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Author Topic: [A16] MarsX v3.0.2 - Musky Edition  (Read 311821 times)

Canute

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #525 on: January 11, 2017, 01:06:57 PM »

Ohhh thats a new info, you just mention before plants clear CO2.
Does the plants produce CO2 at night ?

Dubwise

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #526 on: January 11, 2017, 01:17:40 PM »

Ohhh thats a new info, you just mention before plants clear CO2.
Does the plants produce CO2 at night ?
No right now they "photosynthesize" all the time which takes co2 from the air, h2o from the soil, and converts them into the equivalent amount of o2, and sugars which just get discarded for now until i get custom plant classes running, then if there's no h2o or co2 the plant loses hitpoints. Once i get my own plant class running you could do stuff like run co2 rich atmosphere in the greenhouse to speed up plant growth.
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Canute

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #527 on: January 11, 2017, 05:32:32 PM »

But how to get CO2 into the greenhouse ?
Build a gastank, let it fill with CO2 and then change to another gas ?
I don't think the regular airoutlet isn't designed for that.

Dubwise

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #528 on: January 11, 2017, 05:53:40 PM »

But how to get CO2 into the greenhouse ?
Build a gastank, let it fill with CO2 and then change to another gas ?
I don't think the regular airoutlet isn't designed for that.
The moxie and AGS both produce co2, if an air outlet detects low co2 in a room it will vent co2 until the minimum required level is reached, if your outlets are struggling to release co2 fast enough then make sure the flow rates are set to max and that you have enough co2 being produced by moxie/ags/wind traps, or add more another air outlet, or improve ventilation to the rest of your hab so co2 exhaled by colonists can reach the plants faster
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Nord

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #529 on: January 12, 2017, 12:28:57 AM »

Oh, so i just need to open air outlet. Thanks.  It is not obvious, i think you need to mention it somewhere in game.
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Wishmaster

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #530 on: January 12, 2017, 01:15:21 PM »

I have a problem with my colonists not removing or putting their eva suit when I use the global command. This happens after they remove their suit automatically to go sleep.
I have to draft/undraft them so the global command works again.

Nord

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #531 on: January 13, 2017, 12:49:49 PM »

Ok, is there a way to save my plants from freezing during SPE?
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Darkfirephoenix

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #532 on: January 13, 2017, 12:58:44 PM »

Ok, is there a way to save my plants from freezing during SPE?
You could try and insulate the rooms with the plants in them:
Best build you growing rooms in between other rooms that keep the temperature in and at least double thick walls to the outside.
This should keep the temperature high enough for the SPE to pass without killing your plants.
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Nord

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #533 on: January 13, 2017, 02:36:19 PM »

No, it is not helping. The temperature falls too fast.

Also: i encountered a bug with roof windows (forget how they called). When two or more zones crossing, they can become dark. So when you construct them chess-ordered, there is a chance (by each game load) that entire room will be in darkness.
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Darkfirephoenix

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #534 on: January 13, 2017, 02:59:18 PM »

No, it is not helping. The temperature falls too fast.

Also: i encountered a bug with roof windows (forget how they called). When two or more zones crossing, they can become dark. So when you construct them chess-ordered, there is a chance (by each game load) that entire room will be in darkness.
Why would you place them in a chess pattern? They have a 3x3 radius with them in the middle.

Also: How many walls do you have pointing to the outside and how big is the room?
Outside walls increase the temperature loss and bigger rooms stay longer warm if they are properly insulated.

In the very worst case you just have to work with the plants freezing and always keep enough food stored for the time of 2+ times till harvest.
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Boogeyman

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #535 on: January 13, 2017, 06:47:12 PM »

There is a bug with people coming in cargo ships. I reconfigured all but one ship for cargo only, but people are still in them.
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EldVarg

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #536 on: January 14, 2017, 04:26:41 AM »

dubwise56: What have inspired you with this mod?
I guess The Marsian book and movie?

Any other novel/movie?

Any documentary like this?
https://www.youtube.com/watch?v=SGbY6MaEp4k
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Canute

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #537 on: January 14, 2017, 05:21:12 AM »

Ok, is there a way to save my plants from freezing during SPE?

At early games, no.
You can't made campfires or this kind to produce heat, because you don't have any wood.
Ofcouse you can focus on trees instead of foodplants, because you can order more food from earth anyway and don't realy need to grow food anyway.

But the nuclear reactor you can build (need core and fuel cells from earth) produce alot of heat even on a SPE. I needed to cool my 6-8 sunlamp big reactor/plant room even with cooler.

yavorh

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #538 on: January 14, 2017, 08:42:12 AM »

That moment when a shipchunk lands STRAIGHT through the middle of your base, making two of your colonists instantly suffocate while the only EVA suited member watches on in horror.
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Canute

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Re: [A16] MarsX v3.0.2 - Musky Edition
« Reply #539 on: January 14, 2017, 10:02:58 AM »

Yeah very annoying.
Thats why it is good not to made too big rooms, seperated with airlocks not doors, and airoutlet in each room to compensate the air if the hole in the roof isn't that big.
Special at he beginning alot of ship chunks crashed on my map. They was a welcome gift (components and steel) but when they crashed on your colony, bad luck.
Thats why i build my 2. try into mountain.
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