Surviving Mars

Surviving Mars

Research Exposure
71 Comments
SkiRich  [author] 12 Oct, 2021 @ 9:34pm 
You have to create a new research item and replace it in the research tree.
984325317 12 Oct, 2021 @ 7:39pm 
Very good mod, I have been playing with your mod. But I have a question, why the highest research point of breakthrough is only 80,000. So I decided to modify it myself but there is no value of 80,000 in ResExInit.lua. Please forgive me for only a little programming foundation, what should I do if I want to change from 80,000 to 200,000? thanks
SkiRich  [author] 29 Mar, 2021 @ 2:07pm 
new game. you have to turn on the rules in game rules when your setting up your mission.
Dr. PoopFart™ 29 Mar, 2021 @ 11:43am 
hello SkiRich, love you stuff but im too dumb to get this working....does this only work with new game start or also with a save file? where or how do i activate this mod? its loaded, all my breakthroughs allready discovered and now? thx
SkiRich  [author] 20 Jul, 2020 @ 10:59am 
You found the mod here didnt you? Click Subscribe above.
acid_burn 20 Jul, 2020 @ 8:07am 
HI,
I bought this game yesterday (the whole package with every extention) and i cant seem to find this mod in the list? please help me :)
SkiRich  [author] 11 Mar, 2020 @ 10:55am 
Actually yes, but it would require you to code it.
Harstargri 11 Mar, 2020 @ 10:07am 
Is there a way to customize the order of Breakthroughs?
SkiRich  [author] 13 Feb, 2020 @ 12:22pm 
i chat with choggi all the time. let me see what we can do.
alphaprior 13 Feb, 2020 @ 6:49am 
I use only the cap research option which is very useful unfortunately it conflicts with Game Rules Breakthroughs from ChoGGi and cap is not working.
I already asked ChoGGi and he explained why this is happening is there a way to make both mods to work?
I don't want to expose all Breakthroughs.
GlassDeviant 2 Feb, 2020 @ 9:08am 
Thanks.
SkiRich  [author] 2 Feb, 2020 @ 8:23am 
Yes, After 18 they start reaching 40000 points. The cap just keeps it reasonable.
GlassDeviant 2 Feb, 2020 @ 5:39am 
Hi, what is the purpose of the "Cap All Research Costs" rule, just to keep the repeatable ones from spiraling up ridiculously?
Tensair 22 Jun, 2019 @ 2:19pm 
Just tested it. Started a new game with exposed not randomized Breakthrough Tree. It worked perfectly. Thank you for the fix, good sir and please keep up the good work!
SkiRich  [author] 22 Jun, 2019 @ 10:31am 
New version. Now compatible with Silvas Mods.
rittstar 22 Jun, 2019 @ 7:24am 
hey man, your geat mod stopped working today for me, i had the feeling maybe related to recent updates from Silva Mods, you know whith all these freakin buildings and stuff, so i disabled them all and your mod is working again.. maybe you dont know yet and find time to look into this, thanks
BLÀde 22 Jun, 2019 @ 2:13am 
that's what i said happens a few days ago...
Cave Yeti Supreme 22 Jun, 2019 @ 1:24am 
Echoing Tensair's comment, his experience reflects mine exactly. Thanks for the communication Rich
SkiRich  [author] 22 Jun, 2019 @ 1:16am 
I will Ask Silva what he changed in game code.
Tensair 22 Jun, 2019 @ 12:52am 
I can confirm that this mod has compatibility issues with Silva's mods. It all started after Silva added his new tech tree. Old saves seems untouched by this but I can't start new game with exposed tech trees now.

