Surviving Mars

Surviving Mars

Mission Sponsor NASA
143 Comments
Maoman 7 Mar @ 10:00pm 
Huh. Alright then.
SkiRich  [author] 7 Mar @ 12:29pm 
I checked out the mod, it does not break the build menu.
There must be something else you have loaded or modified.
Maoman 23 Feb @ 10:55am 
This mod breaks the build menu somehow. I don't know how, but I narrowed it down to this mod; enable the mod, build menu breaks, disable the mod, build menu comes back.

With this mod enabled, the build menu only has one category named something "ID" which cannot be clicked on, and if you try too hard to click on it (like by rapid clicking) it locks up the whole game.
SkiRich  [author] 29 May, 2022 @ 11:41pm 
Yes only when active and yes they do stack.
Little 29 May, 2022 @ 5:58pm 
So it's only the active crop then, not crop 2/3 on one building? Also the way you said it, does the bonus stack if you have multiple buildings in one dome with the same crop?
SkiRich  [author] 29 May, 2022 @ 5:02pm 
The crops affect the dome individually. If you want more of that effect you need to grow two or more of that crop simultaneously. It is per instance of crop.
Little 29 May, 2022 @ 4:38pm 
@SkiRich Greatly enjoying the mod, I do like 'unlock everything but endgame unlocks slowly' type of game balance so getting access to multiple sponsor goodies etc is fantastic in my opinion, paired with ChoGGi's breakthrough mod suits me terrifically.

I just want to be clear with something regarding the crops.

First, does the food producing building apply that particular bonus/effect to all service/food buildings within that dome? I understand it is limited to the same dome so I suspect it is something like this.

Second, Does a producing building only apply the bonus for the current crop or for all crops queued/cycled? i.e do I need 3/4/5 buildings for all bonuses? Just for the case of a 'utopian capital city' here. :)
The Mime 7 May, 2022 @ 12:26pm 
okay got it. Thanks
SkiRich  [author] 7 May, 2022 @ 9:52am 
The Mime. You can do anything you like with my code for your own personal installation. However I will not allow anyone to publish a new version on steam/pdox.
The Mime 7 May, 2022 @ 8:36am 
@SkiRich - Love this mod, but I feel it can be re-balanced a little. I was checking the code out and I think we can make the initial rocket's load out to be under 70000 Kg and still have all the rovers and majority of the load out. Similar I feel the mission sponsor's goals can be tweaked a little because right now when I select the NASA commander profile, and load a map, I instantly finish a goal and get 5 genius applicants and I think that is kind of an overkill. Basically the mission goals 2 and 4 are irrelevant in a way and 5th one can be done way to quickly.

So with your permission and if you're cool with it, I'd like put a pull request to the repository of this code if you have any and make this sponsor truly in the normal difficulty range.

Let me know what you think.
giimer 29 Dec, 2021 @ 10:10pm 
WAAA!!! ^_^
SkiRich  [author] 29 Dec, 2021 @ 3:22pm 
Mod updated and fixed the rover locks issue on pre-mission rocket loadout.
giimer 29 Dec, 2021 @ 2:57pm 
The Below and Beyond DLC has added a breakthrough "Global Support" technology that unlocks other sponsor buildings. When I play as Russian or Brazil, this breakthrough opens up NASA buildings, but not all. I get a concrete plant or a large solar power plant, but I don't get Mohole or Artificial Sun. The message "building is open" appears, the building cannot be built. Only the usual options.

It can be fixed?
SkiRich  [author] 29 Dec, 2021 @ 2:31pm 
Yep, looks like the patch borked the sponsor loadout. I'll look into the code.
SkiRich  [author] 29 Dec, 2021 @ 2:03am 
I’ll check it out.
giimer 28 Dec, 2021 @ 10:40pm 
+1. I cannot find additional rovers at this start.
HunterBird 25 Dec, 2021 @ 7:46am 
Hello,
I don't have all of the rovers when I start a new game.
SkiRich  [author] 24 Nov, 2021 @ 2:19pm 
You need to create a new xtemplate for the infopanel and specify the new file.
Alternatively you could alter the building class and specify a new file, but that will adjust it for all of that version unless its a unique class.
Unless you are ready to go down the difficult xtemplate path I suggest just leave the upgrade icons alone.
XTemplates are rather complex to understand and implement. The class route is easier. Swing by the modders discord if you have any more questions.
Acheron 24 Nov, 2021 @ 3:36am 
Btw I have a question.

