Lock to grid (One for our OCD users)

Discussion of Maia's on going development, including modding.
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Mark
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Re: Lock to grid (One for our OCD users)

Post by Mark » Sat Mar 09, 2013 11:21 am

SimoRoth wrote:Yup. The things in the shot are O2 Generators / CO2 scrubbers. You'll need them to maintain breathable atmosphere in the game and to make rooms habitable after breaches.
How will the Breach mechanic work with regards to room/base habitability?

will it be a case of we have 15 Colonists in base using 1000 liters of O2 per hour and as long as your base has enough O2 generators / CO2 scrubbers in base to cover that everybody is happy and... alive.
If you get a breach and you start venting O2 so your load raises to lets say 5000 liters per hour, effectively bleeding your base of O2 until you lock off and compartmentalise that breach.
Once an area gets locked off it becomes hazardous as there is no Oxygen, but the rest of the base slowly returns to normal levels as the O2 generators run overtime to catchup.

Areas closest to the breach bleed O2 first, and areas furthest away or close to an O2 generator have their atmosphere degrade slower.
You could have large zones of your base in a Red state (No O2) because you didn't fit sufficient Airlocks, or potentially leave air locks open so that you can feed rooms that are a high priority for whatever reason, and have them in a Yellow (Low O2) state, so long as you have enough O2 in the rest of the base (Green Nominal O2) to bleed into the yellow and red rooms.
Obviously you wouldn't want to do that for long as eventually the whole base would become Red.

In that sense, it would work quite like your energy system with the Capacitors, in the fact that your whole base effectively becomes an O2 reserve (Capacitor) and so long as you have enough O2 generators (wind Farms, Solar Panels, Nuclear reactors) you can effectively mitigate a small base breach (Energy Load), if you have a big breach, just as if you overload your energy system (where you would be using your Capacitor Storage as a buffer) you would eventually run out of O2 in the base.

Or...

is it something much simpler but cunningly ingenious ?
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Gazz
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Re: Lock to grid (One for our OCD users)

Post by Gazz » Sat Mar 09, 2013 12:32 pm

SimoRoth wrote:Nobody asked what the things in the picture are. ;)
What they are is irrelevant in face of the fact that they are arranged neatly! =P

Personally I'd probably prefer a "docking" mechanic like in professional software like Photoshop, where you can dock windows to one another so you can move an entire cluster of them with one action.

Docking an object to one with a different size, you would be able to "glide" it along the line of adjacency.


The red line would be a temporary display to visualise the border which you are docking the green object to:

Image

You want OCD? Look no further! =P
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Re: Lock to grid (One for our OCD users)

Post by SimoRoth » Sat Mar 09, 2013 3:06 pm

Mark wrote:
SimoRoth wrote:Yup. The things in the shot are O2 Generators / CO2 scrubbers. You'll need them to maintain breathable atmosphere in the game and to make rooms habitable after breaches.
How will the Breach mechanic work with regards to room/base habitability?

will it be a case of we have 15 Colonists in base using 1000 liters of O2 per hour and as long as your base has enough O2 generators / CO2 scrubbers in base to cover that everybody is happy and... alive.
If you get a breach and you start venting O2 so your load raises to lets say 5000 liters per hour, effectively bleeding your base of O2 until you lock off and compartmentalise that breach.
Once an area gets locked off it becomes hazardous as there is no Oxygen, but the rest of the base slowly returns to normal levels as the O2 generators run overtime to catchup.

Areas closest to the breach bleed O2 first, and areas furthest away or close to an O2 generator have their atmosphere degrade slower.
You could have large zones of your base in a Red state (No O2) because you didn't fit sufficient Airlocks, or potentially leave air locks open so that you can feed rooms that are a high priority for whatever reason, and have them in a Yellow (Low O2) state, so long as you have enough O2 in the rest of the base (Green Nominal O2) to bleed into the yellow and red rooms.
Obviously you wouldn't want to do that for long as eventually the whole base would become Red.

In that sense, it would work quite like your energy system with the Capacitors, in the fact that your whole base effectively becomes an O2 reserve (Capacitor) and so long as you have enough O2 generators (wind Farms, Solar Panels, Nuclear reactors) you can effectively mitigate a small base breach (Energy Load), if you have a big breach, just as if you overload your energy system (where you would be using your Capacitor Storage as a buffer) you would eventually run out of O2 in the base.