Also great mod and thank you for creating it! Makes game much more enjoyable.
SkiRich  [author] 22 Jun, 2019 @ 12:47am 
My mod or Silva's
Cave Yeti Supreme 22 Jun, 2019 @ 12:25am 
Rich, I'm not sure if you've spoken with Silva, but it appears there might be a conflict between one of his mods and this Research Exposure mod. I haven't played in about a week or so, but when I loaded up SM today and opened up the tech trees and saw his new SilvaTech branch (cool, that's a good idea IMO!) none of the mod's features were functional.
SkiRich  [author] 19 Jun, 2019 @ 4:48am 
Not sure what you mean.
BLÀde 19 Jun, 2019 @ 2:32am 
yeah just found this out myself if you select any tech be exposed they aren't
SkiRich  [author] 18 Jun, 2019 @ 10:22pm 
It may be possible. I will discuss with Silva.
fasquardon 18 Jun, 2019 @ 10:05pm 
Silva has added a new "silvatech" technology category to his silva essentials mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1469610835&tscn=1560920101 . Is it possible you could create a version of this mod compatible with it? Thankyou for making this mod by the way, it has been one of my favourites for a long time now. ^_^
BLÀde 10 Jun, 2019 @ 11:46pm 
yeah just an game rule option make them show up randomized but not expose them
SkiRich  [author] 10 Jun, 2019 @ 5:49pm 
Do you mean add all the breakthroughs but dont show them at all?
BLÀde 10 Jun, 2019 @ 11:22am 
is it possible for a random break thru option but not expose it? i like to use the Omega Unlocks All Slowly mod for that
Kermit (GER) 31 May, 2019 @ 3:59pm 
Good Work :steamhappy:
SkiRich  [author] 20 Feb, 2019 @ 3:41pm 
@Paul, yes you can just select the breakthrough rule. Either regular or randomize. Booth reveal all the breakthrough tech. Just read the section above about the special breakthrough rules to know why there are two.
HappyTortoise 18 Feb, 2019 @ 11:38am 
Hi I was wondering if there is a way to reveal not research just the breakthroughs that you rolled on the map. Having access to all of them is kind of broken but I also hate when when you roll a map where half of them are underwhelming like soylent green + 3 breakthroughs for various deep deposits and a 5th like less concrete for domes.
maiden4meldin 6 Feb, 2019 @ 4:59pm 
Favorite mod ever, thanks SkiRich. I actually have all your collection! Great collection !
SkiRich  [author] 14 Dec, 2018 @ 1:03pm 
Thanks for the update.
Cave Yeti Supreme 14 Dec, 2018 @ 11:03am 
So I just looked at the notes from the Kuiper patch, it sounds like they fixed the problem I was trying to describe.
SkiRich  [author] 8 Dec, 2018 @ 10:29am 
I'll look into it. Could be there is no more room on the tree.
Cave Yeti Supreme 8 Dec, 2018 @ 9:48am 
Yes, I'm exposing the breakthroughs randomly, and capping the research cost. This playthrough I did recently (near Sol 500) I also tried exposing the mystery techs, which worked, but I still don't get any new research regarding the flawed designs events.
SkiRich  [author] 8 Dec, 2018 @ 8:35am 
@ogg, those are breakthroughs. Are you exposing the breakthrough tree?
Cave Yeti Supreme 8 Dec, 2018 @ 7:27am 
Hey Rich, do you know if there's a reason why the new "events" requiring research to overcome don't show up when I use this mod? A couple examples of the "events" I'm referring to are the MOXIE, Wind Turbine, and Power Accumulators having "problems" that cause a paniced response, potential disaster, and then supposedly you get a research to correct the design flaw and return to normal operation.

I disabled all mods and ran a 250+ Sol playthrough to try and determine if it was an issue on my end, but never did see the "event" come up, which was suuuuuper annoying that I wasted all that time. What do?
SkiRich  [author] 22 Nov, 2018 @ 10:11am 
@son-goku
This mod will open all the research possible at the time of game start. It is always possible to get more breakthroughs or other things during the game based on what happens during the game.
son-goku 22 Nov, 2018 @ 8:37am 
So, with this, we can research everything and not just the random research per game?
spacewolfcub 19 Nov, 2018 @ 12:20pm 
2018-Nov-19: Is working.
Yesssssssssssssssssssssss!! Thank you. Thank you, thank you, thank you. Yes. I specially like the 40k limit on tech research and the random reveal of breakthroughs; very helpful.
SkiRich  [author] 11 Nov, 2018 @ 5:51pm 
I'll fix that in the description. The new version since Sagan automatically 'absorbs' un-used research into items still needing research, so Its not obvious on screen. The description could be better.
rittstar 9 Nov, 2018 @ 11:02pm 
okay thank you, your description is a bit confusing "Since Davinci Outsourcing has been limited to 1000 research points maximum. This mod increases that by another 1000 points." Anyway, your Exposure Mod is fantastic ;)
SkiRich  [author] 8 Nov, 2018 @ 10:20pm 
@rittstar ooutsourcing booster is a different mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512388361
rittstar 8 Nov, 2018 @ 9:44pm 
Somehow Outsourcing is still limited to 1000, i use expose breakthrough tech random and cap costs
SkiRich  [author] 28 Oct, 2018 @ 1:50pm 
@sephiroth, you need to set a rule to open the research. It only works when starting new games.
Sephiroth 28 Oct, 2018 @ 12:46pm 
Hey, does this mod without using any of the rules give you the ability to get all breakthroughs or do i have to select the expose breakthrough for that? Thanks!
allfold 6 Oct, 2018 @ 1:12pm 
Oh, that's right, my mistake.