Surviving Mars

Surviving Mars

Incubator
 This topic has been pinned, so it's probably important
SkiRich  [developer] 12 Jul, 2018 @ 1:17am
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Showing 1-15 of 22 comments
Quirquie 14 Sep, 2018 @ 8:39am 
When I build a new dome, I quarantine it until finished. The kids ignore the quarantine and just start populating it. Maybe I should not set it to incubator until it is ready?
SkiRich  [developer] 14 Sep, 2018 @ 11:42am 
Originally posted by Quirquie:
When I build a new dome, I quarantine it until finished. The kids ignore the quarantine and just start populating it. Maybe I should not set it to incubator until it is ready?
That would be correct as I didnt take into consideration quarantines. My bad. My code ignores that.
For now just dont set it as an incubator until you are ready to make it live.
In the next day or so when I finish the current mod I am working on, I will go back and fix the Incubator code to take quarantines into consideration.
Quirquie 14 Sep, 2018 @ 1:10pm 
No rush, I will stop setting the domes to incubator until I am ready for kids.
Brainrot83 20 Nov, 2018 @ 3:25pm 
Originally posted by SkiRich:
Originally posted by Brainrot83:
There seems to be a distance limitation between the birth and Child domes? Outside of walking distance? Didn’t test exactly how far. No babies were being born in source dome (like it is suppose to) but no children were showing up in the nursery either. Turned off incubator and kids started spawning in the colony dome like they normally would. Built a new nursery dome much closer, turned on incubator and bingo, kids started to appear in nursery - none in colony. I was watching to see if any kids were running to the new nursery but didn’t see any so I guess they just "appear" there? I do have shuttles going and no children were being moved that way either. It’s not really a big deal though if I need to build multiple nurseries closer to the various colony site since I generally use the Basic dome for a nursery since it’s cheap to build/supply/maintain.

Thanks

Well what that tells me the original child dome was not nominated as an Incubator dome. Next time that happens just cycle the setting until incubator dome shows up for the nominated dome.

There is no distance limitation. When a child is going to be born there is a spawn. I intercept that spawn, check the nominated dome and nurseries for space and if there is space, I spawn a child in that dome. Distance has nothing to do with it.

Awesome response time! Thanks, I’ll fiddle with it tonight or tomorrow after work. Either a one off or maybe a conflict with another mod, though that doesn’t seem likely since most of what I run are Sponsor/Commander profiles. About the only gameplay changes I run are your Incubator and Silva's stuff.
Though I just subscribed to your Death mod, sounds highly amusing ☠️ lol
Last edited by Brainrot83; 20 Nov, 2018 @ 5:29pm
SkiRich  [developer] 20 Nov, 2018 @ 3:55pm 
Originally posted by Brainrot83:
There seems to be a distance limitation between the birth and Child domes? Outside of walking distance? Didn’t test exactly how far. No babies were being born in source dome (like it is suppose to) but no children were showing up in the nursery either. Turned off incubator and kids started spawning in the colony dome like they normally would. Built a new nursery dome much closer, turned on incubator and bingo, kids started to appear in nursery - none in colony. I was watching to see if any kids were running to the new nursery but didn’t see any so I guess they just "appear" there? I do have shuttles going and no children were being moved that way either. It’s not really a big deal though if I need to build multiple nurseries closer to the various colony site since I generally use the Basic dome for a nursery since it’s cheap to build/supply/maintain.

Thanks

Well what that tells me the original child dome was not nominated as an Incubator dome. Next time that happens just cycle the setting until incubator dome shows up for the nominated dome.

There is no distance limitation. When a child is going to be born there is a spawn. I intercept that spawn, check the nominated dome and nurseries for space and if there is space, I spawn a child in that dome. Distance has nothing to do with it.
Last edited by SkiRich; 20 Nov, 2018 @ 3:55pm
Voeille 4 Dec, 2018 @ 7:45pm 
I’ve noticed that whenever I subscribe to a new mod, or deactivate one in the mod manager, when I load a save in which I use an incubator dome, it breaks the births. Newborns stop being Martianborns, and have a random country set as their birthplace (or it might be related to what country their parents were, I don’t know). If I deactivate my incubator dome I start getting Martianborns again, but then I can’t have my children limited to nursery slots any more, which is my favourite feature of your mod. The mods I’ve subscribed to have nothing to do with births, and if I start a new game then incubator is working properly, it only happens in exisiting saves. I tried to deactivate your mod and activate it again, but it doesn’t help, the incubator seems to be permamently broken once it happens. Do you think it’s possible to fix it?
SkiRich  [developer] 4 Dec, 2018 @ 9:01pm 
Originally posted by Voeille:
I’ve noticed that whenever I subscribe to a new mod, or deactivate one in the mod manager, when I load a save in which I use an incubator dome, it breaks the births. Newborns stop being Martianborns, and have a random country set as their birthplace (or it might be related to what country their parents were, I don’t know).

