[A16] MarsX v3.0.2 - Musky Edition

Started by Dubwise, September 11, 2016, 09:34:48 AM

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Dubwise

Quote from: Tig2 on September 13, 2016, 10:49:35 AM
Grate. Can we have a sneak peek into your todo list? So next time we don't repeat our ideas and suggestions?

microwaves
laptops instead of tv's
comms console to request materials for next team to bring
Make requests for specialists, botanist doctor engineer...
chats with loved ones at laptops/com console
various type of suit breaches
co2 scrubbers need refueling with calcium oxide which turns to limestone chunks
central computer system for controlling all temps, door locks, lights and so on
central computer goes mad and randomly messes with systems
rock slides
Soil analysis + ice crystal burners
dust devils
new research system with separate science research trees
research only progressed by science experiments using workstations with connected facilities that require user input to control like rimushima, can go wrong like rimushima.
soil sampling missions.. science points to spend on stuff... keep making progress or funding gets cut and you get less resources
change warden to psychiatrist, do bills for sessions
more tools, specialized colonists wearing outfits, lab coats, doctors, engineers for buffs
breakdown ascent vehicle construction from raw materials into repairing with parts using research and assembling multiple parts from salvage and machining
electrolysis
colonists out in dust storms that are dazed can get buried in dust
replace hunting with Fitness.
require fitness training to prevent muscle atrophy and osteoporosis.
Gym equipment like running machines
Astronauts start with weakened fitness from the trip to mars
Pills can be used to slow the onset of osteoporosis, until they run out
Battery powered work lamps for mines
better mining drills, require drill bits
coffee
tea
kettle
espresso machine
bbq sauce
burst eyeballs
really hard annoying pain in the ass to use eva suits that make you rage quit unless you research better ones.
clear roofs to allow low level martian daylight in for greenhouses
require recycled human waste and excess food to make soil
new irrigation grid to track fertility cell by cell
water required for irrigation/showers, harvested from ice crystals
require seeds / cuttings for new plants, make cuttings at botany worktable
:-X
that's sort of the current nasa phase stuff, they all have extra details in my bug tracker database.
There is also lots of higher tech level stuff i want to do for the like long haul late game big colony stages but one step at a time.

Serenity

#46
Quote
burst eyeballs
Please no. Does not happen. The capillaries in the eyes can easily burst from the pressure differential, but exposure to vacuum (or low pressure as on Mars) is not as dramatic as most movies or TV shows make it out to be. Your body doesn't just explode or instantly freeze (vacuum is a good insulator, so heat transfer is relatively slow. But exposed fluids like saliva (not blood as sometimes claimed) boil or vaporize and thus cool your mouth and eyes to freezing temperatures). You can even spend up to maybe 10 seconds in vacuum before you lose consciousness. Survival is possible for 1-2 minutes, but you will probably have some short term damage to the lungs and eyes. Exhaling before helps.
People have been exposed to near vacuum through accidents in pressure chambers. And there have been animal experiments of course:
http://www.scientificamerican.com/article/survival-in-space-unprotected-possible/


There was a Battlestar Galactica episode that did this pretty well. They make a short jump through vacuum. Afterwards their eyes are are bloodshot and they need treatment in a pressure chamber.

Muramas

Quote from: Serenity on September 13, 2016, 12:10:52 PM
Quote
burst eyeballs
Please no. Does not happen. The capillaries in the eyes can easily burst from the pressure differential, but exposure to vacuum (or low pressure as on Mars) is not as dramatic as most movies or TV shows make it out to be.
Here is a few youtube videos that explain

https://www.youtube.com/watch?v=pm6df_SExVw
https://youtu.be/lD08CuUi_Ek?t=9m1s

Tig2

The Expanse is a good and nice source of sf material and ideas ^^
"The strongest among you, may not wear a crown"

Dubwise

ha i know dont worry its just a homage to total recall after a colonist is dead from ebullism, like the monolith, and the ketchup and the scrubber research, and all the other movie references im probably going to add, this is Rimworld after all im not making nasa mars training simulator 2017, since when do astronauts kill each other with power drills and then eat the corpse to stay alive...  ;)


Serenity

Yeah, I figured it was a Total Recall thing. But you could have both. Just make it a generic eye injury. Then people can imagine what they want.

