Surviving Mars

Later this afternoon i will upload my first mod, just need to leave right now to catch my appointment.

Unfortunately spent whole morning trying to make the standard building object hide and been replaced by my own, however I cannot do it somehow.

While I was digging the decrypted code , found out that the game has some objects related to multiplayer.......
Others also as the mods forum, agreed that this is there and someone was going to ask if we can mod it and add the support or we breaking EULA and is coming with future update.

After this mod and my next simple one, is up in steam workshop, I will start working on the factories filter.
Others are working on the same area also... :)
 
I don't know if this is normal, but I seemed to have had to do a lot of micromanagement on my colonists last night. None of them were working in buildings that fits their specialisation, and so buildings like my machine parts factory and polymer factory had a single non-specialised worker on one shift, and none on any others. I kept getting notification that my hydroponic farm wasn't making any food because there was nobody working in it, despite having several botanists available. One was working in the shop! How do I get the right workers into the right places without having to manually do this myself by assigning workplaces?
 
I don't know if this is normal, but I seemed to have had to do a lot of micromanagement on my colonists last night. None of them were working in buildings that fits their specialisation, and so buildings like my machine parts factory and polymer factory had a single non-specialised worker on one shift, and none on any others. I kept getting notification that my hydroponic farm wasn't making any food because there was nobody working in it, despite having several botanists available. One was working in the shop! How do I get the right workers into the right places without having to manually do this myself by assigning workplaces?

Pretty standard unfortunately, hopefully it is patched. It seems like something that should be easily resolved! I think manually is the only way.
 
Pretty standard unfortunately, hopefully it is patched. It seems like something that should be easily resolved! I think manually is the only way.

It's a bit of a silly issue to have right now. I can't imagine what it'll be like when my colony reaches a few hundred inhabitants!
 
Yeah I have had the same issue with the workers not working where their speciality is. Last evening spent a while to sort all inhabitants out for the right works while being paused, they moved there. Hit arrow and bam, people moved around randomly again. It's slightly frustrating that they wont stay where you move them. Had also similar thing with Seniors, had put the dome on reject seniors but they refused leaving to the dome I put up for seniors and some botanists etc, had to assign those manually and think that worked. I forgot to check after my Mystery went hard core on me, got me slightly distracted ! :eek:
 
Guys, the game runs a check when the next shift starts, and rested people will pick up as priority the jobs to their specialty.
Give them 2 SOLs to update then.

Also make sure you to dont right click workplaces closing those positions......
In addition make sure you do not get any tourists, while middle aged people don't work after awhile.

There are couple of mods in the making resolving issues with workers. But I had none of the issues you describe above under normal circumstances.
I had those issues when the colonists were depressed.
 
One thing I have done is if I send more people from earth, I pick the ones I need, have the slots open in the dome they going to and they still going to wrong workplaces. An example is I had 1 engineer working in my Polymers Factory so picked as many as I could, which was 5 (so left 5 spaces open for them). Then picked a bunch of others as well, since having my science stuff in that same dome so was a bunch scientists as well as security and botanists.. Rocket arrives, colonists runs off, bit later I check the polymer factory and it still has the engineer that was there form start, but 5 scientists working with him. :rolleyes:

Don't take me wrong, still playing the game because I find it fun. It's just the allocation system of colonists that seems slightly broken on times, in my opinion.
 
Don't take me wrong, still playing the game because I find it fun. It's just the allocation system of colonists that seems slightly broken on times, in my opinion.

I was taking a look at some steam reviews the other day while trying to decide whether to buy this and lots of people were complaining about the same thing, so definitely not just you.

Having said that inI still sorely tempted to pick it up, definitely the sort of thing I usually enjoy. What's the general consensus here?
 
I am really enjoying it, but I do have a few gripes that will hopefully be fixed (and not just through mods). I also worry about the longevity of colonies, even with the final few technologies. It is a pretty neat game though, not many like it. I wouldn't want to pay more than £22 for it though.
 
I was taking a look at some steam reviews the other day while trying to decide whether to buy this and lots of people were complaining about the same thing, so definitely not just you.

