• The forum will be offline Monday from 10am until approximately 3pm for maintenance and upgrades.

Surviving Mars

Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
I was going to have my first dome with solar panels and batteries only.
However, I believe found a bug. Now I do not know if is bug with the medium dome, or affects all domes.

At night, while I have enough power stored (and both batteries are connected with enough power to run the whole base for 24hours without power), the medium dome complains that it has no power.
If I had colonists in it, they will go beserk :/

Has anyone else this issue?



Didnt calculated the battery discharge which is 20. So 2 batteries 40 max, while needed 51....
 
Last edited:
Soldato
OP
Joined
27 May 2007
Posts
3,297
Location
Front of the monitor
Two questions.
a) Which one is your sponsor? Because even if the whole map has no water, you can go for moisturizers. Especially if you have the 50% bonus tech, you should be OK.
b) Your current explored area isn't good for a dome, because there is no rare metal, but you can always place the dome elsewhere, not where you initially started. (you can scrap the initial position later on and build new).
a) Sponsor is India, and yes, I have the Moisture Vaporator and working on the upgrade for 50% extra.
b) Yeah, not planning on building a dome up there. The area I am presently scanning actually says *High chance that this Sector contains: Water, Concrete*. So I be making a tunnel down there and probably make a dome around that area.

My advice is build a tunnel to gain access to the low ground, with the exit at G5, and power connector.
Build 4 scanners at H1, C1, D8, H7 asap. The easiest way to do so, is to leave the rocket at initial base, assign to it all the drones but 1.
The RC Rover with 1 Drone, plus the Transport.
Now if you have the tech of the scanner to be free of power consumption, fine. Otherwise, get enough metal with you to build 2 small solar panels per scanner. Turn them off, until you start scanning on the surrounding area. Only have active 1 of the panels, and then it breaks due to lack of maintenance, open the second panel.

Thanks for that advice, I be doing that. Slight problem is I am on Sol 20 already, so sort of felling I have to build the dome soonish so whatever challenge I get I manage to do it before Sol 100. :p
 
Man of Honour
Joined
21 Nov 2004
Posts
45,695
Some of the breakthrough technologies are fantastic. Had one where some colonists gain the 'empath' ability whereby they boost moral for all other colonists. Also had another where each person that dies has a 50% chance of being reborn. Also built my first laser guns over the areas where I have packed in all of the oxygen and energy generation/storage. My current colony is really taking shape. I am on a map that has a lot of resources too, although so far I haven't found many deep excavation resources. I need a more challenging map next once I am happy with this colony. It is a shame your colonies don't appear on the mars map - it would be more immersive imo if you could open them from there rather than a random save file (at least I am pretty sure they don't).

Have looked at some mods. Automatic excavators and factories look good, although slightly imbalanced currently. I think there is a tech that you can research that almost achieves this though?

Anyways, still enjoying the game and it is even keeping me away from the new AC origins DLC which is no easy feat.
 
Soldato
OP
Joined
27 May 2007
Posts
3,297
Location
Front of the monitor
Have looked at some mods. Automatic excavators and factories look good, although slightly imbalanced currently. I think there is a tech that you can research that almost achieves this though?
Yes, you have a breakthrough called Extraction AI, which you can have your metal and rare metal extractors work at 50% efficiency without any workers. You do have to have a dome close enough though to build the extractor first, but after it is built you can tear down the dome and it still works.

@Panos Since you know more in regards of mods, would it be possible to have the game recognize you have the Extraction AI researched and should then not demand you need a dome to build the extractors ?
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Some of the breakthrough technologies are fantastic. Had one where some colonists gain the 'empath' ability whereby they boost moral for all other colonists. Also had another where each person that dies has a 50% chance of being reborn. Also built my first laser guns over the areas where I have packed in all of the oxygen and energy generation/storage. My current colony is really taking shape. I am on a map that has a lot of resources too, although so far I haven't found many deep excavation resources. I need a more challenging map next once I am happy with this colony. It is a shame your colonies don't appear on the mars map - it would be more immersive imo if you could open them from there rather than a random save file (at least I am pretty sure they don't).

Have looked at some mods. Automatic excavators and factories look good, although slightly imbalanced currently. I think there is a tech that you can research that almost achieves this though?