I successfully manage to alter a building, change the entity, change the menu icon (I have downloaded all the building, tech, upgrades icons - and yes made the building icon dual to appear in the menu correctly).

I have all the icons to dds, tga and png format.

But the upgrades for some reason ignore the icons I link, they revert to the "amplify" icon always, which is the default "build.tga" icon.

The upgrade icons I have not made them double (like the menu icons). Do I have to?

The tga and png formats are accepted when I link them (even though eventually they do not appear in-game), the dds format not. I get the message (right below the link box) that the file was not found.

What do I do wrongly?
Acheron 24 Nov, 2021 @ 3:29am 
Ah thank you, this I had not thought of it - indeed I have ECM.

In any case I simply deleted all the savegames and started afresh.

Mostly because in the process of the game I removed a looot of mods (which I found not useful), added new ones, altered almost all of them (at least the ones that had building templates present), even changed the buildings altogether (meaning changed the entity, the menu icon, the purpose of the building etc).

In the end I managed to royally break the game, it was simply crashing whenever I tried to save or autosave :)))
SkiRich  [author] 24 Nov, 2021 @ 12:08am 
Save games retain their sponsor settings unless you code an override.
Since you localized the mod and made alterations then played then the save is based on your local version. Even if you delete the local version the save retains some settings since your local version was technically more current than the workshop based on mod date.
You would need to go back to save made by the workshop version to have all things equal.
What you can do if you have some debug tools like ECM is execute the code I used to alter the save game colors to fix not seeing NASA colors as an option.
Acheron 23 Nov, 2021 @ 7:53pm 
PS

I removed the mod altogether (disabled, unsubscribed, deleted the folder) and re-installed it as it originally is.
Still this colour issue persists.
Acheron 23 Nov, 2021 @ 7:51pm 
Message 2/2
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Now if one looks inside the mod will see that you use the "blue sky" set of colours but actually there is "NASA 2K Colours" which appears in the in-game settings.

Well, when I quit the game and restart it, if I load a savegame these "NASA 2K Colours" do not exist (I mean in the in-game settings).

In order to get these colour settings I need first to start Mod Editor, inside Mod Editor change the colour settings to "NASA 2K Colours" (there it appears this option), go to Main Menu, load the savegame and again change the colour settings (this time now the "NASA 2K Colours" option appears).

I am sure somehow I managed to break the mod but I have no idea how :)))
LOL
Acheron 23 Nov, 2021 @ 7:50pm 
Message 1/2
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Interesting occurrence.

First to admit my... sins :)))
1. I run 101 mods (yep honestly)
2. I fiddled with the mod, changed the amount of rockets and the weight capacity of each rocket, the amount of research points, the initial rocket load-out, the yield-time-consumption-production of the crops, the building cost-maintenance cost-production amount-workforce amount etc of the buildings...

In any case it was all working ok until at some moment loaded a savegame and discovered I lost the colours.
SkiRich  [author] 12 Sep, 2021 @ 1:06pm 
If you want, I'd be happy to look through your log file for any issues.
Put your log file someplace on the internet and post a link in the big reports discussion above and we can chat afterwards.
冰 龙 12 Sep, 2021 @ 12:52pm 
The water vapor collector is so slow....
冰 龙 12 Sep, 2021 @ 12:51pm 
I installed this one.....
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 12 Sep, 2021 @ 12:47pm 
The Mod works perfectly for me. I suspect another Mod is the cause of that issue.
SkiRich  [author] 12 Sep, 2021 @ 12:46pm 
That is not a problem with this mod as I do not include or alter any water extractors in this mod.
冰 龙 12 Sep, 2021 @ 12:44pm 
Hello, sir, this mod click on the water resources mining station will flash back the game. Could you please update it. thank you:steamthumbsup:
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 8 Sep, 2021 @ 4:06am 
All is right with the world again. Well, sort of. Thanks for all your hard work. I'v was up late last night Mod testing. So far, about 7 have been fixed on my collection. It's a start.:kopi::armchair::md_smile:
SkiRich  [author] 7 Sep, 2021 @ 10:17pm 
Fixed all the missing rovers. Let me know if anything else is goofy.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 7 Sep, 2021 @ 1:48pm 
Construction & Harvester too. After a bit the Prefabs kicked in, but not the RC's. The world has ended! What do I do now?!:lunar2019grinningpig:
SkiRich  [author] 7 Sep, 2021 @ 1:44pm 
Yeah I see the driller is missing. Seems to be a flaw in the source code. But the Prefabs sshould all be there.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 7 Sep, 2021 @ 12:31pm 
Well, the Mission Sponsor is there, but some things listed above is missing. Especially the RC Driller & Prefabs. I'll unsub for now, and observe the link that SkiRich provided in another thread for his Mods.

