Surviving Mars

Surviving Mars

Canadian Space Agency
38 Comments
Jingoes 22 Feb, 2022 @ 5:28pm 
Finally.


One of my people
Sum Sine Regno 29 Apr, 2021 @ 7:01pm 
ChoGGi, I think the correct response is that both of you deserve thanks. And I hope you have been doing well Urdnot.
ChoGGi 28 Mar, 2021 @ 3:13pm 
No no thank you
Uncle Urdnot  [author] 28 Mar, 2021 @ 2:53pm 
Thanks ChoGGi - good work!
ChoGGi 27 Mar, 2021 @ 1:28pm 
Aven Oul 20 Jul, 2020 @ 8:43am 
lol CSA in space
*Civil war flash backs*
Uncle Urdnot  [author] 29 May, 2020 @ 5:33pm 
@simmons_176 - It won't be updated. This mod is dead. Anyone who wishes to redo it has my blessing to do so.
simmons_176 26 May, 2020 @ 11:33am 
Will this mod get updated soon?
GenerallyThrawn 11 Feb, 2019 @ 6:55pm 
Hows the update coming along? If You're still working on it, that's ok, i'm only curious
Galaxar7 16 Nov, 2018 @ 11:51am 
please update. dont work in gagarin update.
Galaxar7 10 Sep, 2018 @ 12:50am 
update please
Dead_Squirrel 28 Aug, 2018 @ 3:53pm 
Um, yeah... any chance of getting this updated?
AliasEthan 17 Jun, 2018 @ 2:06pm 
Hi there - any chance of an update to this mod? I think your workaround that jpinard was asking about was somehow reversed in its effect after one of the updates in May. The restriction to 10 colonists and research outsourcing is no longer respected, but otherwise the sponsor functions as intended. I haven't noticed adverse effects on other sponsors though, so that's good.

Cheers!
Uncle Urdnot  [author] 24 Apr, 2018 @ 7:47pm 
More detail: You need to edit the items.lua file in the folder of your mod located in the ... C:\Users\(loginID)\AppData\Roaming\Surviving Mars\Mods\(folder of your mod). In the items.lua file of my mod, you'll see the PlaceObj() objects at the bottom of the file. Those define the child items.
Uncle Urdnot  [author] 24 Apr, 2018 @ 7:35pm 
You have to do it via hard coding. Load my mod into the mod editor and you'll see where the coding is. Just copy it, then you can load your mod, and then select the child option from the gui. They shipped the mod editor with the function built into it, but not accessible from the GUI. I'm sure at some point they will update it.
jpinard 24 Apr, 2018 @ 3:59pm 
In your mod how to did you make those ModEditorView items as daughters to the MissionSponsor?

I've been banging my head against the wall trying to make a SPonsor not have gameplay effects be global - only when that sponsor is selected and I think you nailed it. But I can't find anywhere in the mod editor to make "Item Properties" or the "Mod Editor View" you have.

Thanks for the help. :)
Uncle Urdnot  [author] 4 Apr, 2018 @ 4:49pm 
@AliasEthan: Glad you like the mod. I made it for myself but decided to then share it after playing it for a week. I agree with the names lists. That would be very handy. I tend to use Aurora for my rocket name. I usually only have one.
AliasEthan 4 Apr, 2018 @ 4:38pm 
Really enjoying my playthrough with this mod - the balance seems just right. I had been bouncing around the sponsors at the Normal level (the built-in Hard choices didn't appeal to me when I was learning) but it was too easy to get properly invested in the outcome. This mod fixed that for me so thanks for the great work.