Anyways, still enjoying the game and it is even keeping me away from the new AC origins DLC which is no easy feat.

Tough map you say? Try 23N2W :)
Excavators have tech to not use people. Dont cheat :p
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Yes, you have a breakthrough called Extraction AI, which you can have your metal and rare metal extractors work at 50% efficiency without any workers. You do have to have a dome close enough though to build the extractor first, but after it is built you can tear down the dome and it still works.

@Panos Since you know more in regards of mods, would it be possible to have the game recognize you have the Extraction AI researched and should then not demand you need a dome to build the extractors ?

Sure i will have a look at the code later on. Given how other things work, it wont be difficult to create mod to build extractors away from dome if some certain tech is researched. Hell, we could add new tech or breakthrough to allow that if you want the extra challenge.
 
Soldato
OP
Joined
27 May 2007
Posts
3,297
Location
Front of the monitor
Sure i will have a look at the code later on. Given how other things work, it wont be difficult to create mod to build extractors away from dome if some certain tech is researched. Hell, we could add new tech or breakthrough to allow that if you want the extra challenge.
Sounds good, thanks. I actually thought since you got the technology, you be able to place them anywhere, like the concrete ones, but nope, all red telling me it was not close to a dome. So had to build one, then tear it down. Which works, but waste of resources. :p

On another note, finally found water, and not where it said it was a High Chance to find it though. Was a square close to it though but still, missleading information ! :mad: :p
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Sounds good, thanks. I actually thought since you got the technology, you be able to place them anywhere, like the concrete ones, but nope, all red telling me it was not close to a dome. So had to build one, then tear it down. Which works, but waste of resources. :p

On another note, finally found water, and not where it said it was a High Chance to find it though. Was a square close to it though but still, missleading information ! :mad: :p

Probably the initial pre-scan was done by dowsing..... :p
 
Soldato
OP
Joined
27 May 2007
Posts
3,297
Location
Front of the monitor
Ended at Sol 50 before having to go to work. Finally got my 1st rocket refuled and sent back to earth. But wonderong if I should start over instead. Still not got any colonist there and wont for a while since not enough resources to build what they need yet. If I restart tjings should hopefully go faster since I know roughly what to do now. Or just countinue and see where it leads ? :p
 

wnb

wnb

Soldato
Joined
27 Feb 2004
Posts
3,983
I'm trying to getting my skilled people to work in the correct building but no matter how many times I try to get the engineer to change jobs it just doesn't work I click on an engineer working at the science institute then I click on the set work icon and then I click on the polymer factory. I know their are spaces free in the polymer factory as I just sacked some pleb. The polymer factory is next door and in walking distance.
 
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
Guys, I have fixed the bug I had with my mod.
If the Turbine with workshift isn't working, it wont accumulate maintenance maintenance points.

Do you believe is OK, or because is Mars after all, should accumulate something like 1/5th of the normal rate?
 
Soldato
Joined
17 May 2004
Posts
4,138
Location
Home
I'm trying to getting my skilled people to work in the correct building but no matter how many times I try to get the engineer to change jobs it just doesn't work I click on an engineer working at the science institute then I click on the set work icon and then I click on the polymer factory. I know their are spaces free in the polymer factory as I just sacked some pleb. The polymer factory is next door and in walking distance.

I asked about this on the previous page and it seems that at the moment this is just how it is :( It seems a bit silly though.

Edit: I thought I'd clarify that I'm referring to the fact that they don't just automatically go and work in a building that matches their specialisation. You shouldn't need to manually assign them, the game should fill those roles on it's own.

I wonder if it works if you fire them from the place they shouldn't be in? Does anyone know if that automatically put themselves into work at the proper place then? It might save the need to have to click a person and then click where you want them to go...
 
Last edited:
Soldato
Joined
22 Nov 2009
Posts
13,252
Location
Under the hot sun.
I'm trying to getting my skilled people to work in the correct building but no matter how many times I try to get the engineer to change jobs it just doesn't work I click on an engineer working at the science institute then I click on the set work icon and then I click on the polymer factory. I know their are spaces free in the polymer factory as I just sacked some pleb. The polymer factory is next door and in walking distance.

It takes 1 shift to allocate the new guys.
 
Back
Top Bottom