I'm not new to Mods, so I know how they work. Been altering, and adjust them since 2012. I know it's going to take some time to get things working properly again. So I'll be patient.
Kleo 7 Sep, 2021 @ 11:14am 
and to be clear...I had unsubscribed from all mods because the Xpac was having issues installing. I resubscribed to all the mods I know I want. That maybe why by default it was disabled.
Kleo 7 Sep, 2021 @ 11:09am 
@ArticFox57 check in the paradox mod manager on the main menu. Make sure the mod is enabled. I was like you and it didn't show up in the sponsor list. Apparently by default it is disabled.

So go to paradox mod manager> installed mods and make sure that it is enabled.
SkiRich  [author] 7 Sep, 2021 @ 10:28am 
Change your video settings. Specifically your UI Scaling in the game setup. I have no issue.
ArticFox57 7 Sep, 2021 @ 10:25am 
Note..witth the New DLC you are unable to pick Nasa As a Sponsor for some reason..it like moves it right next to the Back button.
SkiRich  [author] 15 Mar, 2021 @ 7:56pm 
I designed it for those that want a casual colony builder game. It is very OP by having everything. Kinda like a nice little showcase of what is possible.
Gang Fight 15 Mar, 2021 @ 6:58pm 
This mod seems to give you EVERYTHING. It also gave me Japan's wasp drones and the Ark's Ark Pods. Extremely OP, which is fun but not what I was expecting. Not intended as a complaint at all, just hoping to give a heads up to others, since I was quite surprised by what I recieved
SkiRich  [author] 26 Dec, 2020 @ 8:26am 
If you use the NASA Sponsor, I have hardcoded the color schemes to it.
Earendil_ 26 Dec, 2020 @ 12:37am 
Somehow I can't disable the NASA color scheme. I like default color so I changed it on Modeditor and Modoptions. but Somehow the color does not change.
Alandauron 7 Oct, 2020 @ 10:48pm 
Thanks! I played vanilla quite a bit before diving into the mods, seeing your mod and other sponsor and commander mods makes me want to create a "balanced" mod that adjusts all the ones available and in vanilla to give each bonuses and drawbacks. That's mostly because I enjoy doing random runs. Anyway, great mod!
SkiRich  [author] 7 Oct, 2020 @ 4:54pm 
All the added features, including the missiles, are exclusive to having this sponsor active. For an added bonus, select the included commander. None of these things will show up if you play another sponsor unless that sponsor has one of the exclusive toys I borrowed.
I built this as an homage to NASA taking the best of the other sponsors and adding a few things extra. If you really want to sample what is possible this is the sponsor to try first and then if you want to challenge yourself try another sponsor.
Alandauron 7 Oct, 2020 @ 1:57pm 
Thanks for the response, didn't mean to insult or anything was just surprised at how much was granted by the sponsor. I had a flourishing colony extremely quickly. Question: if they are a competitor do they start with all those goodies as well?
SkiRich  [author] 7 Oct, 2020 @ 9:24am 
It is what it is. You get a ton of toys to play with from other sponsor, just a few techs granted and more revealed. Plus you get Missiles.
Thats not a cheat per se, but to each his own.
Alandauron 7 Oct, 2020 @ 6:03am 
I always random and I have to say when I got this sponsor I realized it is very much a cheat. I didn't read the details about it when I got the mod because I just thought it would be cool to have NASA as an option. Are there any drawbacks to this sponsor or is it all positives making the game easier overall?
SkiRich  [author] 29 Jun, 2020 @ 8:24am 
There should be no issues with Mysteries.
I built three mystery based mods all while using this sponsor as the starting point.
You can check your log file to be sure, it will say which mystery has been started in the log.
sargatanus 29 Jun, 2020 @ 7:54am 
Love the mod, but it seems like mysteries won't start if I use this faction...