Surviving Mars

Surviving Mars

Early Underground
79 Comments
irynith_ 19 Nov, 2024 @ 8:37pm 
honestly, love this mod. Wish there were mods like this that fix the weird design decisions of this game.
pikasnoop 5 Aug, 2022 @ 11:44am 
Each of my recon centers produces (30 divided by the number of recon centers) recon, meaning I can never get above 30 recon. Is this intended?
Funky.Bigodon  [author] 14 Jun, 2022 @ 5:53pm 
With the mod, the Medium Underground Dome will be unlocked when you research Low-G Engineering, which is the same tech to unlock the surface Medium Dome. Underground spires will be unlocked once you research the Medium Underground Dome tech.
🛡️Silver🔷Blue🔥Phoenix 14 Jun, 2022 @ 3:45pm 
As far as I know; the Jumbo cave is necessary to be able to build spires in underground medium and regular domes. From the way I understand; it is the result of the jumbo cave tech research. Does your mod address this?
Funky.Bigodon  [author] 17 May, 2022 @ 7:21pm 
Hey @Gleitschwein and @jurah - can you please confirm the recon centre is working as it should again?
Gleitschwein 17 May, 2022 @ 5:59am 
"I'm also missing the Recon Center, but not sure why."

Same Problem here! :(
ChoGGi 15 May, 2022 @ 12:05pm 
"Failed to find correct places for all techs in ReconAndExpansion".

That just means there's more than 20 techs in the list, it's fine though (no idea why they left the error msg).
jurah 15 May, 2022 @ 11:17am 
Looks like the train DLC causes errors.

"Failed to find correct places for all techs in ReconAndExpansion".

I'm also missing the Recon Center, but not sure why.
lolic_lol 15 Mar, 2022 @ 5:04pm 
Strange, now it works again.
lolic_lol 15 Mar, 2022 @ 8:56am 
The game says that this mod is outdated and not supported.
Vitvox 21 Jan, 2022 @ 3:41am 
Hello! While playing I noticed that you can construct domes without the Underground Dome Construction tech but you actually require this to send colonists down. So building domes before doesn't really make sense.
Can you make it that you can send colonists down without the tech as well?
Thanks!
Funky.Bigodon  [author] 25 Dec, 2021 @ 9:26am 
Thanks for the suggestions, ChoGGi!
ChoGGi 15 Dec, 2021 @ 6:40pm 
[LUA ERROR] PackedMods/2616753471/Code/Building Environments.lua:35: attempt to index a nil value (field 'Cemetery')

Cemetery obj is from a mod, you can add a check for it:
https://pastebin.com/CG9Nj4Rq


Also if you include this in metadata.lua then you'll shrink your mod from 50 MB to 1MB (The preview and psd files can be left out of the mod archive):

'ignore_files', {
"*.psd",
"Preview *",
},

https://pastebin.com/MgXcqqv7
Funky.Bigodon  [author] 14 Dec, 2021 @ 3:21pm 
Yeah, I think that making exotic minerals more useful is my favourite feature of the mod - especially for making the end game more interesting.
-=Maure=- 10 Dec, 2021 @ 9:51pm 
I still like the changes you made to exotic minerals for advanced buildings, which the developers can't do in the game since it affects non-B&B content
Funky.Bigodon  [author] 8 Dec, 2021 @ 5:22am 
Yeah - it is kind of nice to see the game evolving and sort of aligning with the vision I had. They also borrowed some ideas from my Asteroid Mining Rebalanced mod.
BLÀde 7 Dec, 2021 @ 4:36am 
new patch is out and they borrowed a few of your ideas: :lunar2019crylaughingpig:

