Surviving Mars

Surviving Mars

Breakthrough Randomizer
31 Comments
lyssabet 7 Jan, 2023 @ 2:34pm 
I like this mod a lot, and thank you for making it. I do have one request/question: would it be possible to just get a notification that a breakthrough has been explored which we can then open instead of it opening the message automatically? I mean, I guess it's helpful in preventing save scumming to get a particular breakthrough, but it's also caused me to lose track of various things that I was doing regarding building/counting supplies/etc.
Daemonjax 25 Nov, 2022 @ 8:25am 
Works great! Personally I changed it to 3 choices, so thanks for allowing that in mod options.
Captain Seasick 25 Aug, 2022 @ 5:04am 
Can confirm there's no explicit conflict between Choggi's BT mod and this one. BUT! There's also ZERO synergy between 'em; if you've excluded a BT from the game using Choggi's mod, it'll still be available as an option to pick while using this mod. Bit of a pisser, but at least this mod gives you several options to choose from so you're rarely ever forced to choose from just shite ones.
Tremualin  [author] 23 Aug, 2022 @ 9:02pm 
I'm not sure if there's any conflicts with Choggi's breakthrough mod, except for Omega Unlocks All and Omega Unlocks All Slowly. If you can please, give it a try and let me know.

You are not locked out of any breakthrough; the other 3 could appear in other anomalies.
Captain Seasick 22 Aug, 2022 @ 9:56pm 
If only I knew 'bout this mod earlier. But does it create any conflicts with Choggi's own breakthrough mod?

And perhaps more importantly, if I get a choice of breakthroughs and pick 1, does that mean 2, 3, and 4 will get "locked out"? Or do I still get a chance to pick the other 3 during other breakthrough choices?
Tremualin  [author] 21 Jun, 2022 @ 9:43am 
It wasn't too much work after all. Flavour text is based on paleontology (destructive sampling). I am very happy with the result. Thanks for the encouragement.
Random_of_Amber 21 Jun, 2022 @ 9:20am 
I'd add that I like the new flavour text, too. Nice way to say 'well, we could apply this in a number of fields, but once we choose one, we'll use it up'! A neat enough solution without (I hope) too much labour for you!
The 'are you sure' screen is also good. And I see you've made it possible to alter the number of breakthroughs, too! Amazing.
Random_of_Amber 21 Jun, 2022 @ 9:17am 
Well that's leagues better! Thanks very much to you -- and to ChoGGi and SkiRich for their contributions, as well -- for making an already great mod better!
To be honest the change came as a pleasant surprise when I started playing today, as I hadn't actually seen that you'd updated this, and so swiftly! Great stuff. Much appreciated.
Tremualin  [author] 20 Jun, 2022 @ 8:07pm 
Ok, ChoGGi and SkiRich had some advice and...new version uploaded. Hope you like it.
Tremualin  [author] 20 Jun, 2022 @ 4:19pm 
I don't think it's possible to add a tooltip (I did look into it long time ago) without a lot of UI code. I asked other modders to be sure. Maybe one of them has some code. I would prefer this option if possible.

If the game had "short descriptions" of the breakthroughs I would use them. But it only has long descriptions. For some breakthroughs it works fine. For others...it gets messy. I will give it a try and see how badly it looks.

Feel free to join the modders discord for progress updates: https://discord.gg/H9Us53e5
Random_of_Amber 20 Jun, 2022 @ 12:21am 
Ah, fair enough. Another for my 'unworkable ideas' box, then!
How about a low-level compromise, then? Display a brief description or tooltip, instead of just the breakthrough name? :-P
Tremualin  [author] 19 Jun, 2022 @ 5:25pm 
Thanks for the suggestions; but that's way too much work. I might make the number of breakthroughs configurable at some point; but that's it.
Random_of_Amber 19 Jun, 2022 @ 3:00pm 
(3 of 3) An example:
"The startling discovery has our scientists buzzing. They believe the find could revolutionise our interplanetary transport technology. But where to focus their limited resources?

(1) If on colonist transportation, an advance in on-board cryogenics could allow our rockets to transport significantly more passengers on each trip .
(2) If on materials transportation, we could develop localised anti-gravity for our rocket cargo bays, significantly reducing cargo weight, so we can transport more on each shipment.
(3) If on the rockets proper, an advance in engine mechanics could double their maximum speed , halving their travel time between Earth and Mars, or Mars and destinations beyond..."

