Author Topic: RELEASE  (Read 21770 times)

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Hyper

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Re: RELEASE
« Reply #15 on: September 28, 2015, 03:08:11 PM »
If you are using the sprint mode yes stamina will go away fast. So far in thousands of hours of walking around normal I have never run out.

rditto48801

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Re: RELEASE
« Reply #16 on: September 28, 2015, 03:16:15 PM »
The thing im having trouble with at the moment is the stamina. It really runs down much to fast does the loss rate improve as you rank up or can it be changed to at least recover faster?

I don't think rank has much effect on Stamina. Not that I noticed, anyways.

I can think of some basic tips.
Walk, don't run or jump.
Take short breaks often when in the base, which usually happens just by checking and doing things. Also easily achieved by not deleting all of the interior doors like was apparently done in the main base. (oh the humanity of neglecting basic safety measures!)
Drive a rover if you are going to be doing stuff away from base.

I run low on stamina on occasion, but usually only when having to bounce around between different parts of my base carrying things, which was before I was able to make a 'back door' so I could just unload stuff from the rover closer to where it was going. (4 ore boxes being moved from airlock through 5 modules and a few Hubs can take some time...)

I also ran out multiple times after a crash caused my rover to spawn at my base and me at the main base... That was quite a walk...
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

jebusno2

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Re: RELEASE
« Reply #17 on: September 28, 2015, 03:30:56 PM »
There is a jump button? Also i do walk everywhere an it seams ro plumit even with just walking and takes ages to recover. I had the same thing with the rover happened to me too, the walk back sucked.

rditto48801

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Re: RELEASE
« Reply #18 on: September 28, 2015, 03:54:23 PM »
It was pretty much the same in MC:C, so maybe that's why the stamina drain doesn't seem to much to me.
It does seem like it recovers slower than it drains. If it actually does is another thing, may just be perspective of standing there doing nothing. The saying 'A watched pot never boils' comes to mind.
There is a jump button, I think Space Bar. Handy for hopping up on those raised platforms/modules that are outside.

I partly blame the excessive amount of dead weight needed to simulate Earth like gravity pull on the body on Mars.  ::)
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

Hyper

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Re: RELEASE
« Reply #19 on: September 28, 2015, 03:54:39 PM »
The rover wont run out of stamina, but it will run out of fuel. Make sure you fill up at the garage before you adventure out. Failure is an option.....
I dont walk alot, I use the rover but I may take a look at bumping the stamina some.

I hope you are all reading this board. I plan to keep adding to it as we go.

http://hyperkat.com/scratchbox/index.php?board=19.0

I have been running for 4 hours now got base building on the way, Augers down making money, fish, algae and plants and my first promotion to specialist.

If anyone wants to hook up and join my server let me know....
« Last Edit: September 28, 2015, 03:57:58 PM by Hyper »

rditto48801

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Re: RELEASE
« Reply #20 on: September 28, 2015, 05:47:08 PM »
The rover wont run out of stamina, but it will run out of fuel. Make sure you fill up at the garage before you adventure out. Failure is an option.....
I dont walk alot, I use the rover but I may take a look at bumping the stamina some.

I hope you are all reading this board. I plan to keep adding to it as we go.

http://hyperkat.com/scratchbox/index.php?board=19.0

I have been running for 4 hours now got base building on the way, Augers down making money, fish, algae and plants and my first promotion to specialist.

If anyone wants to hook up and join my server let me know....

The game is wonky 'where' it saves the position of things. I believe jebusno2 did not mean the rover ran out of fuel/stamina, but that one of the crashes caused the colonist and rover to pop up at different bases, like happened to me, requiring a long walk between bases to get back to the rover.
Ah yes that wont happen in later versions. If you crash the server does not know where to put you since data was not saved. Working on fixing that.

About upgrading parts. So if I make a part at Engineering Skill 1, and I latter get Engineering Skill 2, if I make the same part it will be better than the one made at Engineering Skill 1?
No level 2 parts are just that. Engineering skill goes up you can build or fix faster with less fails.

What's up with the 'research' tab/option at the fabrication table?
If you build a new part you can take the old one and sell it or research will disassemble it into a kit to build another "better" one.

I am more of a single player gamer myself, although this is one of the few games where multiplayer seems tempting.
Has the cap been raised for the number of dots that can be on the map? I (still) have a habit of having soil sample spots all over the place.
I recall in MC:C, the map simply stopped adding them at one point, when still trying to narrow down where to start  GPR'ing for the last few ore types...  ::)

On the subject of Augers, when does Contract kick in for them? When they get full at 200 ore?
Yes at 200 they auto sell

On a side note, holy crap organic fertilizer production is OP... I feel like my lone colonist and their small fish and farm operation could outdo a small herd of cows in the all natural fertilizer production department.
Sell it back to the main base

« Last Edit: September 28, 2015, 09:32:39 PM by Hyper »
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

jebusno2

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Re: RELEASE
« Reply #21 on: September 29, 2015, 06:14:30 AM »
Is there any way to power up the main base radio? I cant figure out how get on top and the comm panel says it is 0.00. Also tower 2 will not let me connect it at all no matter what the mission i get for it or the setting i use.