Farms can no longer be built in the underground.
Fungal Farms can now be built in the underground.
Increased food production for Fungal Farm.
CTH2004 4 Dec, 2021 @ 4:08pm 
Great! Glad I could Help!
Funky.Bigodon  [author] 2 Dec, 2021 @ 4:30am 
Mate, I like your idea - I will try to implement something like that!
CTH2004 29 Nov, 2021 @ 7:17pm 
Good point. Good point. Guess we shall still have to get that stuff from the surface… unless you add in some underground wonders that make O2 and H2O. Then, people can disconnect their above ground colony, and have most of it bellow ground. Maybe a small setup for the geoscape dome and the city… but all separate, or those dependent of below ground!
Funky.Bigodon  [author] 28 Nov, 2021 @ 4:32pm 
Yeah, I agree it would still work - I disabled MOXIES underground in the mod because otherwise managing O2 would never be a thing, since the effects of dust storms would be neglected. I guess the same thing could be said for moisture vaporators.
CTH2004 28 Nov, 2021 @ 3:31pm 
so, you can use hydroponic farms? nice!

also, while I get makeing moxies not usable under ground, 2 things:

how do you get O2, and, MOXIES work by turning CO into O, and then binding the two O's into O2, as well as seperating CO2 into C and O2. Since there is atmosphere in the tunnels, logicly they would still work, even if it would make things easier.
Funky.Bigodon  [author] 28 Nov, 2021 @ 11:55am 
Well, that is how it works in the mod already - lol
CTH2004 28 Nov, 2021 @ 10:46am 
exactly

They seem to have grow lights in them, after all.
Funky.Bigodon  [author] 27 Nov, 2021 @ 3:36pm 
I am not sure I understand your suggestion - did you mean making hydroponics available underground so you have an option to produce food other than fungal farms?
CTH2004 27 Nov, 2021 @ 11:04am 
Here's an idea, how about making the hydroponics farm work underground, but be less efficient (It has lights). However, it is less efficient than regular farms, so maybe you should find other alternatives, dear player! (Then fungal farms don't have to start researched, and if you don't want to do any jobs outside the dome, this provides an option for that)
Funky.Bigodon  [author] 21 Nov, 2021 @ 10:28am 
Cheers bud - have fun playing with it!
Leroi 21 Nov, 2021 @ 7:11am 
Thank you friend for fixing my favorite game!
Funky.Bigodon  [author] 13 Oct, 2021 @ 5:41pm 
Yep! It unlocks with Subsurface Heating
Newper5 13 Oct, 2021 @ 7:12am 
Is the geothermal generator locked behind a tech? I'm having a hard time finding it.
Funky.Bigodon  [author] 11 Oct, 2021 @ 12:39pm 
That is the #1 item in my wishlist for this DLC. Changing that is beyond what I can do with mods, and as you mentioned, I am not even sure it is even possible - I imagine ChoGGi or SkiRich would've come up with something by now if it was.
The Cake Is A Spy 11 Oct, 2021 @ 12:18pm 
Is there any chance you could connect the underground power/water/air production to the surface via the elevator? I realize right now it is basically a re-skinned rocket, so I'm not sure if modders can fix that.

That's basically the one huge thing stopping me from using this (and B & B i general), since it feels more like 2 seperate colonies than one combined one. Do you know if such a change is even possible?
Funky.Bigodon  [author] 11 Oct, 2021 @ 6:18am 
If there are no working domes near the landing rocket, colonists should head to the elevator automatically. Is the elevator connect to a power source and working properly?
solonster 11 Oct, 2021 @ 4:55am 
I started a new game with mod enabled, built everything underground I need for colonists but I can't send colonists down the elevator. It seems there is something missing somewhere to unlock it.
starchitec 10 Oct, 2021 @ 4:25pm 
Yeah, Ill also just set underground water extractors to high priority too. the cave costs 200 exotic/concrete/metal, so a prefab is not really a good trade. Some permanent modifier- maybe boost the number of residents per living space underground? +2 or so, not too much since it could stack. Alternatively, enable a higher tier dome underground, tho the model wont match
Funky.Bigodon  [author] 10 Oct, 2021 @ 3:51pm 
lol, that's interesting - perhaps building a water tower before the geothermal generator would prevent the loop, since the water stored in it would be used to keep the generator going if the water extractor shut off for some reason.

