCrops mod for some extra crops and 2 meal recipes. But now i got extremly toxicity in my rooms.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 05, 2017, 07:08:16 PM
yeah i'll probably store hats and jackets into the stations, i just need to display it and add a job driver to be able to remove them, then i could expand that out to things like outfit lockers like when i add labs and lab coats and stuff like that.

And as for full auto suit equipping there's only 1 way i have thought of that i like and that's if i can override the timetables to add an EVA time slot, and if i could override every job driver so the only things you can do in the suit are mine, construct, haul, clean and dig sand, and i would also stack debuffs to mood the longer you wear it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Iwillbenicetou on January 05, 2017, 08:08:47 PM
how do you make the reactor work? I can't get it to work
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 05, 2017, 09:37:35 PM
how do you make the reactor work? I can't get it to work

send the core components and fuel module from earth, build the core, build a radiator and connect it to the core via cooling pipes, build a thermoelectric generator and connect to the core via heat pipe, build a transformer and connect it to the thermoelectric generator via high voltage cable, connect your power conduit to the transformer, then load a fuel module into the core. you can see the total watt output on the transformers inspect window, to get max power it takes 4 generators and 8 radiators
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 06, 2017, 06:15:08 AM
Let me guess,
-AGS split CO2 into O2 and CO, but the CO tank don't fill so it don't get stored and used yet.

-The AGS get CO2 from the Martian air, but the MISPP need to have it stored ? At the current rare my CO2 tank is filling it take years until i get enough fuel. DOH just saw i didn't notice windtraps. But honestly the MISPP should use stored CO too, if the AGS would output it.
Does the MISPP got an O2 output ?
But logical wouldn't need the AGS a windtrap too ? :-)

- Any use of C2H4 yet ?

- I just notice Skylight works under mountain again.

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Skissor on January 06, 2017, 08:38:12 AM
Quote
Does the MISPP got an O2 output ?

yep :)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Lerin on January 06, 2017, 10:22:52 AM
We have water, are you planning a thirst-dehydration system ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 06, 2017, 11:15:00 AM
Damn i wished Redist heat would be working with A16 allready.
The Nuclear reactor is sooo hot.

Ok, to info other people, the reactor self is generating heat, not the other parts.
Currently it don't made sense to build radiators at cooler room to heat them. :-(
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 06, 2017, 02:32:31 PM
Damn i wished Redist heat would be working with A16 allready.
The Nuclear reactor is sooo hot.

Ok, to info other people, the reactor self is generating heat, not the other parts.
Currently it don't made sense to build radiators at cooler room to heat them. :-(
One would imagine that the reactor itself may warm up a bit but the radiators would emit the most heat, due to them designed that way (getting the heat out of the reactors).
About reactors: There are 2 main values of heat in a reactor, internal heat and external/hull heat. Usually you want to keep the hull temperature as low as possible and the internal as high as possible (without reaching critical levels), you want to heat the liquid inside to produce power (also doubles as cooling) and having the hull glowing bright red doesn't help you much with that.

On a completely different note: How will the "credits for research" work? Have your pawns do generic "research" jobs at some tables/machines?

Hmmmm... Just got a idea:
How about having your people "research" something and come up with a idea.
You then send a request for a experiment to earth which they will prepare and send to you. Finishing that experiment would yield a amount of "credit" and also maybe something usefull for your people (experimental power generation, materials, medical stuff etc.).
From there on you could request the materials for you to make more of that result of the experiment (if something usefull came out of it)

Also requesting prefab-hightech machines would be nice, like a fabricator or such that you wouldn't be able to build on your own (unless you already have a full suite of hightech fabricators).
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 06, 2017, 03:01:52 PM
Quote
Hmmmm... Just got a idea:
How about having your people "research" something and come up with a idea.
So far dubwise wrote he got similar thoughts.
The pawn need to work/research to earn credits to buy more suplies or other things from earth beside some rare standard supplies missions.


to dubwise,
what do you think about to create a new  sunlamp + irri. pump into with support pillar abilities.
Currently the area from the pump and sunlamp differ a bit and it would be usefule to have these extra pillar for later once you have enough energy to support sunlamps (1600W).
Because of the plume events serveral plant die before  they get mature, thats why i switch to sunlamps.

Edit:
The nuclear reactos is realy nice, good power output with the proper extension and not that complicate then rimushima (sorry didn't used that mod so far, the decription sounds like more like a reactor simulation then a useable tool).
You should put it in an own mod for regular use. Uranium as regular fuel, with 3 upgrade researches to build extra addon.

I am realy amazed what have you done so far, and this all alone.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EvilShroud on January 07, 2017, 01:02:22 AM
Any chance that  Edb Prepare Carefully will be working ?
I had a heck of a time getting Prepare Carefully to work as well. The game kind of hangs for a while (press OK but nothing happens), and no landing takes place once it unfreezes. I found 2 things that solved this:
1) Does not work with additional items
2) Does not work with relationships

Basically you can use it to make sure your colonists don't start with injuries, initial clothing (you do not need to select an EVA suit, one will be provided regardless), and you can make their stats whatever you like.

I hope this helps anyone else having problems. Would be cool if we could get those little bugs worked out, but honestly I'm just happy this mod exists at all! Has completely changed the way I look at Mars games.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 07, 2017, 04:50:39 AM
Ok, colony successful etablished. Reactor full expand. Food prod. running. Lander's refilled within 1 season.
Now it is time to wait for v4 ! :-)
 
Over night if got the idea for the EVA stations. When you managed it to switch appearals, you can put these into a seperated mod too.
I bet many player would like to have an armor rack doll, where they can switch their work clothes for their combat/surgeon/etc. jobs.
They just need to complete switch the stored gear with the actual gear of the pawn. Sure you can do a similar thing with the outfit menu, but then the pawn runs around more.



[attachment deleted by admin due to age]
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: limofs on January 07, 2017, 02:21:26 PM
Great job, mod gets better and better! Also, could we have animals shipped in crates/containers? Mechanics could probably be same as items you can reinstall. So you offload these items from crates, install them where you want them and on 'release' button click it makes an animal in place of container. Is it possible to make something like that? P.S. I'm hoping animals mechanics are same as human pawns, so you would not have to rewrite lots to make this.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 07, 2017, 02:58:50 PM
We have water, are you planning a thirst-dehydration system ?

Yes
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 07, 2017, 03:11:49 PM
Great job, mod gets better and better! Also, could we have animals shipped in crates/containers? Mechanics could probably be same as items you can reinstall. So you offload these items from crates, install them where you want them and on 'release' button click it makes an animal in place of container. Is it possible to make something like that? P.S. I'm hoping animals mechanics are same as human pawns, so you would not have to rewrite lots to make this.

i stripped out the animals tabs and skills and wont be adding them back for the foreseeable future. Meat production will all be handled with mycoprotein vats, lab grown meat and so on. Sending a crate of swine on a 6 month interplanetary expedition in 0 gravity would be a bit hazardous, and messy. Its not quite the same as a plane flight to Pittsburgh.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 07, 2017, 03:15:47 PM
Over night if got the idea for the EVA stations. When you managed it to switch appearals, you can put these into a seperated mod too.

Maybe, it would have been very useful for me on ice sheets, i always take off parkas and tuques inside which can be fiddly. But im already a bit swamped after releasing v3, and the 3 standalone mods and still have rimushima to get done, and more bugs in mars, and then mars v4, and then A17 patching and feature catchups and on and on
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Lerin on January 07, 2017, 04:25:48 PM
From my observation

About animals, personally i am not interested about meat production, just have animals is enjoyable. Maybe some kind of cryo hibernation for animals ?

Now in late game when colony is established game looks easy, maybe a kind of space raiders, what will force us to think about base desing to avoid "accidentaly" decompresion during raid, and secure crucial survive buildings.


i dont know how modders community works but, if you would take edb prepare carefully, and made patch/merge mod... what only let us use manage cargo and fixed points system(no more cheated rockets with full resources), that would be something amazing.

Lower gravity, maybe better limit for hauling for pawns ?

More options to heat base (personally i count on redist heat and compatibility patch)

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Napple on January 07, 2017, 04:45:15 PM
Is the hygiene portion of the mod standalone.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 07, 2017, 04:50:30 PM
Is the hygiene portion of the mod standalone.

It is now!
http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Skissor on January 07, 2017, 04:57:17 PM
If you could make a standalone where colonists have to drink as a secondary need besides eating that would be so great. And a place where colonists can get their water from (lakes, the sea, water wells etc.)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Napple on January 07, 2017, 04:58:23 PM
Is the hygiene portion of the mod standalone.

It is now!
http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Can you upload here? I don't use Steam for preferential reasons.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 07, 2017, 05:14:34 PM
Is the hygiene portion of the mod standalone.

It is now!
http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Can you upload here? I don't use Steam for preferential reasons.

Yes i was planning to do that today once i finish some bug fixes
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 08, 2017, 12:14:55 AM
Is the hygiene portion of the mod standalone.

It is now!
http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Can you upload here? I don't use Steam for preferential reasons.

Uploaded them here
https://ludeon.com/forums/index.php?topic=29043.0
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Nord on January 11, 2017, 12:06:56 PM
Why my crops dying before they ready? Temperature in greenhouse is 16-21, and all roof is in roof lights chess-ordered. Maybe some more conditions must be done?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: malloc on January 11, 2017, 12:16:20 PM
Do you have the irrigation pump with sufficient water?  What does the soil say in the lower left corner when you mouse over (parched, dry, etc.)?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 11, 2017, 12:48:38 PM
And plants require co2 for photosynthesis otherwise they will start to die
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 11, 2017, 01:06:57 PM
Ohhh thats a new info, you just mention before plants clear CO2.
Does the plants produce CO2 at night ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 11, 2017, 01:17:40 PM
Ohhh thats a new info, you just mention before plants clear CO2.
Does the plants produce CO2 at night ?
No right now they "photosynthesize" all the time which takes co2 from the air, h2o from the soil, and converts them into the equivalent amount of o2, and sugars which just get discarded for now until i get custom plant classes running, then if there's no h2o or co2 the plant loses hitpoints. Once i get my own plant class running you could do stuff like run co2 rich atmosphere in the greenhouse to speed up plant growth.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 11, 2017, 05:32:32 PM
But how to get CO2 into the greenhouse ?
Build a gastank, let it fill with CO2 and then change to another gas ?
I don't think the regular airoutlet isn't designed for that.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 11, 2017, 05:53:40 PM
But how to get CO2 into the greenhouse ?
Build a gastank, let it fill with CO2 and then change to another gas ?
I don't think the regular airoutlet isn't designed for that.
The moxie and AGS both produce co2, if an air outlet detects low co2 in a room it will vent co2 until the minimum required level is reached, if your outlets are struggling to release co2 fast enough then make sure the flow rates are set to max and that you have enough co2 being produced by moxie/ags/wind traps, or add more another air outlet, or improve ventilation to the rest of your hab so co2 exhaled by colonists can reach the plants faster
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Nord on January 12, 2017, 12:28:57 AM
Oh, so i just need to open air outlet. Thanks.  It is not obvious, i think you need to mention it somewhere in game.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Wishmaster on January 12, 2017, 01:15:21 PM
I have a problem with my colonists not removing or putting their eva suit when I use the global command. This happens after they remove their suit automatically to go sleep.
I have to draft/undraft them so the global command works again.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Nord on January 13, 2017, 12:49:49 PM
Ok, is there a way to save my plants from freezing during SPE?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 13, 2017, 12:58:44 PM
Ok, is there a way to save my plants from freezing during SPE?
You could try and insulate the rooms with the plants in them:
Best build you growing rooms in between other rooms that keep the temperature in and at least double thick walls to the outside.
This should keep the temperature high enough for the SPE to pass without killing your plants.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Nord on January 13, 2017, 02:36:19 PM
No, it is not helping. The temperature falls too fast.

Also: i encountered a bug with roof windows (forget how they called). When two or more zones crossing, they can become dark. So when you construct them chess-ordered, there is a chance (by each game load) that entire room will be in darkness.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 13, 2017, 02:59:18 PM
No, it is not helping. The temperature falls too fast.

Also: i encountered a bug with roof windows (forget how they called). When two or more zones crossing, they can become dark. So when you construct them chess-ordered, there is a chance (by each game load) that entire room will be in darkness.
Why would you place them in a chess pattern? They have a 3x3 radius with them in the middle.

Also: How many walls do you have pointing to the outside and how big is the room?
Outside walls increase the temperature loss and bigger rooms stay longer warm if they are properly insulated.

In the very worst case you just have to work with the plants freezing and always keep enough food stored for the time of 2+ times till harvest.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on January 13, 2017, 06:47:12 PM
There is a bug with people coming in cargo ships. I reconfigured all but one ship for cargo only, but people are still in them.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on January 14, 2017, 04:26:41 AM
dubwise56: What have inspired you with this mod?
I guess The Marsian book and movie?

Any other novel/movie?

Any documentary like this?
https://www.youtube.com/watch?v=SGbY6MaEp4k
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 14, 2017, 05:21:12 AM
Ok, is there a way to save my plants from freezing during SPE?

At early games, no.
You can't made campfires or this kind to produce heat, because you don't have any wood.
Ofcouse you can focus on trees instead of foodplants, because you can order more food from earth anyway and don't realy need to grow food anyway.

