Starmancer vent atmosphere6/1/2023 so according to others it's a bug, that STILL hasn't been fixed. I didn't even bother to google the latter problem, because when I googled the issue with colonists taking random damage all I could find was some post from 2018 or something, where people said they were having this bug. Then they will craft, but only 1 time, before going back to "assigned tasks finished", and idling. They will do it if I manually click them, then the interact icon, then click the refinery, then click Craft. They are assigned to the job, and one of them even have the green happy face next to the skill related to the refinery. Today I gave up after colonists refused to operate the ore refinery. But even with the default base it happens a little while after starting a new game. After this bug happened twice in a row I made a new game and didn't change the starting base layout at all, in case I was doing something wrong when building the base which led to a colonist later taking damage. Use pipes and water recyclers to convert. Prepare against blackouts by creating separate or redundant grids for your vital machines. Power, Water, and Atmosphere - Provide power by connecting machines with wires. And you've got the option of obeying your. Starmancer offers gameplay with consequences, a living sandbox environment, crafting, and managing the daily lives of colonists. Your station might get invaded by pirates, or space zombies. They have food and everything, air, right temperature etc. As well as space ports and laboratories you can build 'incubators for mysterious eggs'. Their head can be collected and they can be regrown etc, but it would be nice to at least know why they died in the first place. I have to manually get them to pick up a medkit, then use it, and repeat when they get low again. Which worked better for me if I ended up with a lot of locked in rooms that have no outer wall access.A little while after starting, one of the colonists will randomly start taking damage. Establish separate atmospheres with the help of vents and air ducts. ![]() This way I can control what room I want vented. Use pipes and water recyclers to convert dirty farm water into clean, drinkable water. Then 2x2 by the AI room for an airlock, and 4x4 at the exterior for 4 vents to rapidly vent the space. 1x1 "Maintenance" walkway behind each room with two vents per room leading to it. For me the most efficient method was to have the station situated around a Jefferies tube system. Use pipes and water recyclers to convert dirty farm water into clean, drinkable water. They get upset when their friends are accidentally jetissioned out of air locks. Give them jobs such as doctor, miner, or farmer. Supply your colonists with food, water and a breathable atmosphere. I'd rather have alternative methods to dealing with fire than just depending on Vents, as you'd need to plan your station around it. Design fancy kitchens, luxurious bedrooms, casinos, and industrial docking bays. Manage Colonists Grow bodies in bio-tanks and assign them a consciousness. I reason this should not remove the need to vent out atmosphere to dissipate collected heat (since there is no smoke system like in space haven), but at least risk of fire spreading would be reduced.Īnd with rooms like the Cryptomining or industrial rooms the use of Halon 1211 could provide an added layer of challenge.Ī) Sound the alarm and evacuate while venting air, however a potentially explosive object could catch fire and cause further damage in the time it takes to evacuate.ī) Activate the Halon 1211 valves, immediately suppressing the fire and avoiding a potentially dangerous situation from arising with the explosive object, however anyone who didn't leave has now died. ![]() Some sort of extinguishing system aside from just venting should be available too. ![]() Originally posted by Hitsky:I agree with suggestion where airlocks could be opened to vent out atmosphere faster than with air ducts.
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