Surviving Mars

Surviving Mars

NASA Education System
102 Comments
SkiRich  [author] 9 Jan @ 2:39pm 
Mod Config Reborn is a separate mod.
Killer Turnus 5 Jan @ 10:46pm 
Do we need to download mod config reborn? or is it built in.
The Tempted Man 31 Oct, 2023 @ 4:19pm 
You are right, but non-specialist abandon their posts all the time, so you have shortages. It owuld be cool if the mod was set to alwyas enforce filling non-specialist jobs and then opening universites. Currently, you must train all non specials into specials asap in order to counter this oversight in logic.
SkiRich  [author] 31 Oct, 2023 @ 1:11pm 
Its not needed. The Universities are set to only turn on when there is a demand for a specialist job. You could game that by turning off specialists wanted in some jobs.
The Tempted Man 6 Oct, 2023 @ 5:47am 
Can you force a certain number of the worker class, non spec people to be available at all times? Most common issue with htis mod I have is that I have so much specialized manpower that I can't birth enough of the ismpler folk to do the ocmmon jobs xD
tanyfilina 6 Jan, 2022 @ 2:19am 
Thanks!
To be accurate, those children live in the same dome where the school is, that's why I considered it to be a bug.
SkiRich  [author] 6 Jan, 2022 @ 1:32am 
@tanyfilina, I cannot control debuffs. All school types are technically work under the hood, so you may see from time to time a colonist from another dome attending a a school get that.
The code for the colonist itself is what decides when to apply the debuff. I suspect the school code or colonist code may have not taken that into account when the devs created the new school assets. Alot of that was changed.
I'll take a peek and see if its a bug with the game source and if so, I may be able to add a patch.
tanyfilina 5 Jan, 2022 @ 8:57pm 
Children in the school show "working in another dome" debuff. Adult colonists seem to be ok. Not sure, if this mod is the reason though...
Ghost Fox 24 Sep, 2021 @ 2:41pm 
@Kai
Select them, click the button in the sidebar with the "colonist symbol wearing graduation cap" image, watch them lose their specialization and become eligible to attend university.
Kai 24 Sep, 2021 @ 12:17pm 
How do you re-train a colonist already trained?
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 23 Sep, 2021 @ 2:29am 
Many thanks, SkiRich. :kopi::armchair::md_smile:
BLÀde 23 Sep, 2021 @ 12:32am 
F yeh
SkiRich  [author] 22 Sep, 2021 @ 11:45pm 
Mod is back in business. Working well.
SkiRich  [author] 21 Sep, 2021 @ 8:04pm 
The Engineer Pop 21 Sep, 2021 @ 4:49pm 
This mod is noticed as an incompatible mod to me.
SkiRich  [author] 20 Sep, 2021 @ 3:01am 
Retrain means take the old one off and become a non-specialist.
The Engineer Pop 19 Sep, 2021 @ 8:31pm 
Hello. Does 'retraining colonist' mean his major will be changed or he'll have 2 majors?
Panda 18 Sep, 2021 @ 2:23pm 
@blade oh yeah, this mod, incubator, are like my top 2. I used to just rush biorobots so i could control the population lol.
BLÀde 18 Sep, 2021 @ 11:44am 
wow didn't realize how much i miss this mod. educating takes so long without this
Panda 16 Sep, 2021 @ 4:06pm 
OK, then can I pay you to put my name as one of the colonists in one of your mods? HAHA
SkiRich  [author] 15 Sep, 2021 @ 5:20pm 
That is kind but I dont take any donations. The thanks and gesture is enough.
Panda 15 Sep, 2021 @ 2:47pm 
@SkiRich can you send me a link to send you monies?
SkiRich  [author] 14 Sep, 2021 @ 3:30pm 
Thanks. Working on this one today.
Panda 14 Sep, 2021 @ 3:01pm 
Oooof I tried a game without this mod last night, just not the same. Amazing work you do!
SkiRich  [author] 13 Sep, 2021 @ 4:22pm 
You can follow my progress here ...
Subscribe to thread for updates.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1418440299/3038229380337246070/
Kai 13 Sep, 2021 @ 1:25pm 
Hey! Are you planning to update this mod? I wanted to prove it.
Solstice 28 Jun, 2021 @ 1:34am 
Oh ok, i think i got confused there. it said in description it only applies to the auto train when no specialist is needed.
SkiRich  [author] 27 Jun, 2021 @ 6:22pm 
Change the auto to biologists and allow that trait, or just allow that trait along with engineers. They will round robin each other when all "needed" specialists are fulfilled.
That setting is a hard - never train this trait - setting.
You only should be turning off the traits that you really never use, since the Uni's shut down when no longer needed.
For instance, I never need geologists, since all my mines are set for autobots.
The only time it makes sense to micro manage the trait deny list in NASA Ed is when you have more than one university and there is a habit of training more specialists than needed in that brief period between the last specialist you needed and the time check for shutting down the Uni.
Solstice 27 Jun, 2021 @ 6:11pm 
I started a new game with this mod enabled, i disabled all specializations to be trained when no specialists are needed, except engineers.
Problem is that i need around 30 biologists and still it only graduates engineers. :-(
SkiRich  [author] 28 May, 2021 @ 10:02pm 
Added a check for the building pack so it doesnt throw errors.
Make sure you let steam update the mod.
