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91
First manned mission to Mars / Re: Release 0.34
« Last post by LostMartian on December 09, 2019, 06:00:01 AM »
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Algae tanks should work properly now, havent tested harvesting yet.

It don't work. I've had the algae levels get up to 15+ on the hab's tank and I couldn't harvest anything. It also prone to resetting so the algae levels return to 0.

I haven't tested the algae tanks on the fab module (I'm not yet that far along after my last reset).

Fixed 0.35

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Ok for now just play the game with a single set of plants so it dont crash till I can figure out what it's doing

I guess I'm a potato farmer now.  :P

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When you die it should reset the game. Been pondering perma death as an incentive to pay attention to the game.
Might even put tombstones down each time you die.


Well, the only time that I might not be paying attention is when I'm waiting for my stamina to recharge. There is waiting for my radiation levels to drop, waiting for the water pumps to fill, waiting for crops to grow. Those 3 can be done in doors.

Waiting for the augers to fill... I can't monitor augers in doors as the computers currently don't display that stuff. I have to go on a little trip to find out what the levels are. Waiting outside for augers to fill is asking for trouble.

I've had my radiation levels high. High enough that it caused quite a bit of damage. Now a days I avoid traveling beyond 512 meters from the base on foot. More so if the weather is bad. I find that you need a vehicle to do exploration in this game. Its faster and you don't have to worry about stamina slowing you down.

In Mars Colony Challenger, I found that waiting in the vehicle reduced the rads you soak in. So I would wait in the vehicle as my drill did its work. I don't know if this is true of in this game.
Yes it will be true in this

Anyways. I've been testing the water system. Its broke. If you open a separator and set the slider to 0.5, in the time it takes to process 0.05 units of water, it'll increase the water tank by 0.5 units (10x more). Not only are the water levels growing, but you still get oxygen and hydrogen when it does that. I tried to see how far I could exploit this and I was able to fill the tanks on both separators to max (25 units). I tried to max out the water levels on the algae tank, but I got bored after reaching 50+.

As for the water tanks themselves, the tank in the farm module doesn't track the drinks you take or return properly. Each drink changes the water levels by 0.1 units, but it won't remember this. Also, I can return drinks that I don't have, thus giving me free water. It'll forget it soon enough, but before then you can fill your water can this way.

Cosmetically, I think the water tank in the farm module should be turned around horizontally 180 degrees. The water faucet is pointing away from you when you are in the kitchen.
Fixed 0.35

The water tank in the hab module works correctly, but I think it should be more like the water tank in the farm module. You should be able to able to take water, put it back, or even fill a water can with it.

I can take unfiltered water (strait from the pumps) and water the plants with it. I don't know if I should be doing that.
Probably shouldn't allow that, let me ponder making 2 types of water.

The menus for both separators are different despite doing the same things. I find that odd.

The menu for the plants is problematic. The close button and pick are reversed when compared to the menus for just about everything else in this game. This can lead to accidents. I have accidentally picked plants on more than one occasion, when trying to close the menu after I checked their age.
Fixed in 0.35 and I changed the size of the PICK button so it would stand out.

I decided to try to see what happens when you decide to sample a rock instead of picking it up. I now have a rock sample I can't get rid of. The LIBS won't accept it. Ctrl + C doesn't work.
I have a function in 0.35 called clearslot(0,1,2,3) lets figure a way for a basic user to deal with it. Might Ctrl 1 to clear slot 1 ? /ponder

Perfect info here. This is the kind of stuff I need to make the game better. I will address these issues as I can for 0.35
Once we get it all working, I want to tune it so you are on the edge of failure, make it a challenge. Oh and your name will go on the box.... thanks
92
First manned mission to Mars / Re: Release 0.34
« Last post by LostMartian on December 08, 2019, 09:41:35 PM »
I found a strange bug. If you die, you can continue to try to play the game. You only have to enter the game like you normally would. Doing so seems to move you on to the next phase of the game. So if you were on phase 1, you now start phase 2. You even start in the landing chairs.

