Surviving Mars

Surviving Mars

Elevator A.I.
50 Comments
VengefulAncient 24 Jan, 2024 @ 1:11am 
Really cool mod, but I wish we could configure export frequency - ideally to "as soon as 100/100 rare metals are loaded" (which my drones do within a few seconds). I don't need restocking anything at all, but I have thousands of rare metals to get rid of and with automated export only once a day, my storages overflow within a few minutes.
Skullcrusher 7 Jan, 2024 @ 12:26pm 
nvm i was looking at the wrong mod options, didnt realize it was in game
Skullcrusher 7 Jan, 2024 @ 12:19pm 
for some reason i cant see this mod in mod options, even tho i have mod config reborn
SkiRich  [author] 9 Jul, 2022 @ 10:34am 
This mod only affects the Elevator asset.
Swing over to my collections page and add a mod request in the mod request section with some details of what you are looking for. Maybe I can build you something.
Acidrain 9 Jul, 2022 @ 8:01am 
Question, can this mod be used to supply other colonies on Mars instead of rockets in offering or trading with others?
giimer 23 Jan, 2022 @ 4:00am 
Use Mod Config Reborn
GoldenSoldier 23 Jan, 2022 @ 3:24am 
All the numbers are too low, otherwise a great mod.
Would maybe increase everything by like 10x
mazrados 15 Oct, 2021 @ 3:05am 
OK just found mod options. Ignore my previous message.
mazrados 15 Oct, 2021 @ 3:00am 
Very usefull mod. Except food. 300 max is way too low. In late game, I have low storage warning about 2.5k food and soon after that, people die of hunger.
I think that about 10k max would be enough.
SkiRich  [author] 29 Sep, 2021 @ 5:18pm 
@khelbena
Seeds are available in the Elevator AI. You need to research Martian Vegetation tech to see the choice in the elevator.
giimer 29 Sep, 2021 @ 5:12am 
Waaaa!
SkiRich  [author] 28 Sep, 2021 @ 6:37pm 
Mod updated to prevent users from Refabing a Space Elevator when the AI is installed it causing a condition where you could never reinstall it.
You must ctrl click it out of the elevator.
HAL does not like being put in a box.
SkiRich  [author] 27 Sep, 2021 @ 11:20am 
I can but chose not to since it would congest the interface for a what is only needed for a very short time. You'll be swimming in seeds after the first plantings.
khelbena 27 Sep, 2021 @ 11:15am 
can you add seeds to the resupply?
giimer 26 Sep, 2021 @ 7:25pm 
Waaaa!
SkiRich  [author] 26 Sep, 2021 @ 6:46pm 
Mod is back in business.
Make sure you read the note about Multi Realm Aware in the description!
SkiRich  [author] 24 Sep, 2021 @ 12:29am 
Me too. I'm working on it now.
audaceus🎯 24 Sep, 2021 @ 12:06am 
Hi SkiRich please update this to B&B. This is a critical mod for me.

Thanks!
Prince 8 Sep, 2021 @ 6:35am 
Can you ipdate it for the newest DLC?
SkiRich  [author] 6 Sep, 2021 @ 8:14pm 
I thought about seeds, but in honesty, once you get even a small bit of bush or tree growth or setup one farm for seeds, you'll be swimming in seeds with no place to put them. You should not need to ever import more than one rocketload or one manual elevator request for seeds, so I saw no point in cluttering the interface with another entry. Besides there are new resource in the new DLC to worry about.
neo 6 Sep, 2021 @ 11:34am 
This doesn't work for seeds?
kentroking 19 Feb, 2021 @ 1:06pm 
OMG I'VE BEEN NEEDING A FIDGET SPINNER MOD!!!!
SkiRich  [author] 21 Feb, 2020 @ 11:21pm 
New version uploaded today. I added the popular request to dynamically adjust the maximums of the sliders in the infopanel. See writeup above.
Craton 29 Jan, 2020 @ 3:22pm 
It's mostly just that by the time I research and build a space elevator, small quantities like 80 metal are no longer a practical threshold. At that point I'm usually dealing with a fairly large colony which has resources spread out alongside different installations, so when building e.g. a new dome or set of domes I'm consuming hundreds of basic resources, but a few hundred will generally already be reserved for the existing infrastructure (placed nearby for maintenance).

