Surviving Mars

Surviving Mars

Better AI
142 Comments
fapdragon 14 Aug, 2022 @ 1:06pm 
Incompatible
LuckyDog 25 Jan, 2022 @ 5:22pm 
:cozycastondeath: It was nice while it lasted - R.I.P.
vizthex 7 Oct, 2021 @ 12:39am 
hope this updates soon.
wolphin5 28 Sep, 2021 @ 6:07pm 
Please update, as the most recent update has blocked old mods.
ltlrags 31 Aug, 2021 @ 12:47pm 
It creates persistent dome names when I browse domes using Z. In other words, when I click a dome, the name pops up on the right side of the screen, but it doesn't go away. Click another dome and now I have two names. They stack up and cover everything in the game. I love the concept, but this glitch makes it unusable for me.
MasterOfGrey 18 Mar, 2021 @ 4:41am 
Hey Kyun, this appears to prevent seniors from relocating to domes with the seniors residences from the new DLC. If there's any chance you could come back to address this it would be awesome. :)
Chiron 16 Mar, 2021 @ 12:10pm 
Hey Kyun, I don't know if you're still developing on this, but I think I've found an incompatibility with Silva's dome hub. My colonists will migrate through two domes connected by a hub, but if I have a dome1-hub-dome2-dome3, they won't move between dome1 and dome3, even if I manually command them. Won't use shuttles to make the trip either. Regardless, thanks for the great mod!
mrudat 22 Jul, 2019 @ 3:27am 
Something that would be cool, I think, is to implement rolling shifts.

Working conditions, like working at night, or outside, stress out colonists; instead of sticking the colonist in conditions they don't like until they're truly unhappy, perhaps something like the following:

On shift change, look at workers who are unhappy with working where they are; night shift or outside, and see if they can swap jobs with the happiest person in the dome with the right speciality that's not currently on shift.

You'll eventually end up with martianborn working all outdome jobs (there's a research that removes the penalty), and you'll inflict night shift evenly across your workforce; hopefully avoiding stressed out colonists entirely.
Dracko Rithermort 30 May, 2019 @ 6:01pm 
I found out what the problem was, it turned out that my 7 unemployed settlers who did not want to move to another dome, they were just idiots, and according to this mod the idiots avoid domes where are workers are needed or have insuficient housing
Dracko Rithermort 30 May, 2019 @ 10:59am 
I forgt mention that the shuttle come to the dome entrance make the animation to pick a colonist but de colonist don't exit the dome, and then the shuttle return to trasnsport goods
Dracko Rithermort 30 May, 2019 @ 10:56am 
The new update come and now my colonist don't change domes, i don't know if the mod was affected or if is an issue with the update.
TTV/Crimsomreaf5555 20 May, 2019 @ 7:50pm 
new dlc came out thinking about updating this mod?
Durandal980AD 22 Feb, 2019 @ 8:46am 
needs an update, it breaks in-game missions
Del 15 Feb, 2019 @ 7:42pm 
I don't think this works any more.. if it did (I only just picked up this game).

I have many colonists that are always in the wrong job and what's more they start working in places that are not their home-dome and do not migrate.

Also, I once had to remove a dome and there were four colonists that refused to leave. Even setting filters to exclude them didn't work. I saved the game, went back to the menu, disabled this mod and then I was able to clear the dome.

So, is this mod out of date?
horsehunter 28 Dec, 2018 @ 1:46pm 
Thanks for a great mod, when running runs more smooth than the built-in ai.. only a small bug.. when enabled, the birth part isn't working.. but when the mod is disabled birth's are going up and the nursery's are being used - hope that there will be an update soon.
Kyun  [author] 4 Dec, 2018 @ 2:06pm 
@Bvisi0n all issues were the same, one line of code was required since the patch to avoid an assert error which would prevent colonists to find a home dome. All issues should be solved now.
Bvisi0n 4 Dec, 2018 @ 1:50pm 
No clue wether you did anything about the issue me and the other guy had but I haven't seen it happen every since, just putting that out there.
Kyun  [author] 30 Nov, 2018 @ 6:56am 
Update pushed, let me know if you run into any issues.
Nomana 30 Nov, 2018 @ 12:06am 
An update would be very much appreciated
Kyun  [author] 21 Nov, 2018 @ 3:42pm 
Thanks, issues have indeed been reported, I'll update the mod this week. From the log I'd say disable the mod until then.
ChoGGi 21 Nov, 2018 @ 1:38pm 
Not from my log, but there's a bunch of these, so figured I'd mention:

