Surviving Mars

Surviving Mars

All Sponsor Buildings
269 Comments
Destroyer 22 May @ 6:34pm 
I would, but I'm pretty sure it's not your mods causing issues. I think I just have too many mods that mess with the colonist's AI and they seem to have broken that game. I've turned them all off and started a new game, and so far, everything is working smoothly :). Thanks for offering though!
ChoGGi  [author] 21 May @ 6:21pm 
You can send me your logs if you want, it's always nice if I can find errors in my mods from other people's playthroughs :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
Destroyer 21 May @ 6:09pm 
Oh nice, thanks. I'll check it out. I might just have to start a new game though and take out a few mods as I think in my current game the colonist AI is broken. I'll give that mod a try though and see what happens.
ChoGGi  [author] 20 May @ 7:44pm 
No idea how it works with trains.
ChoGGi  [author] 20 May @ 7:43pm 
Oh :)


I do have a "Colonist Change Time New Place" mod which allows you to bump the stay at new workplace time to 500 sols (or lower).
Destroyer 20 May @ 6:38pm 
hmmm...well, that was always true until I got the trains DLC. My colonist refuse to stay in any building connected by a train. They would rather stay happily unemployed than stay in any of those jobs unless I force them. Mabye the Martain Express Patch mod is broken and is causing the issue, but I cannot get my colonists to stay at their job.
ChoGGi  [author] 20 May @ 5:26pm 
I stay away from mods that mess with colonists work as there tend to be issues (too many edge cases).

Best just to let them do as they want to do, and don't try to micromanage too much.
Destroyer 20 May @ 5:14am 
Hey ChoGGi,

Not sure who to ask as the author I've reached out to is no longer active on this game and while I love his mod, it doesn't play well with Martain Express at all. I'm talking about Career A.I.. It's constantly causing my far away from dome colonists in my fungal farms and extractors to leave their job, about once a Sol. It kinda ruins the train mod.

I've had to disable the mod as a result, but I saw another mod that might fix my issue as a work-around, but it hasn't been updated since 2018. It's called "Get Back There!". It basically will keep the colonist at whatever job the user places them at for a very long time.

I thought I'd at least ask, is there an easy way for you to update that mod to make it work now?
ChoGGi  [author] 12 May @ 6:04am 
Ahh, probably why you got that nil def error.
Destroyer 12 May @ 12:55am 
Lol, whelp, I was messing around with my mods, disabling and enabling some of them, and turning off and on the RC's in the mod options for your mod, and something must have clicked because now the RC's are showing up in the prefab menu every time, like clockwork.

PC's are weird man. The only thing that seem to act a little funny before things clicked into place was Surviving the Sponsors mod. It bugged out the start menu and when I disabled that mod and restarted the game that's when all the RC's showed up. I was then able to re-enable that mod and everything worked ok. I know that mod's acted odd with this mod before so maybe something with it was messing with yours. Odd, since I disabled it before when testing out this mod trying to get the RC's to work.

Anywho, just wanted to share the good news :). Hopefully it continues to work.

Thanks for your patience!
Destroyer 11 May @ 2:02am 
Thanks for the update. No longer seeing the error, but unfortunately, it didn't cure my RC problem. Such is life. Take care!
ChoGGi  [author] 10 May @ 8:01am 
v2.4
items.lua error

weirdly enough, I haven't touched items.lua for awhile, but that def is on a different line from 103
ChoGGi  [author] 10 May @ 7:58am 
Oh.. That might do it.
Destroyer 10 May @ 5:38am 
Okay, last thing I'll bug you with about this. I got this error while loading your mod into mod editor tonight. It seems to pop up when I have all my other mods loaded up too. Not sure if it's anything, but thought I'd ask:

Failed to load mod items from All Sponsor Buildings (id ChoGGi_AllSponsorBuildings, version 2.03-023). Error: AppData/Mods/All Sponsor Buildings/items.lua:103: attempt to index a nil value (local 'def')

This mod works fine while playing (aside from RC stuff), but this error is there. Not sure if there's anything to it and maybe the cause of RC issues?
Destroyer 10 May @ 3:02am 
Well, tried reinstalling, unsubscribing, then reinstalling and re-subscribing...didn't work :(. How Lame. Thanks again for trying. I appreciate all your help and all you do to make this game better. Take care!
Destroyer 10 May @ 1:02am 
lol, so very bizarre. Well, I think I might try to reinstall game and mods and see if that fixes it. Thanks for trying, I appreciate it.
ChoGGi  [author] 9 May @ 10:35pm 
Yeah, I'm outta ideas. I disabled all mods and set the same dlc as you... works fine https://i.imgur.com/tOGeIew.jpeg
Destroyer 9 May @ 10:11pm 
Alright, I subscribed to that mod and did the log again. Here are the results:

https://pastebin.com/2VBk07cN
ChoGGi  [author] 9 May @ 8:48pm 
Well, no errors. I kinda expected that :(

