Surviving Mars

Surviving Mars

Better Resupply
44 Comments
wolphin5 11 Apr, 2020 @ 2:56pm 
@Sibbirius: there is commands on the windows... Think it's shift+alt or shift+control and click... It says it on the bottom of the screen!
sibbirius 7 Apr, 2020 @ 1:06am 
Hello,
in late game, I always need the maximum amount of resources from the supply rocket.
It would be really cool and handy if it would be possible to add maximal
amount of resources to the rocket though one click, instead of 40 clicks (200 res)!
Could you build it in your mod?
Buttons: Remove all from rocket, remove 5, add 5, add all
wolphin5 20 Nov, 2018 @ 9:46am 
Galaxar7 16 Nov, 2018 @ 11:50am 
please update. dont work in gagarin update.
Mizi 15 Nov, 2018 @ 12:29pm 
This mod seems abandoned, I wish there was an alternative because it was so useful when it was working :(
wolphin5 20 Oct, 2018 @ 3:12pm 
Those that want to edit the issue with the cargo resupply (which for me is much more important)... Code/Cargo.lua line 96 is the culprit!

Comment out (with "--" at the beginning of the lines):
elseif DataInstances.BuildingTemplate[id] then
current = UICity:GetPrefabs(id)

I get the error "attempt to index a nil value (field 'BuildingTemplate')"

It does disable the increasing of the number in the available column for everything but the resources, but does display what the colony has available (you should be able to do the math in your head!)

What I think this is trying to do is deal with increasing the values, but not certain, nor can I figure out how to fix it!
Hate Bear 13 Sep, 2018 @ 3:38pm 
I liked this, but I have to unfavorite without an update.
Galaxar7 10 Sep, 2018 @ 12:52am 
update please
evangelistaDK 29 Aug, 2018 @ 12:29pm 
Please update soon!
Kito1Q84 25 Aug, 2018 @ 8:41am 
However the summary in the left side had been nice and so I would apprichiate an updated one too :)
Kito1Q84 25 Aug, 2018 @ 8:40am 
I also just use it for this great colonist selection thing. However the mouseover information in the cargo menu still works and it is static - so everything is always at the same position (with minor exceptions ;-)) . So unless you are new to the game i consider this a worthy tradeoff. clicking 5 times on a resource counts up to 25 and overall I am fine with it thoug.
konradius001 24 Aug, 2018 @ 10:27pm 
Yes, I've tried breaking out the cargo changes as I mainly want the passengers selection, but I havn't succeeded yet...
XxUnkn0wnxX 23 Aug, 2018 @ 12:32pm 
this ia a tad broken since Da Vinci, with cargo re-supply all text is gone as you can see here: https://i.imgur.com/I2v9wxP.jpg
Splashngo 20 Aug, 2018 @ 6:26pm 
hopefully we get an update
konradius001 17 Aug, 2018 @ 8:45am 
Thanks! Note that I did later see that this breaks the listings for cargo resupply.
It still works; the buttons work but the text is gone.
Really annoying that the developers break functions that mods use without any known reason or explanation...
Kito1Q84 13 Aug, 2018 @ 11:42am 
Great @konradius001 Local copy workaround you suggested! Thx!

Even without the overview just having the selection features was what I missed since I am so used to it :-)
konradius001 11 Aug, 2018 @ 9:47am 
Hmm... I do have a temporary workaround:
- start the mod editor
- load the mod (it will say the version is not supported, but it will load so you can edit)
- rename the mod (it is now a local version of the mod)
- save the mod
This will make you a local version of the mod that may or may not work.
In the case of this mod, most functionality is there, what's missing is the overview on the left side of the resupply. However you will once again be able to pick colonists, select another filter and pick some more colonists.

