Surviving Mars

Surviving Mars

Career A.I.
255 Comments
Sillls 26 Jul @ 6:16pm 
This mod is helping. I just wish that if covered children as well.
I got kids that won't stay in the nursery.
Worse, they to make poor choice on which school to go to by not choosing the closest one.
I will have kids living in one done. A school next to it. Then they choose the school that is furthest away from them.
Tremualin 22 Jul @ 12:48pm 
There is a bug in the code which makes colonists ignore filters. TraitFilterColonist(d_dome.trait_filter, colonist.traits) should be TraitFilterColonist(d_dome.traits_filter, colonist.traits)
(see the extra s).
Pirate of AE 10 Jun @ 1:07pm 
would also like to see an update if doable. maybe a bit more flex on the force immigration setting, as that mucks with other modded Sponsors if they have the Brazil bonus effect... i had to turn it off as it was kicking colonists out of jobs and housing constantly
Destroyer 20 May @ 4:51am 
Just a follow up...yea, this mod seems to really make out-dome buildings connected with a train a PITA. My colonists are constantly leaving their job to look for close to dome buildings. I've turned off this mod because of it unfortunately :(. It would be super cool if this got updated. Maybe with a permanent job toggle to keep them at their jobs forever or some way to turn off the search for close to dome jobs every single sol.
Destroyer 17 May @ 2:25am 
I'm curious, I have the trains DLC and I'm constantly getting my colonists that work away from a dome in my fungal farms and extractors leave their job. I'm guessing it's because they're searching for a job in their home dome, and because the jobs away from the domes aren't technically in their home dome, they leave them.

Is this your mod causing this? Is there any way to fix this as it gets exhausting having to constantly force them back to their away from dome jobs.
[KKJ] drunken monkey 25 Mar @ 9:31pm 
@Alvenhar or anyone else with suffocating migrants, there's a mod to work around that for now: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2794807829&searchtext=suffocate
Evilcouchpotato 7 Mar @ 7:02pm 
Thanks SkiRich!
SkiRich  [author] 7 Mar @ 12:31pm 
I'll have to take a look and see what needs a refresh.
Vigorous Gil 22 Feb @ 7:13pm 
Bumping this to see how much you're willing to try and update it even in 2024 haha
Eyestone 20 Jan @ 12:28pm 
This mod keeps crashing/freezing my game :C
And update would be amazing...
bit 19 Oct, 2024 @ 3:45am 
yep I have this issue too, colonists walk on feet to faraway dome and don't wait on shuttles
Alvenhar 7 Sep, 2024 @ 6:05am 
I keep losing colonists who try to migrate on foot and suffocate instead of using the available shuttles, and this only happens when the mod is enabled. Could you please look into this, because otherwise I love how the mod really makes much smarter workplace decisions!
Polnoch 25 Aug, 2024 @ 5:44pm 
please add trains support. Thank you, author!
Michaellaneous [ZF] 17 Jul, 2024 @ 6:23am 
I run into the issues that sometimes during the day, basically every single colonists gets unemployed. It then takes another day for all slots to be filled only for it to happen again. Not running the train DLC. Is this intended behavior?
Yindiram The Faerie Dragon 29 Apr, 2024 @ 9:49am 
not surprised, trains dlc sucks
SkiRich  [author] 6 Apr, 2024 @ 7:13am 
The mod works fine so long as you do not use trains dlc. I have not taken a look at the trains dlc to incorporate the code changes in that dlc. When I have some time I'll take a look at the trains dlc and make some compatibilities.
lolic_lol 21 Mar, 2024 @ 8:55am 
The mod works, but with reservations. If you don’t use trains, then in general the situation is normal. With issues, but still better than Vanilla. If trains are used, stations should be placed only at the outermost domes.
Wastefield 21 Mar, 2024 @ 8:29am 
Yeah it's incompatible with Martian Express DLC trains. And causes crazy migration waves to new domes where dozens of colonists leave their jobs in other domes to quickly fill up available jobs in a new dome with such a rush that they forget to check filters so my big domes start with half-dozen Idiots and Loners each, which I didn't want there in the first place! Also non-specialists go so far in preferring their own jobs that they completely fill all services first before the infirmaries and other specialist jobs, if you don't have enough specialists. Vanilla was better in that they half-filled everything to get it up and running, instead of this "focus on comfort at the cost of production"
mazrados 21 Mar, 2024 @ 7:39am 
@Mantha for me it does not. As described several posts below.
Mantha 15 Mar, 2024 @ 11:44pm 
can anyone confirm if this mod still works?
Wastefield 12 Mar, 2024 @ 7:14am 
Can confirm this does some weird things with Martian Express DLC trains. I have a dome with a train connection to a pair of Fungal Farms outside dome reach to take advantage of remote farming tech boost. My botanists quit their jobs there to work at the infirmary, polymer factory or rare metals extractor even though the fungal farms have a higher priority than the other buildings. Will try SkiRich's advice for another commenter to swap load order of Martian Express fix mod and Career AI mod...
mazrados 31 Dec, 2023 @ 2:56am 
Yup, it's this mod.

