Surviving Mars

Surviving Mars

Omega Unlocks All Slowly
78 Comments
ChoGGi  [author] 1 Apr, 2024 @ 5:56pm 
Unless mentioned all my mods work on saved games (you can test out without saving, once you save than mod will be "part" of the save).
Orwin Maldoran 1 Apr, 2024 @ 4:22am 
Hi. First thanks for your work! very helpful and good idea of implementation (no instant god mode). .. this would be the only "gameplay changing" mod i will install.

Will this work with existing savegames or do i have to start a new game? would be cool testing it first in an existing one.

i am asking because i am still a bit aware of mods, since my first experience with a modded game was terrible with 1000 crashes, balance issues and not working savegames. anyway :)
ChoGGi  [author] 22 Mar, 2024 @ 4:38pm 
every ten days.
it's random, not guaranteed.
cy-one 22 Mar, 2024 @ 6:54am 
with "Sols Between Unlock" 10 and "Random Chance 25" does that mean every 10 days a chance of 25% to unlock, or every day a 25% to unlock?
If the latter, would an additional, guaranteed unlock happen after 10 days?
ChoGGi  [author] 31 Dec, 2023 @ 11:48pm 
I'm guessing you posted on discord as well?
anthonator00 31 Dec, 2023 @ 10:36pm 
tried to edit it, so it would give me one every 3 sols, and now i believe ive bugged it as i no longer get any despite missing at least 2 that i know of
ChoGGi  [author] 24 Dec, 2023 @ 12:46am 
It'll add all the breakthroughs

>how can you research the next ones?
The same way you research tech
anthonator00 23 Dec, 2023 @ 11:46pm 
and if it continues past the max, how can you research the next ones? does it remove ones from the list that you already researched? or from the earliest onward?
anthonator00 23 Dec, 2023 @ 11:45pm 
a good question to ask, does this continue past the max the tech tree shows up? like will it allow you to continue scrolling? or are you still restricted to a max amount of breakthroughs
ChoGGi  [author] 23 Sep, 2023 @ 6:58pm 
> Ahem. "if mod_RandomChance ~= 100" on line 73 makes entire statement always true now (if chance is less than 100), failing to give breakthrough
Yeah, I whipped through that.

>According to your github you fixed bug on 12-Jun-2022
... Oh geez, good eye. Looks like I did quite a few :)


Uploaded v1.0
CrazyDoode 23 Sep, 2023 @ 10:51am 
Also, I'd recommend replacing "AsyncRand(100)" with "AsyncRand(100)+1":
AsyncRand(100) gives values in range [0;100). If someone uses random chance of 50, it makes "AsyncRand(100) > mod_RandomChance" true in 49% of rolls ([51-99]), thus giving breakthrough in 51% of rolls. It's not exactly noticable but it isn't 50%.
CrazyDoode 23 Sep, 2023 @ 9:18am 
Ahem. "if mod_RandomChance ~= 100" on line 73 makes entire statement always true now (if chance is less than 100), failing to give breakthrough
CrazyDoode 22 Sep, 2023 @ 11:57pm 
I love the confusion.
v8 was 21-Jan-2022. According to your github you fixed bug on 12-Jun-2022
You just didn't upload the fix until yesterday's v9
ChoGGi  [author] 22 Sep, 2023 @ 6:04pm 
I can't reproduce it, it only stopped giving me breaks when the omega broke down.
ChoGGi  [author] 22 Sep, 2023 @ 6:04pm 
Erm:

v0.9
Countdown msg in research tooltip wasn't working.
lolic_lol 22 Sep, 2023 @ 9:08am 
Great, this bug has been fixed!
Because of it, I always switched to the main map at the end of the day )
CrazyDoode 21 Sep, 2023 @ 10:44pm 
New version works fine. Thank you.
ChoGGi  [author] 21 Sep, 2023 @ 5:57pm 
Could you send me a log of you passing to a new sol?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222
CrazyDoode 20 Sep, 2023 @ 10:21pm 
Eeh. Just checked it again.
Mod options:
- Sols Between Unlocks: 1
- Show notifications: On
- Random Chance: 100
Waited for 3 sols, Omega Telescope is built and powered:
- Surface: 3 unlocked breakthroughs
- Underground: nothing
ChoGGi  [author] 20 Sep, 2023 @ 5:45pm 
I just tried it, No problem unlocking one while omega on surface and me underground. Did your omega have power while the changeover to the next sol happened (it's near the end of night, so if you're battery powered then it could've shutdown).
ChoGGi  [author] 20 Sep, 2023 @ 5:40pm 
Hmm, I check the colony for omegas, not the active city. It should be working, but I'll double check (maybe the omega doesn't show up as working when not on the same map).
CrazyDoode 20 Sep, 2023 @ 12:26pm 
Also, if B&B players aren't on 'Surface map' at the start of the NewDay script doesn't see functional telescope.
sir_lancealittle 17 Jul, 2023 @ 8:05pm 
heh true enough :)
ChoGGi  [author] 17 Jul, 2023 @ 4:39pm 
It checks at the start of the NewDay.
Most player early in the game don't have the omega telescope?
sir_lancealittle 17 Jul, 2023 @ 12:17am 
Hi there ChoGGi!
First off, thanks for yet another mod that drastically improves the game!