Note that while I seemingly am still subscribed to this mod, I cannot actually see it in my list (I see my local version)
So if you do this, you will want to check back here for an official update, then delete your local copy and possibly resubscribe or something like that.
Kito1Q84 9 Aug, 2018 @ 8:32pm 
Missing that mod so much since the last patch
alycyajane 9 Aug, 2018 @ 1:57am 
+1 to konradius001 - would love this to be updated to work with the new update, it's such a useful mod
konradius001 9 Aug, 2018 @ 1:49am 
Great mod! This one is the one I miss most after the last version update.
Any indication when you can update?
konradius001 26 Jul, 2018 @ 11:46pm 
Those passenger changes sound great! Now I can finally select that 'genius' colonis and then go back and change the filter so I then only see 'young' colonists.
rdr99 5 Jun, 2018 @ 5:05am 
@chippydip... My request for an "add all to the limit for the resource" button for the elevator is kind of passe' since Elevator Resupply functions to go get stuff for you at the levels requested, though not at one click in the interface, so... no hurry on that. Still love this mod though. Good work!
rdr99 3 May, 2018 @ 2:30am 
I also found out you could simply hold down the left mouse button on the resource increase arrow thing and it will increment that resource as long as you hold it down, albeit a bit slower than a good rapid click finger could do, but still... it works.
rdr99 2 May, 2018 @ 1:52am 
Oh... I mean for the space elevator of course for the single click option. Obviously that would not work for a rocket.
rdr99 2 May, 2018 @ 1:51am 
This mod is absolutely essential. You gotta know how much you have when you are in the screen where you order stuff, and this does that. Like Kaiser Gagius I think it would be handy to just be able to single click to get a full order of whatever resource like polymer, machine parts, electronics, etc. Not that you should take out the other option to add as many as you might want that is less than the full compliment... but just add the single click for full order to the resources if that is possible. Still... great mod. Absolutely essential.
Kaiser Gagius 29 Apr, 2018 @ 6:54pm 
hey, may I suggest adding an "add all" button to a resuply....it´s fucking tedious to click the bloody button 20 times when you order 200 polymer from the space elevator
chippydip  [author] 14 Apr, 2018 @ 4:13pm 
@Ulruc That's odd, the mod shouldn't have any effect on transport rover keybinds (and I've never had an issue getting my transport rovers to pickup stuff from a depot with right-click while running this mod).

The numbers updating only for resources was semi-intentional (because of the additional consumption rate and text coloring features there) but if people would prefer to have that behavior for everything else I can look into adding it next time I update the mod.
Ulruc 14 Apr, 2018 @ 12:49pm 
I just noticed a problem with this mod: When I select a transport hover with this mod active, I cannot use the right click to gather stuff from a depot or to drop them on a depot. I can gather and drop on the ground and do routes but not the rest.

Also, on the cargo screen, the number for the drone line dones not get updated when you add stuff to a rocket where it does for all the other lines below it. Minor thing here. The first one if much more important.

I also tried a new game without any other mods to be sure there was no conflict and the behavior is the same as explained here.
Alien 7 Apr, 2018 @ 4:15pm 
Its up to you, man. I'm not the boss. I'll still give yours a try and see if I like it. :) But something about the format of the other resupply mod just looks nicer but I know "looking nice" technically isn't really that big a deal in the long run.
chippydip  [author] 7 Apr, 2018 @ 12:27pm 
@Allen I haven't tested the combination, but I can't think of a reason they wouldn't work (I've done everything I can to make this mod play nicely with anything else that might modify the resupply screens as well).