As for the Jumbo Cave, I don't know, starting with the micro dome only seems too limiting. What do you think would be a good reward for building the Jumbo Cave? A medium dome prefab, perhaps?
starchitec 10 Oct, 2021 @ 2:33pm 
As for the Jumbo cave, I think that it actually unlocks the medium dome in vanilla- without it you cannot build medium underground domes afiak (building it gives you the breakthrough tech for medium dome construction, not sure if you can roll that breakthrough without the cave). One solution would be to shift the dome techs, only start out with the ability to build micro domes underground, have the underground dome construction tech unlock basic domes, and keep mediums locked behind the breakthrough you get from the wonder. That or come up with a new reward from the jumbo cave
starchitec 10 Oct, 2021 @ 2:11pm 
I couldnt click anything, couldnt even get to the game menu much less turn off a building. More a base game issue probably, but never comes up since there wasnt a way to make a power loop like that before
Funky.Bigodon  [author] 10 Oct, 2021 @ 1:58pm 
About the electricity loop of death, I am not sure why you couldn't exit it - turning off one of some of the buildings wouldn't solve the problem?
Funky.Bigodon  [author] 10 Oct, 2021 @ 1:53pm 
The Jumbo Cave doesn't unlock anything, but it still provides the same benefits as before, which are... I actually don't know what they are, lol. Prevents cave-ins in a large area?
starchitec 10 Oct, 2021 @ 1:50pm 
oops, a geothermal plant just got me stuck in an infinite loop- was setting up a new dome and had a water extractor, geothermal, Stirling, and a dome all connected. Somehow, when the geothermal powers on, it gave me enough power for the dome, but not the dome and the extractor, so the geothermal plant shuts down without water, which leaves not enough power for the dome so it switches off and the water extractor powers back on, repeat. Cannot even manually exit, had to kill the game with the task manager.
starchitec 10 Oct, 2021 @ 12:58pm 
Does the Jumbo Cave do anything special for this? Since medium domes are unlocked by underground dome construction tech, bypassing the breakthrough from the cave, that wonder currently doesnt do anything afiak.
Funky.Bigodon  [author] 10 Oct, 2021 @ 8:32am 
Yeah, I thought that was going to be the case - that kind of sucks.
Newper5 9 Oct, 2021 @ 9:25pm 
The tech tree changes do not work if you activate the mods after starting the game, unfortunately. I tested this earlier today.
Funky.Bigodon  [author] 9 Oct, 2021 @ 9:18pm 
Do the changes to the Recon and Expansion tech tree work if you activate the mod after starting a new game?
starchitec 9 Oct, 2021 @ 2:33pm 
Yeah, temporary fix is to start a new game completely unmodded, make a save, then load that save with mods enabled- that makes disasters happen. Unfortunately means you cant use the cavedweller commander but otherwise everything in this mod has been working for me, plus disasters.
Funky.Bigodon  [author] 9 Oct, 2021 @ 8:51am 
I haven't been getting any disasters lately - apparently it is an issue linked to mods, but I don't know if there is a way to pinpoint which mods specifically are causing it. I saw on reddit that a new hotfix may be coming next week - hopefully it solves this problem with disasters.
Newper5 9 Oct, 2021 @ 7:45am 
I was wondering, have people been getting disasters generating correctly with this mod installed? I've noticed that it seems like any new world I make while mods are active will not have disasters, and it seems to be a somewhat common issue among others too. I think if it's working with this mod, it might just put me over the edge on buying the DLC anyway because this sounds like what the DLC should have been.
Funky.Bigodon  [author] 7 Oct, 2021 @ 3:54am 
Yeah, a very much needed addition, I think!
requiemfang 6 Oct, 2021 @ 7:38pm 
nice job on adding the new power sources :steamhappy: