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Messages - Dubwise

#466
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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  :(
#467
Quote from: Headshotkill on December 22, 2016, 05:44:31 AM
Will this mod be completly implemented in the Mars mod?

No there's just a simple version of the reactor to replace all the power gen that i removed
#468
I really don't want to add safe clean cheap easy reactors because that would just be a geothermal with the power output turned up and a radiation symbol stamped on it and there's already plenty of mods that do that. I kinda based this off the soviet RBMK, i want it to be old dumb and come with plenty of hazards.

I started work on the A16 version but i don't know how long its going to take, i need to get mars v3 finished first which i hope to get out by the weekend
#469
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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.
#470
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 19, 2016, 11:28:20 AM
Quote from: 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?

need to pipe water into the mist and let it fill up with a buffer
#471
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 19, 2016, 03:20:54 AM
Quote from: jjjh on December 18, 2016, 07:22:39 PM
Quote from: dubwise56 on December 18, 2016, 01:55:13 PM
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
#472
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 18, 2016, 02:09:06 PM
Quote from: yavorh on December 18, 2016, 09:13:55 AM
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
#473
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 18, 2016, 01:55:13 PM
Quote from: 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 :-)

The nuclear reactor outputs rather large amounts of heat  :P
#474
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 14, 2016, 12:45:05 PM
Quote from: 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?

already working on it
#475
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 14, 2016, 03:01:53 AM
Almost ready
#476
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 13, 2016, 09:06:39 AM
Quote from: 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?

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
#477
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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.
#478
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 13, 2016, 04:42:47 AM
Quote from: 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!

depends on how much it can be modded
#479
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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
#480
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 13, 2016, 02:16:40 AM
Quote from: 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.

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