I'm not a fan of having config settings to enable/disable parts of the mod or having to maintain two versions, but maybe I can look into adding the resource icons to this mod to add that decorative aspect? (It does also help to quickly find the resource you're looking for).
Alien 7 Apr, 2018 @ 8:16am 
Maybe the author could consider making a version of this mod that is -only- for the HR aspect, and does not modify the supplies?
Alien 7 Apr, 2018 @ 8:15am 
Does this mod work with the resupply mod or not? Has anyone tried it out together? OR made a combination? Because I prefer the way the resupply mod looks for resources (its a bit more decorative, thats all). But they don't have anything this cool for the HR department.
casual 7 Apr, 2018 @ 3:28am 
This is great, especially early game when you are optimizing every person. Want that celebrity? Check. Next priority is most of the sexy people? Check. And pick 3 most suitable medics? Check. Now up to 4 geologists from the list of composed people? Check. Did I pick too many boys and not enough girls? Can see that at a glance.
george730208 6 Apr, 2018 @ 10:12am 
@chippydip Thank you for the update! It is works and it is very cool showing this way (in red) the thumbed down applicants! No need for the setting to hide them, I think it is the best way you implemented it! You rock! Congratulations!
BTW just FYI: I had some problems becouse of the latest game patch. I had two rockets stucked on Mars becouse of the not working launch button, but there is a little workaround for it and I managed to continue my old save. The workaround is: you must click the automatic rocket button to begin the launch sequance, then you must click it again in a hurry to disable the automation, but the launch sequance will continue and your rocket will go back to Earth and will be available for passenger or cargo on Earth.
chippydip  [author] 5 Apr, 2018 @ 9:23pm 
As of the latest update applicants that would have normally been hidden because of thumbsed down traits but are shown (either because they were previously selected and then the filter was changed or because you selected a specific specialty/trait to view all) will now be shown in RED to prevent them from accidentally being included while still allowing you to be a little more lenient if you really need one more engineer or you're willing to take put up with that lazy celebrity.

@george730208 @Zidey Let me know if this works for you or if you still think there should be a setting to hide them completely (when possible).
george730208 4 Apr, 2018 @ 12:16pm 
Thanks for the quick fix, it is working now! I am agree with Zidey about an option for not showing thumbed down applicants. Anyway, I think it is a must have mod for the game, thank you very much for your great work!
zideus 4 Apr, 2018 @ 1:59am 
thanks for sorting this, ill test later on today :)

yeah a option to not show thumbsed down people in all situations would be great.
chippydip  [author] 3 Apr, 2018 @ 7:45pm 
@george730208 @Zidey I found the bug with thumbs-down filter criteria being ignored in the regular review screen and uploaded a fix. I'll do some more testing, but please let me know if this fixes the issue for you or if you run into any other issues. Thanks again for the report!
chippydip  [author] 3 Apr, 2018 @ 4:15pm 
@george730208 It's definitely not supposed to be doing that. The point of overriding the thumbs down is to handle cases like you generally don't want Lazy people, but maybe you'd make an exception for a Lazy Celebrity, you can click Celebrity and see them all even if you've excluded Lazy people.

If you click the normal REVIEW button at the bottom, though, it should definitely respect the thumbs down. I'll do some testing and see if I can figure out why that might not work properly sometimes.
george730208 3 Apr, 2018 @ 12:23pm 
Hi chippydip!
The main problem is, that it is always showing all applicants, regardless I am thumbed them down or not. Always means: when I click the "main" review or when I click any criteria for example in the specifications->scientists, etc, etc... I really don't know, what the purpose is to showing the thumbed down applicants anywhere???? I think it would be great and very helpful if it is showing only those applicants that match my filter criterias; anywhere, in the main review screen and in the clickable criteria screens too.
chippydip  [author] 3 Apr, 2018 @ 11:54am 
@Zidey @george730208 It's only supposed to show applicants that were thumbsed down if you click a specific trait to review applicants with that trait, I'll do some testing to see if it's not applying the filter at other times when it should. Thanks for the feedback.

I can probably also add an option to disable showing thumbsed down applicants even in the trait-specific review if that's something people would like?
george730208 3 Apr, 2018 @ 10:34am 
I really like this mod, but in the passenger selection the filtering criterias aren't working! It is always shows those passangers too, whats I filtered out (thumb down), like the idiots or seniors for example (by default filtered out). So in the review screens all applicants shown and thats why you can board not wanted applicants too accidentally, if you do not pay attention!
If you sort out that bug, I will use your mod again. Until then, sorry, but the vanilla review is the better choice for me.
Waschbär42 3 Apr, 2018 @ 8:43am 
Have not used this mod yet - maybe never will. But thank you for the changes in the passanger selection! The ui problems there are so glaringly obvious in vanilla that it hurts me^^
zideus 3 Apr, 2018 @ 3:04am 
Thumb down applicants isnt working since installing this mod. while its only a minor annoyance if im not paying attention i end up with flaws i dont want.