Surviving Mars

Surviving Mars

Extended Research Pack
88 Comments
ChaosMind42 30 Oct, 2022 @ 7:05am 
Not compatible anymore
Lockloven 26 Sep, 2021 @ 7:15pm 
Looked like all this mod needed was a quick game version update. I've posted a new version here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2612620267 .

Should the mod author return to update this mod, or request its removal, I'll remove my version.
blbybebilenibebi 23 Sep, 2021 @ 11:39am 
Please can you fix this for new DLC? I love this mod
Kaneanite 9 Sep, 2021 @ 9:20am 
Is there any chance of this getting updated to work with Below and Beyond?
Sunken 30 Mar, 2021 @ 10:22pm 
do this mod still work?
taxel 21 Feb, 2020 @ 2:28am 
Will there be any more research added? Great mod btw, I use it in all my playthroughs
Witcher  [author] 3 Nov, 2019 @ 11:34am 
@MissDirect Just apartments.
@lugabal Thanks!
@Siegfried It's still working, just tested it today. What updates do you think are needed?
fasquardon 19 Jun, 2019 @ 11:32am 
I really do like this mod. It's been one of my mainstays for a while now. And kudos for making one of the few technology mods where the technology icons display properly!
MissDirect 2 Jun, 2019 @ 11:57pm 
Does the lights out tech cut the power cost of all living spaces or just apartments?
Siegfried 17 May, 2019 @ 6:03pm 
are you going to update this in the future?
Witcher  [author] 3 Apr, 2019 @ 11:03am 
Chances are there is a conflict between mods, but I won't be able to investigate it. I'm not even playing the game any more...
Black Jesus 1 Apr, 2019 @ 6:20am 
I've got alot of mods including a few research mods. You want me to make a screenshot of my mod list?
Witcher  [author] 31 Mar, 2019 @ 3:49am 
@Black Jesus: Are you using other mods? It's a strange bug.. no one besides you ever complained about that.
Black Jesus 21 Mar, 2019 @ 1:56pm 
Is it possible to add an option to disable Project Phoenix or do a version without it? I hate that breakthrough so much. I skip over it when I see it but eventually the game auto researches it when I'm not looking and I am stuck with it for the rest of the game and I can't stop it cause even with an empty queue it gets researched somehow.
maiden4meldin 19 Feb, 2019 @ 6:42pm 
Great mod, love it, want more. Maybe to make the drones duplicate themselves everytime a breakthrough is researched they double in number up to twenty. Or when a research is finished, they get five drones duplication?? something along those lines, or just make it a one of, and a total doubling of drones, could make someone choose to research later in the game instead?? I use chaos theory all the time, so having it come up early would be awesome early game, and a cost saver if it came up later on.
Black Jesus 3 Jan, 2019 @ 11:53pm 
I encountered something strange. I was doing a new map and I like to get all my research done even if it's slow. I unlocked most of the breakthroughs then I started to go back and actually researched them. I uncovered service bots and then researched it the first few breakthroughs, skipped Project Phoenix and did the next few after it. I walk away and play some games on Nutaku, chatted with soem friends, took a micro nap, looked over some notes. I became back and all my researches were done including Project Phoenix which I intentionally skipped over. The game just decided it was gonna research it anyway.

How do I prevent it the AI Breakthrough was not in the queue when I walked away.
Voeille 8 Dec, 2018 @ 10:55pm 
You’re welcome! Are you sure it’s map seed dependent though? If you do print(city.tech_field['Breakthroughs']) it’ll give you a list of breakthroughs in the default order, and for all I noticed the breakthrough revealer always uses that order for all the maps I’ve played, at least it always starts with Construction Nanities → Project Phoenix → Hull Polarisation. The map anomalies are random, but the breakthrough revealer seems to always use the same order. It could be just my luck, but it seems unlikely to always roll Construction Nanities when I research the tech for the first time. I wouldn’t mind seed dependent as it’d be different for each playthrough, but I don’t know how to achieve that so I just went with pure RNG in my edit.
Witcher  [author] 8 Dec, 2018 @ 11:23am 
@Voeille: there was a game patch that made the tech tree use the map seed to shuffle the techs. I think I'll maintain this behavior in the mod, but thanks anyway for sharing your code!
Voeille 7 Dec, 2018 @ 4:40pm 
After using the breakthrough revealer for a while I noticed that it doesn’t reveal a random breakthrough, but all the breakthroughs in the order they are set in the list in the game code. Did you intend that? I think random is more interesting, it’s nice to be suprised with a breakthrough just like from anomalies instead of getting exactly what you expect. I edited your code for my personal use, but if you’d like random revealing to be included in your original mod, feel free to use my edit:
[code]
print('[ErpAIBreakthroughRevealer] Revealing random breakthrough')

