Quote from: dubwise56 on October 26, 2016, 07:33:37 PMQuote from: yavorh on October 26, 2016, 06:50:38 PMCuriosity, the RTG? Wanted to keep my comment spoiler-free
Duuuude, I love the way you get the oooother kind of generator
It kind of sucks it's so low power, but I gotta admit it really made me laugh.
um, not sure what you mean
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#46
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 27, 2016, 09:10:27 AM #47
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 26, 2016, 06:50:38 PM
Duuuude, I love the way you get the oooother kind of generator 
It kind of sucks it's so low power, but I gotta admit it really made me laugh.

It kind of sucks it's so low power, but I gotta admit it really made me laugh.
#48
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 22, 2016, 12:52:07 PMQuote from: dubwise56 on October 22, 2016, 09:31:44 AMQuote from: yavorh on October 22, 2016, 09:07:22 AM
I legit had a dream about this mod being updated last night. I'm hooked.
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.
#49
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 22, 2016, 09:07:22 AM
I legit had a dream about this mod being updated last night. I'm hooked
.
.
#50
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 19, 2016, 07:43:21 PMQuote from: dubwise56 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
f.lux + Not sure if you have Gunnar glasses, or one of those other Japan made computer glasses- makes a huge difference.
#51
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 17, 2016, 07:33:53 PMQuote from: dubwise56 on October 17, 2016, 12:54:22 PMyouareawesomeQuote from: 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
yer that's just something i missed, fixed for next patch. everything's fixed for next patch xD
MAKE MARS GREAT AGAIN!
#52
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
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
#53
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 14, 2016, 01:04:03 PMQuote from: 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!
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
#54
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 05, 2016, 11:14:16 PMQuote from: dubwise56 on October 05, 2016, 11:03:06 PMQuote from: 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?
I actually just fixed that stutter an hour ago, 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
.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?
#55
Outdated / Re: [A15] Tau Empire 40k
October 05, 2016, 10:40:37 PM
Looks pretty nice, however aren't the fire caste and in general the Tau very much... desert-orangey or beige-ish coloured? I think blue is more towards the water caste or earth caste, if I'm not mistaken (New to the lore of the 40k universe so correct me if I am wrong)
#56
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
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?
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?
#57
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 04, 2016, 08:12:11 AMQuote from: Nord on October 04, 2016, 07:54:48 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
#58
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
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
#59
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 03, 2016, 08:16:53 AMQuote from: dubwise56 on October 02, 2016, 07:33:51 PMQuote from: Serenity on October 02, 2016, 06:19:49 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
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.
#60
Outdated / Re: [A15] Mars (v2.1.3) Martian colony builder - now with air!
October 03, 2016, 07:52:33 AMQuote from: Slye_Fox on October 02, 2016, 10:51:29 PMQuote from: dubwise56 on October 02, 2016, 07:38:31 PMQuote from: yavorh on October 02, 2016, 02:13:59 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.
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


, 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.