[LUA ERROR] Assert failed
PackedMods/1361377883/Code/Script.lua(1531): method FindEmigrationDome
Mars/Lua/Units/Colonist.lua(1226): method TryToEmigrate
Mars/Lua/Units/Colonist.lua(1474): <>
[C](-1): global sprocall
CommonLua/Classes/CommandObject.lua(116): <>
--- end of stack
Kyun  [author] 21 Nov, 2018 @ 11:22am 
They behave as workers. There are some issues reported with the last dlc, I'll release an update this week.
rittstar 21 Nov, 2018 @ 8:51am 
How seniors behave if Tech "forever young" is researched?
Kyun  [author] 18 Nov, 2018 @ 1:10pm 
I'll use the new mod config too (if it's not too much work, it will be compatible with games without dlc).
Kyun  [author] 18 Nov, 2018 @ 1:06pm 
I'll look into it, I haven't updated the mod since the new dlc. Removing / enabling it mid-game should be fine.
Bvisi0n 18 Nov, 2018 @ 12:51pm 
I can confirm Baugoti's issue, manually assigning them just makes them stay in place until they die and does not assign them. Disabling the mod and assigning them manually does fix the issue.
Suppose I'll manage without Better AI for now.
If you don't intend to fix this because you can't be bothered/don't play anymore let us know so somebody can attempt to fix it with your blessing.
This may be coincedence but my issue also involved workers migrating to do an engineer job (they weren't engineers due to massive engineer shortage)
Baugoti 18 Nov, 2018 @ 9:30am 
Workers tend to ride passages and never get assigned. They just loop loop around passages, and never leave it, becoming earthsick as they just ride it over and over. Had 30 unemployed engineers.. and 70 vacant engineering jobs.
This PC 17 Nov, 2018 @ 9:55am 
It seems fine, Kyun, I have been playing with it and Space Race for a few colonies now. The only difference I see is that colonists have stopped dying to get to domes too far away, which is the only issue I had with your mod prior.
Kyun  [author] 17 Nov, 2018 @ 4:22am 
Hi, it has been some time since I played, I'll do a quick check to make sure nothing was broken with the last updates.
This PC 17 Nov, 2018 @ 4:09am 
All good, seems I needed shuttles ^^ My domes are perhaps just a few hexes outside of acceptable range for walking.
This PC 17 Nov, 2018 @ 4:06am 
Seems to be a problem ? I switched to the new modconfig since Gargarin and I don't have any colonists migrating. It worked on Gargarin until I changed mod config. Is there something I might be doing bad ?
tyriael_soban 25 Sep, 2018 @ 5:30pm 
im having the same problem as Kektus, but i cannot for the life of me isolate which mod is causing it - does this mod actually entirely stop birth if you dont have nursury space across any domes?
Bofors 5 Sep, 2018 @ 10:54am 
thank you! This helped me save my colony
Kyun  [author] 5 Sep, 2018 @ 7:20am 
@Spicy Kektus : you can also safely add / remove the mod during the course of the game (it's better to start the game with it for savegame migration caching instead of per-game session).
Kyun  [author] 5 Sep, 2018 @ 7:19am 
@Spicy Kektus : I started a new game, built two domes one with a nursery the other one without. Both have children being born and they migrate to the dome with the nursery. It must be something else causing issues in your game. Try to disable the option with mod config and if the problem is still there look for another mod.
Bofors 4 Sep, 2018 @ 11:58pm 
yee
Kyun  [author] 4 Sep, 2018 @ 2:53pm 
@Spicy Kektus : I'm gonna look into it and report back tomorrow.
Bofors 4 Sep, 2018 @ 11:41am 
Hey man

I think I have an issue with this mod. No children are born in perfect domes with nurseries and everything. After some looking around, I am pretty sure that it is this mod that causes the problem.

Any ideas on how to fix this? thanks man
LST Theunknown 27 Aug, 2018 @ 10:48am 
@Kyun

Yaaay Thank you very much!! :steamhappy:
Kyun  [author] 27 Aug, 2018 @ 10:46am 
Update is out, let me know if you run into any issues.

There should be less colonists working not in their home dome now, as they try to match their workplace and housing domes.
Kyun  [author] 18 Aug, 2018 @ 12:21pm 
@Voblaa, Artesim : I'll look into it tomorrow, I haven't checked the code changes yet so no eta :) I'll probably updater the other ones first (they are as small as a mod can be)
Voblaa 18 Aug, 2018 @ 10:11am 
can we count on an upgrade to da vinci?
Artesim 7 Aug, 2018 @ 3:25am 
Hi I really love that mod, are you working on updating it for da vinci ?
Thorik 17 Jul, 2018 @ 2:10am 
Cool, good that someone picked up the mantle.
BLÀde 14 Jul, 2018 @ 4:40am 
the universities priority one by default also seems to stop working later on colonists are leaving jobs to go into uni whether the option is on or off
BLÀde 10 Jul, 2018 @ 9:55am 
the universities priority one by default doesn't seem to work on bio robots they will go straight to uni and leave workplaces empty.
test 18 Jun, 2018 @ 10:33am 
works pretty fine for me. Do note that sometimes it takes a little bit for the people to go to the proper work places and if you got some buildings with high priority it can happen that colonists will work there even if not optimal
Cooper 18 Jun, 2018 @ 10:20am 
still have problems with some of the people. Some just wont go to their special dome and working place.
Cooper 13 Jun, 2018 @ 1:51pm 
ok I will try it
Kyun  [author] 11 Jun, 2018 @ 5:12pm 
@Cooper_da The mod should take care of that (don't turn specialist priority off - modconfig option).