SkiRich  [author] 28 May, 2021 @ 7:50pm 
You didn’t buy the building pack?
Tremualin 28 May, 2021 @ 7:02pm 
Seeing this (harmless?) error in my logs:
[LUA ERROR] PackedMods/1403954709/Code/NASAEdInitCode.lua:516: attempt to index a nil value (global 'SchoolSpire')
SkiRich  [author] 28 May, 2021 @ 3:16pm 
Mod updated. Flaw found by Ghost Fox now fixed. Thanks for the heads up.
SkiRich  [author] 28 May, 2021 @ 1:44pm 
I'l take another look.
Ghost Fox 28 May, 2021 @ 12:12pm 
Then it's deuced odd that, settings notwithstanding, I've been getting no notifications for School Spire graduations and occasional Idiots graduating from the School Spire.
SkiRich  [author] 28 May, 2021 @ 12:03pm 
Yes it does. I made sure.
Ghost Fox 28 May, 2021 @ 12:02pm 
This mod doesn't appear to be affecting the School Spire at the time of this writing.
SkiRich  [author] 19 Oct, 2020 @ 10:38pm 
Part 2 of the last msg:
You will see this in the Infopanel of the Uni. I chose this effect because if I considered whether you prohibited a spec should not be counted then you could shoot yourself in the foot with workslots that never get filled and the Uni could shut down and you'd never really know why.
Rather than confuse players with this complex thought process, I did it the way I just described.
Suffice it to say, you really should not keep specialists prohibited for any long length of time if you require workplaces to only use specialists. Other than that it should be good to go now.
Please test and let me know how things work now.
SkiRich  [author] 19 Oct, 2020 @ 10:37pm 
I put up a new update.
Your issue with the wrong RNG being selected should be gone now.
I also added a bit of text in the Uni to show you which specialists you have prohibited or allowed.
I needed to make decision on whether to shut the uni down based on what Specialists are needed and was thinking about taking into consideration whether you prohibited a specialists or not. I ultimately decided to not consider whether a specialist is prohibited. In other words, if you prohibited a specialist and that specialist is still needed, then the Uni will not shut down until all specialists are zero.
SkiRich  [author] 19 Oct, 2020 @ 11:56am 
So I see what is happening here. If you turn off a specialty but still have several others turned on and the specialty you turned off is the 'most' needed, things get wonky like the Uni never shutting down. I'm going to have to think about how best to approach removing that behaviour from the source code. I'll work on it today.
SkiRich  [author] 19 Oct, 2020 @ 11:42am 
I dont think you are doing anything wrong. I'm tuning the RNG to be a bit smarter and the function that finds the 'most' to be better. Stay tuned for an update.
some moron 19 Oct, 2020 @ 11:21am 
Thanks. Or tell me what I'm doing wrong lol
But I'm also confused about what turning on the shifts does. I read it as "if Uni set to geologists then geologists but if no geos needed then (instead of geo which would be vanilla) go to auto (which creates random except exclusions)
And that would also mean if I have the Uni set to Auto, then these shifts in the settings don't matter?
And lastly, if the shift settings are off, are the spec-exclusions still applied when the Uni is in Auto?
SkiRich  [author] 19 Oct, 2020 @ 10:27am 
Let me look into it again.
some moron 19 Oct, 2020 @ 7:27am 
It just did it again. I need 0 scientists and 10 geologists, both are enabled and it created a scientist. Maybe it's ignoring what's needing and going straight to random? Is that "Autocontrol shift" ignoring what's needed?" It says it's only when no spec needed but seems to be ignoring that.
some moron 19 Oct, 2020 @ 6:52am 
The first part you said, that didn't seem to happen because I should have got engineers, true? I needed 14 engineers 0 scientists and I got several scientists in a row.
I shouldn't have to disable Scientists because that would defeat the purpose of Auto, true? (or is that just supposed to be some test)
SkiRich  [author] 18 Oct, 2020 @ 7:39pm 
Possible RNG bad luck. When in auto mode and you forced some specialists off, then two things happen. When the AI seeks out the most needed specialist and that most needed is allowed then it is used, but when the most needed is nil, or that specialty is disabled then whatever is left ennabled is RNG chosen. Try to disable scientists and just leave engineers on and auto on and see if you get Engineers.
some moron 18 Oct, 2020 @ 3:06pm 
Hmm I'm having a problem. Engineers and Scientists are both enabled. I don't need any Scientists but I do need Engineers. It keeps creating Scientists. Have you got any idea why this might be?
SkiRich  [author] 16 Oct, 2020 @ 3:33pm 
The original intent was to never produce a specialist in auto mode if it was turned off.
If you have two shifts, one in auto and one set for a speciality, the shift set for a specialty will still make it.
some moron 16 Oct, 2020 @ 2:53pm 
Hey thanks that was speedy!
I hope I didn't get more than what I wanted, it sounds as though you are saying it won't auto-create them even if they are needed, which IS what I was asking for however I don't want to completely konk out the other ability.
Is there some way, to have three modes;
1) normal auto (when none needed, trains randomly?)
2) when no trainings are needed at all, train others but not this one (which I think you previously had)
3) never train this one even if they are needed
SkiRich  [author] 15 Oct, 2020 @ 7:34pm 
Updated code to strickly enforce mod config options for not allowing certain specializations.