In a lategame colony (sol 200+) I'm often wanting to keep a threshold of around 1000 for metal/concrete.
SkiRich  [author] 28 Jan, 2020 @ 10:00pm 
There is no user way to do so, and due to the the way the source code for templates are written i cannot write any code to dynamically change it so I settled for the number they are based on maximum per load of each item weight and adding in some slack. it should be enough. If you want to present a case for more please explain in the feature requests section above. i'll contact devs to see what i can do for dynamic. People keep asking.
Craton 28 Jan, 2020 @ 6:25pm 
Is there a way to increase the maximum value of the sliders for each resource? I don't see anything for this mod in the default mod options or with Mod Config Reborn.
SkiRich  [author] 22 Aug, 2019 @ 8:33pm 
Updated today to add some debug code to help folks track down resource issues in their logs.
SkiRich  [author] 22 Aug, 2019 @ 1:28am 
Post your log file on pastebin and put a link in the bug reports. It’s probably local to your game otherwise a lot of folks would be set by this. I also don’t get that effect. I’ll check out your log.
Geech6 21 Aug, 2019 @ 8:54pm 
I'm trying to import Polymers, Food and Electronics which are all less than 50 and my elevator has been set to greater than 100 for my testing. For some reason your scroll bars can all go to 300 but my space elevator's capacity only goes to 200 and my money is currently at $106 Billion.
SkiRich  [author] 21 Aug, 2019 @ 12:12am 
You either have too much in stock already of that item or don’t have enough money.
Geech6 20 Aug, 2019 @ 11:42pm 
I can't seem to get this to function. The time comes for a reorder comes and goes and it doesn't order imports like it should. Exports function fine but I can't seem to get it to import anything.
SkiRich  [author] 6 Jul, 2019 @ 3:12pm 
Weird. If you have the time I would be interested in having a copy of a game just before you need to build a forestation plant but have the tech researched to check it out. Just upload the save someplace and send a link.
Vargo 6 Jul, 2019 @ 11:24am 
The code seems fine to me. I think this was just one of those odd cases of the game not loading the script properly (or possibly another mod interfering) as as soon as one new Forestation Plant was built, the mod recognised that the tech was researched across all my previous save games (where it was actually researched). I bought the game with all DLC's included so I haven't played the game without the expansion if that's what you're referring to.
SkiRich  [author] 6 Jul, 2019 @ 10:27am 
Vargo I scanned the code for this. The way it works, if you load up this mod, on a save game or a new game, seeds will not show up as an option in the elevator unless you have researched the Martian Vegetation tech. Once that is researched a new slider will show up for seeds in the elevator. On save games that were created before you bought Green Plant you cannot technically have terraforming, so if you have a mod that adds terraforming to old saves, I cannot guarantee seeds will show up.
SkiRich  [author] 6 Jul, 2019 @ 8:38am 
Let me see if I can add a check on mod load first time for a save game.
Vargo 6 Jul, 2019 @ 2:33am 
Ok so, I managed to recreate the problem of seeds not showing up, with a fresh game. I noticed however that as soon as a new Forestation Plant was built, the problem was solved, even for old savegames. Unlocking the tech or having previously built Forestation Plants before the mod was installed/activated wasn't enough. Anyway, works fine now and thanks for a great mod.
Vargo 6 Jul, 2019 @ 1:27am 
I have every tech researched in my current savegame and it's still not there. I'll test with a new game.
SkiRich  [author] 5 Jul, 2019 @ 6:55pm 
It has seeds. You need to research the seeds tech first.
Vargo 5 Jul, 2019 @ 1:49pm 
I wish it had included seeds.
SkiRich  [author] 31 May, 2019 @ 9:03am 
Let me see what I can do with the range limitations from a mod config option.
RoacH 31 May, 2019 @ 5:15am 
Awesome mod, thank you! An option for a higher metal/concrete import treshold would be superb. Can i modify the treshold by myself in some config maybe?
maiden4meldin 7 Feb, 2019 @ 2:34pm 
Mmmmm what a great mod. I get lost when a big colony has the elevator, and I have run out of rare metals from time to time, due to the frequent exports. I like the cash, but the resupply option and the limit options this gives the elevator, makes for a fantastic mod. You are such an intuitive modder. I love them all equally, but this one hits the top ten list!
SkiRich  [author] 21 Nov, 2018 @ 6:24pm 
@BarbieGirl, the amount for 'reserve" Rare metals is the total of your rare Metals mined on map. If you set the RareMetals slider it will continue to export as long as there are at least that many rare metals mined on your map, which could be sitting in various places. Look at the status bar for amount you have on map at the moment.
BarbieGirl 21 Nov, 2018 @ 4:40pm 
This doesn't seem to be working properly for me. No matter what I set the storage amount for it to maintain it just keeps taking rare metals.
SkiRich  [author] 10 Sep, 2018 @ 1:18am 
I made a Martian Clock mod so you can better tell what time of day it is on mars, in case you watch the elevator like a hawk for export/imports. Link above.
@Bob glad you enjoy it.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 9 Sep, 2018 @ 4:36pm 
As always, a work of art from you.:md_smile:
SkiRich  [author] 9 Sep, 2018 @ 4:33pm 
Version 2.0 of the mod is live. New feature - Auto Export control. Read the notes.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 8 Sep, 2018 @ 4:18am 
Thanks for bringing this back, and adding other additions that the other one didn't have. Nice work.:SpRad_ThumbsUp:
Siegfried 6 Sep, 2018 @ 5:48pm 
Thank you so much for making this mod!