Surviving Mars

Surviving Mars

Longer Passages Tech
65 Comments
Claudius Aetius 9 Jan, 2024 @ 1:40pm 
Thanks to you! This mod is essential. Fantastic.
Wolvyreen  [author] 19 May, 2023 @ 3:01am 
Tx Xerxes! Awesome of you to let me know. I haven't played Surviving Mars in a long time so haven't even checked to see if the mods were still working
xerxes0 19 May, 2023 @ 1:57am 
Still working as of May 19, 2023
Wolvyreen  [author] 5 May, 2022 @ 9:19pm 
@Sigrid.rothschild
The mod is not out of date. It's working 100% fine for 11543 other players. Have you actually researched the Faster Moving Walkways tech?
sigrid.rothschild 5 May, 2022 @ 8:27pm 
Will you be updating this Mod. Looks like it is there but does not seem to work. I assume this is due to the changes with B & B Hope so it is a great mod.
Wolvyreen  [author] 15 Feb, 2022 @ 10:27pm 
:-) Glad you figured it out.
markos_aki 15 Feb, 2022 @ 11:28am 
nvm i'm an idiot I didn't know there was an in-game mod manager
markos_aki 15 Feb, 2022 @ 11:16am 
I'm subscribed but cannot see any of the changes in-game, anything obvious I'm missing?
Rockstar 10 Feb, 2022 @ 6:00am 
Great mod, thank you very much!
Sarai 30 Jan, 2022 @ 4:34pm 
I got a virus warning clicking on the link from Blade's comment
Wolvyreen  [author] 14 Nov, 2021 @ 11:19pm 
made with built in editor...last time I'm saying it. Not to mention it was never built for the new expansion. The fact that it was built using the original mod editor means that it's For Heimamont to fix.

I also dont modify colonists behavior at all. This mod has been working for years. You're the only one finding problems. This leads me to believe it might be something to do with your mod setup or the new expansion. If it is not working for you, uninstall it.
Wolvyreen  [author] 29 Oct, 2021 @ 12:34am 
Well, it's possible that disabling another mod might also remove the error because it could be a conflict. But as I said, this mod was built using the built in game mod editor. Not much I can do about that.
BLÀde 29 Oct, 2021 @ 12:17am 
if i disable these mods i dont get the error anymore.
Wolvyreen  [author] 29 Oct, 2021 @ 12:14am 
Hello @Blade

Please confirm how you determined that the error is coming from my mods? The Tech.lua file is not even part of my mods and the code that was built for this mod was made by the ingame mod editor directly from Paradox.

The only code executed that was not created by the mod editor is the in the setTechEffects.lua of the mod package. This file has only 21 lines of code and the error you posted indicates that the error occurs in the Mars/Lua/Tech.lua file on line 468.
BLÀde 27 Oct, 2021 @ 2:29pm 
this or the longer tunnels tech is giving this error in log
[LUA ERROR] Mars/Lua/Tech.lua:468: attempt to index a boolean value (global 'UIColony')
The Mind Castle 8 Sep, 2021 @ 4:16am 
Thank you! ^^
Wolvyreen  [author] 8 Sep, 2021 @ 4:14am 
mod updated. no changes other than resaving for new game version and uploading to steam.
The Mind Castle 8 Sep, 2021 @ 12:02am 
Update plz? <3
christian.ellsworth 7 Sep, 2021 @ 5:27pm 
hey, the mod just broke with today's patch.
ryans610 2 Jun, 2021 @ 4:16am 
OK so I just did some testing, this mod works fine alone side passage hub mod, thanks for the great work.
P.S. I notice some colonist may chose to walk out of air lock to go home, maybe it's the route through the passage hub is slower than just walking outside. If that's the case then the hover walkways when using with big turn may have the same situation. Although it's fine to just let them walking outside, I might find some mod to increase the speed in the passage.
Wolvyreen  [author] 2 Jun, 2021 @ 2:23am 
@ryans610 Honestly, I wouldn't know as I haven't tested it. All this mod does is increase the length of the passages so I don't see why it wont work. If the Silva mod also increases the length then it will conflict.
ryans610 1 Jun, 2021 @ 11:07am 
Hello, does this mod compatible with Silva - Passage Hub?
I'd like to use both mod at the same time.
Wolvyreen  [author] 27 Mar, 2021 @ 10:49pm 
Disable all your other mods to see if it fixes the issue. Maybe it's a mod conflict issue
capitaine raynor 27 Mar, 2021 @ 12:08pm 
so that would be my 2nd case, because I already partly added the mod, however I don't have an additional bubble at the bottom, well that's okay, thank you anyway, maybe on a new part
Wolvyreen  [author] 27 Mar, 2021 @ 9:38am 
@capitaine raynor

This is working as expected. I started a new game and selected Transport Tycoon and the techs are in the tree as they are supposed to be.

