Surviving Mars

Surviving Mars

LukeH's Base Additions
44 Comments
Thundercraft 12 Jul, 2023 @ 3:25pm 
Like PJ, I'm also seeing errors when I have this mod subscribed, after opening up the Mod Editor:

Error loading PackedMods/1582566695/Code/RES_Infobar.lua: cannot read PackedMods/1582566695/Code/RES_Infobar.lua: File Not Found
Error loading PackedMods/1582566695/Code/RES_ColonyControlCenter.lua: cannot read PackedMods/1582566695/Code/RES_ColonyControlCenter.lua: File Not Found
Sputnik Monroe 10 Dec, 2022 @ 1:12am 
This is not a game breaking bug, but in the area that it shows visitors in a service buildings overview window, if you right click on any of the spots you can close that slot like when you close a work slot on a building. The problem is even if you open all the slots again you will permanently lose one visitor slot forever.

To recreate this bug, count how many visitor slots a service building has, right click on any of the visitor slots to close that slot, then right click to open all the slots, count the visitor slots and you'll see it is one lower max number that the original and there seems to be no way to fix it.
PJ 21 Nov, 2022 @ 2:23pm 
Having these errors in editor when your mod in enabled (same issue if mod downloaded from steam or paradox):
Error loading PackedMods/LukeH'sBaseAdditions/Code/RES_Infobar.lua: cannot read PackedMods/LukeH'sBaseAdditions/Code/RES_Infobar.lua: File Not Found
Error loading PackedMods/LukeH'sBaseAdditions/Code/RES_ColonyControlCenter.lua: cannot read PackedMods/LukeH'sBaseAdditions/Code/RES_ColonyControlCenter.lua: File Not Found
Any idea how to fix it?
lehtola89 13 Sep, 2022 @ 5:15am 
i give up everytime i try to delete dynamic storage in the files it will still be in the game. dynamic storage was only reason i download you storage mod but whit this mod there is 2 and other dont work. can you please fix i dont care if there 2 but only when both work
lyssabet 25 Aug, 2022 @ 2:07pm 
I only noticed it existed because it replaced the universal storage on the u shortcut, and I'm used to using that to placing storage locations. I don't mind using the dynamic storage, and have placed some since removing the two resource lines throwing errors.
lukeh_ro  [author] 25 Aug, 2022 @ 10:01am 
Will have to fix that, noticed your messages but on holidays at the moment. If you don't use the Dynamic Depot itself should be fine, right?
lehtola89 25 Aug, 2022 @ 9:18am 
how did you removed it? LukeH's i think this mod must have but can you make it standalone so dynamic depot work?
lyssabet 25 Aug, 2022 @ 6:23am 
Okay, so I determined that the Dynamic Storage which took over the U shortcut is indeed from this mod, in the RES_Helper.lua, and since I'm not using the booze and meat mod I deleted the lines for them out of it so it's no longer showing the invalid arguments.
lyssabet 7 Aug, 2022 @ 6:30am 
I'm not sure if it's from this mod directly or not, but I now have a dynamic storage which uses the U shortcut like universal storage and in the middle of the list of resources is two invalid arguments for meat and booze, which I don't have the mod for.
thibaulthc 21 Sep, 2021 @ 5:33am 
thanks for the update!
enjoy RL ;)
lukeh_ro  [author] 19 Sep, 2021 @ 1:45pm 
allows non specialists and non specialists. ie. in a mine can work geologists and non specialists but not other specialists...while the vanilla settings allow either geologists only or anyone
BLÀde 19 Sep, 2021 @ 1:29pm 
whats no wrong specialization?
lukeh_ro  [author] 19 Sep, 2021 @ 1:22pm 
Select an anomaly for example and there's a button to call the nearest idle explorer.
On workplaces the button that switches between specialists only or any has now 4 states: the two vanilla + no wrong specialization and no specialists only
BLÀde 19 Sep, 2021 @ 12:09pm 
how do you access the Extended workforce restrictions and the vehicle calls?
Ghost Fox 19 Sep, 2021 @ 9:19am 
Thank you.
lukeh_ro  [author] 19 Sep, 2021 @ 4:32am 
Mod updated
lukeh_ro  [author] 15 Sep, 2021 @ 10:57am 
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.
RedPrometheus 15 Sep, 2021 @ 4:03am 
Could you update this? I love this mod.
thibaulthc 14 Sep, 2021 @ 5:09am 
it is no more compatible with the current version :(
Ludwiś 9 Sep, 2021 @ 3:03pm 
Hi, can you update the modifications?
Nyx (She/Her) 3 Feb, 2021 @ 9:49am 
the Passage Control portion of this mod seems to be causing crashes at random.
DartMada 5 Sep, 2020 @ 5:02pm 
Steam
lukeh_ro  [author] 5 Sep, 2020 @ 1:40am 
should be fixed now but pls let me know if you were subscribed on steam or plaza
lukeh_ro  [author] 4 Sep, 2020 @ 11:52pm 
@DartMada are you subscribed on steam or on paradox plaza?
I can see it was flaged on plaza and will try to solve it asap
DartMada 4 Sep, 2020 @ 2:53pm 
this no longer works. it say its disabled due to content restrictions
Symmaethus 31 May, 2020 @ 1:17pm 
Well...that's super weird. I re-enabled the mod so I could screenshot the specialist building with no workforce button...but now it's there and working as intended. Whelp...nvm I guess!
Symmaethus 31 May, 2020 @ 1:15pm 
@Lukeh_ro...That's what I expected. But there's just no button at all. This doesn't need a new game does it?
lukeh_ro  [author] 31 May, 2020 @ 9:45am 
@Symmaethus is the same vanilla button the triggers any/enforce but now there are more then two states it you click it multiple times
Symmaethus 31 May, 2020 @ 8:14am 
I'm not sure if I'm doing something wrong, (or if this was never updated to support GP) but my specialist workplaces don't have any workforce related buttons.
Statwise 6 Apr, 2020 @ 7:20am 
Ah okay, its just the games natural routing ai then. Ive since set the passage usage to 3 and havnt seen them take very long walks. They still will take outside shortcuts if they can but otherwise its not very far.

