Sol 0: Mars Colonization

Sol 0: Mars Colonization

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chondritegames  [developer] 24 Jan, 2016 @ 3:24pm
Known Issues
Game crashes on exit

This is known, and a fix should be coming. It appears to be a Unity issue with the 'quit' function.

Loading levels fails on Linux

Right-click on the game in your Steam library, click 'properties', and enter the following into the Steam launch options:

LC_ALL=C %command%

Check out this thread for more details, it fixes an issue where commas and periods can be switched on some systems:

http://gtm.steamproxy.vip/app/387370/discussions/0/451850849186377397/

Game crashes on start

Check out this forum post for solutions and workarounds to known issues:

http://www.solzerogame.com/phpBB3/viewtopic.php?f=9&t=250

Support

If you have an issue not addressed by the link above, our support email is

solzerogame@gmail.com

If you do send us an email for any support reason, it would be helpful to include the 'output_log.txt' file located in the 'Sol 0_Data' folder, located in Steam's local files directory.
Last edited by chondritegames; 24 Jan, 2016 @ 3:27pm
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Showing 1-15 of 19 comments
Max power 26 Jan, 2016 @ 2:28am 
I don't understand the nuclear plant? I built one connected to a hallway which had water and power, i turned 1 reactor on and it was ok, i had plenty of water, then i turned on the second reactor, then it started saying meltdown iminent, then reactor blewn up. How do i get enough water to the reactor?
Some1xx 26 Jan, 2016 @ 2:30am 
Each core you turn on requires 2 water per sol and the room also requires O2 to be at least 8%.
If O2 drops then it's in trouble - remember people use up air when they are in any room so if too many people go in there it can get below 8%.
Last edited by Some1xx; 26 Jan, 2016 @ 2:31am
chondritegames  [developer] 26 Jan, 2016 @ 7:24pm 
The nuclear reactor also requires enough people to run it - if your colony is getting 'low population' warnings, the reactor cores will need to be turned off to avoid a meltdown.
JeanDeaux 1 Feb, 2016 @ 3:45am 
So what I'm reading and experiencing is, low population = insta boom!? Expanding the base ahead of new colonist is gonna be a mother with a reactor.
Some1xx 1 Feb, 2016 @ 3:53am 
I've only ever built one reactor because I wanted to see what it was like, They are great for power but I don't use them as I put geothermals in places I can't built to save room for the coloney. You can easy build large a colony without them which is a a shame, does feel like a bit of a waste.
3x3 for 80 power is nice compared to 2x2 for 20 power but they're really not needed.
Last edited by Some1xx; 1 Feb, 2016 @ 3:55am
chondritegames  [developer] 7 Feb, 2016 @ 4:12pm 
Once the 'meltdown' alarms start going, there's enough time to turn off the nuclear reactor cores, which does prevent a meltdown. Only if all three warnings are ignored is a meltdown inevitable!
TankDuck 2 Apr, 2016 @ 11:55am 
geothermal plants are overpowered as they are now:
1, dont need hallway connection
2, dont need water
3, dont need sun
4, dont need maintanance

2X2 for 20 power and can be built anywhere, so 4X4 for 80 power compared to the nuclear plant that is 3X3 for the same 80 power and requires water, hallway connection, air, and enogh pop, but if you fail to meet the reqs then meltdown and booom :)

So geothermals should have only 10 power maybe, idk.
Last edited by TankDuck; 2 Apr, 2016 @ 11:56am
chondritegames  [developer] 2 Apr, 2016 @ 6:28pm 
Originally posted by TankDoc_1985:
geothermal plants are overpowered as they are now:
1, dont need hallway connection
2, dont need water
3, dont need sun
4, dont need maintanance

2X2 for 20 power and can be built anywhere, so 4X4 for 80 power compared to the nuclear plant that is 3X3 for the same 80 power and requires water, hallway connection, air, and enogh pop, but if you fail to meet the reqs then meltdown and booom :)

So geothermals should have only 10 power maybe, idk.

I've been thinking off and on about requiring geothermal plants be placed over actual geothermal hotspots that could be found by the rover... but I haven't pulled the trigger on this feature as it might interfere too much with base-planning.
TankDuck 3 Apr, 2016 @ 5:21am 
Originally posted by solzerogame:

I've been thinking off and on about requiring geothermal plants be placed over actual geothermal hotspots that could be found by the rover... but I haven't pulled the trigger on this feature as it might interfere too much with base-planning.

That is a great idea, and also scientifically makes more sense, I think! Also this could make nuclear usefull and also not make solar plants totally obsolete (and also I really love that tech in real life too:) ). Maybe also make a researchable 3X3 version of solar plant with 1,5 more power but 2X supply crate price but the same maintance cost (time between clearing the panels), it would add more strategy to power management.
POMF POMF 21 Jul, 2016 @ 2:46pm 
Are you only able to build one base ?


I've tried to build a second base

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=728979874

but I guess you can only have one?
Some1xx 21 Jul, 2016 @ 2:50pm 
All buildings need to be attached to an existing hallway, you can bypass this by demolishing parts of the hallway afterwards so it's seperated but this doesn't really give any advantages or serve any real use and all of your structures still need to be in the 2x2 alignment made by the first hallway you placed
POMF POMF 21 Jul, 2016 @ 2:52pm 
Originally posted by Some1xx:
All buildings need to be attached to an existing hallway, you can bypass this by demolishing parts of the hallway afterwards so it's seperated but this doesn't really give any advantages or serve any real use and all of your structures still need to be in the 2x2 alignment made by the first hallway you placed

ah I see I thought you could place a new hallway anywhere... Guess I need to demolish a few solar panels
Speedy-Micro 11 Aug, 2016 @ 5:24pm 
I had a geodesic dome destroyed by a dust devil At the time two upgrade buildings were built inside of the dome and I was constructing a 3rd. The entire area the dome occupied is now unbuildable. I can't delete anything or build anything on top of the region and some of the artwork for the dome remains present on the screen.
Sassy Granny 6 Nov, 2016 @ 3:52pm 
my game wont let me place more than one solar panel. i click on it on the build menu and it doesnt even exit the build menu. i can build everything else accesible
Shavrak Chay 19 Nov, 2016 @ 3:36pm 
Ok, so I have ran into a pretty serious (for me) issue. I build a geodesic dome and then a dust devil or meteor shower comes through and the dome is destroyed.
Two things concerning this, the first being the dome has like no armor at all, why cant the hall armor apply to the dome as well? Second issue being once the dome is destroyed it takes up space, no way to bull dozer it away or have an astronaut destroy it or even attempt to repair it. The land they are on becomes useless, and that is a lot of land. On some maps that completely prevents you from even trying to put a new dome down. Is there some kind of fix for this?
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