Could you install this mod as well and send me the log from it as well?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478881620
Destroyer 9 May @ 8:25pm 
K, thanks for that info. I think I did it right. You can see my paste at this link

https://pastebin.com/qZnPNvuh
ChoGGi  [author] 9 May @ 7:35pm 
Log info here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222

No, disabling them is all you need to do.
Destroyer 9 May @ 7:05pm 
Yes, I believe we are talking about the same prefab rocket menu screen :).

What would be the best way to send the log?

I disabled all mods but yours and then quit the game, booted it up, and went into the new game menu until I got to the rocket screen to see if the prefabs showed there but they did not. I did that a few times and then saved the log. I'll be happy to send it to you.

I'm curious, even with all the other mods disabled, could one of them be interfering with yours somehow? The last thing I could do, though I'd rather not unless you think it'd help, would be to actually unsubscribe from all the mods and then boot it up and see what happens.
ChoGGi  [author] 9 May @ 6:34am 
To be clear, we're taking in the rocket ship screen to load stuff from Earth?

I don't think it'll help, but could you send me your logs?
Destroyer 9 May @ 5:20am 
P.S. - the weirdest part is that before I bugged you :) and you changed the mod to lock the building prefabs behind their corresponding tech, the RC’s were showing up just fine in the prefab list :(.
Destroyer 9 May @ 4:52am 
Sorry man, that didn't work for me. Not a clue why it won't work on my end, but if it works for you then I guess it's just a bug for me. Perhaps if I uninstall the game and reinstall it, maybe something will get sorted out. Maybe I'll try that tomorrow. Not the end of the world for me. It would be cool if it worked, but I'd rather have a harder game than an easier one.

It's weird because all the other prefabs in your mod work just fine, but not the RC's. :/
ChoGGi  [author] 8 May @ 9:21pm 
v2.3
Show items in new game cargo menu.


Should hopefully fix your issue as well. No you don't need any tech for cargo rovers, that's just for building them.
Destroyer 8 May @ 7:42pm 
I use mod editor to test out mods I'm tweaking but also mods I just downloaded to see what they do exactly. So I was doing that with your mod and couldn't get the RC's to show up at all. I've always gotten your mod to perform how I'd expect it to in the mod editor before...

But anyway, I went ahead and disabled all my other mods again and removed my tweaked version of this mod and replaced it with the vanilla and then started a new game and I still don't see them when starting. I'm guessing they won't show up in the prefab list until drone printing is unlocked, is that correct? I'll need to download the cheat mod and try it again if that's the case, as I don't want to wait that long in a new game to see if it works.
ChoGGi  [author] 7 May @ 8:13pm 
Mod editor? Does it work in a regular game?
Destroyer 7 May @ 7:53pm 
Hmmm, I dunno. I disabled every other mod and just tried this one vanilla (without any of my tweaks) in mod editor, and I couldn't get them to show up at all, even after all techs unlocked.
ChoGGi  [author] 7 May @ 4:04pm 
I only tried a new game, I'll try a saved one?
Destroyer 7 May @ 1:37am 
No Problem :)

I hate to be that guy, but I'm not sure 2.2 worked at reinstating the RC's to the prefab list :/. I could be wrong, but I tried this mod on its own and I still couldn't get them to spawn in the prefab list, either before or after unlocking the tech they're locked behind. Hate to make you do more work, but just wanted to let you know.

Thanks!
ChoGGi  [author] 6 May @ 7:40pm 
v2.2
Restored RCs to cargo prefabs list (thanks Destroyer).
ChoGGi  [author] 6 May @ 7:33pm 
Oh... You meant from this mod :) (been a long day)


I see what I did.
Destroyer 6 May @ 7:13pm 
I apologize if that came across wrong. I just noticed that before I requested the prefab mechanics be changed, all the RC vehicles were available for cargo, but after the update, even once they’re unlocked they cannot be shipped, unlike all the other vanilla RC’s and the dozer RC.

Just wasn’t sure if you meant to have it that way or just overlooked that area when you updated? Not sure how others feel about it, but it seems to make sense to have them available for shipping once they’re unlocked. I’m all for making the game harder so it’s no biggie, but thought I’d ask :).
ChoGGi  [author] 6 May @ 5:29pm 
> they cannot be shipped by cargo? Is that an oversight or a design decision?
... Dunno?
Destroyer 6 May @ 2:10am 
Thanks for the newest update.

