Surviving Mars

Surviving Mars

Cyberneticist
38 Comments
clampi 23 Feb, 2024 @ 11:09am 
Hello,
I tried "There's No Ark". After researching "Live From Mars", I got the "Prototype Drones" story bit, which ended with the choice. After I landed the supply pod, a tourist was also part of the "cargo" and died, which resulted in mission failure. Also rockets that research planetary anomalies have "tourist" cargo when landing. This rule is not usable without an additional mod that prevents failure in when the colony is not set-up, such as the one from ChoGGi. While it sounds nice on the paper, in practice that research tweak should be dropped IMHO.
lukeh_ro  [author] 22 Sep, 2021 @ 11:52pm 
Is updated
Trebor 19 Sep, 2021 @ 11:56am 
Thank you for the response.
lukeh_ro  [author] 18 Sep, 2021 @ 3:24pm 
Unfortunately, because of RL and some project I'm working on at the moment, I won't be able to work on SM mods and update my mods as soon as I'd wish too. They will be all updated at some time, none abandoned. Thanks for understanding and enjoy the new content for now.
I may be able to update my smaller mods sooner but don't hold your breath. For the bigger ones I think there would be actually some amount of work and it definitely won't be a straightforward update, I foresee that I'll need to play the new content myself at last for a while, not modded, to decide how a mod like the Resources or the Family still fits in the new context with and without the new DLC at the same time, and decide what I need to change on them.
Trebor 18 Sep, 2021 @ 2:32pm 
Any news on when this might be updated?
lukeh_ro  [author] 1 May, 2021 @ 9:03am 
Will check those things 1313
Thanks, Phila
1313e 1 May, 2021 @ 5:47am 
Alright, one other thing I found: When using the 'Forever Young' breakthrough technology, all biorobots become Young, meaning that Project Morpheus cannot give them any perks.
This makes the latter wonder, which is excellent for biorobots as it normally permanently upgrades them, kinda useless.
Philadelphus 30 Apr, 2021 @ 10:18pm 
I'm just trying this out, and I think this now my favorite profile. I feel so much more attached to my biorobot colonists, and it really gives a very different feeling to the early stages of the game. I'm going for a Martian resort run by biorobots where tourists come in to visit, and it's been really fun so far.
1313e 30 Apr, 2021 @ 7:36pm 
I just found a bug (I think): If one uses this profile and restarts a map, it is no longer possible to order Drone Assembler prefabs.
optimusgd 21 Sep, 2020 @ 11:45am 
>@optimusgd, if Automated Tourism is enabled would there be any more actual problems after this change? other then the basic fact that both mod will bring tourists.

No problems, I just dislike chaotic random ppls in my domes with biorobots and precisely calculated living and working places. Also sometimes they arrive to my unhabitable energy generating domes and die without lifesupport, or during long run from unhabitable automated industrial site with landing pads to habitable dome. Yes, off course I can use rules, I can close domes and so, but for now I prefer just not researching this tech, due this damn tourists only. Because If I will having tourists - I will manually bring them with passenger rocket or activate "automatic tourism" mod, which do such things better. So, as for me, some option in mod config reborn or in new default mod configuration menu will be useful.
fasquardon 7 Mar, 2020 @ 6:42am 
Fired up a test game, looks like the change is working as intended. :-)
lukeh_ro  [author] 6 Mar, 2020 @ 2:26pm 
Done, should be now on places 12-15 if the mentioned game rules are enabled but new game is needed.
@optimusgd, if Automated Tourism is enabled would there be any more actual problems after this change? other then the basic fact that both mod will bring tourists.
fasquardon 6 Mar, 2020 @ 1:30pm 
@lukeh_ro: That would certainly alleviate the problems I have. :-)
lukeh_ro  [author] 6 Mar, 2020 @ 12:33pm 
What about this...I'll move the tech later in the tree. Will do it as soon as possible but it won't change for the ongoing game
fasquardon 6 Mar, 2020 @ 11:56am 
And the issue with tourists arriving on cargo rockets (including capsules) is you can easily research Live From Mars by accident (since it is such an early and cheap tech achieving a milestone or scanning a bunch of anomalies can lead to it being researched by an overflow of RPs auto-researching the tech if you aren't watching your research like a hawk). And if you don't have a dome up when the tourists arrive, well, they die, your game is over. If you do have a dome up, well, they've not brought food and they won't farm and they won't work. So... They sit in the dome and starve to death while at the same time complaining about the lack of entertainments. Yippie. Game over. Or, if you have a more generous sponsor, they sit in the dome while you frantically bring in all that's needed from Earth to keep them alive.
fasquardon 6 Mar, 2020 @ 11:55am 
@lukeh_ro: As I have suggested before, making it so Live From Mars allowed the player to buy biorobots on Earth could be useful.

@optumusgd: I definitely see my biorobots training in schools after I've researched Forever Young.
lukeh_ro  [author] 6 Mar, 2020 @ 6:26am 
I'll think about tourists to give more control over them but won't totally remove it unless there's could be other effect nice for that tech. I get the point that you can't control it but honestly I don't know why that would be such a big issue...I did play myself with this profile (and There's No Ark) for ~300 sols and, other then the possibility to get some "human" children if you don't want to, I didn't see any issue...and that can be stopped if you simply disallow births, on the other hand there's the extra cash...
optimusgd 6 Mar, 2020 @ 6:02am 
Please, please remove tourists from cargo rockets, its really annoying because uncontrollable, that's first, and there is "Automated Tourism" mod from SkiRich exist, that's second.

Also about "Forever Young: Biorobots start as Youth and can train in schools", only children's can be trained in schools, not youths AFAIR.