https://prnt.sc/10x78vf
https://prnt.sc/10x7bad
https://prnt.sc/10x7a8w

If you DON'T select Transport Tycoon, then you have to research them as normal and the tech is in the tree as you can see here:

https://prnt.sc/10x7eg2
capitaine raynor 27 Mar, 2021 @ 4:40am 
compared to your photo below, it does not add a bubble, suddenly I do not know if it works, I would see, on the other hand can we add the mod during the game? I am relatively early in the game all the same :)
Wolvyreen  [author] 31 May, 2020 @ 11:47pm 
@Symmaethus The tech is definitely in the Engineering tree. I checked now. So it is working 100%

https://prnt.sc/srh6xe
Symmaethus 31 May, 2020 @ 1:19pm 
I'm not seeing a researchable tech when the mod is loaded...should I use this on a new game? Or is there something else I can take a look at? The only other mod I have that touches research trees adds it's own new tree. Playing on with Green Planet installed.
Wolvyreen  [author] 24 Feb, 2020 @ 5:10am 
@alohaprior, Choggi's mod is defying the core game play by allowing passages to be placed on hexes that was never meant to be allowed when placing passages.

My mod doesn't make changes to core game play. It simply makes something longer than originally coded. Nothing more. So one has to ask which mod is the problematic mod? So it can be argued that there is nothing wrong with my mod because if you remove Choggi's mod, the problem also goes away.
alphaprior 17 Feb, 2020 @ 3:09pm 
It conflicts with ChoGGi's mod "Passages Use Empty Hexes". It was recently updated and when your mod is on passages don't connect to domes when they are connected to empty hexes.
Of course it works fine when they are connected to normal hexes.
I had to disable your mod to make them work.
Wolvyreen  [author] 24 Oct, 2019 @ 8:31am 
Remember that the Hover walkways is a breakthrough and might not be available in your play-through as the breakthroughs are randomised.

This mod was built using the in-game mod editor. There were no special coding techniques used or applied. If the techs are not showing in the tree, then this could be a game bug or a MAYBE a conflict with another mod but i am yet to encounter a conflicting mod . From my testing, the ENGINEERING techs was in the research trees and at random times the BREAKTHROUGH was also there.

I also haven't had any other complaints that this mod isn't working as intended. Maybe make a copy of your game, install a mod that reveals all techs in your game and then see if the tech is available and where.
Bot3 23 Oct, 2019 @ 1:10pm 
VanGruff did you solve your issue? I'm mid game and the technology isn't showing up on the tech tree
Don Julio 22 Oct, 2019 @ 2:31am 
Subscribed. :)
Don Julio 22 Oct, 2019 @ 2:30am 
@Wolvyreen, Thanks, that's great!
Wolvyreen  [author] 22 Oct, 2019 @ 2:14am 
@Don Julio, There are no changes at all to the way the passages work by default other than the increased length. This mod simply increases the allowed length of the passage.
Don Julio 20 Oct, 2019 @ 4:39am 
necroing but... Do the passages provide life support and power when using this mod or not?
Zical 15 Aug, 2019 @ 11:17am 
I tried in my old save and didn't work
Wolvyreen  [author] 20 Jul, 2019 @ 1:10am 
@Blade No, just longer.
BLÀde 14 Jul, 2019 @ 10:48am 
does it actually make the walkways go faster? if not can it be done?
SkiRich 14 Jul, 2019 @ 7:55am 
Passages by default in vanilla game supply life support and electric. If by using this mod that does not work, something is wrong.
Wolvyreen  [author] 8 Jun, 2019 @ 1:19am 
@Saddist, That would be a core game mechanic that would be required to be changed as each dome get's their power from the pipes and power lines. The pipes and power lines are coded to get their resource draw limits from the number of units each respective line or pipe is connected to. So this wouldn't be possible with just a few lines of code. Also, that would kind of defeat the main purpose of this mod. Which is simply to make the passages longer.
saddist1337 4 Jun, 2019 @ 8:36am 
be nice if power and life support could use these tunnels as well...
VanGruff 29 May, 2019 @ 9:21am 
nothing is showing in my research list, do you have to start a new game for it to work?
Kenji_03 24 May, 2019 @ 2:34am 
@ Vas - Why not just research it and /not/ build it that long?
Wolvyreen  [author] 24 May, 2019 @ 1:05am 
I appreciate your feedback Vas but with over 4129 other players not complaining about that, I would rather not fiddle with the mod unnecessarily. I do hope you understand.
Vas 22 May, 2019 @ 8:51am 
Because then I get that dumb thing telling me I have pending research. Also it seems some research is self done, I tried to ignore research because I was tired of opening the window and somehow some research was completed.
Wolvyreen  [author] 22 May, 2019 @ 8:28am 
@Vas,

Not sure what the point would be to enable an option like that.
What's the point of that option if you already have the choice of not researching the option for hover walkways. By not researching it, you won't get 5X.
Vas 21 May, 2019 @ 5:04pm 
Any chance of a mod option that will disable the hover walkway research and such? I'm ok with 2x longer, lets me be a little more maneuverable with my paths, but 5x longer is just ridiculous.
Wolvyreen  [author] 30 Jan, 2019 @ 12:16pm 
Hi Nathan

This is an immersive mod. Its a breakthrough tech. With it being a breakthrough, there is only a random chance that you get it. There is no definite absolute.
NathanTailz 30 Jan, 2019 @ 10:13am 
I guess it would take a while to make it like that but where is the hover walkway tech in the tech (whatever you call it) Because I can find faster moving walkways but not hover walkways