When this happens, many things are not setup right. The gear inside the module is missing. No seeds, fertilizer, or water can. The battery has no power. The RSG needs to be turned on. You have no oxygen for the module. The water tank is empty. Strangely enough, the kitchen in the farm module becomes a copy of the kitchen in the hab module.

I can go on in more detail, but its clear the game gets broken because you died.

Resetting the game seems to work properly.

When you die it should reset the game. Been pondering perma death as an incentive to pay attention to the game.
Might even put tombstones down each time you die.
93
First manned mission to Mars / Re: Release 0.34
« Last post by LostMartian on December 08, 2019, 08:20:33 PM »
If you can still crash it planting, stop immediately and send me the console.log file or post the last 20 lines of text here so I can try to trap the crash.

Last 20 lines. I set things to about where they were in previous crashes. It crashed when I was putting the food away after working on the 6th planter. I did not try to water or fertilize the planters.


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IT IS A PLANT
ALGAE RUN 2 1 3.29 4.4
ALG DLG 2 1 4.375 3.325
WE GOT A SEED FROM THIS PLANT 3 2 268
PROCESS TEMP 29 23 29
ALGAE RUN 1 1 2.975 4.6
ALG DLG 1 1 4.575 3.01
MOUSE ENTER US16
DROPPED ON 16 23
IS PLANT 23
IT IS A PLANT
ALGAE RUN 0 1 5.25 10.225
ALG DLG 0 1 10.2 5.285
ALGAE RUN 2 1 3.325 4.375
ALG DLG 2 1 4.35 3.36
WE GOT A SEED FROM THIS PLANT 3 2 269
PROCESS TEMP 29 23 29
LEFT MOUSE
INTERACT FOOD UNIT 12 20 16 3
SET SELECTED Zuccini^12

Last 20 lines. I tried to avoid the crash (same start point as above) by trying to only work on half the planters before exiting and saving. I might have tried to reenter the game right away instead of quitting the program (I don't remember). I then went back into the game and it crashed on me when I was trying to water and fertilize the 5th planter.


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LEFT MOUSE
USE ELEVATOR 2
FARM ELE
ALGAE RUN 0 1 5.355 10.15
ALG DLG 0 1 10.125 5.39
ALGAE RUN 2 1 3.395 4.325
ALG DLG 2 1 4.3 3.43
ALGAE RUN 1 1 3.15 4.475
ALG DLG 1 1 4.45 3.185
LEFT MOUSE
PLANTER INTERACT 2
SLOT COUNT FOR THIS PLANTER 0
SEND PWF PL2 0.3433 0.3359
ALGAE RUN 0 1 5.39 10.125
ALG DLG 0 1 10.1 5.425
MOUSE ENTER US12
DROPPED ON 12
CAN HAS 3.25
ADD PLANT WATER CALL 0.25
ALGAE RUN 1 1 3.185 4.45

Ok for now just play the game with a single set of plants so it dont crash till I can figure out what it's doing
94
First manned mission to Mars / Release 0.34
« Last post by Hyper on December 08, 2019, 12:19:42 PM »
Go to the web and grab it.
Havent worked on mission 3 much. Farm stuff has been priority.
If you can still crash it planting, stop immediately and send me the console.log file or post the last 20 lines of text here so I can try to trap the crash.

Plant processor had the bug where you could click multiple time and bug it out.
Tomatoes do not produce fertilizer yet
Algae tanks should work properly now, havent tested harvesting yet.
read the 0.33 post to see what was fixed and check me on it....
95
First manned mission to Mars / Re: Release 0.33
« Last post by LostMartian on December 08, 2019, 01:39:26 AM »
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The toilet was a part of the demo, not sure I want to add it, what do you think? Does it enhance gameplay enough to make it something for the player to deal with?

Well, I don't think it adds much. Still I think it would look odd to have no toilets. Maybe leave it in as an inert object or the way it was before.

