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Messages - Dubwise

#451
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 01:27:30 PM
Quote from: lacrimi512 on January 02, 2017, 11:44:21 AM
Ooops, My mistake, i wanted to know how to make Methane (H4) Not H2O : (

Ok no problem, build a MISPP


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.
#452
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 11:25:00 AM
Quote from: Darkfirephoenix on January 02, 2017, 10:51:22 AM
(You can also build it outside for a rather slow H2O gain)

Huh that's odd, shouldn't be able to do that  ???
#453
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 10:44:43 AM
Quote from: 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
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
#454
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 08:07:24 AM
Quote from: lacrimi512 on January 02, 2017, 07:39:25 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.



Use the dig icy sand designation tool to dig up areas of sand that have a moisture level greater than 0%


and you will get bags of icy sand


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

And build a tank to store the water

#455
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 02, 2017, 07:58:34 AM
Quote from: vv1911 on January 02, 2017, 05:28:09 AM
Quote from: dubwise56 on January 01, 2017, 11:52:37 AM
Quote from: vv1911 on January 01, 2017, 11:46:18 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?
#456
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 08:15:17 PM
Quote from: 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.

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.
#457
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 12:50:50 PM
Quote from: 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)



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
#458
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 12:09:53 PM
Quote from: 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

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
#459
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 11:52:37 AM
Quote from: vv1911 on January 01, 2017, 11:46:18 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
#460
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 11:37:51 AM
Quote from: 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

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
#461
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 11:06:15 AM
its a whole conversion so you have to disable everything and start a new save
#462
Outdated / Re: [A16] MarsX v3 - Musky Edition
January 01, 2017, 09:03:50 AM
Quote from: 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 ?

Thanks, and maybe, have to wait and see
#463
Outdated / Re: [A16] MarsX v3 - Musky Edition
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
#464
Outdated / Re: [A16] MarsX v3 - Musky Edition
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
#465
Outdated / Re: [A16] Mars v3 - Musky Edition
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!