Surviving Mars

Surviving Mars

Remove Unwanted Colonists
156 Comments
ChoGGi  [author] 1 Sep, 2024 @ 8:04am 
v2.4
Fixed stuck pods.

Give them a bit and they should fly off.
mankol 30 Aug, 2024 @ 11:34pm 
by the way pod appear to be bug,after get there target instead of take off they sit there.
ChoGGi  [author] 30 Aug, 2024 @ 7:18pm 
@eldara2
mankol 30 Aug, 2024 @ 7:06pm 
what--- i don't set it to public. (you mean you can't see my posted?
ChoGGi  [author] 30 Aug, 2024 @ 6:27pm 
Oh, you didn't set it to public. I had to sign in and request access.


> after the update i think you may have broken the mod,
Likely, but I didn't change anything related to actually picking people up, so I'm trying to be lazy and check someone else's save :)
mankol 30 Aug, 2024 @ 9:15am 
after the update i think you may have broken the mod, i am get the bug where hovers over the dome after it pickup it target and don't leave at all.
eldara2 30 Aug, 2024 @ 3:40am 
That is strange! It shouldn't have an expiration date - I was able to open it on a few separate devices/browsers. I've generated a new one in the hopes that this one'll work - if it doesn't, I guess I'll have to live with the problem x'D Thanks for looking into it either way!

https://www.dropbox.com/scl/fi/a1wyvkp7renuxfgf69jz6/Terraforming-Initiative-Sol-68.savegame.sav?rlkey=4qwpbzf07d6fxqib6dlrifti1&st=r3kz6xmd&dl=0
ChoGGi  [author] 29 Aug, 2024 @ 4:41pm 
Going? I still make new mods ;)


@eldara2 It's giving me an error 400 when I click that link?
sir_lancealittle 29 Aug, 2024 @ 3:41am 
I would like to thank ChoGGi for keeping these mods alive.
I mean, here we are 6 years later, and you are still making an effort to keep things going.
Thank you so much! :steamthumbsup:
eldara2 29 Aug, 2024 @ 3:00am 
Ta! I do hope it's not some weird interaction with other mods, though I don't see which ones of them could influence each other that way

https://www.dropbox.com/scl/fi/a1wyvkp7renuxfgf69jz6/Terraforming-Initiative-Sol-68.savegame.sav?rlkey=4qwpbzf07d6fxqib6dlrifti1&st=45idxxkr&dl=0
ChoGGi  [author] 28 Aug, 2024 @ 6:00pm 
If you've got a save of that happening, it would help me :)
eldara2 28 Aug, 2024 @ 5:33am 
Lately I've had the issue of the pods not leaving after doing their jobs. They'll suck up the colonists, but won't fly them "back to earth". They just hover at the exact spot where they picked up the colonist, kicking up dust and slowing the game enormously. The removed colonists also still take up a spot in their housing
ChoGGi  [author] 25 Aug, 2024 @ 8:58am 
Give it an in-game hour and you should be fine to remove any passages.
ChoGGi  [author] 25 Aug, 2024 @ 8:57am 
v2.3
Fix so you can remove colonists from open-air passages and still be able to demo them.
ChoGGi  [author] 21 Aug, 2024 @ 5:36pm 
Hmm, could very well be. I'll take a looksee
mankol 21 Aug, 2024 @ 1:08pm 
will playing the game I noticed bug that stop me from destroying my passages, I think what having is win the pod pick out the unwanted colonist in the passages it stop your from remove your passages because it think that the colonist is still inside.
ChoGGi  [author] 19 Jun, 2023 @ 9:36am 
Depending on how easy it is to add that to this mod, I'll see. It might be a new mod instead...
ChoGGi  [author] 18 Jun, 2023 @ 3:08pm 
They're born on Mars, but homesick for Earth?
NumLock 18 Jun, 2023 @ 2:58pm 
Hello ChoGGi! I want to thank you for the mod. Your mods are amazing and have greatly enriched the gameplay:steamthumbsup:

Also, if possible, could you consider an alternative implementation for this mod? Specifically, when pressing the "undesirable colonist" button (or in the mod configuration, undesirable colonist categories), the comfort level of the colonist permanently drops to 0 (or a negative value), and these colonists are supposed to acquire the "Homesickness" trait. They would be canonically and neatly loaded into a rocket and flown away at the first opportunity. Such an implementation of the mod would be consistent with the vanilla game mechanics and would appear more realistic.