for i=1,#city.tech_field['Breakthroughs'] do
local r = Random(1,#city.tech_field['Breakthroughs'])
tech_id = city.tech_field['Breakthroughs'][r]
if not city:IsTechDiscovered(tech_id) then
city:SetTechDiscovered(tech_id)
print('[ErpAIBreakthroughRevealer] Revealing: ' .. tech_id)
break
else
print('[ErpAIBreakthroughRevealer] ' .. tech_id .. ' is already revealed')
end
end
[/code]
Witcher  [author] 5 Dec, 2018 @ 2:14pm 
Good to know! Have fun!
Merlin's Fan 4 Dec, 2018 @ 8:52pm 
Great job sir! it is fixed!
I thank you for your time and effort for this wonderful mod sir
Voeille 4 Dec, 2018 @ 7:04pm 
I quickly tested it in mod editor and I can confirm it’s working there. Thank you for the fix, it’s a really useful mod especially now after the Gagarin patch when we get fewer breakthroughs per map.
Witcher  [author] 4 Dec, 2018 @ 3:08pm 
What about now, @Merlin's Fan?
Merlin's Fan 3 Dec, 2018 @ 7:27pm 
The <no name> glitch has been fixed but the breakthrough revealer has not. It is not creating any breakthroughs.

I am testing this with the outsourcing booster mod and the overfunded gameplay modifier and spending all of the money possible to boost to the research.
Witcher  [author] 3 Dec, 2018 @ 2:37pm 
I believe all issues are fixed now. Had to workaround an issue in the mod tool.
Merlin's Fan 2 Dec, 2018 @ 11:02pm 
Im sorry, but the breakthrough research seems to be completely broken. it isnt even unlocking a single one in the test runs im doing
Merlin's Fan 1 Dec, 2018 @ 11:40pm 
Still <no name> and breakthroughs seem to be limited
NumberOneSoyFan 1 Dec, 2018 @ 4:36pm 
Sadly still not fixed.
Witcher  [author] 1 Dec, 2018 @ 11:21am 
Uploaded a new version to try and fix the issue again.
Merlin's Fan 30 Nov, 2018 @ 7:52pm 
The name thing is not fixed yet.

also noticed the AI one that grants breakthroughs repeatable stops at a certain point. It is no longer giving me more breakthroughs after about 5-6 in.
NumberOneSoyFan 30 Nov, 2018 @ 4:29pm 
Bummer, really good mod.
NumberOneSoyFan 30 Nov, 2018 @ 4:28pm 
Still getting <no name>
Witcher  [author] 29 Nov, 2018 @ 3:14pm 
I tried uploading the mod again. Can someone check if the names are showing correctly?
Witcher  [author] 26 Nov, 2018 @ 3:59pm 
@VirtualG Agarest: just for the research in dev.

Sorry guys, I didn't have time yet to fix the name issue.
BladeofSharpness 25 Nov, 2018 @ 11:37pm 
Hi. Nice mod, and in working order for me ... except the techs show has having <No Name> ? Any idea?
VirtualG Agarest 7 Oct, 2018 @ 6:14am 
Heyy @Witcher,

i have a question about " Event Driven Architecture " the RP that given, is for the research in dev, or that give the RP to your Global RP ? :o
VirtualG Agarest 5 Oct, 2018 @ 4:57pm 
Okay :)

Thanks btw for the update, i will tell you if that give us all of them :)
Witcher  [author] 5 Oct, 2018 @ 3:24pm 
@VirtualG Agarest
I didn't test all the way through. I'm hoping you guys can tell me that.. :)
VirtualG Agarest 5 Oct, 2018 @ 2:58am 
Hey there,
so i test it this morning and it's work perfectly now ! thanks :)

i just wanted to know if that can research all the breakthrough, or only those who are avaible on the seed ?
Davidklk 5 Oct, 2018 @ 12:16am 
great, looking forward to trying it, thanks!
VirtualG Agarest 4 Oct, 2018 @ 5:49pm 
I gonna give a try tommorow and tell if it's work :)

thanks for the update btw :)

Witcher  [author] 4 Oct, 2018 @ 3:58pm 
@Davidklk @VirtualG Agarest

It seems the techs are not random anymore for the same map seed. Because of this I can't simply reveal a random breakthrough anymore, but I managed to reveal the next one in the line. Enjoy!
VirtualG Agarest 4 Oct, 2018 @ 2:43am 
Hello there :)

I come here just to say the breakthrough tech unlocker don't work anymore, and i think that the same to every mod who touch Breakthrough since the last update

They made an update few days ago to fixe some bugs, don't know if that fixe it tho :/
Davidklk 2 Oct, 2018 @ 3:00pm 
a shame, but understandable - thanks! That breakthrough tech made the game exciting for me :)
Witcher  [author] 2 Oct, 2018 @ 11:45am 
@Davidklk: It seems the latest update introduced many bugs. I will wait for a patch before making any changes.
Davidklk 2 Oct, 2018 @ 11:37am 
thank you
Witcher  [author] 2 Oct, 2018 @ 11:16am 
@Davidklk: I will check it.
Davidklk 2 Oct, 2018 @ 9:55am 
i think with the most recent patch, that the breakthrough tech unlocker doesnt work. is this right?
Bernd 17 Aug, 2018 @ 4:27pm 
Thanks a lot! :)
Ker 17 Aug, 2018 @ 9:36am 
Thanks much