I'm not sure I follow the logic here to reproduce the steps. Please list the steps I need to perform to reproduce this effect.
In addition, if you can list all the mods you have loaded, that may lend a hand.
Also post one of your logs from a game that this actually happened in. That may give me a clue as well.
Last edited by SkiRich; 4 Dec, 2018 @ 9:34pm
SkiRich  [developer] 4 Dec, 2018 @ 10:05pm 
Originally posted by SkiRich:
Originally posted by Voeille:
I’ve noticed that whenever I subscribe to a new mod, or deactivate one in the mod manager, when I load a save in which I use an incubator dome, it breaks the births. Newborns stop being Martianborns, and have a random country set as their birthplace (or it might be related to what country their parents were, I don’t know).

I'm not sure I follow the logic here to reproduce the steps. Please list the steps I need to perform to reproduce this effect.
In addition, if you can list all the mods you have loaded, that may lend a hand.
Also post one of your logs from a game that this actually happened in. That may give me a clue as well.

Disregard. I found the issue and its with the documentation supplied by on HG's github around spawning children.
I'll have a new version on the workshop shortly. Thank you for reporting it. I also notifed the developers of their mistake in the code on their git.
Last edited by SkiRich; 4 Dec, 2018 @ 10:06pm
Voeille 4 Dec, 2018 @ 10:09pm 
Thank you for such a quick response, much appreciated!
ltlrags 7 Sep, 2021 @ 7:27pm 
Today the game tells me this mod is incompatible with the 9/7/2021 release. I think I'm up to date, but let me know if I failed to update something that would make this compatible again.
Akiname 18 Sep, 2021 @ 7:34am 
Hi SkiRich,

Thanks for the awesome mod.

Is it possible to make incubator domes limit births to
minimum(free nursery slots in incubator domes, free adult living slots in incubator domes) ?

Currently, if you overbuild the incubator dome, you end up with a ton of homeless people in the incubator dome if all work slots are filled.

With this change, it should stop further births from happening until the incubator dome has free adult living spaces, which means other places in the colony are pulling colonists away for work.
SkiRich  [developer] 18 Sep, 2021 @ 10:04am 
You can turn off births in the Incubator dome using the regular controls and still have it be an incubator dome getting babies from other domes.
Akiname 18 Sep, 2021 @ 2:52pm 
Let's say:
1) The colony is max population
2) Incubator dome has no free adult slots.
3) The nurseries get filled up regardless
4) Children grow up and become homeless

You can manage that by closing nurseries, but it's annoying in the late game to micro incubator domes.

If the mod checks for free adult slots in incubators before spawning kids, the colony will spawn as many workers as it needs + fill the incubator domes and then stop until more slots open up. No micro management needed as long as you build extra adult capacity in incubator domes.

Removed stuff here, see EDIT 2 at the end

Early game you might not be able to spare the mats to build extra living spaces but later on, its nice to cut down on micromanagement. It could also be a toggle option for the early game.

That's just my suggestion though.

EDIT: This would also not work if you put retirement homes in incubator domes, but I have no idea how you tell if a residence is senior only or not.

EDIT 2: Actually, I'm wrong about the formula, got confused. Below is what should be checked for:
free_adult_space - occupied_nursery_space > 0
If it's not too much of a performance hit, could count the spaces globally instead of just in incubator domes
Last edited by Akiname; 19 Sep, 2021 @ 6:48am
SkiRich  [developer] 18 Sep, 2021 @ 4:56pm 
Oh I see what you are asking now.
That is an interesting idea. Can be an option to turn on in the mod. Let me revisit it when the other mods are updated.
Probably an option to check for homeless in the child dome and then go from there since many folks dont even build apartments in the incubator dome.

For now ..
The way I do it in game now is by adding Martian Death.
You can tweak the death wave numbers and "open up" homes in the colony.
I find the sweet spot between births and deaths and shoot for net zero growth.
Akiname 19 Sep, 2021 @ 6:53am 
Feels bad killing colonists though :steamsad:

Also, my implementation was wrong, corrected earlier post to reflect that.
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