Surviving Mars

Surviving Mars

AutoScanMap
28 Comments
John 16 Oct, 2021 @ 2:13am 
i would hope that this mod scanned first the highest scan speed sectors
akarnokd  [author] 10 Sep, 2021 @ 3:07am 
@Fercik It scans around your buildings or rovers so if you have rovers out in the wild, the nearby sector may get priority. You can always select sectors to scan manually.
Fer 9 Sep, 2021 @ 3:37pm 
Really nice mod, but for me it always pick random sector to scan (sometimes even on the other side of map).
Nonetheless very usefull when I forget to queue scanning. :)
[WPS] Lonesamurai 8 Sep, 2021 @ 6:23am 
Any chance of an update to this mod? Seems the new Dev has made a point of breaking older mods
akarnokd  [author] 7 Sep, 2021 @ 1:09pm 
@Happalula Updated the mod, please try it.
Tremualin 7 Sep, 2021 @ 12:19pm 
He's working on an update.
Happalula 7 Sep, 2021 @ 10:53am 
loving the mod cause you get some nice QoL improvement!
any chance to see you updating it these days, please? <(^.^)>
akarnokd  [author] 21 Mar, 2021 @ 1:58am 
@irtrail works for me after the update in a new game.
irtrail 20 Mar, 2021 @ 8:19am 
Any plans to make this work after the new DLC/tourism update? I really liked this mod.
PhxAs5As5in 11 Dec, 2019 @ 3:55pm 
Since installing this mod I no longer get the All Sectors Scanned milestone. Anyone else noticed this?
Echo Seven 2 Jul, 2019 @ 10:26pm 
Thank you!
akarnokd  [author] 11 Jan, 2019 @ 12:00am 
@John There is no way to know what's in a sector before it gets scanned as those resources spawn in after a scan. The next sector to scan is chosen based on how close it is to your base/vehicles.

@Kelryth This mod is for scanning the map, not interacting with research. I'm pretty sure there are mods for research automation as well.
Kelryth 7 Jan, 2019 @ 1:53am 
@akarnokd I I just want it to automatically choose the tech that cost the least amount of science points...lol
akarnokd  [author] 28 Nov, 2018 @ 11:23pm 
@Kelryth unlike the other mods, what to research next is higly player dependent and it is simply too complicated to come up with an universal/configurable scheme.
Kelryth 23 Nov, 2018 @ 8:16am 
awesome mods. can you make an auto research modas well?...lol
akarnokd  [author] 18 Nov, 2018 @ 3:31am 
FYI: The old ModConfig doesn't work with the Gagarin Update, you need ModConfig Reborn:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542863522

and disable the old ModConfig. It is an optional dependency to my mods.
jztemple 18 Apr, 2018 @ 12:35pm 
Cool update, thanks!
akarnokd  [author] 18 Apr, 2018 @ 12:57am 
Updated the mod so that the animation effect should not appear on the normal view anymore.
Lunalie 6 Apr, 2018 @ 11:22am 
"normal and deep"
Sixgun 4 Apr, 2018 @ 9:54am 
@jztemple I'll give that a try tonight. Thanks for the tip!
jztemple 4 Apr, 2018 @ 9:37am 
@Sixgun, did you save, exit and restart? This cleared those "scanning" grid for me.
Sixgun 4 Apr, 2018 @ 9:08am 
This mod glitched out my map and left at least a half dozen sectors with permanent "scanning" grids which could not be cleared.
akarnokd  [author] 30 Mar, 2018 @ 9:11am 
@dawnnscuteboutique Same for me. It breaks the management flow to zoom out, queue up sectors and then trying to zoom back where I left off.
Cozy Fawn 30 Mar, 2018 @ 9:04am 
OMG Thank you for this I kept forgetting to Q things up and always forget about deep scanning.
akarnokd  [author] 29 Mar, 2018 @ 11:44pm 
@Miri It scans closest to your units and buildings, which means if the units wander around, it may start scanning all over the place.
jztemple 29 Mar, 2018 @ 9:56pm 
Thumbed up, favorited and subscribed!
Miri 29 Mar, 2018 @ 9:34pm 
I really like this mod even if the scanning starts getting random after a while. A save, quit to menu then load will make the lingering scan fx thing go away. Hopefully the devs will fix whatever that jumble of words you said is.
akarnokd  [author] 29 Mar, 2018 @ 1:58pm 
A note to the devs: the scan sometimes glitches out and doesn't remove the scan fx once the sector has been scanned. The scan_obj is nil though but the animation is not stopped. Perhaps the DoneObject(self.scan_obj) followed by the self.scan_obj = nil (in Exploration.lua SetScanFx) is racing with another thread and does not cleaned up?