I hear ya! Modding is a dangerous hobby. Once it sucks you in it's hard to pull yourself back out and actually play the thing your modding. Of course, modding is kinda a game all on its own :).

I'm curious, I noticed that even when the rovers are unlocked, they cannot be shipped by cargo? Is that an oversight or a design decision?

TBH, I'm not sure it's that important one way or the other to me, as I've set it up in the mod for them to be a fairly late game unlock so I'd probably build them anyway, but... thought I'd ask.
ChoGGi  [author] 5 May @ 4:17pm 
v2.1
New game screen was bugging out (thanks Sunvaulter82).
ChoGGi  [author] 4 May @ 7:53pm 
:)

I've actually only done three playthroughs of this game, I tend to get distracted by mods to do...
Destroyer 4 May @ 6:11pm 
Thanks a bunch! I appreciate all your help with my questions too. I think I'm gonna dive into another playthrough before I get sidetracked with more modding :)
ChoGGi  [author] 3 May @ 11:04pm 
v2.0
Resupply can't be used to cheese tech unlock mod option anymore.
Destroyer 2 May @ 3:14am 
Alright, thanks!
ChoGGi  [author] 1 May @ 9:19pm 
Yeah, I'll update it to do an onmsg for researched tech.
Destroyer 1 May @ 8:06pm 
K, well that was easy. I see that this bit in your mod:

local function UpdateCargoDefs()
local defs = ResupplyItemDefinitions
for i = 1, #defs do
local def = defs

local name = def.id
if name:sub(1, 2) == "RC" then
name = name .. "Building"
end

if mod_options["ChoGGi_" .. name] then
def.locked = false
end
end
end

I just had to change false to true and that locked all prefabs on the new buildings. It would be cool to have them unlock once the tech they're locked behind is unlocked. I'll see if I can figure that one out, but feel free to chime in if you want :).
Destroyer 1 May @ 7:26pm 
Thanks for the link. I appreciate it.

I'm just curious, would it be pretty simple for me to make the changes to this mod I'm looking for myself? Is it just a specific function command I need to know and then I can just apply it to the buildings I want, or is it quite a bit more involved than that? I've been trying to figure out how prefabs are set up in this game using Lua, but I'm having a hart time understanding it. I have no problem doing it myself, just not sure I have the skills or know-how needed to do it.
ChoGGi  [author] 30 Apr @ 5:14pm 
Glad to help, there's a modders discord if you want (possibly) slightly faster replies.

https://discord.gg/ZXXYaExThy
Destroyer 29 Apr @ 9:30pm 
Ha, that did it! Thank you so much!

I love modding but I’ve never modded in Lua before so I’m just looking at other modders mods to get a feel for how it works. Still trying to wrap my head around all the commands and functions, and I just couldn’t figure that one out. I had a feeling it had something to do with fx.actor.class but I hadn’t seen that function before.

Thanks again. I really appreciate your help.
ChoGGi  [author] 29 Apr @ 8:20pm 
You could use this, you'll need the class name of the building and the class name of the original building

function OnMsg.BuildingInit(obj)
if obj:IsKindOf("ChoGGi_UndergroundTunnel") then
obj.fx_actor_class = "Tunnel"
end
end

if it isn't a new class obj (ie: added in items.lua then you can use the template id)

function OnMsg.BuildingInit(obj)
if obj.template_name == "ChoGGi_UndergroundTunnel" then
obj.fx_actor_class = "Tunnel"
end
end
ChoGGi  [author] 29 Apr @ 8:11pm 
Depending on how they mod it: It's cause the new building needs an fx_actor_class (it goes by building template id or something like that).

I don't think you can do that in items.lua you'd need to add it in a lua script in the Init or GameInit (least that's how usually I do it)
Destroyer 29 Apr @ 6:38pm 
I wish I knew enough about modding this game to say for sure? All the other rovers were locked behind tech like you designed, so who knows?

Do you mind if I ask you a question about modding? If it's too much to explain please feel free to say so, but I noticed that when I mod a vanilla building or download someone else's mod that tweaks a vanilla building, the building no longer makes a selection sound-effect and it doesn't have a blue highlighted border around it in-game either. The UI for the building shows up and the building works like normal but those two things don't work anymore.

Is there a simple way to add that back into the game or is it pretty complicated/impossible?
ChoGGi  [author] 29 Apr @ 5:13pm 
There were other RCs though, not sure if they would be affected though?