Having said that inI still sorely tempted to pick it up, definitely the sort of thing I usually enjoy. What's the general consensus here?
Ahh drat, and here I was hoping I was being different then the other players. :( :p

Really depends if you willing to pay the current price or want it to become a bit cheaper. There is replayability with the game since the research tree is always random. I got all researches I can get, part from a couple of breakthrough techs, not sure if that line ever gets maxed out though. I still did not get Extractor AI that I seen others have, which is a nice one for your Metal and Rare Metal extractors, not needing people to man them. So there is more techs then you can get, and as said, always random. And the locations are probably in the thousands, since it is map coordinates and I checked some coordinates a few pages back so be quoting myself here. :o

As Panos said, all depends on what you pick in the start up menu. I just had a quick look and the lowest difficulty I could find was 25%, and the highest 535%. Some screenies in the spoiler if you interested. :p Something to consider is that you can move a degree at a time and the difficult level changes, around the highest area, just moving one degree higher (45 North, 112 West) and the difficulty went down to 395%.

Also, the difficulty will change as to what Sponsor you pick, which kind of Commander and if you pick a certain Mystery or make that random.

On the other hand, you can have a map that says it is 250% difficulty and it has loads of Cold Freezes, Sandstorms etc, which can be harder to complete then another map that has 300+ % Difficulty but don't have much Cold, Sandstorms etc..

The main problem I found is what you quoted me on but if you not to concerned on maximise production at early start (because later on it wont really matter that much I think) then you be ok. Also, bare in mind I still managed beat the Mystery, which when you start the game and checking them out is one of the hardest mysteries.

So yeah, for me I it has been worth the money I spent on it. :cool:
 
Guys,

My first mod (ever) is uploaded to Steam Workshop.

I have basically added workshifts on the Wind Turbine. No further changes to the item done.

http://steamcommunity.com/sharedfiles/filedetails/?id=1337048607&searchtext=turbine

Unfortunately spend 7 hours and couldn't figure out how to hide the normal wind turbine, even if I was executing the correct code.

Let me know your thought.

I am going to make something similar to the Stirling generator.
It will work 24/7 at closed mode as normal, but it will have work shift to open up automatically when dust storms are not in the area.

Update. I have taken down the mod temporary.
By default the Turbine consumes parts when turned OFF. So I am going to fix this :)
 
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Ahh drat, and here I was hoping I was being different then the other players. :( :p

Really depends if you willing to pay the current price or want it to become a bit cheaper. There is replayability with the game since the research tree is always random. I got all researches I can get, part from a couple of breakthrough techs, not sure if that line ever gets maxed out though. I still did not get Extractor AI that I seen others have, which is a nice one for your Metal and Rare Metal extractors, not needing people to man them. So there is more techs then you can get, and as said, always random. And the locations are probably in the thousands, since it is map coordinates and I checked some coordinates a few pages back so be quoting myself here. :o

The main problem I found is what you quoted me on but if you not to concerned on maximise production at early start (because later on it wont really matter that much I think) then you be ok. Also, bare in mind I still managed beat the Mystery, which when you start the game and checking them out is one of the hardest mysteries.

So yeah, for me I it has been worth the money I spent on it. :cool:

Thanks, might wait for it to come down, but then again I may well grab it for the long Easter weekend, especially if the snow returns as some are predicting...:D

Hopefully they may fix the issue you are having.
 
Thanks, might wait for it to come down, but then again I may well grab it for the long Easter weekend, especially if the snow returns as some are predicting...:D

Hopefully they may fix the issue you are having.
Well, if you gonna be snowed in over Easter, then this would be a good game to make you loss quiet a few hours of time. Just ask @Panos how many hours he lost to is this weekend ! :p
Guys,

My first mod (ever) is uploaded to Steam Workshop.

I have basically added workshifts on the Wind Turbine. No further changes to the item done.

http://steamcommunity.com/sharedfiles/filedetails/?id=1337048607&searchtext=turbine

Unfortunately spend 7 hours and couldn't figure out how to hide the normal wind turbine, even if I was executing the correct code.

Let me know your thought.

I am going to make something similar to the Stirling generator.
It will work 24/7 at closed mode as normal, but it will have work shift to open up automatically when dust storms are not in the area.

