Surviving Mars

Surviving Mars

Research Autorepeat
16 Comments
滑行奶酪 13 Mar, 2023 @ 6:27pm 
If you don't mind: the reason for the expiration is because "city" is replaced by "colony" in the format of the script in this version, that is to say, if you download and find the file in mod editor, put all "city" in this code replaced with "colony" and it works translate by Google
BlackBeltPanda 20 Mar, 2021 @ 10:59pm 
Any chance you can update this for the latest version?
Artoria Pendragon 2 Dec, 2019 @ 5:15am 
NICHT MEHR AKTUELL!!!
EinsChris 29 Aug, 2019 @ 9:55am 
Thx for this mod its very useful for the late game
Antipatiko 27 Aug, 2018 @ 5:04pm 
Any chance of getting this updated for DA? Might be useful for the late game.
[WPS] Lonesamurai 2 Apr, 2018 @ 7:21am 
Great mod, but had an idea, any chance you could upgrade this to auto add the lowest research needed in the list first?
Save forgetting and losing research time
Ninjacow27 25 Mar, 2018 @ 2:52am 
@krayik Do you mean the collaboration effect that takes away research? If so there is a couple mods out for that as i'm currently using one myself, its kind of over powered late game as i was gaining ~20k research per sol with no outsourcing and hardly any research buildings. This paired with repeatable research gets you up to 100k research per sol really fast. Its good for a first playthrough on hard difficulty to really get a feeling for the game but, its almost a cheat.
Red Aria 24 Mar, 2018 @ 8:35am 
@Waywocket thats perfect, thanks!
Waywocket  [author] 24 Mar, 2018 @ 3:58am 
@Krayik There's probably a mod for that! Or if there isn't, it would be pretty easy so there probably will be. I doubt I'll make a mod for that though as before the patch I was planning on modding *in* a similar change.
AncientGatekeeper 23 Mar, 2018 @ 11:04pm 
Thank you so much for this!
Waywocket  [author] 23 Mar, 2018 @ 3:28am 
@Red Aria I didn't mention it in the description because I thought it would be a boring detail, but it actually always keeps an extra one in the queue to avoid ever getting "no active research", even briefly. So if you finish a non-repeatable tech and the only thing left in the queue is a repeatable one, it will add an extra copy of it, and when you finish that, it will queue it again, meaning you should always have the currently active research plus one queued.
Red Aria 22 Mar, 2018 @ 6:48pm 
Question: does this allow for "overflow" research?

Basically, let's say you gain 1000 research per tick, and your current research is at 900/1200. When next tick happens, if you have something else queued, the queued research will already be at 700 research (maybe a bit less) because of the overflow.

However if you have nothing queued, and get the "no active research" warning, if you queue something afterwards you will NOT get overflow (basically losing the overflow research).

Does this mod add another tech to queue before overflow is calculated or after?
jztemple 22 Mar, 2018 @ 4:31pm 
Works good, thanks!
Waywocket  [author] 22 Mar, 2018 @ 10:00am 
@Peter34 Seems to be fine
Peter34 22 Mar, 2018 @ 9:53am 
Does this conflict with the patch change?
Azot Durton 22 Mar, 2018 @ 7:44am 
thanks