Quote
since when do astronauts kill each other with power drills and then eat the corpse to stay alive
We'll see if they somehow get that one way Mars mission going (I doubt it)

cap75


Dubwise


Darkfirephoenix

One would think that whatever organisation send your people to mars would send at least 1 RELIABLE power source with them. (a R.T.G. or such)
Also those DAMN plumes nearly killed ALL my colonies I started. I often had: plume, 1h break, next plume, 30min break, ANOTHER plume. In RL those plumes and sandstorms are rather rare and only happen around specific times a year, you would have AT LEAST 1-2 months time till the next one happens.


Furthermore I would love for some other forms of power generation. Here are some Examples:

Hydrogen fueled power:
Just split water into hydrogen and put that into a generator, voila! Power. Ofc it would be more like 0 gain thing, you would just transform electricity and water into a fuel. BUT you could store them for plumes/situations where you need extra power AND it may be a supply drop. (just pray that there isn't a leak!)

Algae food/fuel generation:
There are algae which take CO² and make it into O² and more algae. Those algae can ALSO be processed into a fuel and researchers are working atm to research how exactly they can be used. How it would work: You get/build a machine which contains the algae (maybe use them as a BUILDING material for the machine), the machine takes power (and some water) to keep running and will produce algae over time. To get fuel from the algae you would have to build a processing machine and ofc a generator to use the fuel in.
Also the algae would produce more O² than the fuel would emit CO², it's a win-win situation.


Dubwise

i know plumes are an issue right now, its because i disabled so many incidents like beavers and mad animals so theres only a couple of things that can go wrong in this version. I think playing on lower difficulty reduces the frequency of them. I worked on a big list of new incidents to add in the next patch which should reduce the rates of plumes significantly, and im going to stick with solar for a while to make dust a constant problem, i might add another type of power generation as a high tech level upgrade later. Also on the first 2 scenarios you get an RTG from the crashed ship, and on colony mode the lander is a giant free battery bank, also keep your eyes peeled for curiosity you can salvage another one from that if you get lucky.

Muramas

I was playing tonight and I had a plume then eclipse, then major dust storm then the plume went away and the a new one came...
I think we might need to drop the encounter rates of events a bit.

Zentor

The incidents are definitely too much, in all the skill levels. You might look at this mod https://ludeon.com/forums/index.php?topic=6892 and integrate the lower percentage of incidents. If you took out half the incidents then reduce them from happening by 50%.

Domkrat282

Spent several evenings with this mod and it is pure gold.
Some ideas:
1) Too hard start. Slightly more food and steel will be better. Also drops of medicaments with new colonists (and maybe other hi-tech products?). Also they sometimes drop without food (empty food crate).
2) I know you know about plumes, but also want to say a word about dust storms - it is too harsh and require great amount of labor to clean panels. Also i tried to see effect of windy weather to panels and didnt saw this - furthest panels still had 100 sand on every tile.
3) Zzzzts and solar flare - again - too harsh. Lack of electricity is deadly in this mod. Zzzzt can be prevented by having reserve batteries but flare instantly killing food production. Radiation sickness lasts for months and endless notificators about burns is annoying.
4) Remove obsolete vanilla things (like fueled stove, butcher table and so one), also i dont think what somebody will grow trees. This mod also need more new backstories and removing old backstories, as i can see.
5) I saw idea about producing parasite heat by different things, maybe even lamps - it is very good idea.
Keep up your great work.
Sorry for my broken English.

Zentor

Oh yeah, would be grate to start the game already knowing Electric Smelter research, or just revert the iron back to steel for mining. 1700 research is alot when you really need a building resource and wood isnt available.

Vulcandead789

Can you run it with EDB PrepareCarefully and a few other mods ? :o