Thank you if you consider incorporating this alternative mod mechanic.
Kiwi 23 Dec, 2022 @ 9:58am 
Actually once I reloaded the save just now to check, the unemployed were all gone. I think I legit just needed to reload the save or restart the game for the numbers to correct themselves.
ChoGGi  [author] 22 Dec, 2022 @ 4:01pm 
They could just be buggy. Does the command centre show them as well?
Kiwi 21 Dec, 2022 @ 12:42pm 
I've still got homeless and unemployed count for me, should I start a new game?
sir_lancealittle 9 Oct, 2022 @ 3:04am 
Thank YOU! :steamhappy::steamthumbsup:
ChoGGi  [author] 8 Oct, 2022 @ 8:44pm 
v2.0
Fixed issue with homeless count, also did unemployed for good measure (thanks sir_lancealittle).
Checks for stuck hover animations (thanks sir_lancealittle).
sir_lancealittle 8 Oct, 2022 @ 4:13am 
ChoGGi  [author] 7 Oct, 2022 @ 8:30pm 
Could upload your save file somewhere and send me a link?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777493789
sir_lancealittle 7 Oct, 2022 @ 5:59am 
Hi there! o/
Since your recent update, colonists removed by the mod are added to the "homeless" counter in the top right corner of the screen. Although they are not, as far as I can see, counted as homeless in any of the domes, nor can they be found anywhere on the map.
Also, the UFOs don't seem to vanish after done with their job, and there's a permanent rocket dust effect visible near one of my domes.
I suspect the UFO still being there and the homeless counter may be connected issues.
ChoGGi  [author] 24 Sep, 2022 @ 11:24pm 
v1.9
Found some other issues left over from Picard update...
HappyLeigh EverAfter 24 Sep, 2022 @ 9:23pm 
LOLOL this is laugh out loud hilarious and i must see it happen in-game. going right now. and thanks.
Volunteer 16 Nov, 2021 @ 8:30am 
Lol what a great idea for a mod. It would be useful in real life, too! :)
sir_lancealittle 17 Sep, 2021 @ 3:50am 
Maybe also mention the "Ignore Domes" option again then.
Works like a charm for me, no monument needed.
ChoGGi  [author] 16 Sep, 2021 @ 7:31pm 
I suppose I should make it clearer then :)
zufilico 16 Sep, 2021 @ 6:19pm 
First time I used years ago long time to understand, the monument :):steamhappy: . But now I know how to use and save me to the 505% difficult challenge on russia, 45 renegades isn't easy to play.
ChoGGi  [author] 10 Sep, 2021 @ 2:01pm 
I'll take a log file of you opening the mod options/loading a save game if it still doesn't work: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
sir_lancealittle 10 Sep, 2021 @ 11:44am 
It works fine for me.
Did you also install the library files?:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1504386374
OozeMoose 10 Sep, 2021 @ 6:22am 
hmm, does not seem to work... its present in the mod options but without configurations and i cant find any button to remove colonists
sir_lancealittle 14 Aug, 2021 @ 3:34am 
Thanks, that did the trick :0)
Singularity Mechanics 8 Aug, 2021 @ 12:09pm 
Thank you for the update, much appreciated.
ChoGGi  [author] 8 Aug, 2021 @ 10:23am 
v1.7
Ignore domes works now.
Added mod option for less dust on take off, and one to hide the button.
sir_lancealittle 5 Aug, 2021 @ 2:41am 
Thanks for the info.
Let me know if you need another savegame.

Mystery is finished by now, so that wasn't it.
ChoGGi  [author] 4 Aug, 2021 @ 6:54pm 
I'll have to dig into it a bit then :)

The morale is only takes effect for other colonists that see the dead bodies. Unnatural deaths will lower the applicant amount, but if you're on martian born then it doesn't matter.
sir_lancealittle 1 Aug, 2021 @ 11:53pm 
First off, thank you for your awesome mods!

I'm having the same issue as @Singularity Mechanics.
Tagged colonists keep walking around outside, but the pods just sit there (not moving anymore), status "waiting for colonist".

Small silver lining, my "here kitty kitty" is so far away from the domes, the colonists eventually just suffocate while walking towards it and trying to get back to a dome. Not ideal for colony morale I hear, but hey :P

If it helps any, there's currently a mystery in progress ("The Power Of Three").
Also, I'll admit that I have several mods running, not sure if that interferes with the pods' movement. None of the mods are doing anything with the pods, afaik.
ChoGGi  [author] 26 Jul, 2021 @ 5:11pm 
I figured email, but https://discord.gg/vYHhrTP
Singularity Mechanics 26 Jul, 2021 @ 3:03pm 
I sent over a friend request, not sure how/where you'd like the file. I can also do Discord:
Singularity Mechanics#0177
Thanks!
ChoGGi  [author] 26 Jul, 2021 @ 6:12am 
Yea, I'll take a save if you don't mind.
Singularity Mechanics 25 Jul, 2021 @ 10:16pm 
Hi ChoGGi, I love this mod (and many more of them), however this one started giving me some issues recently. It's not going to some areas of the map, the ignore domes setting also makes the UFO's just sit there, and it appears to be "stuck" waiting for colonists. I can get you a save file if that's helpful. Thanks for all your hard work, you've made this game much, much more enjoyable.
mng8ng 17 Jul, 2021 @ 5:20pm 
I see, thank you!
ChoGGi  [author] 17 Jul, 2021 @ 5:57am 
v1.5
I think the ignore domes option was causing a crash, should be good now.
mng8ng 17 Jul, 2021 @ 12:16am 
DM'd on Discord
ChoGGi  [author] 16 Jul, 2021 @ 7:06pm 
Do you have the save file and can you upload it somewhere for me to take a look at?