I really like this profile, especially for "Drone Assembler available via prefab from Earth and can work without people" feature.
lukeh_ro  [author] 26 Jun, 2019 @ 12:14am 
I was trying to make the new effects somehow compatible with the existing tech description and their original effect and do so with minimum intervention. I would look if is possible to swap places of the Live From Mars tech with another one further in that branch like General Training maybe.
fasquardon 24 Jun, 2019 @ 7:41am 
As to you intentionally removing the effect from Advanced Rocketry intentionally. Eh, I get that. Being able to build rockets is a pretty strong ability. I don't get why it wasn't made it's own separate technology in base Green Planet.
fasquardon 24 Jun, 2019 @ 7:37am 
I didn't mean to literally swap Cryo Sleep and Live From Mars. I was saying that I thought swapping the effect of the mod on them would be good, so that the Cryo Sleep breakthrough allowed tourists to travel on cargo rockets and the Live From Mars technology allows biorobots to be bought as cargo and flown to Mars.

As to wanting the tourist arrival tech to be not a breakthrough, I get that. Would it be possible instead to create a new tech that allowed rockets to carry tourists and place it mid-way down the social tech field. So at a base price of between 10k and 20k RPs. Part of the issue is that Live From Mars comes in so early in the tree.

As to not having other people say about the tourist problem, Dragonfox did so on the 9th June.
lukeh_ro  [author] 24 Jun, 2019 @ 1:24am 
But as I remember is only one tourist per rocket. I didn't feel in my play that it could become a problem nor had other ppl tell me about that.
lukeh_ro  [author] 24 Jun, 2019 @ 1:21am 
I removed Advanced Rocketry from the techs I change with the GP update intentionally. Since building rockets makes sense with biorobots and there's Enhanced Biorobotics to reduce the cost I consider it ok.
I don't think I'll switch the two techs, the required tech tree manipulation for that is a bit out of the scope of this mod and I want the feature not dependent on breakthrougs. I could look if I can allow any kind of control on how many tourists a rocket would bring...
fasquardon 22 Jun, 2019 @ 12:13am 
Also, I'd like to suggest that you swap the effects of "Live from Mars" with "Cryo sleep". Having the ability to buy biorobots from Earth this early in the game would be quite useful. Also, tourists hitching on cargo rockets is super annoying in the early game, since I often need to research Live From Mars in order to reveal the next social technology in the chain, and then forget that tourist stow-aways will come and kill my base by arriving and dying before I've got my first dome up (and when playing with more money-poor Sponsors, it's just impossible to order enough material from Earth to get a dome built in time to accommodate the first wave of darn tourists). And speaking for myself at least, if playing with "there is no Ark" and I don't get the "Cryo Sleep" breakthrough, I wouldn't miss the tourists at all.
fasquardon 22 Jun, 2019 @ 12:12am 
As I remember it, before the Green Planet expansion, the "Advanced Rocketry" tech reduced the material cost to build biorobots. Since the expansion came out, the tech now increases passenger space and allows the player to build rockets even when playing with the biorobot rules. Would it be possible to update the mod with a more biorobot focused version of the technology? Perhaps one that allows the player to build rockets and halves the weight and cost of buying biorobots from Earth?
One Sharp Marine 17 Jun, 2019 @ 8:55am 
That's incorrect, Blade. This is totally usable.
BLÀde 17 Jun, 2019 @ 4:41am 
you need to make it so the assembler needs metal not electronics otherwise it's not possible to play using there no ark you just never get enough electronics!
Reya 9 Jun, 2019 @ 2:46pm 
So I just found a "Fun" bug/feature, if you research Live from Mars then tourists will show up even if you have no domes, unfortunatly they lack the common sense to stay on the rocket where it is safe. When they die due to stupidity it counts as the founders dying.
MarkJerue 21 May, 2019 @ 7:38am 
You are right and I was wrong! I'm full of crap, disregard my bug report! I was testing on a current save, which is my fault 100%.
lukeh_ro  [author] 20 May, 2019 @ 10:12pm 
I strongly doubt it is this mod. Do those depots show up in the buildings list for you but you can't build the or they don't show at all. Try sending me a log if you wish, I can take a look anyway.
PS: This mod indeed initially, after DLC came out, made it unable to import seeds but that's fixed now.
MarkJerue 20 May, 2019 @ 6:14pm 
Bug Report: if you use this mod, you can't build seed depots.
fasquardon 21 Dec, 2018 @ 7:09pm 
I really enjoy this mod. It feels very well balanced and there's a real satisfaction to building up thriving colonies with the "there's no ark" rule in force.
lukeh_ro  [author] 10 Dec, 2018 @ 6:42am 
Don't know about login to Paradox since I don't use such account but mod manager doesn't require that. But yes, make sure the mod is enabled and afaik no mod is enabled upon subscription.
One other thing I noticed is that the profiles list doesn't get a visible scrollbar if you have too many in the list and some of them are not shown but the mouse wheel will work to scroll to them.
One Sharp Marine 8 Dec, 2018 @ 9:15pm 
So, apparently, I had to log into to my Paradox account and go into mod manager to load the mod that way. Your mod did not automatically load upon the game startup for me. I hope this info helps.
One Sharp Marine 8 Dec, 2018 @ 9:06pm 
Hey guys, I tried downloading this mod twice now; and, I still don't see the mod in the Commander Profile List. I see the other mod that I downloaded, but but not this one. Please advise.
dyer331 22 Oct, 2018 @ 9:12am 
Thanks, been using it for awhile, works great. Good work
lukeh_ro  [author] 4 Oct, 2018 @ 2:02pm 
@dyer fixed now
dyer331 1 Oct, 2018 @ 12:01pm 
Hey, thanks for the mod. Drone assembler isnt showing in the prefab tab, have tried reactivating/reinstalling, no change.