RimWorld

RimWorld

MarsX v3 - Musky Edition
MAKAIROSI 29 Jan, 2017 @ 5:07am
A short GUIDE on EVA suits and stations
I'm pretty sure many of you already know this stuff, but i saw some people having trouble so i decided to write a short step-by-step guide on how to create a perfectly safe EVA-removal-automation. The problem that i think many people are having is that this mod assumes you've finished the original Rimworld and thus know all there is to know about areas, restrictions, etc. Anyway, here goes:

1. Create an indoors area with normal oxygen and pressure levels.

I mean practically. When you build the moxie OUTSIDE, power everything by the SHIP's battery, then build the ready-structure called HAB and build an air outlet INSIDE. Connect the moxie and the air outlet via gas pipes. Et voila, you have a breathable indoors area. DON'T REMOVE THE SUITS YET.

2. Build as many EVA stations as there are people.

Three people? Three EVA stations. Connect those to the gas pipes too. NO REMOVING YET. This will allow them to refill their suits, but you can't automate the removal of them yet.

3. Designate a safe "breathable" area.

That is to say, which area is sure to ALWAYS have correct oxygen and pressure levels. You can automatically do that by pressing "create hab area" from the EVA stations. You can also do it manually as so: click to build something, click on ones/areas, click on create allowed area, and some sub-menu will pop up, so you can select which area to expand, or if you want to create a new one. Well right now we'll say create new one.

Now manually select the tiles which are breathable (so the entire indoors area) WITHOUT the walls that are directly touching the martian atmosphere. You can also then rename it (i think you click on "animals" and then rename the area? anyway). But you don't have to rename it, let's say it's called Area 2 by default.

4. Tell the stations WHICH is the BREATHABLE area

The stations have two settings. The HAB area (unrestricted) and the EVA area (unrestricted). Now that we know which one is the breathable area (we designed it) click on the HAB area and select the area you've designated. Now the station knows that Area 2 (unless you renamed it) is breathable and doesn't need an EVA suit. Leave EVA area to its default "(unrestricted)".

Do this for ALL the stations, not just that one. In this example we have 3 stations. So we just told the first one which one is the breathable area, but the other 2 remain at default "(unrectricted)" make ABSOLUTELY sure they all know which one is the breathable area.

5. Set the EVA stations from "manual" to "auto-rest".

You've created an indoors area. You've filled it with ogyxen and the pressure has stabilized. You've set that area as a safe area so that the stations know which area is safe. You told the stations that *that's* the safe area. Now by clicking the "manual" icon on each station, it will become "auto-rest". This means that when a colonist wants to rest he will go to that station and remove his suit and then will be restricted to the safe area (in our example, that is "area 2").

Note that when you select all the stations and make an area change, that change will only be applied to one of them. So when you're building new stations, set the safe area separately for each one of them. The only thing you can tell all of them at the same time is "auto-rest".

At this point in time that i'm writing this, there is no way to automatically put the suits back on in the morning. However the colonists will remain in the safe area until you tell them to put the suits on. In order to tell them to put the suits on select one, or two, etc, or all of them and click on the EVA helmet icon that this mod provides us with. What that does is that the selected colonists will go to the nearest EVA station that has a suit and equip it.

If the auto-rest function is set like i described in this guide, then when they want to rest they will automatically remove their suits and remain in the safe area.

Some things to remember:

1. This guide is not created priority-wise. Your first priority is not to make an automatic system for the removal of suits, but to make an irrigation system to feed your colonists, ensure a way to have power always, ensure you always have oxygen etc. I would have just one EVA station in the beginning just so they can refill their suits.

2. A "safe" area is not only an area that has normal oxygen and pressure levels. You must also consider heating and, later on, CO2 levels and toxicity.

3. Safe areas and EVA areas are basically restricted areas. The mod treats colonists with suits on as if they were different colonists than when they have their suits off. So if you have Mark with an EVA suit, he is unrestricted, but if you have Mark without a suit he is restricted to "area 2" (in this example). Until you can understand the mechanics, DO NOT change the EVA area from its default "(unrestricted)".

4. Safe areas must be completely separated from the Martian atmosphere at all times. If you want to expand an area, first build that new part without removing walls, roof it, fill it with oxygen, and THEN remove the walls.