One thing I found out and you may want to mention in the description is that the "is the Omega ON or not" - check is apparently only performed by the end of the day. It doesn't seem to matter if it's even powered for the first two shifts.

I'm not trying to split hairs here - I believe many players early in the game rely on solar power, and thus (like me) tend to switch off all non-essential equipment during the night; which in this case would mean the Omega would have no effect whatsoever.
ChoGGi  [author] 20 May, 2023 @ 10:42pm 
Enjoy :)
lakefishHAXX 20 May, 2023 @ 8:41pm 
I am so glad to see something like this - thank you for making it, was looking for such a mod.
泽格 18 Apr, 2022 @ 3:15am 
Thank you
ChoGGi  [author] 17 Apr, 2022 @ 4:55pm 
google translate says: "Flashback occurs", no idea what that is?

and yes, it'll give more than 24 breakthroughs (it'll give all of them).
泽格 17 Apr, 2022 @ 10:03am 
有没有可能因为突破科技超过了24
泽格 17 Apr, 2022 @ 10:02am 
第251天
保存游戏
出现闪退情况
Micro-Evil (Денис) 20 Jan, 2022 @ 12:27pm 
10 sol is great
ChoGGi  [author] 19 Jan, 2022 @ 5:13pm 
v0.8
Changed it to every 10 Sols instead of each Sol.
Hobocop 12 Sep, 2021 @ 3:37am 
@ChoGGi yeah sorry I'm a noob to the pc version of this game... eventually found it. This mod makes the omega actually worth it so thank you for that :)
ChoGGi  [author] 11 Sep, 2021 @ 8:44am 
Enable it in the mod manager
Hobocop 11 Sep, 2021 @ 1:55am 
what do I need to do to enable this in game?
ChoGGi  [author] 9 Sep, 2021 @ 6:43pm 
updated
Corvididae 9 Sep, 2021 @ 11:07am 
Right now this isn't working at all with the new update.
ChoGGi  [author] 6 Apr, 2021 @ 8:07pm 
Yes, I know about that option, but there's no automated version of it (least I'm pretty sure I didn't add one).
Jᴧgᴧ 6 Apr, 2021 @ 7:59pm 
Yeah, in ECM if you go to Cheats > Research > Unlock Tech, and then choose "Breakthrough" it will instantly unlock all remaining breakthroughs. But haven't used that in this new start, which is why I wondered if it left some type of residue.

If you can't find out why it happened it's cool, I trust you test your mods well. :steamthumbsup:
ChoGGi  [author] 6 Apr, 2021 @ 7:54pm 
UW does nothing with breakthroughs, but yes you've got a lot of mods, so it's kinda hard to figure out :)

ECM doesn't have any automatic unlock breakthrough thing that I know of?
Jᴧgᴧ 6 Apr, 2021 @ 7:38pm 
The only one that has the possibility is Unlimited Wonders (your mod), but the chances of that happening... probably not. I did use ECM in my last game, but not in this set of saves at all. Perhaps it left a residue and the unlock all was carried over? Or perhaps another mod left it's residue even after being uninstalled?

I do believe you tested it on your end, seems odd it happened at all to me. If it's not the mod, then it may just be my installation somehow. :gopher:
ChoGGi  [author] 6 Apr, 2021 @ 7:21pm 
You may have a mod that does something when breakthroughs are unlocked? This mod doesn't do anything till after a new day happens not when it's unlocked.
Jᴧgᴧ 6 Apr, 2021 @ 7:18pm 
I think I do - I'll send you what I have and perhaps you can dig the info out of it. :steamthumbsup:
ChoGGi  [author] 6 Apr, 2021 @ 4:50pm 
Weird stuff, seemed to be okay here, don't suppose you have the log from when it happened?
Jᴧgᴧ 6 Apr, 2021 @ 8:44am 
Positive it is not installed. I don't think I've ever had that one installed. I just double-checked my mod list in the Mod Manager, and it isn't there.

I do have ECM installed and had used it on my last save to unlock Breakthroughs, but have only used it once to fix a stuck rocket in this playthrough. At game start this time, only the defaults were available for researching until I built the Omega.

Not sure why they all unlocked at once, but the message read "61 unlocked", and after looking at the research screen they are indeed all available for researching now.
ChoGGi  [author] 6 Apr, 2021 @ 6:21am 
Seems fine to me, are you sure you don't also have my Omega Unlocks All mod installed?
Jᴧgᴧ 6 Apr, 2021 @ 6:00am 
Playing a new game with this installed fresh from the start, and when building the Telescope -all- remaining breakthroughs unlocked simultaneously. I had it set to check for an unlock 1/day, with a 0.15 chance of unlocking one. Seems like a patch bug may have invalidated the way it calculates the unlocks.
Jᴧgᴧ 29 Mar, 2021 @ 8:38pm 
Was just considering how to pull this off (either learn the Mod Editor or ask nicely), and I found this little gem hiding where I'd never seen it before.

Thanks - this should actually make extended games fun again. Cheating and opening them all up instantly was just a big cheese fest. :hunkofcheese:
ChoGGi  [author] 18 Mar, 2021 @ 2:19pm 
Probably