I hope the game devs consider including additional mission sponsors in the base game and feel this would suit it as is. I only wish there was a names file for the domes and rockets. I went with 'Alouette' for my first two rockets.
Uncle Urdnot  [author] 3 Apr, 2018 @ 6:25pm 
@Artaios: No problem, happy to help. Hopefullly they will fix the buggy mod app soon!
Graybark 3 Apr, 2018 @ 11:07am 
@Uncle Urdnot: Thanks, man. I configured it anew and for some reason it is working now. Nothing in the settings has changed though so it seems to be some bug in the system. Thanks again! :)
Uncle Urdnot  [author] 3 Apr, 2018 @ 10:41am 
@Artaios - that is a strange issue for sure. I suspect a bug in the mod tool is the cause. Try creatiing a new with the same parameters, just use a different name (you can always edit it in steam later) and see if the same problem occurs. I had an issue with uploading this mod when I first did it. After re-creating it, it uploaded fine.
Graybark 3 Apr, 2018 @ 10:04am 
Hey, I created a new sponsor and your mod was a great help in setting things up and comparing but for some reason the sponsor just will not show up in the menu. The new logo does so the mod is active but I cannot find anything that might prevent it from showing. Would you mind checking it, plase? Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1351268743
Uncle Urdnot  [author] 2 Apr, 2018 @ 9:17pm 
That isn't extremely hard, that's insane. lol - I'll look into it.
jpinard 2 Apr, 2018 @ 4:59pm 
So this mod makes a hard mission? If so this is exactly what I'm been looking for!

Though I'd love if you made a second version of this mod and name it "extremely hard". Remove deep scanning at start, remove the larger cargo capacity, cut the funding bonus's for tech by 75% and do the same for the bonus mining materials.

Thanks for making such a wonderful addition to the game, and hope to see the super hard version :steamhappy: Subscribed and rated up!
Uncle Urdnot  [author] 2 Apr, 2018 @ 8:56am 
@Artaios: I know thanks. Problem is the mod tool is incapable right now of using multiple words for tags which is why those categories remain empty.
Graybark 2 Apr, 2018 @ 6:16am 
Hey, just wanted to mention that the new category is "Mission Sponsors" now. Might want to change it since it cannot be found in the categorty otherwise :)
Uncle Urdnot  [author] 1 Apr, 2018 @ 10:59am 
New Update: All bleed over effects to other sponsors have been fixed. The problem was due to the moding tool's inability to put add-on items as a subset of the mission sponsor item, therefore all mission sponsor characteristics that require item add-ons have to be hard coded. Thanks to M4STER_R00T for his coding example.
Uncle Urdnot  [author] 29 Mar, 2018 @ 3:06pm 
@Kuku: I think you found a bug in the modding tool as other sponsor mods are also bleeding characteristics over to other sponsors if they are active mods. For instance, Outsourcing is disabled when I play the USA with my mod inactive and the KSP sponson active (it disables Outsourcing too). This could be very intersting.
kuku 29 Mar, 2018 @ 11:15am 
It also gives deepscan to all sponsors when active
kuku 29 Mar, 2018 @ 11:12am 
There is a bug with this. When the mod is on, I am unable to outsource research when choosing other sponsors. I just turned it off and now I can outsource.
sudokek 29 Mar, 2018 @ 8:33am 
I like your balance. While I wouldn't use it, the perks seem to weigh in fine with the cons. gj
Uncle Urdnot  [author] 28 Mar, 2018 @ 7:11pm 
@Kris: Glad you like it!
Kris 28 Mar, 2018 @ 11:48am 
Thanks for this mod. Im enjoying the game a lot more with this sponsor. Cheers
Uncle Urdnot  [author] 27 Mar, 2018 @ 2:52pm 
@Sum Sine Regno
Sounds good!
Uncle Urdnot  [author] 27 Mar, 2018 @ 4:34am 
@Sum Sine Regno: Agreed!
Uncle Urdnot  [author] 23 Mar, 2018 @ 2:33pm 
@KukuL Currently there is a problem with creating new applicant pools. The modding community is working on it though.
Uncle Urdnot  [author] 23 Mar, 2018 @ 9:32am 
Will look into that
kuku 23 Mar, 2018 @ 8:56am 
Possible to get some Canadian applicants as well?