Surviving Mars

Surviving Mars

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SkiRich  [developer] 10 Apr, 2018 @ 2:36pm
Bug Reports
Post bug reports here.
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Showing 1-15 of 24 comments
rdr99 19 May, 2018 @ 3:53am 
@SkiRich... Or maybe this one? Is the the "bu" section?
SkiRich  [developer] 19 May, 2018 @ 6:23am 
This one. Thanks.
rdr99 20 May, 2018 @ 1:55am 
Ok... I'm on it! See ya soon.
rdr99 22 May, 2018 @ 5:19am 
@ SkiRich... How've you been? I guess I'll report my latest observations. When I started a new game last night I noticed a few things. 1: The shuttles are no longer "overlaying" each other when coming and going from their hub, and are going about their business in an orderly fashion. Did you do that? 2: So far, in this play through, I have not got the dreaded "Eternal Blue Ring" on the mobile missile guys. I am reluctant to try selecting them from the action bar thing on the bottom of the screen to test this out, but clicking on them to move them has resulted in normal behavior so far. 3: After enabling your "Farms Rule" thing in the mod manager, I closed and opened the game again, and then I went to the rules section to choose it for the current game and nothing was there. I mean... no rules at all! I do select "none" for mysteries as they just get in my way and I have tried them all at one time or other. Is there some connection between the mysteries and the rules?
SkiRich  [developer] 22 May, 2018 @ 8:53am 
rdr99, Other than the blue ring issue, which is now fixed in the upcomming release, none of the other things you experience are issues I can cause. No code for shuttle behaviour in my mods, as for the game rules dissapearing thats weird. I dont control that either.They are either in your UI or not. Something is interfering with you mod loading.
What mods do you currently have turned on?
rdr99 23 May, 2018 @ 2:21am 
Originally posted by SkiRich:
rdr99, Other than the blue ring issue, which is now fixed in the upcomming release, none of the other things you experience are issues I can cause. No code for shuttle behaviour in my mods, as for the game rules dissapearing thats weird. I dont control that either.They are either in your UI or not. Something is interfering with you mod loading.
What mods do you currently have turned on?
A ton... It will take me a while to compose a list, but only a couple since I last checked the rules to see just what they were. Automated water I just added which is the water reclaimation tower without the need for people, your "Feed the Colonists" rule thing, and several of SSC | KittenPrincess' other small towers which negate the need for placing them in the center of a dome. None of them should have any effect on the rules section. I just made a mod of my own for my own use, "Advanced Vaporator", but I had not added it at the time, and it's pretty stock except for output values which are lifted to 12/18/30 for stock, one upgrade, then second upgrade. Oh... and it "instabuilds" 'cause I didn't want to bother the drones... hey, they're busy!
rdr99 23 May, 2018 @ 2:26am 
I may try more poking around in the game tonight... well OK this early AM since I am one of "those people" who stay up all night. I'm long retired and this way I can play games and still see my wife during part of the day.
SkiRich  [developer] 23 May, 2018 @ 10:00am 
Originally posted by rdr99:
I may try more poking around in the game tonight... well OK this early AM since I am one of "those people" who stay up all night. I'm long retired and this way I can play games and still see my wife during part of the day.
I know the feeling.
rdr99 24 May, 2018 @ 1:39am 
@SkiRich... Maaannnn... I saw you went to the game a bunch of times yesterday. You must really be working on something. Hopefully it's going as per spec. Looking forward to your "next big thing"! Oh... the shuttles were back to being obstreperous and pileing into each other again, so I guess they're not fixed after all. Maybe it has to do with how many shuttle hubs I make... like one for each dome and any outpost that is producing anything. So... like 8 to 10 of them. Perhaps one of them gets a message to deliver something that a closer shuttle already is on its way to do, and then they just stall there by the hub.
SkiRich  [developer] 24 May, 2018 @ 1:53pm 
Originally posted by rdr99:
@SkiRich... Maaannnn... I saw you went to the game a bunch of times yesterday. You must really be working on something. Hopefully it's going as per spec. Looking forward to your "next big thing"! Oh... the shuttles were back to being obstreperous and pileing into each other again, so I guess they're not fixed after all. Maybe it has to do with how many shuttle hubs I make... like one for each dome and any outpost that is producing anything. So... like 8 to 10 of them. Perhaps one of them gets a message to deliver something that a closer shuttle already is on its way to do, and then they just stall there by the hub.

I have noticed that in game as well. Its a limitation of how the game assigns tasks. Right now there is one queue and any object that has the attribute to check the queue will do so and send a queue request to assign it a task that it can handle. Those happen in parallel, so if one "Tasker" asks for something and another "Tasker" asks for something they can actually get the same task. but the one that responses first that they took it gets the task. If your CPU is slow and all these parallel tasks are pending then you can actually have a scenario where a "Tasker" goes for something but then gets turned away since its been handled. It all sorts itself out eventually, but the more taskers you have the more this can happen. I saw this effect when I had 5000 colonists and over 1000 drones and about 50 shuttles.

As for new stuff I am putting the finishing touches on the Patriot Missile System, so I will be asking you to beta that for me before I post it to the workshop. Everytime I think its ready for primetime I find something else that needs tweaking or a new feature I think is worth delaying the post, Stay tuned.
rdr99 29 May, 2018 @ 9:29am 
Thanks for the explanation about tasking. I don't have a particularly slow processor. It's an AMD 1800x and a 1080Ti GPU, but I do run at 4K, so... perhaps that slows things down, but I don't see any "stuttering" or such like in the game. It runs great really.
BlackBeard 18 Nov, 2018 @ 12:31am 
Hi thank you for all the nice mods you create, but I found a small bug in this mod of yours nothing big, but with this mod enabled it cases the Firework display not to go off when completing a milestone, with it on you can hear the fireworks but can’t see it, disabling this mod fixes the problem.
SkiRich  [developer] 18 Nov, 2018 @ 12:47am 
Originally posted by BlackBeard:
Hi thank you for all the nice mods you create, but I found a small bug in this mod of yours nothing big, but with this mod enabled it cases the Firework display not to go off when completing a milestone, with it on you can hear the fireworks but can’t see it, disabling this mod fixes the problem.
Thanks for the report. I will look into it. I made some code during the beta for the fireworks, lets see if its still needed.
SkiRich  [developer] 18 Nov, 2018 @ 3:04am 
Code for fireworks fixed. Give me 5 minutes to upload a new version of the mod. v4.5.1
SkiRich  [developer] 15 Mar, 2021 @ 10:43am 
Yep its a ♥♥♥♥ show today.
They didnt involve the modders like in the past for a beta.
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