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Messages - Dubwise

#496
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 09, 2016, 06:57:58 PM
Quote from: 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  ::)
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
#497
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
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
#498
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder
December 09, 2016, 03:08:06 AM
added a link for v3 to the first page
#499
Quote from: 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.

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
#500
Quote from: jjjh on December 04, 2016, 11:15:29 AM
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
#501
Quote from: EldVarg on December 02, 2016, 11:08:21 AM
Please post an screenshot of the upcoming release :). I'm really looking forward it.

http://imgur.com/icYhYSL
#502
No idea how it works yet need to wait and see,  if i can use it i'll do it in another patch though
#503
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
#504
So things in the next patch that will make it generally harder to run a reactor are...
that new controller ui.
more incidents like leaks.
controls will need to be manned or flicked to make changes.
overvoltage on powernets so you need to balance power output in a range.
separate pipe networks for high voltage lines, cooling and steam.
and you're going to need to make transformers.

i noticed quite a few people use 2 cores so to offset all that extra stuff i'm going to double the total power output per core maybe even more, so instead of running 2 or 3 cores i would rather people just manage individual fuel rods in a single core on 1 tab. No longer need to shut down the whole reactor just to add or remove rods that way, and you could split up powernets by running multiple transformers across your turbines.

i'll probably add the yield plutonium button in too for the lols

#505
I want to do something more like this with the controls

Ignore the reactor type that's from mars and ignore the values its all just random in photoshop

#506
Quote from: isistoy on November 27, 2016, 07:51:27 PM
Amazing!
Did you think of other Gen IV designs as expansions, like MSRs in particular?

Well i want to keep it old dumb dirty and dangerous, i do have a RAPID-L style fully automated reactor in my mars mod that i was thinking about bundling as an insanely expensive easy mode option, but i didn't want to confuse things by having too many buildings and it was designed just to replace wind and thermal because i only allow solar on mars.
#507
Quote from: faltonico on November 27, 2016, 04:28:41 PM
It would be awesome if we could control the new control computers trough the colony manager mod =)

Sorry I wont ever combine other mods into my mods or use anything like ccl, I like to keep it simple

I'm starting to think when i redo the ui instead of having a zillion gizmo buttons in a row like i have right now i would just have the id and scram buttons on there, then put all the temp and rod control into an iTab like the tabs you get on pawns, then i could do better controls like steppers and sliders so you don't have to spam +&- buttons which i never really liked but didn't know ui enough back then, and i could easily add an advanced mode toggle so you see each rods stats all in 1 list with manual flux control per rod + a master slider/stepper to do all of them together.
#508
Quote from: faltonico on November 26, 2016, 11:56:54 AM
Hello there!
After playing with this mod for a while i think is time to give you the praise you deserve.

You are awesome!

Thanks  :D

Already fixed the building hp amounts on the steam version i think, the rad suits add 80% resistance which from play testing was enough for me to have 1 pawn haul all the slag from a meltdown without getting a fatal dose, which was what i was aiming for. I want to force you to have to cycle through pawns to spread the rads.

While i have been working on a big update for my mars mod i learned way more about tynans code so i can do a lot more fancy stuff now. So in the next big patch im going to use some of the stuff i made for the liquid metal reactor i added to my mars mod so you will have to run steam pipes to turbines, cooling pipes to towers, and high voltage lines to transformers so you can split up powernets, you will have to manage overvoltage so you gotta keep your power output within a range of your usage or you could start fires, so you cant just crank the reactor up to max 24/7. I might also change the turbines so its more like spreading a total amount of steam pressure across all connected turbines up to a max power output, so instead of the 3rd turbine just being useless until t1 or t2 breaks it will just spread out, then if the 3rd breaks the extra steam gets used by the other 2.

The fuel consumption rates i'm aware about, i started to get lazy near the end before releasing so i need to make sure fuel gets used correctly in all situations. And i don't really want to start messing with custom traders for uranium, i never really had a problem getting hold of uranium but i never really make multi core setups because my bases are pretty simple and i don't play with mods, i already have rods setup to use up fuel based on neutron flux % in the next patch, so you will need less uranium anyway since they last 2 years at full usage so if you start shaving off % to match your power usage to prevent overvoltage then it could stretch out for many more years.

For the control computers we were thinking about requiring them to be manned to make any changes and or update the settings via "flicking" so if you're short on pawns they will just run over and flick the switches to the new positions, else if you have lots spare you can just man them 24/7 for extra safety. i may make more elaborate computer UI now that i know how to do proper UI windows so you could control everything from 1 computer terminal, could even list all rods and have manual flux control on each one as an override to the standard + and - gizmo buttons .

I'm fixing the rods so that they stay inserted all the time now instead of popping out on their own once they crack or become spent, and i could auto forbid them when they do swap from safe rods so they don't get hauled, that would probably fix a lot of the handling problems with rods like rads and heat spewing out, and i know more about thing containers now so i can do a proper one for the casket with storage limits, i was very raw on that kinda stuff when i was making this version of rimushima.

#509
Quote from: 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.

already done for next patch
#510
Quote from: 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...

did you put your moxie indoors?