Surviving Mars

Surviving Mars

Smarter Migration AI
 This topic has been pinned, so it's probably important
Thorik  [developer] 27 Mar, 2018 @ 2:58pm
How to report bugs
Please provide the following:
- description of the problem,
- savegame file (you can upload it here: https://uploadfiles.io/ and post the ink)
- latest log files (they are in AppData\Roaming\Surviving Mars\logs) (you can copy their content here: https://pastebin.com/ and post the link)
- list of mods you are using (preferably in the order in which you enabled them)
Last edited by Thorik; 27 Mar, 2018 @ 10:43pm
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Showing 1-11 of 11 comments
Bunyan 27 Mar, 2018 @ 8:23pm 
I'm finding that the workers are not moving to the domes where work is, and even at times moving away from the only place they can work within their specialization. The scientists are the best example of this...I only have 1 science building, but the scientists continually leave their job for another dome only to be unemployed. I have a lot of this around my map.

Mods are:
Better zoom distance
Drone fixes leaks faster
Fallout radio
info bar
Lower colonist birth rate
Smarter migration AI
Smarker worker AI
Unlimited Scanning
Workplace filter (enabled before any of the others were added)

How can I upload a savegame file / log file?
Thorik  [developer] 28 Mar, 2018 @ 3:00am 
- savegame file (you can upload it here: https://uploadfiles.io/ and post the ink)
- latest log files (they are in AppData\Roaming\Surviving Mars\logs) (you can copy their content here: https://pastebin.com/ and post the link)
Ainy 4 Apr, 2018 @ 5:24am 
Children are not moving to other dome according filter.
Only mods enabled: Smarter migration AI, Smarter worker AI


Last edited by Ainy; 4 Apr, 2018 @ 5:54am
Kyun 4 Apr, 2018 @ 11:03am 
Hi, thank you for your amazing work. It seems Seniors are not migrating according to filters in the current build (3rd April). The savegame (made for this) has 2 domes : the bottom left one has 7 seniors and refuses them while the top right one has 0 seniors and no filter.

clean log file (deleted every log file before starting a new game) : https://pastebin.com/sZ3g9jvQ
save game : https://ufile.io/o81w3

I use those four mods in this order (from log file) :

[mod] Loading Sandbox(id kNuNRAJ, version 33) items from D:\Games\SteamLibrary\steamapps\workshop\content\464920\1333403613/
[mod] Loading Workplace filter(id MMj6B8h, version 37) items from D:\Games\SteamLibrary\steamapps\workshop\content\464920\1337172830/
[mod] Loading Smarter Worker AI(id k5nLN1d, version 18) items from D:\Games\SteamLibrary\steamapps\workshop\content\464920\1338867491/
[mod] Loading Smarter Migration AI(id xJb8Wka, version 10) items from D:\Games\SteamLibrary\steamapps\workshop\content\464920\1343552210/
Last edited by Kyun; 4 Apr, 2018 @ 11:20am
lukiono 5 Apr, 2018 @ 11:52am 
EDIT: This bug is fixed


Colonists stuck after landing. manual assignment doesnt fix it. with deactivated mod, everything works normal.

log gets spammed with:

Lua time 1:18:02:031
[LUA ERROR] ...kshop\content\464920\1338867491/Code/SmarterWorkerAI.lua:26: attempt to call a nil value (method 'CanAcceptWorkers')
...kshop\content\464920\1338867491/Code/SmarterWorkerAI.lua(47): global ChooseWorkplace
Mars/Lua/Units/Colonist.lua(1050): method UpdateWorkplace
Mars/Lua/Units/Colonist.lua(1334): <>
[C](-1): global sprocall
(112): <>
--- end of stack

log is too big to upload to pastebin. has over 200k lines writen in it...
Last edited by lukiono; 5 Apr, 2018 @ 2:52pm
lukiono 5 Apr, 2018 @ 2:06pm 
New error:
they dont migrate to another dome

Error Message:
[LUA ERROR] ...op/content/464920/1343552210/Code/SmarterMigrationAI.lua:219: attempt to compare number with nil
Mars/Lua/Units/Colonist.lua(1104): method TryToEmigrate
Mars/Lua/Units/Colonist.lua(1336): <>
[C](-1): global sprocall
(112): <>
--- end of stack

Thanks for your ongoing work. i really enjoy your mods =)
side salad 7 Apr, 2018 @ 9:01pm 
An issue is here:

local free_living_space, free_living_space_adult = dome:GetFreeLivingSpace(is_child)

Return signature changed here:

https://github.com/HaemimontGames/SurvivingMars/blob/b58abe8393497bb07210ce974baa7ea70dbb5a88/Lua/Buildings/Dome.lua#L2031
cealicu_ca 12 Apr, 2018 @ 3:24pm 
Hey man, let me start by saying that this (the 3 mods of yours) is probably what keeps me playing. Started 3 vanilla games, couldn't go on when I reached 100 colonists.

I noticed a bug, easily to simulate since I have 2 cases of the same type, both displaying the same simptoms. So I am using the Perk Pack, donno if this is a vanilla Perk or not (Wanderer). Point is that Wonderer colonists refuse to "join" the colony, and they just... wander around. Damn bastards don't even want to die. Not a problem ATM since there are only 2 (one scientist and one enginner) but I guess as time goes by they would start pilling up.

Oh, did I mention... those bastards refuse to die. Even when outside a dome (one of them was outside the dome for like 5 sols, WITH a Cold Snap, and still the guy didn't die - he was suffocating and I was rooting for the CO2 or whatever flavour the martian atmposphere has :)) ). Probably they will vanish of old age but since *DUH!* I am also using the mod prolonging their lives it may take a while :)

All in all - great work man. They should pay you if they implement this in the base game, seriously. Or at least offer you a good job :) Keep up the good work.

P.S. I have Workplace disabled and now everything is cool. Except for the damn Highlanders... wonderers. I wonder if they are from Diablo or something :))
Last edited by cealicu_ca; 12 Apr, 2018 @ 3:27pm
Veera 13 Apr, 2018 @ 10:49am 
Hey, not sure if this counts as a bug or not.
I've noticed that people wont move if the target residence is of lower quality than the current one.

I had a university dome with some smart complexes and an engineering dome with apartments, and graduated engineers didnt move until the university dome's smart complexes were demolished and replaced with apartments.

The only mods I've got on are InfoBar, and the two SmarterAI ones.
redgolpe 15 Apr, 2018 @ 9:46am 
Idiot, employed, not homeless colonist living in a dome with filter "no idiots" won't move to dome with no filters, with free living space but no jobs. Only other mod enabled is a custom banner. Save file uploaded here[redgolpe.com], idiot highlighted in quick access bar. Log file here[redgolpe.com]. Thank you for your time.
Last edited by redgolpe; 15 Apr, 2018 @ 10:04am
Tarfu 10 Jul, 2019 @ 3:21pm 
The AI became rather dumbfounded when I scrapped everything inside the dome with the intent of building a larger one in its place. They refused to migrate out even with power and life support disconnected. You may want to add a check for this that overrides their normal behavior. An overpopulated dome is preferable to one with no thing inside of it and no life support.
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