People move to the dome where there is job for them, ignoring all filters and availability of living space. When I turn this mod off, filters are respected but people don't migrate to domes where they work at all, even if there is place to live.
mazrados 27 Dec, 2023 @ 6:35pm 
Is it this mod or something else, that makes people to move into dome where is work for them, even if they get homeless and have connected with passage nearby dome with free house space?
lolic_lol 9 Aug, 2023 @ 5:47am 
Yes, this is especially critical for Martian trains.
If there is a dome closer to the mine than the dome near which the station is located - the miners migrate to this dome. And automatically lose the opportunity to work in the mine. The mine becomes inoperable.
Alex 8 Aug, 2023 @ 1:15pm 
The mod still has a major issue, it will try to move people into the dome closest to their workplace (like a mine). Unfortunately, it also ignores anything else, even filter settings. Reassigning them manually only works for a sol, until the next pulse sends them back into my university dome just because it's two hexes closer.

Well, I "circumvented" the problem by moving both the the deposit and the mine with ECM, but that's not really a fix, is it?
jimm3ron 30 Jul, 2023 @ 8:45am 
I am using this because the other mods that do similar things, like the rolling shifts mod mentioned by other comments, are out of date and not compatible.
HurtfulPlayer97 9 Jun, 2023 @ 5:17am 
The load save game lists active mods and says it is active, but I don't see any message in the upper left corner.
BigGoodMan 21 Apr, 2023 @ 1:35am 
还行,就是有的时候需要手动改下穹顶的年龄策略他们才滚到一边去,很痛苦
SkiRich  [author] 31 Mar, 2023 @ 11:23am 
The mod posts a message on the upper left corner whenever you load a save. It will say active or disabled accordingly. If you get nothing like that, then its not even loaded.
neo2001 31 Mar, 2023 @ 2:50am 
Probably stupid noob question, but how can I easily check that the mod is running?
lolic_lol 3 Mar, 2023 @ 9:43am 
Ok, thanks, I will try.
SkiRich  [author] 3 Mar, 2023 @ 8:15am 
If you have the patch mod for Martian Express then do the following. Change the load order of the two mods. Disable both then enable Martian Express first and then Career AI.
That makes Career AI load last, and take preference of the code.
lolic_lol 3 Mar, 2023 @ 6:05am 
The mod works very strangely with the Martian Express.
If you build a train line from the dome to the mine and settle miners in this dome, the mod moves the miners from this dome to the dome which is geographically little closer to the mine. But the mine is out of range of this new dome, just like the train station, so miners lose their jobs.
As result, you can only build railroad from the mine to the nearest dome.
SkiRich  [author] 26 Feb, 2023 @ 5:35pm 
I'll look into what it would take to code.
lolic_lol 26 Feb, 2023 @ 5:37am 
Same question about Shifts.
NightOps 21 Feb, 2023 @ 9:08am 
Found a mod called Rolling Shifts, that can swap out disgruntled workers(night shift) for those that won't have a work penalty. Does Career do this? If not, can you add this feature? I don't want to end up with an ai loop by adding both mods and the other is outdated anyways.
Moyocoya 18 Jan, 2023 @ 8:58pm 
Oh sorry, I did not realized you were the author of both :-D
Well, in fact, when I DL "Fix Emigration Issues", I do not have any more the "Career AI" notification that the mod is enabled when I load a game.
SkiRich  [author] 18 Jan, 2023 @ 2:09pm 
What makes you say that? All my mods work together.
Moyocoya 17 Jan, 2023 @ 7:52am 
Hi, it looks like "Fix Emigration Issues" prevents Career A.I. to work.
Is this expected ?
ChaoticWisdom 27 Nov, 2022 @ 8:42am 
Thank you!
SkiRich  [author] 22 Nov, 2022 @ 7:27pm 
Mods do not disable achievements in this game.
ChaoticWisdom 19 Nov, 2022 @ 9:58am 
Does this still allow for achievements to be earned or does it disable?
Alex 14 Oct, 2022 @ 2:13am 
Somehow, the colonists prioritize moving into the nearest dome relative to their outside working place over all else. While this might sem logical, they will go as far as to stubbornly ignore filter settings! I have the "fix emigration issues" mod as well.
SkiRich  [author] 2 Sep, 2022 @ 4:57pm 
Send me a log of your game and I'll look for errors.
Wrecker013 2 Sep, 2022 @ 12:26pm 
I'm having an issue wherein despite all other domes filtering out seniors and having a single dome filtering them in, they do not move. If I view the colonist count of the dome, their number is a 0 / x, and they do not appear in the colonist list. If I manually find their home and select them, I can assign them to the destination dome manually and a shuttle will take them then.

The other two mods I have that might affect that are Shuttle Reservation AI and Fix Emigration Issues, but since both of them are yours I don't think that would cause problems?
Norl_ 24 Aug, 2022 @ 5:21am 
It does not seem to work for me, for example, half my Extractor Shifts are empty but I have 67 unemployed Geologist. The domes have enough vacant housing and shuttle hubs next to the domes are on low load. Waited several sols already, any help?
MasterOfGrey 18 Jul, 2022 @ 7:24pm 
@DarthCalvert that’s what the Incubator mod is for.
DarthCalvert 18 Jul, 2022 @ 6:39pm 
This mod is a lifesaver except for one problem. The mod does not move children into nurseries or large nurseries nor does it move seniors into retirement homes.
Dessloch 27 Jun, 2022 @ 1:37pm 
I do not have it, nor the B&B dlc.
SkiRich  [author] 27 Jun, 2022 @ 12:23pm 
Do you have the Train DLC? The issue is with the base game, but gets amplified with the Trains DLC. What I suggest is you make some more shuttle hubs on both ends of the route the colonists and walk. This happens when the colonists internal timer to wait for transport runs out and they think the destination is within walking range.