But the nuclear reactor you can build (need core and fuel cells from earth) produce alot of heat even on a SPE. I needed to cool my 6-8 sunlamp big reactor/plant room even with cooler.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on January 14, 2017, 08:42:12 AM
That moment when a shipchunk lands STRAIGHT through the middle of your base, making two of your colonists instantly suffocate while the only EVA suited member watches on in horror.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 14, 2017, 10:02:58 AM
Yeah very annoying.
Thats why it is good not to made too big rooms, seperated with airlocks not doors, and airoutlet in each room to compensate the air if the hole in the roof isn't that big.
Special at he beginning alot of ship chunks crashed on my map. They was a welcome gift (components and steel) but when they crashed on your colony, bad luck.
Thats why i build my 2. try into mountain.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on January 14, 2017, 01:55:34 PM
Have you changed death stuff? I had to enact some space justice and the dead colonist won't disappear from the colonist bar even after burial.

edit. Nevermind it just took way longer than usual. Here are a few notes instead.

- Am I supposed to be able to just spam build new ships with no wait?
- The start seems too harsh with component struggle, but it seems to be addressed for next update.
- Endless plume-sandstorm-SPE-combo all day and multiple breakups on a single day happen quite often. Farming was useless until I got the reactor up for unhindered power generation.
- I understand that this is still in development very much but some stuff is just hard to figure. How many AGS do I need? What do I need to make fuel? Stuff added to the learning helper, the hints on the right side of screen and explisit info in the item stat screens could really help. The reactor was friendly enough to tell exactly how to put it up. For number of AGS needed or do I need more than 1 mist ever etc. I have no idea and it is just guesswork. And you don't want to be guessing in a mod like this.
- Automation of EVA via the restrict menu would be sweet. Manually telling 10+ colonist every day to suit up is too much micro. The auto area restriction and suits off works sweet.
- Maybe some the traits could go away. I don't see a drug abusing pyromaniac who doesn't have social skills making the cut to be on mars missions.
- The work grouping could be clearer. Now you have repair and dig sand in the same thing and cut stone and make drugs in the same thing. Don't know how much you can change this stuff though.
- Currently the most interesting mod around! Hope you keep it going.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 14, 2017, 03:16:15 PM
Quote
- Am I supposed to be able to just spam build new ships with no wait?
You can order to build a new one yes, but only 1 ship can be build at once, and take much longer then the trip back to earth.

Quote
- The start seems too harsh with component struggle, but it seems to be addressed for next update.
Not realy IMO, you got enough components to build the basic nessesary stuff for the beginning. You don't need to build all at once.
It helps to build smelter,Comp. assembly.  And mosttimes ship parts will crash alot which give extra components too.

Quote
- I understand that this is still in development very much but some stuff is just hard to figure. How many AGS do I need? What do I need to make fuel? Stuff added to the learning helper, the hints on the right side of screen and explisit info in the item stat screens could really help. The reactor was friendly enough to tell exactly how to put it up. For number of AGS needed or do I need more than 1 mist ever etc. I have no idea and it is just guesswork. And you don't want to be guessing in a mod like this.
Yep i can understand you, the ingame documentation isn't very good yet. But believe me, i didn't even looked at the helper.
But there is no formula how many things you need for this or that. I suggest build one and when you notice the storage don't fill, you maybe need another.
But i never needed more then MOXIE and 1 AGS for a rather big base. But it depend how many plants you got too. Plants produce O2 too. I times i got energy shortage, i even just run the MOXIE for 2 x 13x13 habitat and 2x 13x13 plant rooms.
Just expand slowly and got for safety !

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dragoon on January 14, 2017, 03:40:56 PM
Have you thought of making a space colony variation? In space colony you have to worry about the same things but you also have aliens and turrets, and I always loved it but never had a large map or a lot of people while rimworld would be very fitting for it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Draxis on January 14, 2017, 08:17:52 PM
This is an excellent mod and I'm having a ton of fun with it. One question though: how do I deal with muscle atrophy? My guys are mining all day, so I'd figure they're getting exercise, but all of a sudden they have -45% movement and -45% manipulation. I'm on day 47 so that's less than a year and already 2 of my three colonists seem to be fairly useless.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 14, 2017, 09:28:24 PM
This is an excellent mod and I'm having a ton of fun with it. One question though: how do I deal with muscle atrophy? My guys are mining all day, so I'd figure they're getting exercise, but all of a sudden they have -45% movement and -45% manipulation. I'm on day 47 so that's less than a year and already 2 of my three colonists seem to be fairly useless.
Just build a threadmill or two (requires power), they will use it to train their muscles on their own
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Draxis on January 14, 2017, 10:19:17 PM
Yup, just got it working! I was surprised how little it takes to offset the atrophy, but I guess that makes sense given how quickly it appears. Now to slowly expand to nuclear power; I found a RTG on the Curiosity probe and it's been a total life saver.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Skissor on January 15, 2017, 07:48:21 AM
Is the water need implementation coming?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: silverskin on January 15, 2017, 09:32:57 AM
Would a conveyor belt mod be compatible with MarsX?

It seems like a useful thing to have. A way to move resources into a pressurised base without having to go in through the airlock all the time.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 15, 2017, 09:56:03 AM
I could work, didn't test it myself yet.
But these inwall or underground roller are logical not working, they need an airlock too. Or the old conveyor belt mod got a teleporter, but that is far beyond the tech that mars currently use.

But the hauler/cleaner robots from Misc. / robots ++ would be working nice. You could get a robot crate with 2 hauler + 1 cleaner bot from earth.
But i was allready suggesting this, lets see what dubwise will do at future.


Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: silverskin on January 15, 2017, 02:22:49 PM
Perhaps make a special conveyor wall piece that has a built-in airlock? It can cost electricity to run and have a chance at blowing out.

Speaking of which, did the new patch tweak the chances of explosive decompression? It's happened three times in one season.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on January 15, 2017, 02:40:38 PM
I'm having a bug which causes landing ships to destroy themselves during decent due to them being 'out of bounds'. Do you want the related error logs here or do you want them posted in some other area or not at all?

Also, I've been  playing this mod for quite some time on the older versions and I got to say, you really (appear) to have the whole modding thing down. Great content, difficult situation, and an interesting scenario.

*Edit : solution is to use a modded trade beacon ( landing beacon ) to set the ship landing zone.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: silverskin on January 16, 2017, 04:02:16 AM
I'm getting the same bug, top_hat. Is your colony on a mountainous map? Every lander fails on my mountainous map but when I tried one on a flat map, it landed perfectly fine.

Maybe the lander is trying to come down on overhead-mountain tiles?
The debug log seems to say its having trouble "accessing player start spot". I don't know if that means there's not enough room around the original start location?

Edit: I just formed up a caravan and resettled my colony on another mountain tile, right next to the original base. Then I rushed a lander and it landed just fine. Must be a one-off glitch on some maps. Maybe the best thing to do would be to test a new colony with a dev-rushed lander, then delete it if it works fine and carry on as normal? Shame about the wasted colony, though.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 16, 2017, 05:35:49 AM
Do you know you can build a beacon, and the lander will land close to these beacon.
Looks like a trade beacon from vanilla game.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: silverskin on January 16, 2017, 06:27:22 AM
I didn't know that. Tried it and it worked instantly and perfectly. Don't I feel foolish, now.

Thanks, Canute.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on January 16, 2017, 09:03:31 AM
Do you know you can build a beacon, and the lander will land close to these beacon.
Looks like a trade beacon from vanilla game.

 I didn't know that, I'll give it a shot and see if that fixes my problems.
Thanks.

*edit : It fixed my problems.

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Milso on January 16, 2017, 08:07:52 PM
Is there a way to automatically put the suits back on?  Feels very micromanagement manually telling them every morning to suit back up.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Hayhorse on January 16, 2017, 09:31:51 PM
If this is possible adding an air supply. What if someone created a underwater survival mod? Start in deep sear diving gear with limited O2 and have to try and survive.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 17, 2017, 04:40:39 AM
What do you mean with air supply ?
On the EVA station pawns in suits can refill their suits, currently not sure if you could do this still at the air outlets too.

Quote
Is there a way to automatically put the suits back on?  Feels very micromanagement manually telling them every morning to suit back up.
No, and the author said he didn't plan to made these auto.
You can use every morning the call to let all wear the suits.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: malloc on January 17, 2017, 07:38:22 AM
You can use every morning the call to let all wear the suits.

That's slightly less micro but it doesn't work if you have any Night Owls and trades some of the micro for inefficiency as even with a set sleep schedule not every pawn will go to bed at the same time or wake up at the same time.  If you have them all put their suits on at the same time, your cook is now working slower for no reason as well as anyone else with indoor tasks still to do.

I've only played one game with this mod through to 'completion' (i.e. base done, stable, things become boring so time to start a new colony) but in those few years it took to get to that point I found the ritual of the mornings a low point in an otherwise excellent mod -- staring where the 'x colonists idle' indicator would show up to let me know to take it off triple speed, find the person ready to go and have them put their suit on, resume triple speed and wait for the next person to finish eating/showering/terletting/joying ready to go to work.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Skissor on January 17, 2017, 07:50:51 AM
I am pretty sure that adding a button to the colonist bar would at least mitigate this problem. That way you can see on the colonist bar whether they are with a suit or not, and without searching them on the map or slowing down time, you can tell them to put their suit on.


Remember though, it will never happen that both auto equip and auto unequip are added. never. It makes no sense, otherwise you'd have colonists put on their suit for every single task that is a bit outside of the base. Huge waste of time.

Also, probably a nightmare to code. Maybe even near impossible.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: malloc on January 17, 2017, 08:09:59 AM
Putting the suit on could be scheduled.  Sleep, joy, anything, Equip Suit, Work, Sleep, Repeat.  That would allow setting up the 'indoor' types from the 'outdoor' types.  You would still have to micro a little for pawns that sometimes work indoors and other times do not based on work availability (i.e. Grower/Hauler with all growing and indoor hauling complete) but that should eliminate the majority.  Auto-unequip should stay as it currently is.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Muramas on January 17, 2017, 10:30:35 AM
I can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 17, 2017, 12:32:54 PM
I can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.
Did you make sure that the room has a atmosphere/a vent for pumping O2/CO2 in? Also is it warm enoug inside?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 17, 2017, 12:35:20 PM
Maybe you should rework your Base/Colony if your people need that suits that much.
Only at the beginning my people needed to go outside.
Later most of my people stayed indoors.
Don't forget the suit got a massive global work malus, if you can craft indoors without suit the work goes alot fast.
Even mining you should think to pressure it.
But beware when you settle in a mountain, there are still some outdoor caverns, it can be dangerous if you don't build airlocks from time to time.

Quote
I can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.
You forget to place soil !

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 17, 2017, 12:45:55 PM
Quote
I can't seem to be able to farm. I setup the hab, water pump, soil inside, water attached to the waterpump from the ship but it still won't let me farm.
You forget to place soil !
SURELY s/he didn't forget to make and place the soil in which you grow stuff in, OR? (Mars soil won't work, SMALL HINT)  ;)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 17, 2017, 12:58:51 PM
ops, i overwrote "soil inside" my bad.
Did you build skylights or sunlamps (when in a mountain) ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Muramas on January 17, 2017, 01:09:09 PM
I made soil from the soil workstation and have a gas line from the cave my ship landed in to the outside hab. The hab has heat, light, pump and soil.

http://imgur.com/a/EQk41

Does there need to be an air out in the hab as well as inside the cave?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Skissor on January 17, 2017, 01:13:50 PM
Is the pump even working? You need water too obvi.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 17, 2017, 02:15:46 PM
Quote
Does there need to be an air out in the hab as well as inside the cave?
At start i would say yes, marian atmosphaere is toxic.
Once the plants are growing you theoretical can turn off the outlet if you need the power. The plant produce O2.
And you should connect the greenhouse with your mountain base, at this way the plants geting more CO2 from your pawns and dubwise said, they grow better with more CO2.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on January 17, 2017, 02:58:11 PM
Also don't forget to assign the growing area. Forgot that one myself :p.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Muramas on January 17, 2017, 08:00:29 PM
Okay...I figured it out. The soil was turning into dead soil when I moved the bag of soil from the cave to the hab.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Lerin on January 21, 2017, 11:18:50 PM
Idea:

Crops and seeds diversity for increase survival immersion:
Every single seed has trait
Exanple:

Growing time,
Size,
Minimum soil fertility,
Health points,
Life span,
Co2 conversion,
Temperature min max,
Amount of harvestable crops,
Amount of seeds when extracted.

Our botanist are forced breed best seedling in hydrponics basins, best crop will be need extracted for seeds.

This is possible dubwise56 ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on January 22, 2017, 04:58:05 PM
I can't seem to grasp how to get the Nuke material for the generator. When I hover over it it shows that I have it, but when I go to construct it it says I don't... Am I supposed to deconstruct something for it? I've already disassembled Curiosity and Pathfinder, also tried disassembling the RTG - no luck.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 22, 2017, 05:28:47 PM
No, you need to request the core and fuel from Earth.
Select Fleet from the button at the down row, and change the cargo for one of the next ship which start.
1 Fuel reach 1 or 2 years (can't remember without active game) so you better order 2.
The basic reactor don't give much power, but with a few expansion you will have more then enough power.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on January 23, 2017, 11:55:18 AM
No, you need to request the core and fuel from Earth.
Select Fleet from the button at the down row, and change the cargo for one of the next ship which start.
1 Fuel reach 1 or 2 years (can't remember without active game) so you better order 2.
The basic reactor don't give much power, but with a few expansion you will have more then enough power.

