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91
First manned mission to Mars / Re: Multiplayer?
« Last post by spaceman20290 on December 09, 2019, 08:22:43 PM »
That is in the plan, once I get all the kinks worked out.
Looking forward to it, thanks!  :)
92
First manned mission to Mars / Re: Multiplayer?
« Last post by Hyper on December 09, 2019, 07:42:54 PM »
That is in the plan, once I get all the kinks worked out.
93
First manned mission to Mars / Multiplayer?
« Last post by spaceman20290 on December 09, 2019, 06:16:19 PM »
Are there any plans for multiplayer to be implemented at some point? I remember the old Demo Mars Colony Explorer/ETS did and I think it would be nice to play this game with friends. Just asking.
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Frontier Game Status / Game still under development?
« Last post by spaceman20290 on December 09, 2019, 06:08:46 PM »
Is Mars Colony Frontier still being worked on? I do understand that Hyper has been busy with other projects and sick, but now he is working on Mars One and Raiders. Mars Colony Frontier still has a few game breaking bugs (like upgrading modules and them moving mysteriously around making the base incomplete and all messed up when restarting the game, interacting with lander doors also disables the ability to interact with certain items/npc's, teleporting using the transport NPC will make my base loose air pressure, and lighting issues) and development does not seem complete because of these issues.

Hyper, if you are reading this sorry about the rant, I just like this game and hope it gets complete.
95
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
96
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.
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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
98
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....
99
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...
100
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
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