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I got a random warning "ALARM - NO EVA RETURN TO AIRLOCK". I also lost a bit of health. Did the game forget that I was inside one of the modules?
The only time that should happen is if you have no EVA and step into the airlock for the alarm. Not sure about the health you shouldn't lose health unless the outer door opens

I think you can get it the farm module when entering or exiting the area with the planters. It doesn't happen often though.

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I have 8 inventory slots but only 4 showing. That has been a debate, will clamp it.

Thanks. Hidden inventory spaces don't me much good if I can't see or select them. In fact, it is a good way to lose stuff.

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Thanks will work on that now, in my testing I never got that far so didn't know of the issue, will report back

Well if you need a save, I could send you one. I found where they are stored. Its small enough that I could probably email it to you. Its all set up for testing that bug.

I got it to crash let me see if I can figure this out...thanks...
96
First manned mission to Mars / Re: Release 0.33
« Last post by LostMartian on December 07, 2019, 07:35:08 PM »
OK, I think I got it. I removed all distractions so I could focus only on the crops. It crashes every time I do this (I've done this at least 5 times). When the game crashes, it doesn't save your progress, so I'm able to do this as many times as I like.

All the planters are filled with young crops. I start with the planter closest to the battery and then work my way clockwise. I pick crops (3 at a time, all from the same planter) and then go up stairs to process them and store the food. Then I bring down seeds (3) for the empty planter. I then continue to pick plants, process them, and then reseed. After I process the 6th batch, the game will crash if I try to open the menu for the kitchen (food/med storage) when I try to store food.

In later testing, it seems that the order you process the planters doesn't matter.

I've tried to mix things up by changing the order I do things. In one instance, I didn't reseed until I processed all the plants. The game crashed when I tried to reseed the second or third planter, when I clicked the planter.

Thanks will work on that now, in my testing I never got that far so didn't know of the issue, will report back
97
First manned mission to Mars / Re: Release 0.33
« Last post by LostMartian on December 07, 2019, 06:10:29 AM »
The game crashing when tending to the planters still happen. I'm still trying to figure things out but I need a break.

You can use any plant to make plastics. You also can put any plant in the storage unit next to the biochem station. Any plant put in the storage unit can't later be processed for food.

You can take more seeds than you have inventory slots for. The excess seeds disappear.
I have 8 inventory slots but only 4 showing. That has been a debate, will clamp it.

If you combine taking or adding a drink with taking a gallon of water, the tank will correctly record the number of drinks taken or put back.

If you harvest some plants, then eat a vegetable, the other vegetables will break. You can't put them in with the food. Trying to do so will cause the pictures to disappear. The slots in your inventory will remain filled. Exiting and reentering the game will fill those slots with the plants the vegetables came from, but you can't process them for food. Fortunately, I've been able to fix this by putting them in the biochem storage unit.
98
First manned mission to Mars / Re: Release 0.33
« Last post by LostMartian on December 07, 2019, 03:41:35 AM »
I got a random warning "ALARM - NO EVA RETURN TO AIRLOCK". I also lost a bit of health. Did the game forget that I was inside one of the modules?
The only time that should happen is if you have no EVA and step into the airlock for the alarm. Not sure about the health you shouldn't lose health unless the outer door opens

The water tank in the farm module doesn't update right. If you take a drink (0.1 units), it will appear to update correctly at first, but then it'll forget that you took some water. Exiting the menu and looking at it again causes the display to reset. Likewise, returning water looks like it worked right, but then it'll forget.

The game crashed on me again. I tried to plant some potatoes. When I clicked plant, it crashed on me. I was planting my second batch after harvesting some age 250 crops. It does not reproduce when I loaded from my last exit. Mind you, I exited for the sole purpose of not losing progress.
Try to tell me exactly how you did this. Clicking multiple things etc...

The map of resources is terrible. The surface samples seem to have details forgotten after exiting the game. The drill sites do not mention what kind of resource they are for. Just the depth. The surfaces samples tend to forget 1 of the 2 resources they have. Some surface samples may have been changed to look like core samples (wrong color).
The Drill hole will only tell you depth, Core sample will tell you what is in the hole. Surface samples are made of trace amounts of what they are near.

