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Messages - Dubwise

#481
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 13, 2016, 01:40:32 AM
900 errors later...

#482
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 12, 2016, 08:05:03 PM
Its under Env Control, and only in v3 (alfalfa)
#483
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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  ::)
#484
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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.
#485
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 11, 2016, 03:31:37 PM
Quote from: 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.

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
#486
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 11, 2016, 03:20:05 PM
Quote from: Headshotkill on December 11, 2016, 02:52:00 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
#487
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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
#488
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 11, 2016, 01:55:05 PM
Quote from: Serenity on December 11, 2016, 01:45:35 PM
Quote from: Canute on December 11, 2016, 05:23:03 AM
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
#489
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 11, 2016, 01:49:25 PM
Quote from: Canute on December 11, 2016, 05:23:03 AM
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.
#490
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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
#491
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 10, 2016, 05:36:42 PM
Quote from: 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.

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
#492
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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
#493
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 10, 2016, 11:01:30 AM
Quote from: 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?

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
#494
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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%
#495
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 09, 2016, 06:59:33 PM
Tip, colonists can poop in their suits if you don't have a working toilet