Ah... Well all four of the Ares' have landed already and I'm working on a huge project (which I will post here soon), so I guess it will be some time before I can refuel them and get the reactor stuff. :D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Houkime on January 24, 2017, 04:22:54 PM
Ground penetrating scanner doesn't detect anything at least in my save. I hoped for steel and invested in scanner to prevent steel shortage but somehow there is no metal underground.

Also in desert it should be possible to extract metal from sand. Mars is red because it is ferrous.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 24, 2017, 06:13:10 PM
ferrous yes, but it is ironoxid or called rust, thats why it called the red planet.
And that is pretty hard to convert back to rawiron.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Houkime on January 24, 2017, 06:30:26 PM
Actually it is not at all as hard as producing liquid methane from atmospheric CO2.

You can use hydrogen and heat (one of the cheapest solutions) or a thermal breakdown. Hydrogen turns back into water in the process so no water is lost.
You can also use waste CO from MOXIE  (or even produce CO intentionally) and thus go without using water at all.
Very basic chemistry. Mix, heat, and that's it. I myself did it back in school.

Because martian sand is not pure rust you might need to enrich it to the point that it is smeltable after treatment with hydrogen (remaining waste will just float atop of molten pool) but otherwise there should be no real problem.

It is very probable that real-life martian colonists will do sth like that ^_^. Because otherwise you will need to mine stuff in order to get metal, and mining equipment tends to be very-very heavy (and again you will need to enrich and smelt).
Also if not using sand it will be needed to have both ice and metal near colony which is not really an often thing since you need to mine literal _hundreds_of_ tons_ of ice to refuel Musk's ITS and not every ice deposit has this... Well, unless you're ready to scavenge across a huge area for it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on January 24, 2017, 07:21:41 PM
I'm having a bit of a bug. It requires a bit of a preface though. So Around a year in-game I finished my first reactor. Now I've finished my second, though instead of warming up the surrounding area, it's at a chilly -250c. I think it could have been caused because all of my radiators and thermometric generators were all connected ( 16 and 8 respectively) before the main reactor component was finished.

Thank you for your time.

*Edit/solution for extremely cold nuclear reactors.
Too many radiators. Remove them and your room with the reactor will heat up.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on January 25, 2017, 02:16:30 AM
Wow that's cold!
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on January 25, 2017, 02:58:00 AM
Gratz, you discovered the Thermodynamic generator, convert heat into power ! :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on January 25, 2017, 08:00:21 AM
Gratz, you discovered the Thermodynamic generator, convert heat into power ! :-)

Yeah, I know that they're supposed to do that, but I thought it was interesting that 4 with one reactor kept the room at around 50 to 70c while now with 8 generators and 2 reactors the room is 'just a wee bit colder'.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Belgrath on January 26, 2017, 09:32:35 AM
Hello.
Am I the only person getting crew from Earth on the second flight of Cargo configuration of the Ares?
I had the last 2 Ares turn up with 6 cargo containers and 3 crew that I did not want or need so I hack the save to remove them.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on January 26, 2017, 10:54:48 AM
I got that bug too and Dubwise is aware of it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on January 27, 2017, 07:42:47 PM
Another minor bug. The bars at the bottom left ( that show oxygen, toxicity, co2, humidity ) don't show up on a 1440p monitor at 1.5 scale UI or larger. This is not a high priority bug, I mainly am making this post for others who are having the problem to find.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on January 29, 2017, 01:00:02 PM
Man, I get this is a game feature, but the component breakdowns + toxic venting on air vents is becoming BRUTAL. I've run out of components hella fast due to a air outlet venting toxins THREE TIMES a day. Is there any way whatsoever to lower this in future releases? Or at least make it so that toxic venting isn't the permanent situation when outlets break down?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Nickvr628 on January 31, 2017, 10:57:03 AM
MFW I realize that the food rations spoil if not refrigerated...

Welp this colony is dead.

(http://i.imgur.com/5GdrNO7.png)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Alzafan on February 02, 2017, 04:59:50 AM
Great Mod, I really enjoy it.

I've got a couple of questions though. I've got a small base up and running and just got my second shipment -- Woo components! I started to expand some of my production and I thought it'd be nice to get a hospital up and running, so I built a Drug Lab. Unfortunately, everything requires Neutroamine, which I can't seem to produce or request from Earth. Am I missing something or is the Drug Lab useless in this mod?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on February 03, 2017, 10:00:20 AM
MFW I realize that the food rations spoil if not refrigerated...

Welp this colony is dead.

(http://i.imgur.com/5GdrNO7.png)

Haha I did that my first run. I setup some posts and roof for storage outside. Stays pretty cold but you can just release the meals 10 at a time if you want to really play it safe.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 03, 2017, 12:10:09 PM
Hehe, yeah that is what i did too.
And you can add the RimFridge mod to build fridge inside next to your table.
And i suggest to build a table+stool next to your outside storage.

Good luck on your next trip to Mars ! :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 04, 2017, 12:50:22 PM
I'm having a issue where I have plenty of joy activities, I have even set all of my colonists living hours as JOY, yet they NEVER use any joy stuffs, other than that one drug addict I have or when I leave them nothing but chocolate to use.

Even while wandering in idleness they won't use joy objects.

This may be a mod conflict I am having, but please advise if any of you have had this.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: TrekkieJonny on February 04, 2017, 03:57:44 PM
Fantastic mod, loads of fun and fascinating. Keep up the great development.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Serenity on February 04, 2017, 04:00:53 PM
I realize that the food rations spoil if not refrigerated...
Yeah, I also thought these were some kind of freeze-dried rations that kept forever.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: hagop on February 05, 2017, 11:36:57 PM
So my mars has temperature zones.  Some all the way up to 20c in the summer.  Is this a known bug or has something gone wrong with my install.  I am using the steam workshop version of the mod and RW is up to date.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 06, 2017, 02:45:12 AM
So my mars has temperature zones.  Some all the way up to 20c in the summer.  Is this a known bug or has something gone wrong with my install.  I am using the steam workshop version of the mod and RW is up to date.

That is real life - just like any round planet, Mars has temperature zones including an equator and poles.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 06, 2017, 07:11:40 AM
https://en.wikipedia.org/wiki/Climate_of_Mars
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: hagop on February 06, 2017, 07:50:44 AM
OK their was some informational text when selecting a zone that meantioned an avg temp of -80c, I guess I read that to mean that I should be expecting temps in that range for any particular zone.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on February 06, 2017, 05:36:55 PM
So how do I make nuclear core components for my reactor?????
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 06, 2017, 07:36:09 PM
You don't, you order them from earth.

More advanced components will be able to be created in the future.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 07, 2017, 08:42:04 AM
So I take it no one else is having issues with their colonists not performing joy activities?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 07, 2017, 08:57:51 AM
Explain more. Joy activities like running treadmill? Scheduled or free time?

It's a know bug that sometimes treadmill is not used when it should, if pawn is doing long term jobs like making statues. Will be fixed later on.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 07, 2017, 01:36:42 PM
No, i never got problems with joy activities.
But i didn't run much mods together with Mars. My pawn's needed to play horseshoes,chess and take long walks on the treatmill.

Since this is a Total conv. you should be carefull what mod's you add to it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 07, 2017, 04:15:26 PM
I will make a modpack for MarsX soon.

Adding mods that will fit the theme (nope no aliens) - to add content and features that fit the year 2035 or something. Will modify mods as I see fit. Like change wood to other materials (or just add) for building things.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 07, 2017, 04:26:20 PM
Nah, treadmills are used - nothing else is. I have even attempted using "Additional Joy Objects" mod to cure this.

Even if I set the whole 24 hours to "Joy" for all colonists they will NOT use any joy activities and will be constantly at Very joy deprived. I can post a mod list once I'm home, but I think it's a mod conflict.

Some key mods I'm using are Psychology and EPOE.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 09, 2017, 06:53:04 AM
I'm currently doing a MarsX v3.03. It will have some fixes and balance changes. What changes do you think it should have?
Taking about minor xml changes here and not new feature. Like that building should be able to be moved/flicked off, have different amount of health, or more description. Please also state why.

3.03 Done:
* Windturbine: Flickable. Power should be able to be turned off.
* EVA Suit Station: Minifiyable. Should be small enough to be moved.
* All trees: 3 times faster growth rate. Wood should be a luxury material on mars and more realistic.
* EVA Suit: 3 times as fast wear down. Now they should not hold for many years if you use them a lot.
* Tanks has more health and solar panels less. Now they have about the same to each other - more realistic. Also added som description to tanks to better differentiate them.
* Removed the Freeze-dried in the Ration pack name. Fix bug in crates where text is too long. Also makes the spoilage more logical.

Will do:
* Different icons for all materials like inflatable and polymer.
* Add Bauxite & Iron Ore that you have to smelt before use.
* Balance crafting time. Now instant on most.
* Skylights use new more transparent graphics. Also takes longer time to build.
* Sunlamp with less power usage.

May do (non XML but small changes):
* Less Icy sand.


Dubwise will do the 3.5 update in 1-2 months or so. It will have new content, especially from the other mods he are making. He is currently working in Rimushima.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 09, 2017, 09:21:15 AM
1. EVA stations when deconstructed with a suit in should drop suit on the ground, not obliterate it forever more.
2. Skylights should "turn on" maybe a bit earlier or turn off a bit later.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 09, 2017, 09:34:56 AM
Please explain why 2.

Agree with 1, but it's no simple xml change - will add it to the bug list though.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on February 09, 2017, 12:37:18 PM
Please explain why 2.

Agree with 1, but it's no simple xml change - will add it to the bug list though.
At the current time sky lights "turn on" and emit 100% light between certain hours, forgot what they were, but they were once the outside light has hit a certain level - either 80 or 100%. However plants require at least 50% light to grow, meaning that there are far less hours in which the plants are growing than what they could be.... But then again I guess that having it set at the middle point between 50 and 100% roughly is a good balance for the skylights being 100% light all the time so never mind.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 09, 2017, 03:13:15 PM
I agree to the skylight thing, do you know the light source with PET-flask at manila, thats lowtech skylights.
You could increase the buildcost too, a construct of mirrors catch the early sunlight and concentrate it at the area below. Since the skylights are a bit above the ground (don't forget you can grow trees inside) you are geting earlier bright light then on regulary ground.

Quote
* Windturbine: Flickable. Power should be able to be turned off.
Do you mean turbine to generate power, or the windtrap to catch CO2 ? I can't imagine to turn of the turbine.

Quote
* All trees: 3 times faster growth rate. Wood should be a luxury material on mars and more realistic.
I don't see a reason tho change the growspeed. Yes the gravity is lower, they prolly raise faster into high. But the same effect let the wood be weaker then compared to earth-wood.
But since you speak about tree's. I don't know how dubwise handle tree's at the O2/CO2 consume/production. Since a tree need more groundspace, but grow higher, maybe ask him about that.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 09, 2017, 03:52:15 PM
Ah yes will make the Skylights both take more time and cost more.

I mean the Wind Trap yes, they cost 335W and in dire times they should be able to be flipped off.

The change in tree growth is not to make them grow slower on mars, but to make them grow more like real world growth time. They still grow to fast, but you can say that about many things in Rimworld/MarsX.

I do talk to Dubwise, help him out with this. Trees and co2 usuage will be more complax later on. This patch is just about some blancing and fixes.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Instructor on February 11, 2017, 04:22:15 PM
Where's the smokeleaf tho?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 12, 2017, 02:14:07 AM
No Sex,Drugs or Rock&Roll on NASA missions !! :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Martinlautaro on February 12, 2017, 10:01:04 AM
No Sex,Drugs or Rock&Roll on NASA missions !! :-)

Then why send us adiccts? Nasa need a better filter program.....

Where's the smokeleaf tho?

Go to Mars mod folder, search for Plants_Cultivated_Farm.xml and add the code in the ame place show in image.

(http://image.prntscr.com/image/467ecc76eea3496f865566b0e63a7b68.png)

I found the problem when I tried to get Devilstrand and can´t. You can copy that lines from any other plant ;)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on February 17, 2017, 08:24:25 AM
My colonist won't auto suit up before trying to go outside. I set the restrictions so what am I missing?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 17, 2017, 12:23:13 PM
There is not auto suit up, you need manualy order the pawn to switch to the EVA.
But when your unsuited pawn try to move outside, you maybe didn't set up the zone correct and/or didn't assign the right zones at the EVA station.
You need manualy expand the area your pawn can live without suit, and these area shouldn't be home area. And this area you should set at the EVA station, then the pawn change to that area auto. when he put the suit into the station.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 17, 2017, 08:16:22 PM
i'm back, sorry for not posting replies, the notifications on here always randomly stop working then i forget to come back and check and re-enable them so i figured it was just quiet like on steam.