Not all 'groupings' will be this neat and tidy (obvs). But I'd be curious to hear what you think of the basic idea, in any case -- especially as code-implementation would be all you! :-P
Random_of_Amber 19 Jun, 2022 @ 2:51pm 
(2 of 3) My suggestions for improvement naturally mean a lot more work for you (though if they interest you I'd be happy to help, at least on the writing side!):

First, I think three options rather than (the I think too generous) four.

Second, the three options should be at least vaguely thematically coherent. This would entail creating breakthrough 'sets' (no reason there can't be overlap!) that could share a narrative thread.

Third, instead of presenting the options by their titles (which, as above, tells a first-time player next to nothing), they should be presented by way of that narrative thread.

A rough-and-ready example would probably be helpful here, so I’ll give one a quick shot in the final part of this mega-comment...
Random_of_Amber 19 Jun, 2022 @ 2:49pm 
(1 of 3) Hi again! Another brilliant mod. But some observations from a first-game player:

The premise is to provide choice in one’s breakthrough path, rather than you-get-what-you-get. This I like. But two sour points:

(1) A 'knowledge gap': As a first-time player, I don't know what ANY of these breakthroughs are. And without any tooltip/text-block/or similar on the popup, I've been forced to rely on the wiki. For immersion this is... less than ideal.

(2) A 'thematic gap': Choice is good; but I'm less keen on the generic, 'four random breakthroughs' approach to the options. If I send my explorer out to scan a specific kind of anomaly, or a rocket payload to investigate a specific planetary anomaly/project, it makes no sense for the resulting breakthrough to allow me (for example): to create a biorobot army; OR to augment my nuclear fusion technology; OR to make my crops giant-sized; OR to make my rockets carry more passengers. That's a frankly bizarre set of possible outcomes.
Tremualin  [author] 17 Apr, 2022 @ 5:17pm 
Added compatibility with Omega Unlocks All and Omega Unlocks All Slowly.
Tremualin  [author] 16 Apr, 2022 @ 9:14pm 
Let me talk to ChoGGI and see what we can do. We are both overriding the same code.
swerdlock 16 Apr, 2022 @ 8:23pm 
Love the idea for this. Choice is always a good thing. However ...

It conflicts with ChoGGi's Omega Unlocks All mod. When the telescope is completed, the selection screen is displayed for this mod and I select a mod, but the remaining breakthroughs are never revealed.

Once I disabled this mod, all works fine.
Afro Luigi 2 Apr, 2022 @ 6:52pm 
That did the trick! Working as intended!
Tremualin  [author] 2 Apr, 2022 @ 4:46pm 
I pushed an update. Please let me know if that fixed the problem.
Afro Luigi 2 Apr, 2022 @ 4:31pm 
Woot! Glad to be of help!
Tremualin  [author] 2 Apr, 2022 @ 4:28pm 
Your logs show me exactly what the error is and gives me the ability to fix it. I need to investigate why I have an in-game function that you don't seem to have.
Afro Luigi 2 Apr, 2022 @ 3:56pm 
Hopefully my final post, is it possible one of the game patches made since this mod was last updated broke something?
Afro Luigi 2 Apr, 2022 @ 3:51pm 
So I decided to do some experimentation and couldn't get this mod to work even when the only mods I loaded into the map were this one, and your Library package and it I'd scan a breakthrough anomaly, I'd see the Anomaly popup very VERY briefly (couldn't click on it) but no selection menu, and no breakthrough would appear in my research menu.

Lastest Log is attached here: https://pastebin.com/8vGFnKNz
Afro Luigi 2 Apr, 2022 @ 2:47pm 
So I'm having the same issue as Jim_ this is my most recent Log file: https://pastebin.com/vLCSvSZb
Tremualin  [author] 22 Mar, 2022 @ 8:20pm 
I don't have Below and Beyond either. It's not required for this mod to work.
irynith_ 22 Mar, 2022 @ 4:51am 
looked through the logs and i couldn't find anything related, but i think i might know the issue. I don't have Below and Beyond DLC which i assume adds some Breakthrough Techs which is probably why this mod just doesn't do anything for me.
Tremualin  [author] 21 Mar, 2022 @ 3:08pm 
The mod works fine. Please send me your logs with pastebin as described here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222

Most likely you a conflict with another mod.
irynith_ 21 Mar, 2022 @ 11:49am 
This mod doesn't seem to work, every time i scan a breakthrough anomaly nothing happens. No Breakthrough, no choice.
Outrate 7 Nov, 2021 @ 4:16am 
Genius.
MJTB50 11 Oct, 2021 @ 9:56am 
I LOVE LOVE this Mod 💜
Thanks a bunch
👍