Patch in the next day or so fixes this
« Last Edit: September 29, 2015, 08:31:11 AM by Hyper »

rditto48801

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Re: RELEASE
« Reply #22 on: September 29, 2015, 07:57:17 AM »
Sell the spare organic fertilizer?
At present, I went from being out of NPK fertilizer, to getting my first batch of fish harvested, and being able to shoot up to over 30 organic fertilizer. I am sitting at 50+ right now. It's a bit of a hassle to sell large amounts of items
Auto Sell contract button will be added back in soon

So there is only a single level of update/improvement for each part?
For now yes. By the time you get all the parts upgraded you wont need them as much.

What exactly does upgrading base modules do?
I've never really bothered with it, since the only time I toyed around with the option, I lost the 'building' around the Power module.
It happened when I found out there was an upgrade option after I built the Power Module when first getting my base started, I selected no, and after I built the Life Support module I noticed the Power module 'lost' the building but not the equipment. My base borrowed an element of the MC:C base, an interior facing airlock. I technically have 3 unused module spaces because of doing that to maintain access to the power stuff.

Speaking of power stuff, can storms cause the RSG to shut off? I had battery warnings like crazy at one time not long after a storm, and when I checked the batteries I saw the RSG was off. I only had it at 60 or 65 at the time, and the parts were good, it just had to be turned back on again.

On a side note Hyper, it bothers me you just edit my posts rather than replying/quoting them.
I sometimes pop in, see no new posts listed at the bottom of the forum, a and assume there is no response yet.


Is there any way to power up the main base radio? I cant figure out how get on top and the comm panel says it is 0.00. Also tower 2 will not let me connect it at all no matter what the mission i get for it or the setting i use.
I don't think the main base radio can be interacted with in any way. 0.00 is signal strength.
I have noticed that after doing a radio mission for the NE tower, the next radio mission, for the NW tower, 'breaks' and cannot be completed, signal stays at 0 no matter where the slider is put.
« Last Edit: September 29, 2015, 08:34:27 AM by Hyper »
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

Hyper

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Re: RELEASE
« Reply #23 on: September 29, 2015, 08:35:30 AM »
I try to respond in RED to specific questions. Copy the question with response seems redundant

rditto48801

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Re: RELEASE
« Reply #24 on: September 29, 2015, 04:29:24 PM »
How will autosell work for fertilizers as far as how much is sold and when it is sold?
Will it take into account factors like how many greenhouses there are? Say something like leaving 4 fertilizer minimal (each fertilizer type) per Greenhouse? So if someone had 3 Greenhouses, the autosell would only sell an amount past 12?

What am I missing with the NPK Fertilizer made at the fab table? I made some, now I got 'boxes' of NPK Fertilizer in inventory that don't seem to be of use for anything. I eventually gave up and stuck them in a Tote.

Is it just me, or does the Contract button for planters give 400 credits regardless of crop type?
With some plant items selling for over 30 each, about 150 for a full planter worth, it seems that 'everything else' of the plant (seeds, plant waste, etc) is more valuable than the food value.
Will some of the cheaper plants give less money when autosold via Contract? Or do all of them give 400?

Is it possible to make worm/mushroom/algae starters?
When do NPC shops restock their supplies?
I want to plan ahead before I do stuff like draining an algae tank to change algae type grown, and if I should plan on trying to track down certain ores in the odd chance the mineral ship doesn't restock what it has for some time.

Contract autosell for Augers sure is a rip off. Talk about expensive convenience. I only use it because I am up to my eyeballs with Calcium and Phosphorous, and because I got a spare auger not doing much (last left off burning through GPR shots, got a few test drillilings to do). Everything else I'd rather manually process and sell.
A motto for the base owners... "Marscorp, ripping off miners, because we can."  :P

What's the sell level for Algae? I've tried to use the Contract button, but nothing happened. I had about 12-15 at the time I tried it.

On a side note, I noticed both the Blog and Forums were down for a few hours, I kept getting errors relating to databases and whatnot. More trouble from the host issues you mentioned recently?

What's wrong with supporting the Department of Redundancy Department?  :D
Boldly going forward, 'cause I can't find reverse.

Doctor Watson; Proving that being wrong means being one step closer to being right.

jebusno2

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Re: RELEASE
« Reply #25 on: September 29, 2015, 04:45:27 PM »
Will it ever be possible to build more than one rsg like in Challenger?

rditto48801

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Re: RELEASE
« Reply #26 on: September 29, 2015, 05:06:19 PM »
I've been wondering that myself, since only one Power module can be built.
At least there are dual battery banks and the option for building Solar power modules.
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Doctor Watson; Proving that being wrong means being one step closer to being right.

Hyper

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Re: RELEASE
« Reply #27 on: September 29, 2015, 09:23:52 PM »
You wont need more than one.... upgrade the generator and control unit and a solar panel and you have plenty of power

jebusno2

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Re: RELEASE
« Reply #28 on: September 30, 2015, 01:47:49 AM »
RSG set to what level when upgraded 70 or 75?

Hyper

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Re: RELEASE
« Reply #29 on: September 30, 2015, 08:25:12 AM »
Read this board. I will be adding more info as time allows

http://hyperkat.com/scratchbox/index.php?board=19.0