I've been busy working on rimushima which is coming along nicely, once that's out i'll be doing marsx v3.5 which is still going to be a big bug fix/balance/upgrade, and merging some new stuff from my hygiene mod and rimushima and including all the stuff eldvarg is playing around with, so hopefully that combined with A17 will make for a much more polished experience, then after that i'll spend a month making v4 which will have all the research lab stuff.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 18, 2017, 06:50:15 AM
You need some vacation ! :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 18, 2017, 10:52:25 PM
Hey there, I am having problems, the ships are not landing and are instead just disappearing.  I have a save right before they vanish.

https://dl.dropboxusercontent.com/u/22126744/Disappearing%20Ship.rws
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 19, 2017, 09:04:05 AM
Hey there, I am having problems, the ships are not landing and are instead just disappearing.  I have a save right before they vanish.

https://dl.dropboxusercontent.com/u/22126744/Disappearing%20Ship.rws

Theres a bug where sometimes they land off map apparently, do you see the ships landing animation+rocket sound and do you get a message saying it was destroyed?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 19, 2017, 12:23:53 PM
To prevent ships land randomly along the map, place a landing beacon (looks like a trade beacon).
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 19, 2017, 09:36:36 PM
Hey there, I am having problems, the ships are not landing and are instead just disappearing.  I have a save right before they vanish.

https://dl.dropboxusercontent.com/u/22126744/Disappearing%20Ship.rws


Theres a bug where sometimes they land off map apparently, do you see the ships landing animation+rocket sound and do you get a message saying it was destroyed?

A debug box pops up with some words =p

LOL sorry I don't remember exactly what they say, but I will reload my save and see if I can read them.

*edit*

I Snagged a screenshot of it... Ironically if I load my other save first and let a ship land on it, I can get the ship to land in this save when I load it.   * can only attach one file apparently in the forums.

https://dl.dropboxusercontent.com/u/22126744/words.jpg  *fixed*



Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 19, 2017, 09:39:07 PM
STOWAWAYS!

I just had a cargo rocket land with 3 stowaways on it!

[attachment deleted by admin due to age]
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 19, 2017, 09:43:30 PM
STOWAWAYS!

I just had a cargo rocket land with 3 stowaways on it!

yup that's a bug, already in the tracker
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 19, 2017, 09:56:55 PM
STOWAWAYS!

I just had a cargo rocket land with 3 stowaways on it!

yup that's a bug, already in the tracker

Ahh KK =)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 19, 2017, 09:58:48 PM
PS. Rimushema is awesome and I miss it!
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 19, 2017, 10:00:44 PM
PS. Rimushema is awesome and I miss it!

did you see the latest screenshots in the thread for it?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tigg on February 21, 2017, 07:46:51 AM
I've got 3 x Ares4 ... not sure what's going on there.

I also just got a message to tell me that one of the crew of Ares2 died onroute - it's a cargo only ship ... another stowaway?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 21, 2017, 08:15:30 AM
Thats only names, so far i remember you can freely rename the ships.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 21, 2017, 10:04:50 AM
Yup stowaway bug, and that naming is probably another bug, there's a rename button to the right of the name above the booster graphic
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on February 21, 2017, 11:14:08 AM
I've got 3 x Ares4 ... not sure what's going on there.

Ah have not heard about this bug before. Did you get more ships (than the scenario said) or where they just renamed?
Will add it to the bugtracker.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: profit on February 21, 2017, 01:42:29 PM
Can you make the freeze dried ration packs not require refrigeration?
It is not hard to provide on mars, but I always kinda thought that was the main advantage of freeze drying.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on February 21, 2017, 01:46:44 PM
It is allready on the "to fix" list.
And i suggest to you to add the Rimfridge mod. :-)


Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tigg on February 21, 2017, 04:58:34 PM
I've got 3 x Ares4 ... not sure what's going on there.

Ah have not heard about this bug before. Did you get more ships (than the scenario said) or where they just renamed?
Will add it to the bugtracker.

I'm not sure to be honest.

You've done such a great job with this mod, I love it. The only reason I bothered to upgrade from A12 to A16 was Mars.

At this point I've got more vicodin, coffee and freeze dried meals than any community in the history  of the world - I've got a stack of cargo crates sitting around unopened because they have those things in them and I don't want to have to make more storage for them. The ability to more finely choose what is in the cargo crates would be good - there's no way to get medicine without stuff I really don't need or want.

It seems like at the beginning you have to wait forever to get a ship and then they're turning up every time you turn around.

Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Programmdude on February 21, 2017, 05:11:05 PM
Can we get kPa instead of PSI, considering 80+% of steam users use metric, it would be appreciated.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 21, 2017, 05:14:36 PM
yeah the plan is to have weight and point based cargo selection and boosters will get tied up doing other jobs like research missions, i'll probably do the weight part for the 3.5 update, then v4 will tie it all in with research and requisition points.

I might actually change psi to kpa in the code then make the readout clickable to toggle the display conversion to psi
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tigg on February 21, 2017, 08:23:57 PM
Something else I noticed: when I select all of the EVA stations, I can change the Manual/Autorest in one click but to change the HAB or EVA areas I need to click each individual station. Is that intentional?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on February 21, 2017, 08:30:11 PM
Something else I noticed: when I select all of the EVA stations, I can change the Manual/Autorest in one click but to change the HAB or EVA areas I need to click each individual station. Is that intentional?

Just the way gizmo buttons work in rimworld
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tigg on February 21, 2017, 10:11:33 PM
Something else I noticed: when I select all of the EVA stations, I can change the Manual/Autorest in one click but to change the HAB or EVA areas I need to click each individual station. Is that intentional?
Bummer - good reason to keep sending pawns back to earth - saves some of that tedium

Just the way gizmo buttons work in rimworld
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: yavorh on March 14, 2017, 06:39:00 AM
Sooooo... what's up?
Title: 79luuzbug666
Post by: EldVarg on March 14, 2017, 08:46:39 AM
Nothing new, dubwise still working on Critically (Rimushima 3.0).

But I think he soon will start with MarsX again.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: snakeanarchy on March 17, 2017, 09:05:05 AM
Ever consider doing a Total Recall (1990) themed extension to this mod?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 17, 2017, 10:04:06 AM
Ever consider doing a Total Recall (1990) themed extension to this mod?

Yup, lots of other stuff to do before trying it
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ruisuki on April 12, 2017, 02:55:18 AM
I love the idea of this mod. Would be cool if after escaping the rim you could enter into a scenario like this.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on April 12, 2017, 02:17:16 PM
status update on 3.2.
Upgraded all the pipes and storage tanks so the performance is several billion times better now, i changed the air code so that instead of only working on individual cells when pushing and pulling gasses from rooms it acts on the whole room in 1 go, so venting is much faster again and you don't get the dodgy spiky air levels when you roll your mouse over air outlets or adjacent cells to doors and vents. I added visible air puffs to doors that gushes out in the direction that the air is moving, and with size based on pressure difference, so you have a visible indication of where air is moving.

Included EldVarg's def tweaks and balances, and started fixing bugs like cargo ships picking up crews from earth and ships landing in dodgy places, cleaning up how landing beacons work yada yada. And started changing the status indicator lights on all the buildings to use the led's from Rimatomics (Rimushima v3), so they are all sparkly and lit and easy to see now and i made night lighting very dark so it makes the new lights really pop.

I'm trying to setup an earth faction which allows pawns to have relations back on earth that they could talk to for mood buffs, or if they die get mood debuffs and so on. It will also fix the pawn generation bug where the pawns cant generate relations which i introduced in A16 when i swapped out the whole world gen for my own copy and removed the nasa faction so there wasn't a base on the planet which looked odd.

Tweaked the minable resources so there is a lot more local iron and bauxite, the iron starts as an ore type then you have to smelt it to pure iron then steel and the pure iron cant be used as buildings material anymore. Its going to be much harder to send metal from earth because it will eat up a lot of weight

Changing clothes so everyone starts in a blue jumpsuit and all clothes are made from cloth but with random tints, and i want to make cloth so you have to actually spin sheets of cloth before you can make anything from it.

Skylights have been tweaked again to try and fix the bug that sometimes limits overlapping cells to 50% lit and they have a much wider area, but they now require transparent poly-carbonate to construct.

Merged Rimkit back in so its got the new tool graphics and I'm also changing how Rimkit works seeing as tynan is now adding self healing for A17, the medkits will be consumable with x number of uses that allow bandaging on the spot, and allow doctors to bandage others on the spot if i get that working today, the standalone for that version of Rimkit will be released in the next day or 2, i have no idea how tynans self healing will work.

Merged Bad Hygiene back in so it has all the new graphics and baths and room types and moods and so on, and it will include a version of the central heating system that im adding to the next version of hygiene, if you're interested in the hygiene mod the patch will include hidden underfloor pipes, the same pipe performance fixes that i made for mars, some other fixes for how they use toilets and finally enabling needs for hospitality visitors because its been updated and now works!

Merged the new reactors from Rimatomics but they will be limited to small cores and the TEG's and radiators rather than full turbines and towers, but you will be able to keep adding parts to a single loop rather than the old setup where it was 4x TEG's and 8x rads max per core, and it uses the new reactor control computer so you can monitor exactly how much cooling you need and tweak the output and so on, and the transformers don't magically generate extra power anymore. Rimatomics itself has grown pretty large now, almost as big as mars, and it has the first implementation of the custom research system i planned for mars, it allows me to run independent research on separate benches, with multiple steps, and multiple modes for the steps like theory work with different skills like construction or crafting or research, or sciences in the case of mars, building requirements and standard research prerequisites, data gathering tasks which could be anything from testing lasers to exposing people to radiation to just using a toilet, and custom steps which let me check for anything like if you have 2 buildings connected via the correct type of pipe, so i also double it up as a tutorial system for constructing your first reactor.

All that research stuff will come later in v4 so 3.2 and any other patches up until then will just be all these general improvements
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ruisuki on April 12, 2017, 04:02:37 PM
Sounds like a long list of great updates Dubs! Will the bad hygene update be released around the same time as the rimkit standalone or is it further off? Ive been waiting to try it out so I can wait a little longer before installling
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on April 12, 2017, 04:51:32 PM
rimkit almost done, thats probably uploaded to steam tonight and then the central heating in hygiene needs another couple of days then i'll upload that to steam, then if it all works i'll zip up hygiene rimkit and skylights updates for the forum
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on April 12, 2017, 05:22:58 PM
Quote
so venting is much faster again and you don't get the dodgy spiky air levels when you roll your mouse over air outlets or adjacent cells to doors and vents.
Sounds more like you can die much faster.
What do you think about indoor Emergency Airlocks ?
They stay open, but when a room loose pressure, they auto. close and don't open when a pawn try to pass.
But can override to get open by manual control for pawn's with EVA.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on April 12, 2017, 05:45:32 PM
just coded in an extra check on my vent comp so if the pressure difference is too high it sets hold door to false and forces the door to close
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Derp on April 25, 2017, 02:39:49 PM
I've been playing this mod lately.  Great job.

I wanted to share some thoughts/feedback, in no particular order:
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: lucas_gauer10 on May 08, 2017, 05:44:22 PM
Will you upgrade the mod to the current version of rimworld?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on May 08, 2017, 06:09:16 PM
Yes i already started updating it to A17, it probably wont be ready on day 1 because its so big and a bunch of the worldgen stuff has changed, and i have another huge mod to finish for A17
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 12, 2017, 11:29:51 AM
Maybe you need to work faster another company is working on your idea too.

https://www.youtube.com/watch?v=Ezp8003KFwE
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tarabe on May 12, 2017, 11:44:13 PM
How do i get new colonists?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 13, 2017, 01:12:26 AM
From earth.
Over the fleet, you can choose what kind of rocket will be assembled at earth and what kind of cargo they got.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ioannis on May 18, 2017, 07:01:36 AM
How do i get new colonists?
At the bottom of the screen there is a "Mars" tab. This tracks your ships. Each ship takes 2 seasons to arrive. By default, Ares 2 is a cargo ship leaving 2 seasons after you land, but it can be reconfigured to be a crewed ship if you want. Ares 3 is by default a crewed ship.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ioannis on May 18, 2017, 07:31:14 AM
So I just recently tried out this mod, and man it is a blast. I have never really liked Rimworld's combat very much, but just peacefully building a Rimworld base is not much fun. It needs the combat to be a challenge. This mod makes the "sim" part of the game a real challenge which I really like.

My main criticism is that the difficulty seems a bit frontloaded. I'm on the Random/Some challenge/Normal scenario. In this situation, it seems like you're already in really good shape if you make it to Ares 2 at all, and then Ares 2 itself abruptly solves what problems you still had (in my case it was scarcity of components). Making it to Ares 2 in the first place is not easy, but after that it seems to be smooth sailing. (On the other hand, I have not gotten to Ares 3 yet. Maybe the events become more brutal when you have more than 3 colonists, like in vanilla.)

One other criticism is that it seems like there are some places where Rimworld's own mechanics bleed into this mod in a way that hampers the immersion a little bit. For example, the hab blueprint that you are provided is a great little source of immersion. It's quick to build, a bit tight, but fragile. If you use it as is, your first decompression will probably be a serious problem. Plus it's a dome! But I've found that on a map with enough hills, you're better off installing the hab, scrapping it for materials instead of constructing it, and immediately building into a hill. This gets you a lot more space for cheap. This can backfire--pressurizing the bigger space takes more air--but if you don't get too greedy then it works really well.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on May 18, 2017, 10:13:49 AM
Thanks, and yup v3 doesn't have much stuff to worry about once you are up and running, its a short game right now. Its mostly just lots of setup just getting a base for everything like the fleet, gasses, irrigation so that later i can beef it all up and make it more complex. So the fleet will be all weight based and actually cost money to build, you wont be able to send huge quantities of metal, you will have to mine more locally and produce plastics, plants will need to be engineered and bred to survive, you will get far less water from surface ice and need to setup drilling platforms to produce enough for fuel, and there will be research labs that will make use of all the science skills and have experiments that can go wrong.