Update. I have taken down the mod temporary.
By default the Turbine consumes parts when turned OFF. So I am going to fix this :)

I like the idea of the Stirling Generators, if you can get that to work that they open up automatically when dust storms not around and closing if one approaching, then I think that would be a great little mod ! Would be quiet a good combo to have then with wind turbines. Open Sterling Generators when no sand storms, then one approaching they closes and the Wind Turbines starting up, producing more power with the harder winds. :cool:
 
Well, if you gonna be snowed in over Easter, then this would be a good game to make you loss quiet a few hours of time. Just ask @Panos how many hours he lost to is this weekend ! :p


I like the idea of the Stirling Generators, if you can get that to work that they open up automatically when dust storms not around and closing if one approaching, then I think that would be a great little mod ! Would be quiet a good combo to have then with wind turbines. Open Sterling Generators when no sand storms, then one approaching they closes and the Wind Turbines starting up, producing more power with the harder winds. :cool:

Enough to have this game bypassing both Cities Skylines, Railway Empire and actually 80% of my games on Steam....
With current rate, it will be next to Stellaris and CK2 before long.

As for the mods.

Yes Sterling generator can work like that :)

However the Wind Turbine, trying to figure out how to stop maintenance :/
All items have their % maintenance calculated based on daily rate. So even if they are not working, they do consume parts etc.

I have tried quite a few things, like stopping the calculation of maintenance but actually it just jumps after awhile.
It wont stop me, I will figure it out, because a guy from the paradox forum, had decrypted all the LUA code, so I know what does what.
The point is to bypass it, without changing the object values permanently like other mods.
 
However the Wind Turbine, trying to figure out how to stop maintenance :/
Ahh right, that was what you were doing. Got stuck that it was a turn on and off thing for them to, my bad ! :o

On another note, decided to start a new play through. When choosing the site the water resource had 4 bars, the suggested landing area didn't have any water but I thought I take a chance and there be some on the surrounding area, but nope, nothing at all (Then after I done that and was panning over the rest I found out it actually says if there is a chance for water too, duhhh. :o ). I actually thought that the suggested landing spot would have resources like water near by at least, but nope, that was not the case ! :p

But it is on a plateau, screeny in spoiler, so now I have two options. Restart the mission and go on low ground, or continue at top by sending my last rocket with enough metals so I can make a tunnel down to low ground and search for water there. Problem is I got some nice researches, including Extraction AI, so once I find rare metal I can mine it without having people already and gain some more coins that way. So if restarting, not sure if I be getting it again or have to go up on the platue and find the yellow anomaly again to gain the same research.

2qItVGK.jpg
 
Ahh right, that was what you were doing. Got stuck that it was a turn on and off thing for them to, my bad ! :o

On another note, decided to start a new play through. When choosing the site the water resource had 4 bars, the suggested landing area didn't have any water but I thought I take a chance and there be some on the surrounding area, but nope, nothing at all (Then after I done that and was panning over the rest I found out it actually says if there is a chance for water too, duhhh. :o ). I actually thought that the suggested landing spot would have resources like water near by at least, but nope, that was not the case ! :p

But it is on a plateau, screeny in spoiler, so now I have two options. Restart the mission and go on low ground, or continue at top by sending my last rocket with enough metals so I can make a tunnel down to low ground and search for water there. Problem is I got some nice researches, including Extraction AI, so once I find rare metal I can mine it without having people already and gain some more coins that way. So if restarting, not sure if I be getting it again or have to go up on the platue and find the yellow anomaly again to gain the same research.

2qItVGK.jpg

Two questions.
a) Which one is your sponsor? Because even if the whole map has no water, you can go for moisturizers. Especially if you have the 50% bonus tech, you should be OK.
b) Your current explored area isn't good for a dome, because there is no rare metal, but you can always place the dome elsewhere, not where you initially started. (you can scrap the initial position later on and build new).

My advice is build a tunnel to gain access to the low ground, with the exit at G5, and power connector.
Build 4 scanners at H1, C1, D8, H7 asap. The easiest way to do so, is to leave the rocket at initial base, assign to it all the drones but 1.
The RC Rover with 1 Drone, plus the Transport.
Now if you have the tech of the scanner to be free of power consumption, fine. Otherwise, get enough metal with you to build 2 small solar panels per scanner. Turn them off, until you start scanning on the surrounding area. Only have active 1 of the panels, and then it breaks due to lack of maintenance, open the second panel.
 
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