Or...

is it something much simpler but cunningly ingenious ?
I'm using cellular automata so areas will bleed into each other. Doors and walls stop the bleed. Doors can be locked, so you might decide to just close off part of the base if you get a breach. A carefully designed base might have extra redundant corridors etc to allow movement or perhaps even special rooms with atmospheric generators that can be switched on to maintain a segment of your base.

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Mark
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Re: Lock to grid (One for our OCD users)

Post by Mark » Sat Mar 09, 2013 4:32 pm

Awesome! just Awesome.........
Its the layers of detail like that, that really the difference.

Thanks for the super quick responses on my other posts as well.
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Harrod200
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Re: Lock to grid (One for our OCD users)

Post by Harrod200 » Sat Mar 09, 2013 6:12 pm

SimoRoth wrote:
Mark wrote:
SimoRoth wrote:Yup. The things in the shot are O2 Generators / CO2 scrubbers. You'll need them to maintain breathable atmosphere in the game and to make rooms habitable after breaches.
How will the Breach mechanic work with regards to room/base habitability?

will it be a case of we have 15 Colonists in base using 1000 liters of O2 per hour and as long as your base has enough O2 generators / CO2 scrubbers in base to cover that everybody is happy and... alive.
If you get a breach and you start venting O2 so your load raises to lets say 5000 liters per hour, effectively bleeding your base of O2 until you lock off and compartmentalise that breach.
Once an area gets locked off it becomes hazardous as there is no Oxygen, but the rest of the base slowly returns to normal levels as the O2 generators run overtime to catchup.

Areas closest to the breach bleed O2 first, and areas furthest away or close to an O2 generator have their atmosphere degrade slower.
You could have large zones of your base in a Red state (No O2) because you didn't fit sufficient Airlocks, or potentially leave air locks open so that you can feed rooms that are a high priority for whatever reason, and have them in a Yellow (Low O2) state, so long as you have enough O2 in the rest of the base (Green Nominal O2) to bleed into the yellow and red rooms.
Obviously you wouldn't want to do that for long as eventually the whole base would become Red.

In that sense, it would work quite like your energy system with the Capacitors, in the fact that your whole base effectively becomes an O2 reserve (Capacitor) and so long as you have enough O2 generators (wind Farms, Solar Panels, Nuclear reactors) you can effectively mitigate a small base breach (Energy Load), if you have a big breach, just as if you overload your energy system (where you would be using your Capacitor Storage as a buffer) you would eventually run out of O2 in the base.

Or...

is it something much simpler but cunningly ingenious ?
I'm using cellular automata so areas will bleed into each other. Doors and walls stop the bleed. Doors can be locked, so you might decide to just close off part of the base if you get a breach. A carefully designed base might have extra redundant corridors etc to allow movement or perhaps even special rooms with atmospheric generators that can be switched on to maintain a segment of your base.
Nice, any hint of air vents, to allow physically nearby but logistically distant areas to share O2 generators? Would open up a few interesting invasion & pet mechanics; small aliens & cats using the vents for travel, while colonists are stuck to the corridors (unless they go all cliche and fancy crawling through the ducts to hunt stuff :D )

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Re: Lock to grid (One for our OCD users)

Post by SimoRoth » Sat Mar 09, 2013 6:16 pm

Harrod200 wrote:
SimoRoth wrote:
Mark wrote:
How will the Breach mechanic work with regards to room/base habitability?

will it be a case of we have 15 Colonists in base using 1000 liters of O2 per hour and as long as your base has enough O2 generators / CO2 scrubbers in base to cover that everybody is happy and... alive.
If you get a breach and you start venting O2 so your load raises to lets say 5000 liters per hour, effectively bleeding your base of O2 until you lock off and compartmentalise that breach.
Once an area gets locked off it becomes hazardous as there is no Oxygen, but the rest of the base slowly returns to normal levels as the O2 generators run overtime to catchup.

Areas closest to the breach bleed O2 first, and areas furthest away or close to an O2 generator have their atmosphere degrade slower.
You could have large zones of your base in a Red state (No O2) because you didn't fit sufficient Airlocks, or potentially leave air locks open so that you can feed rooms that are a high priority for whatever reason, and have them in a Yellow (Low O2) state, so long as you have enough O2 in the rest of the base (Green Nominal O2) to bleed into the yellow and red rooms.
Obviously you wouldn't want to do that for long as eventually the whole base would become Red.