Mars wont be updated to A17 right away, I made a start on it but there's loads to fix and update for 17 and lots to marge back in from Rimatomics and the standalone hygiene mod, hygiene has the central heating system i planned for mars all up and running so that's going to be included next patch, bunch of lighting stuff, new pipe code, better air code, and Rimatomics has the full custom research system i planned for mars so i can shove that in but i probably wont actually add any research for it yet, just need to get it updated to 17 and working without taking too long and including all the improved stuff that's done. Then once hygiene rimatomics and mars are all out and working on 17 i'll start going nuts on mars again adding buildings and research, rimatomics is probably bigger than mars now and i can steal lots of bits and bobs to use in mars like the research, upgradable buildings, radiation, lasers, all sorts, lots to do.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: tag8833 on May 19, 2017, 05:09:53 PM
I've been playing this mod for a while, and having a blast.  I've been playing it purely vanilla without other mods enabled.  It is a really major achievement, and I have been very impressed. 
(https://s24.postimg.org/of4to30i9/Busy_Marriage.png) (https://postimg.org/image/of4to30i9/)(https://s24.postimg.org/x5rrm8mg1/Mars.png) (https://postimg.org/image/x5rrm8mg1/)

Here is my feedback:

1) Having to micromanage Suits is a bit annoying.  Especially when you get to 50 colonists like I've got.  I have a Proposed fix for this.  Change the "Cleaning" job type that is currently used for cleaning Solar panels to "EVA Work", and the 1st type of work to do is put on a suite.   That way, I can handle it through work Prioritization.  Having two "Cleaning" work types is confusing, anyways.

2) My poor colonists have no protein in their diet.  It wasn't until I was writing this that I realized Condiments could be used for Fine Meals.  Good Martian reference there, I was just a little slow to spot it.  Still, I feel like I should be able to grow something with protein.
A)  Soy (tofu). Change the "Butcher Table" to "Soy Processor" so that I need a task to convert raw Soybeans into Tofu.   
B) Livestock.  :) This would be awesome :) Give me the ability to request a "Livestock" shipment from earth.  I don't know why, but I love the animal husbandry aspect of Rimworld. 

3) I was playing at "Normal" Meaning I had 4 supply ships.  At the start, this was more than enough, but as I got settled, I was ready for more colonists more frequently.  I need to be able to build more ships!  I know that is in the pipeline, but I'm looking forward to it.

4) When I started I was confused about what some of the Chem buildings worked.  At 1st I tried to setup a few AWG's outside to try to collect moisture from the martian atmosphere.  Then i put them inside, and figured you had designed water as a closed system.  Then I realized I needed MIWEXes.   A similar thing happened with the MOXIE.  Once I ran out of MOXIE capacity, I couldn't figure out how to build more MOXIES.  It took me a while to figure out that I needed AGSes.   Most of the problem here is mainly naming convention.   "MOXIE" should be "Micro Atmosphere Generator (MOXIE)"  "AGS" should be "Atmosphere Generator (AGS)".   "AWG" should be "Dehumidifier (AWG)".  MIWEX should be "Water Purifier (MIWEX)".   Mist should be "Sewage Treatment (MIST)"  That way you still get your technical algorithms, but it is less confusing to someone that isn't versed on them.

5) Speaking of Sewage Treatment, Does the MIST have a capacity limit?  Because I'm running my entire colony off of one, and having no problems.  It seems a bit odd.  Also, It would be cool if the Toilet and shower blinked if they weren't connected to sewer.

6) Cabin Fever.  I've got a nice little park, and an enormous interior.  It would be nice if my Pawns could "Go for a Walk" inside under certain conditions.  Maybe less practical of a suggestion.

7) Power.  The Nuclear Generator is neat.  I found out that if you hook two of them to the same heat pipe it doesn't work.  That is one hell of a High Voltage Transformer.  One of my main regrets that I'm not fully self sufficient, because I can't enrich uranium.  It kinda feels like there should be one more power options besides Nuclear and Solar.  I know that isn't terribly practical, but I kinda wish it were a thing.

8 ) Medicine:  I wish I'd had access to smoke leaf, and nuerotromine.  Maybe bring back Psychoid, and let me refine it into nuerotromine so i can make meds.  Maybe some of this is best left to another mod.

9) Scars:  Some of my colonists arrived in a lot of pain.   I wish I could surgically fix that, or maybe give them better prosthetics.  One of my 2nd group of colonists had a carcinoma in his leg so massive that he couldn't walk as soon as inactivity set it.  Good work with that (exercise) by the way.  I am hoping to play this with one of the enhanced medicine and prosthetics mods next time through.

10) Economy:  I wish I had something that I could produce and send back to earth on the return ships.  My low priority proposal is that we add a tool called a "Scanner", and manning that tool would produce "Discoveries" which would result in income that could be used to customize shipments.  Sounds like you've got an economic system planned.  I'm Looking forward to it.

11) Caravans:  Once again, this is fairly low priority, but it would be neat if you could construct "Rovers" that allowed you to create caravans to other Mars Colonies for trade.   Just another addition to enhance the late game.

Anyways, that is my 2 cents.  Might think of something else to add later.  Thanks for making this mod.  I'll be looking forward to anything else you do in the future.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 20, 2017, 03:33:13 AM
Just wait for the next version, but that takes some time since he is working on the Rimushima first.

The hygiene mod allready got seperated and further developed since Mars came out, maybe you should try it out with your next non martian colony.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: TSM.E3 on May 20, 2017, 05:37:27 AM
uhh it seems like a have a problem, i eject the colonists, drop the hab and installed it somehwhere, but the colonists arent doing anything, infact they are doing nothing but wandering, i tried clicking on them and right clicking and nothing shows up, help??
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 20, 2017, 07:18:13 AM
What version of Rimworld do you use.
Do you use other mods too ?

Try to attach the output_log.txt  file from the data folder to your responce. Then the author got a chance to identify the problem.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: PreDiabetic on May 21, 2017, 11:15:45 PM
First of all I must say. This mod is game changer. I loved it. But I have couple of question if anyone can help me out I'll be appreciated.
1: Why my colonists don't remove their EVA suit inside when having fun work etc. They only remove while sleeping. (AutoRest) I set 2 different zone. One is inside HAB other is Eva zone (all map except HAB) Both zone have Intersection Airlock 3 tiles long.
2: Is there way to command Colonists to suit up EVA with shortcut instead of clicking icon on screen? (like F1,C,Ctrl3 etc)
3: I selected mountain tiles. EVERY other shuttles (Ares2,3,4) Landed on MOUNTAIN and disappeared. Is this really suppose be happen like that?
4:Whats with O2 Scrubber? does this even work? There is not enough Co2 inside of feed it and it doesn't work on outside. I really don't need it but I use it to decrease Co2 in HAB.
5:Flow on air dispenser means something? I have 2 dispenser with %10 flow (because it min) yet they can feed 30x50 building easily.
6: This is not question but suggestion. I hope we can use our feces to make fertilizer to improve soil even more. Like %150 or %200.
7: What does moisture do?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 22, 2017, 02:49:54 AM
Quote
3: I selected mountain tiles. EVERY other shuttles (Ares2,3,4) Landed on MOUNTAIN and disappeared. Is this really suppose be happen like that?

did you notice you can build "trade beacons" ? At mars you don't trade, they act as signalfire for your incomming crafts and land near that beacon.
Without beacon they just land randomly at the map.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Andy_Dandy on May 26, 2017, 01:10:55 PM
Do anyone know if there is gameplay videos of v3 where gamers are not playing the lowest difficulties? Seems like the Youtubers playing this mod all suffer from collective cowardice.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 26, 2017, 03:36:14 PM
So far i remember difficult shouldn't matter at Mars, since there are no raid no manhunter.
All other events just happen, and can't scale at the difficult.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: top_hat_tomato on May 28, 2017, 12:23:26 PM
So far i remember difficult shouldn't matter at Mars, since there are no raid no manhunter.
Variables such as crop yield and people having breakdowns does in fact scale with difficulty, but to your point, it's not a large difference.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on June 19, 2017, 11:53:10 AM
Has this been abandoned?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on June 19, 2017, 01:31:04 PM
Nope, still working on Rimatomics and my hygiene mod a lot right now since that has become very popular, but most of the stuff i'm doing is setup to be re-used in MarsX, so i have the custom research system which is all setup and working in Rimatomics with multiple projects on multiple benches with multiple steps and data gathering and so on which in mars will be combined with all the science skills, all the upgrades and testing i have done with the hygiene and central heating stuff using the feedback from people playing the standalone mod, updated skylights, updated rimkit/medkits.

I have a version of mars working in A17 with new lighting effects, new air code that runs much faster and smoother, air effects on doors in the direction the air is moving, reactor code from Rimatomics, lots of other bits, but there's some changes to worldgen that i need to find workarounds for before its fully working in A17 like his new ocean layer which is making mars blue, if that wasn't an issue i could have updated to 17 pretty quickly but since 17 doesn't really add anything that useful for mars i'm not going to rush it, just going to build a nice big plump update making use of everything i have and all the new bits in A17 like the def patching, once Rimatomics is out and i'm going nuts on MarsX again i'll start posting screenshots and streaming it like i have been doing with Rimatomics.

So while you aren't getting regular updates i have a crap load of stuff built for it and everything is going to come together.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Umbreon117 on June 22, 2017, 12:53:30 PM
Nope, still working on Rimatomics and my hygiene mod a lot right now since that has become very popular, but most of the stuff i'm doing is setup to be re-used in MarsX, so i have the custom research system which is all setup and working in Rimatomics with multiple projects on multiple benches with multiple steps and data gathering and so on which in mars will be combined with all the science skills, all the upgrades and testing i have done with the hygiene and central heating stuff using the feedback from people playing the standalone mod, updated skylights, updated rimkit/medkits.

I have a version of mars working in A17 with new lighting effects, new air code that runs much faster and smoother, air effects on doors in the direction the air is moving, reactor code from Rimatomics, lots of other bits, but there's some changes to worldgen that i need to find workarounds for before its fully working in A17 like his new ocean layer which is making mars blue, if that wasn't an issue i could have updated to 17 pretty quickly but since 17 doesn't really add anything that useful for mars i'm not going to rush it, just going to build a nice big plump update making use of everything i have and all the new bits in A17 like the def patching, once Rimatomics is out and i'm going nuts on MarsX again i'll start posting screenshots and streaming it like i have been doing with Rimatomics.

So while you aren't getting regular updates i have a crap load of stuff built for it and everything is going to come together.
Can't wait for the A17 update...
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: NakedFury on July 09, 2017, 03:01:27 PM
I hate to sound so ignorant but where the hell is this Rimatomic you keep mentioning all over the place?
ITs not here.
Steam workshops doesn't have it either.

I can't find that to see what is so interesting about it that you would skip working on MarsX for it. :-\
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 09, 2017, 04:49:55 PM
I hate to sound so ignorant but where the hell is this Rimatomic you keep mentioning all over the place?
ITs not here.
Steam workshops doesn't have it either.

I can't find that to see what is so interesting about it that you would skip working on MarsX for it. :-\

Rimatomics is the new version of my nuclear reactor mod Rimushima that didn't get updated from A15 because i decided to remake it from scratch, lots of people have been waiting a long time for it so i need to finish it first. Its an evolution of the reactor i made in MarsX v3 and a lot of the features I'm spending time on were planned for mars, so the A17 version of MarsX is Rimatomics, Hygiene & Heating, Skylights and Rimkit all bundled into a single project and then i swap out stuff and bolt on all the extra mars features and updates.

Here's the thread for Rimatomics, I've posted a bunch of pics there showing bits and bobs https://ludeon.com/forums/index.php?topic=25124.195
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: NakedFury on July 09, 2017, 09:28:40 PM
Thanks. Now that one I had seen and saved for later check up, after marsx.

Sorry I did come out as aggressive but I kept seeing you promote that mod on another name so I kept getting pissed off for not finding it.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 09, 2017, 10:44:33 PM
No problem i know people are gagging for more mars updates, i only have 1 pair of hands so it takes a while. Rimatomics is a pretty giant mod now and its taking a long time because i keep rewriting parts and adding more detail, but i do it because its fun and I'm learning and i know people are going to love it once its done, the custom research was a big fiddly job i have nailed down now so once its copied into mars i can start spamming project defs and lab equipment. Also the hygiene system which was just a little bonus feature for mars has now got 30k subs on steam for the standalone version, which is 3x as many as mars has so i pay a lot of attention to that too, which isn't bad it just means you end up with a better hygiene and heating setup in mars.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aszh on July 10, 2017, 04:38:03 PM
Gagging is right!  I check this thread almost literally every day to see if Mars is updated yet... any rough ETA on Mars or Rimatomics?  I'd love to see both.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 10, 2017, 08:12:31 PM
i'm sorry no eta on mars, i did a long play test with rimatomics to iron out bugs and balance but decided to make a new icbm launch system and transformer incidents and easter eggs and add more detail to the cores and redo all the building upgrade stuff, it was a level system with little boosts to everything but im changing it to actual components you research and make and install that have bigger boosts for single stats so you can specialize more, and of course that will end up in mars too. Test version will be up on the forum once the upgrade stuff is done
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on July 11, 2017, 03:45:10 AM
Quote
...and easter eggs...
Ohh ok, then we can await it next easten ! :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Tassyr on July 14, 2017, 12:36:03 PM
So I got a few quick questions about this mod- one's a thing I've been having trouble with, the other is a "hey, what?" moment.
First; how on Earth (Mars?) do I stop my colonists from wandering out into the Martian wastes without their damn suits? They keep ducking out my airlock, going "Eek," starting to get dead, then running back inside. It's usually when they're in 'wander' mode.

