Surviving Mars

Surviving Mars

Smarter Migration AI
124 Comments
toast 2 Feb @ 1:00am 
PLEASE PLEASE PLEASE UPDATE
Dave 30 Mar, 2024 @ 6:27pm 
Thanks I hate it when people make a mod then never update it
Gameaholic 4 Feb, 2022 @ 8:49pm 
I would check out this mod if you guys are looking for something similar.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1606337956&searchtext=ai
It expands on the two mods from this author, colonists will seek out jobs in their field and the filters will start to work properly again.
I am discovering the mod for myself, so keep your own eyes open and see if it's up to par for your own tastes.
⚔️やiͥzzͣaͫkiller⚔ 18 Dec, 2021 @ 12:05pm 
please update keep the game alive as i am just new in it because i heard good things about it !!! and its something different then cities skylines
chuanpujing 15 Nov, 2021 @ 10:58pm 
hallo ,Thorik , I cant use the mod 2021 /11 //16 ,it says cant fit the game version .Could you deal with the problem.You mod is really good .i cant play game without it.Thank you Mr Thorik
ChuckGyver 1 Oct, 2021 @ 10:24am 
yes, indeed, beyond 2 domes the game cant be played, please update :)
xXx_69TRAnsÃo69_xXx 13 Sep, 2021 @ 5:28pm 
UPDATE PLEASE!!!!!!!!!!!!
xvg1994 8 Sep, 2021 @ 11:45am 
will it be updated for below and beyond? this is the best mod its unplayable without it
Meldiron 20 Aug, 2021 @ 5:39am 
Does this work with the current game version?
d.blanxx 25 Mar, 2021 @ 9:44am 
no newest version available.
Moncher 17 Jan, 2021 @ 8:26pm 
The newest version disappeared.
vizthex 26 Jun, 2019 @ 9:49am 
Will this be updated to work with the newest game version?
Silver 28 May, 2019 @ 12:56am 
@BritishGamerNI I have the same problem with @zanglebert. I supposed it doesn't work at the moment T_T
BritishGamerNI 22 May, 2019 @ 10:26pm 
does this work with the armstrong/green planet dlc patch?
zanglebert 16 Apr, 2019 @ 7:12am 
There's some odd behavior where colonists stay homeless even though the very dome they stand in has vacant apts. Honestly, I have no idea if that's a problem of the base game, a result from using Smarter Migration/Smarter Workers, or some other mod (that said, none of the other mods I use should influence colonist migration afaik).
Nomana 29 Nov, 2018 @ 11:57pm 
yes update please
DayWalker 18 Nov, 2018 @ 11:04am 
Update please...
Armedwithpuns 12 Oct, 2018 @ 1:13pm 
does this work with games already started?
IsKor 20 Aug, 2018 @ 4:01am 
Thank you so much Thorik! Keep up the great work :)
Quirquie 20 Aug, 2018 @ 2:24am 
Thank you!
Thorik  [author] 20 Aug, 2018 @ 2:09am 
Updated for DaVinci.
IsKor 20 Aug, 2018 @ 12:21am 
Yes, pretty please Thorik, love what you have done on this game, update this mod too! :)
Quirquie 17 Aug, 2018 @ 6:21am 
Please update this mod as well, I'll bake you your favorite cookies!
Luis 11 Aug, 2018 @ 1:22am 
Hey Thorik.. Thanks for your work, but we need updates of your mods ;)
Mizi 7 Aug, 2018 @ 3:49pm 
The mod officially broke with DaVinci. Goodbye my friend.
ZeryOs 14 Jul, 2018 @ 7:53pm 
Yeah, I also believe It doesn't help much now. I'm about to find out if Martian Economy still works (I really which it does).
Tikigod 28 Jun, 2018 @ 3:41am 
Just want to point out to people that this mod hasn't been updated since the first week of April.

I've no idea how the base game has been updated since as I personally frankly lost all interest in it completely after seeing how duct taped a lot of the core mechanics felt. But providing the devs have actually done something to try fix the very significant issues the game had on release, then the chances of this mod being compatible with the game as it stands now are pretty much zilch.
BLÀde 28 Jun, 2018 @ 1:08am 
after several games testing this i can confirm this mod makes it bad for migration. if you have multiple domes no skill colonists won't board shuttles to fill the work slots in other domes they just stay unemployed. colonists don't seem to want to leave their domes they won't even use the passages you have to manually add them to work slots in other domes. and once a colonist is in a house they won't leave it unless you kick them out. sorry but i'm UNSUB
Deez Nuts 27 Jun, 2018 @ 1:34pm 
Hi All,

Given the back and forth in the comments, can I just ask if this is in working order along with the other Smarter mod? I cant get my head around if it is and people complaining (when modder does this for you for free - ungrateful mofos), because they were using the workplace filter mod which breaks it, or its the mod itself.