In that sense, it would work quite like your energy system with the Capacitors, in the fact that your whole base effectively becomes an O2 reserve (Capacitor) and so long as you have enough O2 generators (wind Farms, Solar Panels, Nuclear reactors) you can effectively mitigate a small base breach (Energy Load), if you have a big breach, just as if you overload your energy system (where you would be using your Capacitor Storage as a buffer) you would eventually run out of O2 in the base.

Or...

is it something much simpler but cunningly ingenious ?
I'm using cellular automata so areas will bleed into each other. Doors and walls stop the bleed. Doors can be locked, so you might decide to just close off part of the base if you get a breach. A carefully designed base might have extra redundant corridors etc to allow movement or perhaps even special rooms with atmospheric generators that can be switched on to maintain a segment of your base.
Nice, any hint of air vents, to allow physically nearby but logistically distant areas to share O2 generators? Would open up a few interesting invasion & pet mechanics; small aliens & cats using the vents for travel, while colonists are stuck to the corridors (unless they go all cliche and fancy crawling through the ducts to hunt stuff :D )
Yeah that's something I want but haven't given enough thought to it yet.

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Re: Lock to grid (One for our OCD users)

Post by AvatarIII » Mon Mar 11, 2013 9:44 am

will the outside atmosphere be actively poisonous, or just unbreathable? also will the outside pressure be higher lower or the same as the interior of the base, and by how much?

if the atmosphere outside is lower than inside the base, but not so low that you would die at that pressure on Earth, a break would only cause an air pressure drop, but no outside atmosphere would get in, until the interior and exterior pressures have equalised, and the pressure would never drop to dangerous levels anyway.

I would assume that the outside air in neither prohibitively low due to the fact there is native species, therefore I suggest that the outside air pressure is higher than is comfortable for humans to live with, and also with a poisonous component, the kind that is not inherently poisonous to life, but would be to humans, such as extraordinary high levels of CO2, this was it would make sense that breaches are bad, and it would make CO2 scrubbers actively help clean up after breaches, without having to explain where extra air is being generated from if it was like a breach to vacuum. I suspect you have already considered all of this but I just wanted to throw in my tuppence.

Ascard
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Re: Lock to grid (One for our OCD users)

Post by Ascard » Mon Mar 11, 2013 7:29 pm

AvatarIII wrote:will the outside atmosphere be actively poisonous, or just unbreathable? also will the outside pressure be higher lower or the same as the interior of the base, and by how much?

if the atmosphere outside is lower than inside the base, but not so low that you would die at that pressure on Earth, a break would only cause an air pressure drop, but no outside atmosphere would get in, until the interior and exterior pressures have equalised, and the pressure would never drop to dangerous levels anyway.

I would assume that the outside air in neither prohibitively low due to the fact there is native species, therefore I suggest that the outside air pressure is higher than is comfortable for humans to live with, and also with a poisonous component, the kind that is not inherently poisonous to life, but would be to humans, such as extraordinary high levels of CO2, this was it would make sense that breaches are bad, and it would make CO2 scrubbers actively help clean up after breaches, without having to explain where extra air is being generated from if it was like a breach to vacuum. I suspect you have already considered all of this but I just wanted to throw in my tuppence.
This.

Odd fact: Labs doing Bioweapons research etc. are kept at at around 0.8 normal pressure so any breach will cause air to move in the breach, momentarily protecting the outside world.

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Re: Lock to grid (One for our OCD users)

Post by Ambivalent » Mon Mar 11, 2013 7:38 pm

:D Alright! Now to parlay this skill of guessing the function of random sci-fi objects into a lucrative career!

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Overand
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Re: Lock to grid (One for our OCD users)

Post by Overand » Tue Mar 12, 2013 1:55 pm

Going to chime in here - make it be shift-key for switching, and caps-lock to 'toggle.' So - if you have caps-lock on, things snap to grid. (Holding shift will let you place a non-snapped item). If you have caps-lock off, no snap-to-grid, unless you have shift engaged.

Don't know if your game engine will support this, but I think it's probably a more intuitive way of doing this, if you're OK with tying up two keys for this feature.

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