And the other question- while Rimworld is about a buncha disfunctional nuts, why are there still so many negative traits in this game? Wouldn't Nasa/whoever screen a little better?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 14, 2017, 01:09:29 PM
So I got a few quick questions about this mod- one's a thing I've been having trouble with, the other is a "hey, what?" moment.
First; how on Earth (Mars?) do I stop my colonists from wandering out into the Martian wastes without their damn suits? They keep ducking out my airlock, going "Eek," starting to get dead, then running back inside. It's usually when they're in 'wander' mode.

And the other question- while Rimworld is about a buncha disfunctional nuts, why are there still so many negative traits in this game? Wouldn't Nasa/whoever screen a little better?

You need to use the area system, so draw out a HAB area and restrict all of your colonists to it, you can then use the suit stations to do auto area switching so that when they equip the suit they are unrestricted and when they place it back they are restricted again.

And i left a lot of the traits in just to spice things up a bit for now, once i beef up the crew system there will be different types of colonist, commanders that have mostly positive traits, general crew that have a bit of a mix but limited so you don't get really bad traits, and then tourists who will be drunk useless assholes that keep breaking things and getting into fights but pay well, that sorta thing.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Belgrath on July 14, 2017, 01:39:11 PM
Hello

Love the Mars mod and many of your other mods.
So I was wondering if you need help testing any of your mods.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 14, 2017, 02:07:33 PM
Hello

Love the Mars mod and many of your other mods.
So I was wondering if you need help testing any of your mods.

Rimatomics, if you have the steam version of rimworld add me
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Tassyr on July 14, 2017, 06:42:26 PM
You need to use the area system, so draw out a HAB area and restrict all of your colonists to it, you can then use the suit stations to do auto area switching so that when they equip the suit they are unrestricted and when they place it back they are restricted again.

holy hell, I wasn't expecting an answer that fast or from the creator! But... how do I do this? I genuinely don't understand. For reference; I made 'Area 1' the hab area, and filled the interior of my hab with said area. I made "Area 2" the rest of Mars, by making the same area and inverting it. I set both carefully; "Area 1" is set to HAB Area, and "Area 2" is set to "EVA Area." Yet these dinks keep wandering out the airlock and choking on the thin atmosphere.


Also, second question. Why can't I rotate most of the things in this mod?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 14, 2017, 08:02:18 PM
graphics take a while to make, and i do multiple sprites for all the combinations of status lights so i didn't bother doing rotated graphics yet, todo list. And the area system is just the standard rimworld area system, there will be lots of guides and videos on how to use it, the only difference in mars is the suit station can auto switch between 2 areas, there's some buttons when you click on it to set the areas, and to make pawns use the suit station you select individual pawns and right click a single station to get the float menu, or you select multiple pawns and hit the helmet icons on the air stat window to make them find the nearest stations.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Belgrath on July 14, 2017, 10:53:06 PM
Currently I have 3 Versions of Rimworld
I have the Steam unstable - Public testing Version, Normal RimWorld Version 0.17.1557 and my MarsWorld (RimWorld 0.16.1393 +MarsX v3)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on July 15, 2017, 02:49:57 AM
The unstable you can ignore/delete, it is the pre-A17 version, serveral mods shouldn't work (well) with a different version then A17b.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on July 15, 2017, 06:13:12 AM
Currently I have 3 Versions of Rimworld
I have the Steam unstable - Public testing Version, Normal RimWorld Version 0.17.1557 and my MarsWorld (RimWorld 0.16.1393 +MarsX v3)

ok if you add me on steam you can see the private test versions of my mods
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ratcet_1988 on August 02, 2017, 02:41:33 AM
any progress on the v17 version?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on August 02, 2017, 08:08:23 AM
100% on the features that will be in it, but a while away from it being released
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ratcet_1988 on August 02, 2017, 11:10:29 AM
kool, can't wait! lol
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on August 08, 2017, 08:42:49 PM
I also had some issues getting the EVA areas to work right for whatever reason. Could you have the pawns auto suit up and then return the suit to the EVA stations in the future? Any who the mod rules. I think I like it better than vanilla. I hope to see buildable domes in the feature where you build small towns or villages.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ratcet_1988 on August 24, 2017, 09:04:41 AM
Any possibility in adding windows, and have em give a joy effect? I mean look at it like this, astronauts are stuck indoors and would most likly love having a window...
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: sdfekkjkjkj34 on September 09, 2017, 08:41:52 PM
Really looking forward to this in A17. Awesome mod!
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on September 13, 2017, 07:04:39 AM
And here I sit and wait, and wait, and wait...
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on September 13, 2017, 07:52:37 AM
Rimatomics is released now and im doing 1 more patch for it which should probably be the last until A18, then i need to do an update for hygiene to fix radiators and sort out some general issues with how it plays, and maybe add the water and sewage grids, then i'll be doing mars, which is going to be packed with all the extra bits i have made in the other mods
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EvilShroud on September 15, 2017, 04:25:31 AM
I know I'm not the only one reading this every couple days. This Mars addon makes this the best (IMO) Mars colony simulator out there. There are a couple that are close, but this just has everything. You are a truly talented indivual, and I appreciate your hard work.

Also, looking forward to getting some better nuclear power on Mars. Can't wait to play BOTH your mods together.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on September 15, 2017, 06:31:55 AM
thank you, its taking a long time but i'll get there eventually
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: whitewolf_311 on September 22, 2017, 07:26:46 PM
Alright, so this is driving me nuts. I just about got some things up and running (first time playing Mars), but I cannot. Find. Any. Bauxite.

Where is this magical bauxite supposed to be? Also what apparatus do I use to combine it with iron to get steel?

Thanks in advance for any and all help.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Belgrath on September 25, 2017, 11:07:30 AM
Hello whitewolf_311

You need to smelt Iron into Steel at a Electric Smelter.
Bauxite can be found on the map but I have found in maps with little hills and no mountains Rimworld wont spawn all mineable ores.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on September 29, 2017, 09:07:42 AM
Meanwhile update on SpaceX plans https://www.youtube.com/watch?v=tdUX3ypDVwI
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aels on October 08, 2017, 05:30:03 PM
Just a simple question how to destroy the toxicity ?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on October 08, 2017, 06:42:36 PM
either vent it outside and replace your air from storage tanks, or use plants to clean the air
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aels on October 08, 2017, 06:50:30 PM
Oh thanks  :)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aels on October 08, 2017, 07:05:15 PM
Dubwise56, I really want to be a tester for your A17 version but I don't have the Steam version it's a problem ? And if you don't want I can understand ;)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on October 08, 2017, 07:59:01 PM
sorry i only do development builds for testing on steam so i know everyones updated
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aels on October 08, 2017, 08:02:31 PM
Okay no problem, don't worry i still one of your fan ;) 
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: PenGwen on October 08, 2017, 09:44:28 PM
Are you accepting people for testing? I'd love to help out if I can.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EldVarg on October 09, 2017, 02:33:46 AM
Testing have not started yet. Will take a while.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Aels on October 09, 2017, 02:45:00 PM
I get the Steam version now XD
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on December 24, 2017, 04:59:23 AM
Is this mod considered on hold? Just curious if anyone knows if a B18 release is even on the horizon?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on December 24, 2017, 08:09:53 AM
I'm still working on it, been busy updating rimatomics and hygiene to b18 but im almost finished with all that, then i'll be focusing on this to get v4 finished using all the fancy stuff i made in the other mods
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on January 10, 2018, 10:16:52 PM
I'm still working on it, been busy updating rimatomics and hygiene to b18 but im almost finished with all that, then i'll be focusing on this to get v4 finished using all the fancy stuff i made in the other mods
Work faster! Or else "Surviving Mars" from Paradox gonan steal your job! :D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 10, 2018, 11:04:09 PM
I'm still working on it, been busy updating rimatomics and hygiene to b18 but im almost finished with all that, then i'll be focusing on this to get v4 finished using all the fancy stuff i made in the other mods
Work faster! Or else "Surviving Mars" from Paradox gonan steal your job! :D

It's not fair you tease me posting here. My heart almost skipped a beat when I saw that, and thought maybe there was some update news :P I don't know why, but I'm really loving mods that add new systems to RimWorld. I wish there could be someway to incorporate some of MarX systems, like the atmosphere in RW. Wow I just thought, how crazy and complicated and awesome would it be, if you could launch "shuttle" your pawns and supplies back and forth between a RimWorld colony, and a "moon base" (like MarsX, where you must build an enclosed base) using the ship you build ingame, or a shuttle from a mod or pod launchers or whatever. Maybe only special resources are on this moon that you need. Or maybe the moon has the final ingredients for the last part of the ship, that you must slowly keep bringing back to your home base for assembly, coming from the moon base. I don't know, I just get these ideas in my head and start typing, only to think some of them aren't that great afterwards..  ::)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 11, 2018, 12:36:29 AM
added a few screenshots of the world gen stuff i have been working on to this album https://imgur.com/a/GtcLf
I started a fresh project for B18, fixed the big problem of the ocean material having blue fog which is what stalled a17 being updated, so even if only 30% of the world is being generated the rest still renders as mars surface instead of blue fog, replaced planet feature names with ones from mars, stripped roads and rivers, added named craters, replaced my old dust devils with his tornado code, fiddled the biomes, there will be lots of rocky terrain you cant build on to limit you a bit sort of like marshes and lakes in vanilla, and nights are black so the new lights and beacons make it sparkly, next is copying over all the new stuff from the b18 versions of hygiene rimkit skylights and rimatomics which forms the base for the rest of the mod with the new stuff like custom research and new grids for stuff like ice and air
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 11, 2018, 01:41:05 AM
added a few screenshots of the world gen stuff i have been working on to this album https://imgur.com/a/GtcLf
I started a fresh project for B18, fixed the big problem of the ocean material having blue fog which is what stalled a17 being updated, so even if only 30% of the world is being generated the rest still renders as mars surface instead of blue fog, replaced planet feature names with ones from mars, stripped roads and rivers, added named craters, replaced my old dust devils with his tornado code, fiddled the biomes, there will be lots of rocky terrain you cant build on to limit you a bit sort of like marshes and lakes in vanilla, and nights are black so the new lights and beacons make it sparkly, next is copying over all the new stuff from the b18 versions of hygiene rimkit skylights and rimatomics which forms the base for the rest of the mod with the new stuff like custom research and new grids for stuff like ice and air

Wow! Good stuff man, you are so great at what you do. I'm in love with your textures and artwork. I'm amazed by all the new awesome systems that you implement. It all looks and works so perfect together. I am honestly blown away by your work man, you are very talented. I am also blown away by what you do for free for the RimWorld community, and must say thank you for everything. I haven't tried MarsX before, but I am really looking forward to it. I think I can say that I have pretty much all the major mods I need except this one. I'm interested in playing around with all of the atmosphere and gas things, that looks so fucking cool! ;D

Do you have any plans to bring any of these systems to regular RimWorld? I think I can say that you genuinely are one of the best when it comes to building these awesome new complete systems to play with. Some ideas with that are maybe a sprinkler system that could be built off of Bad Hygiene, or maybe a pressurized room system for your hospitals, like they have in real life. Just curious but how long do you think you will work on MarsX, and do you have anything else in the works, or would you know what you would like to work on next, if anything?

EDIT: Does the Earth Facility Manager screen add buildings as you expand it? Also, what's this? (https://i.imgur.com/ItUdHGF.jpg)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 11, 2018, 03:42:01 AM
Thanks, i don't plan on porting any more parts of mars to vanilla, things like the air and eva suits would just break too many things and i can only get away with it by stripping out a lot of the game, animals, guns, factions, plants, mod support, so on.

I have ideas for other mods that i would like to do which would re-use stuff i already made but i don't have the time, Rimatomics and hygiene ended up being bigger than i planned which delayed working on this last year, but it was all made to be re-used in mars, plan is to get this upgraded and released then just polish up all my mods so they are neat and tidy for when Rimworld comes out of beta, then decide what to do after that, no more big mods just little bits here and there for the current set.

That earth management screen was just a mock up, was thinking about adding some simple 2d facility building screen to spend research points on as a little extra progression thing like base upgrades in xcom, and i was bored and wanted to try some isometric stuff. And the other screenshot is just a mock up in a game engine for fun, nothing functional
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on January 13, 2018, 02:23:59 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: BlackSmokeDMax on January 13, 2018, 02:27:49 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.

Rimworld did NOT do that from PA.  They use the same art style, that is it. No art was used, the engines are different, basically there is no crossover except a similar appearance.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 13, 2018, 03:00:54 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.

I love when people are so knowledgeable about something, and they just can't help but share! :)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on January 15, 2018, 04:05:09 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.

Rimworld did NOT do that from PA.  They use the same art style, that is it. No art was used, the engines are different, basically there is no crossover except a similar appearance.

I see that makes since. I still think this mod could be a great standalone game.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: GrimTrigger on January 24, 2018, 03:04:12 PM
I look forward to your update of this mod.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 24, 2018, 05:07:33 PM
I look forward to your update of this mod.

Let's get the MarsX hype train going! 8)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: alexander_q on January 25, 2018, 04:09:46 AM
I search "rimworld mars" every day when I get home from work. I check this thread, and the steam workshop page. Happy to see this reach page 49.