Thanks
BLÀde 25 Jun, 2018 @ 10:56am 
this mod seems to make things worse if your yusing multiple domes. colonists won't leave their houses to go to other domes even if there are jobs available. and it seems to make shuttles not pick them up at all. always get the no shuttle available message.
Stephen 14 Jun, 2018 @ 11:25am 
Opportunity compatible? Needed?
rittstar 19 May, 2018 @ 8:55am 
i only use this one of yours, no issues here.. i love it greaaaaaaat mod, lesser micromanagment
sidfu1 2 May, 2018 @ 9:39am 
does this work with the better ai mod?
papiko 27 Apr, 2018 @ 7:50pm 
Does this mod work with the newest patch? Thanks!
Tikigod 14 Apr, 2018 @ 10:32am 
Especially when you're doing it across multiple mods they've developed asking them why they aren't fixing it when neither of them were to blame.
Tikigod 14 Apr, 2018 @ 10:31am 
Eric, in the future always do that before getting at a Mod author for something that has nothing to do with their work.
Nemesis0831 14 Apr, 2018 @ 9:59am 
Update: I went back through and disbled mods that werent that beneficial and this mod is working again. One of those mods was "Workplace Filter" mod so that may have solved it. This mod is so crucial to this game. I actually cant believe the devs released the game mechanics the way they did.
Nemesis0831 14 Apr, 2018 @ 7:49am 
This mod used to work great but now everyone gets stuck in my diner and new colonists just stand at the end of the rocket. Why is this not getting fixed? This mod is a must.
Nucleotides 13 Apr, 2018 @ 5:00pm 
Any chance to add or get options for sanitarium "work" I was thinking of setting up a oval dome as a tune up down to get rid of some crappy flaws but even though i marked the dome to favor the flaws i want to get rid of and said to kick out the guys in the other ones no one moved.
Stocky 13 Apr, 2018 @ 5:27am 
Are you using this along side with Smarter Worker AI?
Black Jesus 12 Apr, 2018 @ 2:52pm 
First of all I love this mod I used it in the previous version and it was awesome. Unfortunately it's not working for me in the new patch it's actually creating more problems then it fixes. I need to do some more testing but I had issues with engineers appearing in the university and the game not moving unemployed people to domes with the appropriate filter. The last issue shows up in the game without the mod enabled however in order to fully test it I need to start a new game without the mod enabled. Part of the issue is the vanilla migration code seems to be crap... I'm not sure what is going on but there is definitely a conflict somewhere.
Larry Boy 12 Apr, 2018 @ 12:12am 
Amazing! Thank you so much for this mod.
Stocky 11 Apr, 2018 @ 5:39am 
This MOD is working great, thanks Thorik.
thundercactus 9 Apr, 2018 @ 7:53pm 
MOO2/stardrive style would make it quick and easy; list of domes and sublist of buildings in that dome. Drag and drop workers. But that's too easy ;)
clef-san 9 Apr, 2018 @ 5:44pm 
micromanaging the colonists would be much easier with a less retarded interface. maybe a separate window (like for research selection) where you have a slot for each dome you have and small icons for all the colonists who live there (like when you click on an apartment, for example) which you can drag&drop from one dome slot to another. but maybe haemimont considers manually assigning colonists an "emergency option" and expects us players to get everything done by fiddling with the dome filters
thundercactus 9 Apr, 2018 @ 3:32pm 
Relocating a few people manually is not a big deal.
Relocating 30, one at a time, when the camera focuses on each one of them on the other side of the map, is not micromanagement, it's just needless frustration lol
Ǥɾᴧᴤʆᴧᵯᴧ 9 Apr, 2018 @ 12:23am 
@ohener @thundercactus: the solution for the gameplay without this mod is to even out workplaces and homes in a dome and then just wait, wait wait , wait a lil longer oh now look! ;) the spirit patch works but this mod is a question of gameplay *g*
i do not know what haemimont think about micromanaging of 10 domes *g*
BarGamer 8 Apr, 2018 @ 8:46pm 
Well, I was gonna play Witcher 1, but ok.
ohener 8 Apr, 2018 @ 4:38pm 
No, with the latest patch you can force workplaces to accept only a specific kind of worker, but unemployed colonists won't seek out work in other domes unless they are homeless as well. So if for example you want to make sure that you have at least 3 medics and 3 officers in each of your domes, the only way to do that in vanilla is to move specialists around manually. Which is a huge pain in the butt.
thundercactus 8 Apr, 2018 @ 3:58pm 
Honestly, have they not added this mod to the core game yet?
I thought they covered it in the last patch?