Surviving Mars

Surviving Mars

Autonomous Factories
28 Comments
ChoGGi  [author] 7 May @ 4:05pm 
Yeah, I don't really care about it :)


I meant if I'm very bored sometime and I remember...
Delta4Phoenix 6 May @ 11:18pm 
Honestly the editor being unable to parse your mods properly is nothing to worry about, just means they are bad to use as reference when trying to learn how to use the editor XD
ChoGGi  [author] 6 May @ 7:29pm 
I'll see what I can do.

> And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD

Hm, I may look into the options being blank. but eh.
Looking at the change log it took me four months before I added a func to ECM so I could upload mods, and not have to use the mod editor for anything :)
Delta4Phoenix 6 May @ 6:31pm 
I kinda want there to be a challenge so to speak, yes, you can have autonomous extractors and factories via the research, but they operate at reduced capacity, if you want full power out of them, you need colonists. This mod is a bit more simple by just removing the work slots. That isn't a bad thing, just not what I was looking for.

And yea, I see why you don't use the editor... it is a mess to use and very unintuitive... also probably explains why the editor struggles to parse your mods. Supposedly all the option buttons in your mods are empty, according to the editor. XD
ChoGGi  [author] 6 May @ 5:32pm 
Yeah, I don't use it at all. I've got a template mod for new ones, and I just stick everything in script.lua and ignore the editor.

> Is it possible to add the 'x performance without workers' perk to the existing tech?
Yeah, that shouldn't be too annoying to do.

I take it you think this mod is too cheaty? I don't think it'd be too hard to hide this mod behind the tech?
Delta4Phoenix 6 May @ 1:37am 
The built in modeditor is a bit confusing to use to a newbie, ngl... I tried making a on/off option for moving the breakthrough tech (which uses code off of reddit, posted by you. XD), but I got no clue how it wants me to tell it that it is a on/off button, and what to affect...
Delta4Phoenix 6 May @ 1:30am 
Welp, realized that Factory AI is a thing already... but it does something else. Is it possible to add the 'x performance without workers' perk to the existing tech? (and also slowly trying to figure out options)
Delta4Phoenix 6 May @ 1:21am 
Well, I managed to make something show up in game, progress... definitely not as easy as hoped, even with the ability to poke my head into other mods to see what I need to do
ChoGGi  [author] 5 May @ 9:26am 
I've got an example mod to add a new tech: https://github.com/ChoGGi/SurvivingMars_Mods/tree/master/Mods%20ChoGGi/Example%20Tech

Then you can use an OnMsg.TechResearched to wait for the tech to show up, and the code from this mod to change the factories.

Just so you know: Adding new breakthroughs will change each locations breakthrough list, so anyone using the maps website won't be able to use them.
Delta4Phoenix 5 May @ 12:08am 
If you can give me a few pointers I could try doing it myself also
Delta4Phoenix 4 May @ 11:21pm 
Would it be possible to make a mod that adds a breakthrough like Extractor AI for the factories? Maybe with a option to reveal it and Extractor AI from the start? I saw a mod that did the first part but it was abandoned. I feel like making it breakthrough (or lateish technology) would make it fairly balanced...
AnubisIV 16 Mar, 2024 @ 12:36pm 
a must have
ChoGGi  [author] 2 Jan, 2024 @ 4:48pm 
I tried the farms, worked fine with existing.
ChoGGi  [author] 2 Jan, 2024 @ 4:47pm 
v0.6
Added Fungal Farm as well (thanks Anthonator00).
anthonator00 1 Jan, 2024 @ 11:25pm 
Restarting my game seemed to not fix it either, and might i recommend fungal farms for automation as well?
anthonator00 1 Jan, 2024 @ 11:16pm 
tried to turn on the automation of farms for a test, didnt seem to work on an already built hydroponic farm, or a freshly built one
ChoGGi  [author] 1 Jan, 2023 @ 11:04am 
Thanks
Raven 1 Jan, 2023 @ 8:34am 
I love your mods, thank you for all your work on these! Saved the game for me!
muss es sein? 30 Oct, 2022 @ 8:11am 
fantastic
ChoGGi  [author] 13 Sep, 2022 @ 11:00am 
For anyone else, it takes five secs to add another building.
ChoGGi  [author] 12 Sep, 2022 @ 8:57pm 
Thank you, same to you.
Todd[CH] 12 Sep, 2022 @ 8:47pm 
Woah, i dont know how to thank you for this.
You are an absolute godsend for this game.
I hope for only good things in your life :)
ChoGGi  [author] 12 Sep, 2022 @ 7:04pm 
v0.4
Added Drone Assembler / Recon Center (default off).
Todd[CH] 12 Sep, 2022 @ 5:56pm 
This and the Autonomous Extractors mod are just the thing i was looking for to make a fully colonist-free playthorugh. You are an absolute rockstar in my book.
Is it possible to include the Drone Assembler and Recon Center (finding asteroids in Below and Beyond) in this?
Spaceship_Guy 10 Sep, 2022 @ 12:09am 
You make really the best mods for this game ChoGGi
ajacksonian 7 Sep, 2022 @ 7:51am 
This is for the people who want to set up the tourist infrastructure but not have colonists.
ChoGGi  [author] 28 Aug, 2022 @ 8:40pm 
lol thanks
Duros1394 28 Aug, 2022 @ 7:41pm 
ChoGGi you are the only reason I keep playing this game.