I check on this mod more often than I bathe.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 25, 2018, 11:29:55 AM
I search "rimworld mars" every day when I get home from work. I check this thread, and the steam workshop page. Happy to see this reach page 49.

I check on this mod more often than I bathe.

Hahaha, I know what you mean buddy. dubWise's mods are one of the few on my absolute must have lists, so I make sure I always keep them up to date and working properly. They are just so fucking awesome in every way, a complete package, essentially a DLC or expansion pack's worth of content. If I'm not mistaken, this is mostly all from one man himself too, no? Well there are two authors listed for this, so I will say congratulations to the two of you on some fantastic work. Keep it up, I am always blown away with everything that is given to us! ;D

EDIT: There would never be anyway for a regular RimWorld colony to have a "moon base" secondary colony that it could interact with that has MarsX running, but only for the space colony, would there?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 25, 2018, 12:00:34 PM
with a lot of work its possible, i made a prototype but wont be attempting it, i don't think it makes sense for vanilla Rimworld. Your modders were so preoccupied with whether or not they could, they didn’t stop to think if they should.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 25, 2018, 01:03:14 PM
with a lot of work its possible, i made a prototype but wont be attempting it, i don't think it makes sense for vanilla Rimworld. Your modders were so preoccupied with whether or not they could, they didn’t stop to think if they should.

I would imagine that you would definitely have to weigh it out beforehand, if all of the work is worth it. And like you said, probably not.

I can't remember if I asked you though, but I think you said you plan to work on MarsX next after Hygiene/Rimatomics since it uses both. But do you have any long term plans now that 1.0 has been announced? Like maybe, in a year from now after 1.0 has been out for X amount of time, you want to start working on some new systems, in either new mods or add to your existing? They of course do not have to be definite, but I am just curious as to what you think could be possible that you would create for us next! ;D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on January 26, 2018, 12:42:58 PM
i'll probably finish v4 then just continue to polish up my mods and keep them updated with latest rimworld patches, I have lots of idea's for features or mods but there's a limit to the amount of time i can put in for free
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Sarge on January 27, 2018, 02:55:01 PM
 :o I never knew this existed. It is the most beautiful thing I have ever seen and I'll have you know I've seen Titanic!

I gib mani, I lub you long tie! Wehn can haz?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 27, 2018, 05:13:38 PM
dubwise, I thought it would be cool if the guys behind Biomes! (who just released, oh my gosh is it beautiful) continue with their planned ideas and have an underwater biome, this is from their post:
Quote
Ocean Floor Plans
Underwater
New Ruins
Kelp Forests
Volcanic vents
Sunken Ships
Tanks of Air for use outside of the base
Various plants and animals
Gear for underwater use
New turrets and other security

But the idea is since you have a working air system for MarsX, maybe you guys could help each other out. It just crossed my mind that the two things you guys mention sound so similar :)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: philip1 on January 31, 2018, 08:39:53 PM
wow nice mod man!! ;D ;D ;D ;D , u can update to B18 ??  :o
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on January 31, 2018, 09:12:23 PM
wow nice mod man!! ;D ;D ;D ;D , u can update to B18 ??  :o

I'm not trying to be rude, but c'mon dude. Read some of the posts here.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: SzQ on February 11, 2018, 07:53:34 PM
Could we get dust storms for desert biome?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on February 11, 2018, 08:45:33 PM
Can we get an idea of how many events/incidents come with the mod? I am assuming that a lot of the regular ones from vanilla are taken out. I've been on a "disease/event mod overhaul" binge the past couple days. So far, I've got Expanded Incidents and Diseases Overhauled working on B18, and along with all of the stuff that can happen from Rim of Madness, well my list of possible things that can happen has gotten pretty big. But I need more!

Any rough estimates on how many events/incidents can happen in MarsX compared to vanilla? Also, will you have a list or anything that shows what mods will work with it? I'm assuming that we shouldn't plan on bringing many content mods over to it? Or does everything still work, but if our pawns go "outside" they will need to be in a spacesuit? So that way when they are inside the base, I can still have my doctors wearing scrubs, foremen wearing construction vests, etc.

Is there any combat? Do you still get raided? If so, does that mean all raiders are in spacesuits? Will they try to "breach" your colony? And if that can happen, will the environment's gases get sucked out of it?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Darkfirephoenix on March 04, 2018, 12:50:57 PM
Time is running out. From the 15th this month on "Surviving Mars" gonna have complete control over my life :D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on March 04, 2018, 01:41:57 PM
Chance of any updates, please Mister Dubwise? ;D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 04, 2018, 07:26:24 PM
Could we get dust storms for desert biome?

i started working on making that standalone but i didn't think anyone was interested compared to other mars features, it would basically just add the storms the dusty solar panels and the devils, maybe one day after mars v4 is finished.

But the idea is since you have a working air system for MarsX, maybe you guys could help each other out. It just crossed my mind that the two things you guys mention sound so similar :)

sounds to me like its meant to work with vanilla rimworld as an actual extra biome, it would have to have a very simple air system like subnautica to make that playable in vanilla, and it would be grim if everyone just had a copy of my code and did exactly the same thing with it, better if people come up with their own solutions for their ideas so you don't just feel like you're playing a reskin of a reskin, like my rimatomics reactors aren't the only way to do it someone could make an easier one or one that's an accurate simulation, if you just say use this or that because it already exists then you're denying them any creativity, but then i guess that depends on if you are trying to just rush a mod out and move on or if you are making one because of the challenge and have your own ideas about how to do something.

As for updates i have been constantly getting sick as a dog since christmas like everyone it seems, colds and flu's that come back over and over and infections and just general yuk, so nothing new to show off, just been trying to keep on top of bugs in rimatomics and hygiene, weather is warming up now so frozen fingers crossed i won't get sick again and i can crack on with more B18 stuffs
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Ankhar on March 12, 2018, 05:17:36 PM
hello, just wanted to say that im checking this page everyday too.

if u are reading this - bro, u are not alone.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 16, 2018, 04:56:19 AM
Please update, i miss this mod so much
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 16, 2018, 08:03:48 AM
it is being made, but you know you can still play it if you just load up a16, not much changed between 16 and 18 that makes a difference to the mod really
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 16, 2018, 07:13:11 PM
it is being made, but you know you can still play it if you just load up a16, not much changed between 16 and 18 that makes a difference to the mod really
yes, but i cant remember my pass for rimworld, and so i cant play it, so i have to pirate it, only because my original email was hacked, and i cant remember pass for rimworld, i did pay
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on March 16, 2018, 08:02:54 PM
yes, but i cant remember my pass for rimworld, and so i cant play it, so i have to pirate it, only because my original email was hacked, and i cant remember pass for rimworld, i did pay
What does any of that have to do with anything?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 16, 2018, 08:05:07 PM
yes, but i cant remember my pass for rimworld, and so i cant play it, so i have to pirate it, only because my original email was hacked, and i cant remember pass for rimworld, i did pay
What does any of that have to do with anything?
well that means i cant load up a16, because i cant go into steam and right click and change to a16
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on March 16, 2018, 08:08:24 PM
well that means i cant load up a16, because i cant go into steam and right click and change to a16
You already admit to pirating the game but you can't figure out how to get the A16 version? But you just said you are locked out of your "pass for rimworld". You know there are password recovery steps you should be able to perform to recover any "hacked" email addresses.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 16, 2018, 09:13:03 PM
well that means i cant load up a16, because i cant go into steam and right click and change to a16
You already admit to pirating the game but you can't figure out how to get the A16 version? But you just said you are locked out of your "pass for rimworld". You know there are password recovery steps you should be able to perform to recover any "hacked" email addresses.
they hackers deleted the email acc, so i cant recover the acc.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on March 16, 2018, 10:38:04 PM
Then make a new email instead of making more excuses.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 16, 2018, 11:22:03 PM
Then make a new email instead of making more excuses.
i already have, but i cant transfer the rimworld acc onto the new email without having access to the old one
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on March 17, 2018, 03:21:47 AM
Sorry i need to say, you are stupid.
Steam is a paid service, that mean's if you can prove that the old account is yours because of of payment's or such kinds, Steam can recover that account even when anything is deleted.

Ok, they might don't want do it, if you did anything against their term's of agreement like giving your password to friends...
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 17, 2018, 09:13:29 AM
guess i should chime in since i had my steam account hacked by russians, got it back pretty easily after contacting valve and setup 2 step right away, same thing happened to a friend, i can't remember what details they needed to identify me though
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Christheboss894 on March 17, 2018, 08:41:07 PM
Sorry i need to say, you are stupid.
Steam is a paid service, that mean's if you can prove that the old account is yours because of of payment's or such kinds, Steam can recover that account even when anything is deleted.

Ok, they might don't want do it, if you did anything against their term's of agreement like giving your password to friends...
your right, but the thing is, I didn't transfer my rim world send owl to steam cause I was dumb, I still have the same steam acc cause the hackers didn't get the password for steam, only my old email(yet for some reason they didn't even try to get the steam), so I transferred the email for steam. but because I didn't link up the rim world send owl to steam, that meant I couldn't get the send owl back.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Harry_Dicks on March 17, 2018, 08:51:12 PM
You keep making up excuses but I fail to see how your situation is as "unfixable" as you want to act. Dude, go fix your shit. It's possible. If you really paid for the game then you will be able to get your copy working again if you even put just a modicum of thought and efficient, smart work towards getting everything straightened out.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 18, 2018, 12:02:09 AM
ok lets keep this civil now, i also lost the email i used for my sendowl copy and i just emailed ludeon and they fixed me up no problem, unless all of your bank details and bank got destroyed by a nuclear holocaust then it should be fixable on any platform, if you are currently surrounded by nuclear ash then just take it on the chin buy another copy and enable 2 step auth and take it as a lesson

end of subject
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EvilShroud on March 22, 2018, 01:11:10 AM
dub, first I want to say your quote "these people need air" is amazing. Made me chuckle hard.

Second, I want to point out that even after buying and playing Surviving Mars for about 20 hours already, I still prefer your mod. Seriously, best Mars simulator out there. Not trying to rush you, I understand your plight (about 4 people at my workplace have had several recurrences of flu/cold/pneumonia), but I'm SO looking forward to you updating this.

Take your time, do it right, and remember to breathe.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 22, 2018, 08:57:42 AM
thanks!, a couple of people have said that now  ;D
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on March 22, 2018, 11:21:12 AM
Surviving Mars got better graphics for sure.
But Rimworld with all that mod's and possibilties made it much more complex then any of the newer games.
And dubwise with his adavance mod's just put that on another level. Not to forget his Mod's are just a 1 man job while Surviving Mars is a Studio project.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 22, 2018, 11:23:59 AM
can i have a studio please?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: EvilShroud on March 24, 2018, 12:41:03 AM
If you go to forrent.com I'm sure you can find a studio apartment. HAHAHA. Haha. Ha. Yeah, sorry. Ahem.

I don't know the rules on payments for mods, but if you set up a Patreon or a PayPal Donate button I'm positive people would help support you. I can't do much, but I could do $5 now and then.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on March 24, 2018, 12:53:30 AM
i have them setup on my other mod pages, not here yet, will do once its released
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on March 30, 2018, 12:49:39 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.

I love when people are so knowledgeable about something, and they just can't help but share! :)

Assholes. How do they work?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: BlackSmokeDMax on March 30, 2018, 05:17:05 AM
Bro you could probably make a whole stand alone game from this and sell it on steam. Much like RimWorld did from Prison Architect. Either way the mod is great. In some ways I like it better then vanilla RimWorld.

I love when people are so knowledgeable about something, and they just can't help but share! :)

Assholes. How do they work?

I think the implication was they insult a dev by writing that said dev took one game and made money by turning it into another game and then selling it on Steam.

You do realize Prison Architect and Rimworld do not share a single line of code or a single piece of art?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on March 30, 2018, 12:05:04 PM
I know it's all good. Your post was helpful. Can't speak for the wanker.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: GrimTrigger on May 12, 2018, 09:55:59 PM
Is Mr Dubwise still working this update? Not asking for an eta just curious if there is still a light at the end of the tunnel.  I would love to see what he has in mind for the b18 (or even final release) version of the mod.  I thoroughly enjoyed it on A16.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Umbreon117 on May 12, 2018, 10:03:22 PM
Is Mr Dubwise still working this update? Not asking for an eta just curious if there is still a light at the end of the tunnel.  I would love to see what he has in mind for the b18 (or even final release) version of the mod.  I thoroughly enjoyed it on A16.
Thought out answer: IIRC, Dub was going to start working on an update after doing...something with Rimatomics. Something about 'tomics being wanted more than this. Considering that there is probably a lot that needs to be updated/changed, will likely take a while.

My instantly thought up answer: Blah blah blah stuff and things I don't fully remember Dub said he was gonna make it after Rimatomics.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on May 12, 2018, 11:23:17 PM
Oh i'm still working on it, very long haul project, like v1 to v2 was a few weeks, v2 to v3 was a few months, and v3 to v4 keeps that trend going.

You know the deal by now, all my other mods go into mars v4, all the hygiene and water management, irrigation, skylights, resource grids and plastics production from a yet unreleased mod, the rimatomics reactors and fully custom research, whole bunch of improvements to stuff like air code, pipe nets, airlocks, world gen, graphics. For v4 the aim is to shift the gameplay away from doing rudimentary mining and base building and waiting for incidents/ships, to a full progression system, with company management, technical long term goals using the custom research, plant breeding, manufacturing, and eventually tourism, with a healthy dose of incidents and moody pawns to scupper your efforts.

The mods that make up parts of marsx have got probably hundreds of thousands of hours of play now because of their wide popularity, so i have refined them and how i make them a hell of a lot since the early days, the level of quality i'm aiming for is getting there, but i'm not a pro and i'm too stubborn to let other people do anything, so that means it takes a little bit longer than maybe other big mods that are group efforts.

hope that makes sense of it
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on May 13, 2018, 05:00:45 AM
I think MarsX will be a nice Xmas entertainment for 2019.
Right after Rimworld 1.0 came out. :-))

But dubwise, with all these features MarsX will be a big rival to other mars/planet survival/colony games.
I hope these developer/publisher don't recognize you and hire you for their project. :-)
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Adamiks on June 26, 2018, 06:50:29 PM
I could legimately see this as being a part of the vanilla game somewhere in the future, if Tynan decides to add different types of planets. Keep up the good work.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: agentbad on July 21, 2018, 12:53:50 AM
In some ways I like your mod better then vanilla. I could easily see this being a standalone game in the future. Maybe even partner with Ludeon if you need help.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on August 02, 2018, 12:34:35 PM
One day...

Meanwhile they found water again https://www.esa.int/Our_Activities/Space_Science/Mars_Express/Mars_Express_detects_liquid_water_hidden_under_planet_s_south_pole
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: GrimTrigger on September 15, 2018, 09:47:05 AM
Have recent changes/additions to the game caused a loss of progress to this project?
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on September 15, 2018, 02:26:26 PM
No, sorry for not posting here, i always forget about the forum and notifications are totally broken on this site, here's my discord if you want to come bug me for info https://discord.gg/bajcjsu

I'm still targeting rimworld v1, i haven't updated this to the last few rimworld versions because there was changes to world gen in a17 preventing me from doing an easy update, then i got lots of requests for standalone versions of mars content, and the updates didn't add anything of any use to the mod, you know like tribal masks? bedside tables? not much use really so i changed my focus to making all the standalone mods, i could have had mars updated a lot sooner but i think most people are probably happier to have hygiene rimatomics and the other mods in their normal rimworld games.

The big plan was to build those mods with the ultimate goal of using them as the foundation for the next version of mars, so every time i thought of something new to add i would be thinking "oh this will be great to use in mars". So now i have these 6 mods which are all working pretty well together and have had lots of time to mature, and i'm loading all of them as sort of base mods into the B19 build of mars, some bits like the skylights don't really need any changes, but the big mods like rimatomics hygiene and rimefeller are more like a library of modifiable classes that i can use to crank out new stuff.

So for example from rimatomics there is the research system which replaces the default rimworld research entirely, and the reactors are similar but obviously smaller, using thermocouples, mini turbines and radiators. The needs from hygiene plus extras are obviously taken care of, then you have all of the water and sewage stuff plus the oil drilling from rimefeller that comes together to form all of the resource management in the mod, like drilling for ice and minerals, storing gasses, pumping it all around, leaking it, processing it, making all of your materials, curing, plastics metals composites, there is all the stuff to do with grids, overlays, textures, moving liquids and gasses around the environment, making them combustible, on and on
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Jake on October 12, 2018, 08:53:01 PM
Have you considered the possibility of turning MarsX into its own separate game? Not only would you not be compelled to work within the limits of the existing source code (albeit at the cost of having to do a bunch of stuff yourself from scratch), but I think the fact people are more interested in the standalone modules is part of a wider issue: The gameplay changes are so radical and comprehensive that with this mod active, people aren't really playing Rimworld anymore. And switching between MarsX and the regular Rimworld experience is rather fiddly even if you've got something like MOD-E installed to automate the job of activating all your mods in the proper order.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on October 13, 2018, 08:47:34 AM
i need to finish the mod, then i'll think about it, and its easy to swap between vanilla and mars since b18 because it auto enables the mods when you load a save, and i'll probably put in a check to disable all your mods when mars boots up unless they are on some kind of whitelist because hardly any will work
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: eksynn on November 01, 2018, 08:27:01 AM
any news on updating this mod to 1.0?
or, you know. making modules for it? (so for example, i only want specific aspects of the mod, especially the oxygen thing and a couple of others, in my current world. i don't care much for mars, but everything else is really awesome xD)

edit: oh! i get it! "musky" edition! lol
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Dubwise on November 01, 2018, 05:39:57 PM
it is already in modules, all of my other mods, and doing air is pretty much not possible for vanilla rimworld what with the million different variables involved with animals plants raids mods and so on, it requires a total conversion to do it or its easier to just make a new game from scratch
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: eksynn on November 08, 2018, 05:25:17 AM
but for 1.0? i can't seem to find it anywhere
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Canute on November 08, 2018, 05:51:32 AM
Because it isn't even released yet.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: coldheartzero on November 20, 2018, 08:39:45 AM
One of the best mods ever, I keep a dedicated copy of A16 on my desktop just so I can play with this mod. It has a few oddities that I'm sure you're aware of and will fix but like others I'm itching for a 1.0 version. You're a great modder, you don't do anything halfway it seems. Thanks for your efforts.
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: blackrave on January 09, 2019, 01:07:26 PM
First of all, thank you for this fantastic mod (or should I say conversion?).
My first colony is thriving and just refueled first ship and sent it back to Earth.

Second, few suggestions that could maybe give you few ideas for future content.
1a.Food- condiments are good, but frankly, humanity has something better for all kinds of dishes (meat, veggies or desserts) and we had it for quite a long time. It is small, light and has very long shelf life (if processed and stored properly) and most of it can be grown relatively easily even on Mars. I'm talking about various spices- dill, parsley, basil, mint, pepper, etc.
Could even include fresh and dry variants, with fresh having more intense flavor and requiring less of it (nutrient-wise you use 2-3 units of fresh to get 1 unit of dry), but spoiling fast (1-2 days). Dry spices meanwhile would require extra processing step (drying, milling, maybe even packaging in small amount of textile/polymer/?paper?), would lose some flavor and require more, but those would have very long shelf life (year or more). Maybe even add small NaCl patches as a mine-able mineral veins that would require processing chunks into dry spices (I admit that it would be a bit weird to have organic and inorganic spices mashed together, but gameplay-wise both would have same function and separating those would just introduce unnecessary clutter). That should cover fine meals (even if it's just salted rice).

1b.Food- revenge of the protein. Any thriving human colony would require tasty and balanced food to survive- martian colony is no exception. So colonists need reliable source of lavish meals. Luckily you don't have to transport cows to Mars (well, I guess you could if you REALLY wanted to, but it's inefficient). So first, vegan options (that Vegetable Garden already did)- beans and mushrooms. Can be grown out of beans and mycelium that can be transported from Earth (and can be easily made from beans and mushrooms, if you'll implement seeds). As an added bonus mushrooms do not require sunlight, but they do require warmer humid air.
Vegan is fine and dandy, but what about other more carnivorous options? Good news- transporting frozen fish roe and semen isn't hard. Even better news- most fish simply disperse those 2 near each other and wonder of life happens on it's own, so fertilization would require simple defrosting and mixing. Bad news? "Land Shark" lied to us- fish can't live on land and require water basins (shocking, I know). Even worse they need food, but don't despair, this is where various forms of algae comes in. One could simply seed algae into basin and occasionally provide it with some nutrients (I knew that crappy dry-frozen slop would be useful for something, and if everything fails we can always feed algae with that useless artist that can't do anything but make sculptures... wait, did I said it out loud? You can't prove anything!!! I have alibi.), sunlight and CO2 and algae would convert it into more algae and O2. Next it would be just balancing act to make sure fish has enough algae to eat (with occasional culling for tasty fish stew). Bonus point- algae could be grown on it's own without adding fish roe to basin for low quality cooking ingredient (basically treat it as vegetable version of insect meat with mild mood debuff because it tastes weird). Even more- besides basic fish (some small edible herbivore fish- there are several, pick any) one could introduce trout or salmon as tastier alternative (with mood bonus when used as ingredient), but those are carnivores, so they would require basic fish for food.
Even more I'm pretty sure chicken and other poultry could be transported in similar fashion (frozen eggs+ frozen semen= defrost, inject, place in incubator, pray to the Bridge god that your scientist didn't mess it up), so birds could also make comeback (or anything that reproduces via eggs, really).
If you plan going near future, then eventually, frozen embryos could be transported as well, defrosted and matured in artificial wombs, but similarly to fusion reactors that tech currently is in early prototype stages, so there is no guarantee when (or even if) it will be finalized.
And one last note on ingredient mood modifiers- imported meats (chicken, pork, beef, lamb, etc.) should provide mood buffs if used as ingredients (except maybe in case of vegan/vegetarian pawns- new traits that give debuffs if meat is consumed, but grants buffs from different plant sources).

2.Economy- the big one. While I like your idea of research based economy, I find it a bit lacking, frankly. How about having it as an option A- you build comms console, various Earth space agencies (main six are- NASA-Americans, RFSA/Roscosmos-Russians, CNSA-Chinese, ESA-European amalgamation of national space agencies, ISRO-Indians, JAXA-Japanese) provide you with various missions- ranging from simple low gravity experiments, sending them back examples of specific martian samples (a number of limestone chunks, for example) up to travelling to specific hex on a planet and taking specific sample from that place (would require spawning unique mission item) and sending it back to Earth. Then space agencies would reward your company with monetary reward (either simply USDs or, if you want to go a bit deeper, their national currencies)
Now for option B- sending back various refined resources (noble metals, rare earth minerals, isotopes, rare gems, etc.) to Earth to sell them. could even include real, genuine martian art (I just know some hipster would love to buy sculpture that shows how mission commander Volkov puked his guts out after getting food poisoning from badly cooked meal). Either simply pack them up, send back and, the moment ship lands on Earth, everything gets converted to currency to be used on further resupply missions, or...
Option C- regional markets and price fluctuation. Once ship lands, it's cargo gets loaded into warehouse, then you go to six regional market tabs (corresponding to six mentioned space agencies) and sell stuff off your warehouse.
Each of those regional markets have it's own national currency and have more or less independent price fluctuations on goods AND currency of other regions (so you could for example exchange your stockpile of euros into rubles, if price is good and/or you need something from russian market).
Then you spend money on fleet maintenance, building new rockets, refueling, hiring and resupplying. Maintenance and building could have options to either outsource them to companies form various countries (based on what currency you have on hand) or do it in-house (if you have enough resources in warehouse). Fuel and supplies could be simply bought off the markets (for example 1000 units of methane would be required to launch rocket, so buy it where price is good). Hiring would be done in two steps, picking currency (influencing nationality background) and then picking how much you're willing to pay- the better the pay, the better the traits and stats (or even sell tickets to get totally random pawns).

3.How about robotic addition, similar to Misc. haulers and cleaners? While cleaners would be just that- basic roombas to roam base and clean floors, haulers could be a bit more interesting.
Electric hauler would be just like cleaner- roam the base, haul stuff, dock to batteries to recharge itself.
FC Rover would be akin to manufactured hauling animal that "eats" liquid fuel, but instead of dieing from starvation it would simply deactivate itself once fuel bar runs out (or could be done manually to save fuel), turning itself into station/workbench. That station would be required to filled with fuel and manually activated by pawn, for rover to become entity again.
RTG Rover, like FC one, but can operate much longer and instead of liquid fuel it requires nuclear fuel rods to operate. Could "excrete" spent fuel rods if you ever decide to implement breeder reactors.
FC and RTG rovers could be like hauler animals- haul stuff to stockpiles and aid in expeditions, but instead of food, those would require liquid fuel and nuclear rods.
All of those could occasionally break down and require component to be fixed.

4.Research. I think vanilla research system could be retained, but used for slightly different purposes. Unless you're planning to send Tony Stark to Mars, I doubt many colonists could figure out how to build compact fusion reactor in, let's be honest, a cave. So purpose of vanilla research could be less of a research and more of an adaptation of blueprints and patents to manufacturing techniques that are available to colonists and Mars environment. So most if not all research would have specific patent prerequisite. Patents could eventually start appearing on the markets once relevant discoveries are made on Earth. And of course those would not be cheap.


Now, a bit of nagging about beacons.
First one worked like a charm- ship landed in designated area.
I deactivated it and built second one, but next couple ships scattered in area.
Then I deconstructed first beacon- next ship after that landed as planned.
It seems multiple beacons confuse game (even if only one is active).
Would it be possible that only active beacons are taken into consideration?
If not then at least allow us to re-install beacon in different spots.

Also, I understand why you don't allow rotating many stations- you talked about some graphics looking weird, but the fact that beacon only has right positioning is sometimes infuriating.
Could you please add button that flips landing spot from left to right?
That way beacons could be a bit more versatile.

And that's about it.
I know I wrote a lot, but I was thinking about it for some time and this is result of that.
Anyway, I hope you haven't abandoned this mod, it is too awesome to die.
Hope anything I wrote will peak you interest and give you few ideas to try to implement.
Good luck!
Title: Re: [A16] MarsX v3.0.2 - Musky Edition
Post by: Boogeyman on January 17, 2019, 06:13:56 AM
Maybe in 2019 we can return...

A nice picture of ice on mars:
http://www.esa.int/Our_Activities/Space_Science/Mars_Express/Mars_Express_gets_festive_A_winter_wonderland_on_Mars