Surviving Mars

Surviving Mars

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Better AI
   
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14 Apr, 2018 @ 12:58pm
30 Nov, 2018 @ 6:53am
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Better AI

Description
Compatible with Mod Config Reborn and highly recommanded to change options :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542863522

Colonists AI improvement for all colonists : children ai, senior ai, tourists ai, idiots ai and worker ai.
Seniors, Tourists and idiots avoid domes with needed workforce and/or insufficient housing, children go to domes with nurseries and schools, unspecialized workers go to domes with universities and/or sanatoriums if they cannot find work. You don't need to play with filters unless you want to.

When no home is available in the colony, Seniors that cannot work are the first to be homeless, followed by those unemployed, with preference for those with the trait Rugged (no penality). Your colonists can change dome and kick useless people around to take a job when no housing is available for a given dome.

Migration caching to avoid en masse migrations.

When migrating, a worker looks for, in order :
- a matching job / replacing a worker with the wrong specialization
- a job with no performance penalty (if specialized)
- any job
- training and sanatoriums

StressedOut and EarthSick colonists behave like Seniors until they get better (avoiding domes needing workforce and/or insufficient housing).

Workers in-dome speciality priority option : workers only work at matching specialization, if not possible they look for unspecialized job and finally for any job.

Limit Birth to nursery slots option - children migrate to domes with nurseries and schools, now you can limit their number in your colony.

Universities set to priority 1 option - that way unspecialized workers work at diners and other service buildings first by default

Idiots do not work option (extended configuration with mod config).
Idiots do not train option.

More options with mod config.

All options are on by default and require mod config to be changed. They can be changed at will during the course of a game.

TODO :
- better shuttle AI (average storage over all depots - maybe new building - or something like that, with some reserved for colonists migration).

Installation (GoG) :
https://www.nexusmods.com/survivingmars/mods/49
put the mod folder in %AppData%/Surviving Mars/mods
Popular Discussions View All (4)
19
21 Apr, 2018 @ 2:10pm
[ fixed ] - Limit birth issue
Kyun
17
22 Apr, 2018 @ 12:51pm
[Solved] University & Sanitorium Priority
Stocky
17
21 Apr, 2018 @ 4:54pm
[Fixed] dome colonist text bug
Babic
142 Comments
fapdragon 14 Aug, 2022 @ 1:06pm 
Incompatible
LuckyDog 25 Jan, 2022 @ 5:22pm 
:cozycastondeath: It was nice while it lasted - R.I.P.
vizthex 7 Oct, 2021 @ 12:39am 
hope this updates soon.
wolphin5 28 Sep, 2021 @ 6:07pm 
Please update, as the most recent update has blocked old mods.
ltlrags 31 Aug, 2021 @ 12:47pm 
It creates persistent dome names when I browse domes using Z. In other words, when I click a dome, the name pops up on the right side of the screen, but it doesn't go away. Click another dome and now I have two names. They stack up and cover everything in the game. I love the concept, but this glitch makes it unusable for me.
MasterOfGrey 18 Mar, 2021 @ 4:41am 
Hey Kyun, this appears to prevent seniors from relocating to domes with the seniors residences from the new DLC. If there's any chance you could come back to address this it would be awesome. :)
Chiron 16 Mar, 2021 @ 12:10pm 
Hey Kyun, I don't know if you're still developing on this, but I think I've found an incompatibility with Silva's dome hub. My colonists will migrate through two domes connected by a hub, but if I have a dome1-hub-dome2-dome3, they won't move between dome1 and dome3, even if I manually command them. Won't use shuttles to make the trip either. Regardless, thanks for the great mod!
mrudat 22 Jul, 2019 @ 3:27am 
Something that would be cool, I think, is to implement rolling shifts.

Working conditions, like working at night, or outside, stress out colonists; instead of sticking the colonist in conditions they don't like until they're truly unhappy, perhaps something like the following:

On shift change, look at workers who are unhappy with working where they are; night shift or outside, and see if they can swap jobs with the happiest person in the dome with the right speciality that's not currently on shift.

You'll eventually end up with martianborn working all outdome jobs (there's a research that removes the penalty), and you'll inflict night shift evenly across your workforce; hopefully avoiding stressed out colonists entirely.
Dracko Rithermort 30 May, 2019 @ 6:01pm 
I found out what the problem was, it turned out that my 7 unemployed settlers who did not want to move to another dome, they were just idiots, and according to this mod the idiots avoid domes where are workers are needed or have insuficient housing
Dracko Rithermort 30 May, 2019 @ 10:59am 
I forgt mention that the shuttle come to the dome entrance make the animation to pick a colonist but de colonist don't exit the dome, and then the shuttle return to trasnsport goods