When attempting repairs to my vehicle, it tends to get stuck in the adjust & redo mini game. Fortunately, my vehicle is repaired up to the point where this glitch happens, so I can exit the vehicle menu and then try again. Eventually the vehicle will be repaired enough.

Dirt samples are cluttering my inventory. I go take a dirt sample. I'm told that it holds no value and the game tells me I can drop it. However, that inventory slot is still filled, so any new surface or drill samples go around it.
Fixed 0.34

When I had one such slot affected, I could exit and reenter the game to clear the slot. When I had 2 such filled slots, exiting and reentering the game made the 2nd slot filled be filled with a surface sample. The game tells me its worthless, so I dump it again, exit and reenter, and then its back. Its like some cursed item that keeps returning to your possession. I was able to fix this by taking the sample to the LIBS and scan it. The next time I reentered the game, it was gone.

To make plastic. you need to use a harvested but not processed plant along with 1 unit of algae type D. I found that I could just plant some seeds and then take them to the fab module. These are age 0 plants.

The order of the algae is very strict. The algae must be in the left slot, and plant in the right. Get this wrong and the game complains. Should say on the box you put the stuff in what goes there, complain is ok, crash not ok

Tomato plants don't seem to produce fertilizer as a product of harvesting them.

Something weird is happening with my algae type D tanks. It keeps changing to about 20 unit of algae and about 4 units of water. I can harvest this algae without running out.
Fixed 0.34
99
First manned mission to Mars / Re: Release 0.33
« Last post by LostMartian on December 06, 2019, 08:14:56 PM »
I dislike how the drill will label a sample as high density, but if you leave the menu and come back, it'll say sample.
Fixed 0.34

Also, the drill, after being placed, changes depth in increments of 2.0 units, but if you exit the menu and come back, it'll change depth in increments of 1.0 units.
Not seeing this, please verify

I should mention that I never found the Zeus Rover in my last play through. I even tried looking for it in a later missions when I had the vehicle to explore with. Unless the rover is on the edge of the map, I should have found it. I still can't find it.
Not in game yet, will add it for 0.34

I tried to dump some water in the water tank of the habitat module, but it got weird on me. At first it displayed that the water levels had increased, but exiting the menu and looking again, it had not changed at all. My water can still reported that it had 5.0 units of water. When I tried to dump the water into the separator, it said that my water can was empty. I dropped the can, exited and reentered the game, then I was able to fill the separator.
Removed the ability to add unprocessed water to the store in the hab. All drinking water should go through the separator.

The water pumps are not labeled. The computer calls them pump 1 and pump 2, but when you interact with them, they just say water pump.
Fixed 0.34

There is a bug with transporting hydrogen. When you take hydrogen, it will replace the current amount of hydrogen the can holds. So if you had 5.00 units in the can, but you click drain while the separator had 0.02 units, you will lose the 5.00 units of hydrogen and get 0.02 units in the can.
Fixed 0.34

The solar panels suffer from the weird progress bar bug as well. If you press clean multiple times, the progress bar will flicker between the different progresses.
Fixed 0.34

The toilet doesn't seem to do anything now. No progress bar or anything. In fact, you select the toilet, click exit, and try to select it again, it'll tell you that you have not enough fluids in my body. So I guess my business is done?

To test the toilets, I've been putting off using them for as long as I can. I have not been notified that I should use them like it would in previous games.

The toilet was a part of the demo, not sure I want to add it, what do you think? Does it enhance gameplay enough to make it something for the player to deal with?
100
First manned mission to Mars / Re: Release 0.32
« Last post by LostMartian on December 06, 2019, 05:49:01 PM »
The game crashes on me if I try to use the planters too many times. I managed to get around this by exiting and saving the game before working on another planter.
Explain what happens here... you click on a planter multiple times or ?

I'm not fully sure how it works yet. I'll try to keep an eye on this bug.
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