Surviving Mars

Surviving Mars

Career A.I.
 This topic has been pinned, so it's probably important
SkiRich  [developer] 2 Jan, 2019 @ 12:37pm
Bug Reports
Put them here.
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Showing 1-15 of 92 comments
Wingyl 2 Jan, 2019 @ 6:32pm 
The "colonists doing suicidial long treks to domes" thing happened on a map that had a shuttle heavy load problem

Perhaps that had something to do with it?

Anyway this is probably the save: https://drive.google.com/file/d/1fYZK5oAEEUSsvHjKeKKxMgUyQ9hlOr5W/view?usp=sharing
IMe4gLe 3 Jan, 2019 @ 12:04am 
Been playing with your mod for about... 20 hours perhaps? What a godsend.

I did, however, encounter a single instance of what happened to Wingyl.

I had one unemployed colonist in my list, so I clicked to check who it was and saw this Martian running to a dome on the other side of the map, running in the middle of nowhere. He of course died.

Fully functioning shuttles and everything, but it was just that one colonist, everybody else would grab a shuttle or run to another dome if the dome was close enough (I had people run from one sector to the one right below them to get into a new dome, but they all survived, so I assumed that was as intended since the domes are "close enough").



I did encounter this thing where colonists would go and try to live in turned off Domes, both Quarantine or turning the Dome off completelly did not deterr these brave souls that almost suffocated because I didn't notice them in there (and yes, the Dome was turned off before they braved the distance, I turned the Dome off right after construction).

Thought I'd let you know in case you didn't know.

Love the mod though. :3
Last edited by IMe4gLe; 3 Jan, 2019 @ 1:03pm
SkiRich  [developer] 3 Jan, 2019 @ 3:26am 
Thanks for the report. The biome check should fix the issue with turned off. The colonist running to his death is weird but I believe it does have something to do with overworked shuttle hubs.
If you haven’t already got it running try Shuttle Reservation System AI mod. Also mine. You can assign reservations or use the smarter AI to free up your shuttles faster.
I’ll see if I can duplicate that condition and if there is a way to check for it I can program that out.
Pai Rho 5 Jan, 2019 @ 7:59am 
INstalled mod. Had 3 guy's run to there deaths right away. Uninstalled mod.
SkiRich  [developer] 5 Jan, 2019 @ 8:27am 
Originally posted by Pai Rho:
INstalled mod. Had 3 guy's run to there deaths right away. Uninstalled mod.

Please provide log file and/or savegame, almost 500 people running it, just 3 people seen this. I played two straight games with it and dont have this issue. So it must be another incompatible mod stepping on code.
The log file and save game would help finding it the culprit.
Last edited by SkiRich; 5 Jan, 2019 @ 8:30am
Pai Rho 5 Jan, 2019 @ 12:43pm 
Your's was the only mod. So i duno.. would trying it on an older save be the issue?
SkiRich  [developer] 5 Jan, 2019 @ 5:43pm 
Originally posted by Pai Rho:
Your's was the only mod. So i duno.. would trying it on an older save be the issue?
It would/could if the older save had an incompatible mod piece of code running before.
Maybe you can play a new game and see how it works using a similar strategy and report back?
erikickes 10 Jan, 2019 @ 7:57pm 
Commented before I saw this thread. I have Shuttle AI and the reservation system of 2 shuttle ports set to Colonist but the shuttles sit idle while the colonists suffocate on the long walk. Mods are 1Percenter, Biopolymer Factory, Career AI, ChoGGi's Library v5, Factory Automation, Mars Tidy Domes, Personal Shulltes, Restore Request Mainenance, Shuttle Reservation System AI.
I had this issue too. I added the shuttle AI mod you suggested, doubled the amount of shuttle hubs and made sure they were dedicated to colonist transport or resources. Colonist would still walk even though there were like 9 idle drones and hubs that had only made a couple of transports in the previous sol.

Funny thing was not everyone was affected and I think most moved fine. I had 1000+ colonists at this point and maybe only a couple each day would die so it was more of an anoyance
SkiRich  [developer] 13 Jan, 2019 @ 8:22pm 
Good info. I may need to put in a max amount to move at a time. Sounds like you overran the shuttle task system with 1000 colonists.
Ok putting this under bugs now. Still playing Brazil but I'm late game.

I have 84 colonists working in one dome who are homeless when there is collectivly 200 free housing in conected domes.

If I manually tell any of them to live in one of the vacant homes they instead become unemployed.

Even if I wasn't playing as Brazil I would expect the colonists to work in a connected dome rather than be homeless even if the prioritise living in they same dome they work.

With regards to colonists running to their death (it started happen around 600 colonists this game but mostly when I've just opened a new dome and there is a mass migration of maybe 50 people). Is it possible to toggle off colonists being able to walk from one dome to another without using a passage?

I feel like only maybe in the early game would I want them to walk anywhere rather than wait for a shuttle. If this could be a button in game that would be great, but I would be happy with a seperate mod that I could activate mid game.
Came accross an imperfect solution to the whole colonists running out to die, which might help anyone with this problem until it gets fixed properly in the mod. Colonists can use tunnels I believe (it is difficult to catch them doing it).

I set up a network of tunnels between all my domes and it seemed all the deaths stopped.

It is pretty resource intensive earlier on but it might be a useful temporary fix.
SkiRich  [developer] 16 Jan, 2019 @ 7:47pm 
Mod updated with two fixes:
1. Suicidal colonists. It happens when a colonist is picked to migrate to a far away dome for work, they call for a shuttle but it never comes, so they start walking and die if its too far. It is due to shuttlehubs with heavy workloads or shutlehubs that run out of fuel and are waiting.
Now, the mod checks for shuttle workload or Low or Medium before it considers anyone that can work to a far away dome.

2. Brazil: Brazil does not have a commutter penalty for working in a different dome. So when playing Brazil, colonists will not migrate to their workdome if they can commute.
SkiRich  [developer] 16 Jan, 2019 @ 7:47pm 
Mod updated with two fixes:
1. Suicidal colonists. It happens when a colonist is picked to migrate to a far away dome for work, they call for a shuttle but it never comes, so they start walking and die if its too far. It is due to shuttlehubs with heavy workloads or shutlehubs that run out of fuel and are waiting.
Now, the mod checks for shuttle workload or Low or Medium before it considers anyone that can work to a far away dome.

2. Brazil: Brazil does not have a commutter penalty for working in a different dome. So when playing Brazil, colonists will not migrate to their workdome if they can commute.
Cheers for the updates . Unfortunately the suicidal colonists hasn't been fixed. I started a new game when you updated this mod. Population got to around 600-700, then when openning no domes it started happenning.

When I build shuttle hubs I always build two now, one for colonists and one for resources. I'm also using that reservation mod you suggested (which works well generally). So when I get the notification I have a look at the activity.

The global load for colonist transport is always low, I've never seen it say anything else. And between about 6 shuttle hubs dedicated to colonist transport I had only 6 or so in transport and 50+ idle all with fuel. Even the pops transfered in previous sol stat is like only 5 or so on each
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