5. When expanding new areas that are made "safe" make sure to expand the allowed area too. So when you expand and feel that they can go there without suits, you can click on Zone/area, expand allowed area, select "area 2" (for this example) and then expand that area too. This will first appear when you build them bedrooms.

6. The reason why i say "don't incude walls that touch the Martian atmosphere directly in the safe area" is simply because if you order them to tear it down, if it's not on the safe area, they won't do it without suits. And if they wear suits, they will, but then it's safe. However, this also means that they won't repair it if they aren't wearing suits. I personally keep it that way to keep them safe at all times. Later on you will be building the outer walls in two layers, and include the first layer to the safe area, so they can repair it or remove it without EVA suits and without any penalties.

That's all at least for now. I hope this guide is understandable and made your game more comprehensible. In future updates and/or changes i will include those. Have fun playing this excellent mod!
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Showing 1-5 of 5 comments
ColOddball27 1 Mar, 2017 @ 11:17am 
Thanks this helps alot
RazorWolf 15 Mar, 2017 @ 10:47pm 
i wish there was a way for them to auto put the eva suits back on to make it a tad more automated and easier
MAKAIROSI 30 Mar, 2017 @ 2:39am 
Originally posted by RazorWolf:
i wish there was a way for them to auto put the eva suits back on to make it a tad more automated and easier


I posted some ideas on the suggestions and the dev replied (he/she always does) and that, if it ever happens, is going to be VERY complicated for the dev to do. And i say "if it ever happens" due to its complexity. It may look simple to us from the gamer's perspective, however the dev uses the game's code, and the game was obviously not designed to have an automated process for colonists changing gear when they leave an area.

Remember, with this setup the colonists just remove gear when they go to sleep, not when they are safe. "Safety" only plays a role on whether they are restricted to an area or not.

What he could do, as he/she said, was that there could be some sort of "alarm clock" where the colonists will auto-equip EVA suits at a specific time of day.
Gruust 18 Apr, 2017 @ 11:45am 
Okay, so could someone please tell the dev that it's absolutely unimportant HOW putting the E.V.A. suit back on is triggered? Put a button "all switch to E.V.A. suit" would already make it easier because I don't want to do that for 20 colonists one by one. Another solution would be to assign E.V.A. stations to specific colonists and make them put on their E.V.A. suit after they have removed their "Filthy" flag or after they leave the bathroom or something. Or simply after they left their bed in the morning, or or or. You get the point. You could also set a time schedule, use the time restriction schedule that is already there, i.e. "work" means E.V.A. suit if a colonist is assigned to an E.V.A. station. There are so many ways to make it easier, don't use the excuse that it cannot be done in a particular manner please :).
MAKAIROSI 18 Apr, 2017 @ 12:41pm 
First of all, you can select all colonists by their portraits and then click on the button, similarly to how you draft multiple colonists at once. You can just drag and drop your cursor, from left to right, to select all of them. So it's really easy to order them all to put on EVA suits. I suspect the reason there is no "all switch to EVA suits" button, is because there is no way to automatically draft everyone with just one hotkey in the original game.

I personally understand what you're saying, but the modder has already said that in order to do what you say he would have to rewrite a lot of code. Something like that. Since i am not extremely adept in coding, i take his word for it.

What would be easy, which was the solution we arrived at when we last talked about this issue in the suggestions topic, would be to set a predetermined "alarm clock", which the user cannot change, but which would order the colonists to wear the EVA suits at specific times in the day.

The main problem lies with the fact that there is no code in the game that determines what a colonist will equip himself with in order to make the job he's about to do easier. There is no "previous to job" concept so to say. In the original game for example, the hunter must be manually equipped with a weapon in order to hunt. Otherwise, he will never hunt.

Now, if they did add coding that allows that kind of colonist behaviour (which would mean that the hunter would equip the weapon that's "haulable" in order to go hunting, and probably allow us to add restricted zones for colonists who carry weapons and weapon-free zones, which would be AWESOME) then this mod would also implement an auto-remove and auto-puton EVA suits. Then we would have more "logical" colonists.

To further fortify my point, as it seems illogical in this mod that a colonist wants to mine ore outside, needs an EVA suit to go there, an EVA suit is available, but he won't wear it because he wasn't ordered to (even if he was ordered to mine outside), so it seems illogical that a hunter was ordered to hunt but he won't do it because he has no weapon, even though there's a perfectly fine weapon next to him (vanilla game).

Well, let's all hope they add this kind of coding in vanilla.
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