Am i correct in thinking Choggi's long walk fix is for migration, rather than working or services this mod lets colonists make use of?

Would it even be possible to make them choose passages over a shorter walk outside?

I built all these beautiful passages so they don't have to go out to the martian elements and they couldn't be more ungrateful! Lol
lukeh_ro  [author] 3 Apr, 2020 @ 6:15am 
Walking outside to death is a issue that's been reported without my mod and even I encountered it myself. That said, my mod only makes the game consider the domes connected, behind the first passage, what colonists do is what they generally do. Could you send me a screenshot or something with the situation? I'll check it but don't know if I can do something that isn't far beyond the scope of this mod
Statwise 3 Apr, 2020 @ 5:57am 
I think the dome networking (i have mine set to infinite) makes the colonists think its walkable outside if they are connected by passage. Found some trying to make a 5k run to a very far dome. I was able to curcimvent this by placing obstacles to the point that the passage itself is the fastest route for my colonists.

Excellent mod otherwise, if you're still around to modding SM could you look into it? I subed to Choggi's long walks fix when i noticed this, issue still persisted.
Ghost Fox 25 Dec, 2019 @ 2:43pm 
@sigrid.rothschild
The functionality of True Dome Network is part of this mod already, I believe.
sigrid.rothschild 25 Dec, 2019 @ 10:49am 
you built another mod ( True Dome Network). Would you be willing to put it on steam workshop.
Thanks
lukeh_ro  [author] 19 May, 2019 @ 12:00pm 
Updated for GP, Lightning Speed should show up again
@Adil3tr Why you consider that a need? You can choose to click them or not, is not like something that will change the game behavior unless you explicitly click on them
Adil3tr 19 May, 2019 @ 11:18am 
I really like this mod, but is there any chance the passage usage control and the lightning speed option could they be disable-able in mod config or something?
lukeh_ro  [author] 18 May, 2019 @ 10:01pm 
I need to update it for GP. Will do that asap
Armetron 18 May, 2019 @ 7:17pm 
welp, I installed the mod and I dont see the speed up button
lukeh_ro  [author] 11 Dec, 2018 @ 11:33pm 
Yes, all are enabled but nothing in it forces you to anything that changes the the gameplay nor is cheaty or have an influence on dificulty (ie. the game rule you select or not when you start a new game). All that I plan to add here will follow the same rule.
Also note that you need the other mod, Oil On Mars, in order to do something with the hydrocarbon.
Adil3tr 11 Dec, 2018 @ 6:17am 
Does this enable all the mods in one? I only want the oil one.
lukeh_ro  [author] 10 Dec, 2018 @ 10:10pm 
@Omron As mentioned in description you can use the other mod to build a fuel extractor. There are other modders around that were intrested in this and plan to do other extractors for various factions/commanders and maybe I'll come back at some point.
Omron360 10 Dec, 2018 @ 1:39pm 
Cool mod. But what is hydrocarbon to be used for? And I've already deep scanned all sectors. :-)
Sulendil 4 Dec, 2018 @ 3:05pm 
Спасибо за мод!
lukeh_ro  [author] 4 Dec, 2018 @ 2:38pm 
Note that this mod replaces the previous upload LukeH's Interface and Gameplay Additions (and adds more) which I removed, sorry for the inconveniece