Surviving Mars

Surviving Mars

Fix Emigration Issues
 This topic has been pinned, so it's probably important
SkiRich  [developer] 21 Mar, 2021 @ 1:49am
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Showing 1-11 of 11 comments
Belmag 28 Mar, 2021 @ 9:40pm 
Got my latest colony up to about 450 colonists, and the migration stuff just flat-out broke down. Seniors living in domes with thumbs down, retirement homes empty, nurseries going empty, kids living in thumbs down domes, people refusing to emigrate to new domes with plenty of housing. It's a mess.
SkiRich  [developer] 28 Mar, 2021 @ 10:03pm 
I have a 650 - 14 dome test colony and its working fine.
The mod doesnt do anything for emigration directly, meaning it doesnt move anyone, it fixes all the calculations used by the game to determine if space is available both dome and residences.
Also fixes some cosmetic display of the same numbers in various places.
Its pretty lightweight in the code.
So if you are having colonist issues and filter issues, its self inflicted.

This mechanic is the number one issue for all players that dont quite understand how it works under the hood.

If this continues to plague you, you may want to try another mod I made to replace the workplace AI
Its called Career A.I.
You should follow the advice on that mod about filters if you do use that mod. Its almost a requirement to use Career A.I for those 1000+ colonist colonies.

I turned Career A.I off and just used the in game code and the emigration fix as a test to make sure all works as intended. I waited until 500 colonists to determine its working. I had 5 mega domes at the time.

If you think something is wrong, then there is an option in Mod Options to dynamically in game turn this mod off and the game will only use the built in code. No need to leave a running game.
You can go back and forth. You can try that. Report back.
Belmag 28 Mar, 2021 @ 11:13pm 
I'm already running career AI. I let the game just run at full speed w/o saving to see if I could "solve" the issue. Lots of tweaking here and there, and it turns out, I had an outdoor poly factory near my univ/school dome. The kids were graduating school, and either going to University, or working the factory...and would never leave. Tore down the factory, moved it, and let the "youths" figure out they didn't wanna hang with the kids anymore.

So definitely self inflicted. I'm just not sure what to believe is my own doing, versus a bug or adverse mod interaction since this latest patch.
SkiRich  [developer] 28 Mar, 2021 @ 11:38pm 
Originally posted by Belmag:
I'm already running career AI. I let the game just run at full speed w/o saving to see if I could "solve" the issue. Lots of tweaking here and there, and it turns out, I had an outdoor poly factory near my univ/school dome. The kids were graduating school, and either going to University, or working the factory...and would never leave. Tore down the factory, moved it, and let the "youths" figure out they didn't wanna hang with the kids anymore.

So definitely self inflicted. I'm just not sure what to believe is my own doing, versus a bug or adverse mod interaction since this latest patch.
If you list out your mods I can tell you which ones could contribute to weird colonist behavior.
I'm glad you solved it.
This is the most difficult mechanic everyone has issues with since they dont see whats really going on under the hood. Lots of assumptions. My best advice is use filters lightly and uniquely.
For instance, make a retirement dome for nothing but senior and all the filters eject seniors except the retirement dome which has a thumbs up.

Another thing I have to mention about filters. They are not hard go/nogo
They weight the formula in the colonist migration code one way or another and the eval result of the formula determines the effect of the migration choice. So you could have a filter set for no seniors and have the dome full of them and be scratching your head. The formula evaluated to "this is the best place for you - even with thumbs down"
With Career AI there are two more things that I do to force a better result.

Some advice about outdoor buildings.
Pay attention to dome work zone overlap.
If two domes are overlapping their work zones and you put say a polymer factory on that overlap that could lead to unintended consequences for migration.
First off, the factory can only be associated with one dome to be considered its "home" dome.
So while workers from both domes will work there, one set gets a malice for working in a foreign dome.
Second, the filters, if you expected engineers in dome A but they dont want to work at the outdoor factory, chances are high the factory set the other dome as the home, so in the filter evaluation for where a colonist will move it gets screwy.

Lastly, I try not to set more than one dome as a thumbs up specialty. Meaning, if you have two domes you want nothing but engineers to work at, and you set both as thumbs up for engineers, its a crap shoot which one will win. In the code, it will be the first one in the table. Which one that is depends on how fast it was inserted in the table and which index it has.
If you have this use case where you have two same specialty domes its almost better to thumbs down everyone else rather than thumbs up two domes.
Since you have career ai, dont set two thuimbs up for the same specialty ever, career ai has better routines to move the colonists around and find the best job, versus the best dome.

Hope all that helps.
Good luckl
tgdarkmatter 22 Sep, 2021 @ 8:45pm 
I have posted this elsewhere but you seemed to have missed the post so I'll post it again here.

I have been having issues with colonists ignoring dome filters and I tried using your mod "Fix Emigration Issues" along with a few other of your fix mods to help but it doesn't seem to fix the issue entirely. I created a idiot trait dome for idiot colonists and gave the dome the exclamation mark and thumbed down all the other domes to not allow idiots but not all idiots will move there even after several sols go by and plenty of shuttles and housing. Furthermore sometimes other colonists will move into the idiot dome even though the filters are setup to only allow idiots and no non idiots. For other domes most filters seem to work like the occupation filters but filters that have to do with traits seem to be ignored in most cases.

Mods I use:

Incubator
Career AI
choggis_library
Fix Colonist Daily Interest Loop
Fix Colonists Long Walks
Fix Emigration Issues
Fix Forever Maintenance
Fix Tourism Rockets
Infobar More Info
Maintenance Resource Collected
Mod Config
Show Saved Colonies
Wide Area Forestation
Last edited by tgdarkmatter; 22 Sep, 2021 @ 9:04pm
SkiRich  [developer] 22 Sep, 2021 @ 11:43pm 
Originally posted by tgdarkmatter:
I have posted this elsewhere but you seemed to have missed the post so I'll post it again here.

I have been having issues with colonists ignoring dome filters and I tried using your mod "Fix Emigration Issues" along with a few other of your fix mods to help but it doesn't seem to fix the issue entirely. I created a idiot trait dome for idiot colonists and gave the dome the exclamation mark and thumbed down all the other domes to not allow idiots but not all idiots will move there even after several sols go by and plenty of shuttles and housing. Furthermore sometimes other colonists will move into the idiot dome even though the filters are setup to only allow idiots and no non idiots. For other domes most filters seem to work like the occupation filters but filters that have to do with traits seem to be ignored in most cases.

Mods I use:

Incubator
Career AI
choggis_library
Fix Colonist Daily Interest Loop
Fix Colonists Long Walks
Fix Emigration Issues
Fix Forever Maintenance
Fix Tourism Rockets
Infobar More Info
Maintenance Resource Collected
Mod Config
Show Saved Colonies
Wide Area Forestation

Please read this post ...
https://steamhost.cn/steamcommunity_com/app/464920/discussions/0/3038230013030617507/

Then if you still cant figure out whats going on, put your save game on a file share somewhere and send me the link and I'll take a look at it.
More than likely it is the wrong use of filters, but you never know.
tgdarkmatter 23 Sep, 2021 @ 5:30am 
Alright, after reading your explanation, it would seem that I am doing everything right:
"Thumbs up adds 1 to the formula.
Thumbs down adds a -1000 to the formula.
Exclamation adds 100000 to the formula."

If I understand the post correctly then my idiot colonists should be going to the idiot dome.
But only one idiot lives there and the rest have left for other domes. On top of that one of my celebrity non idiot colonists has moved into the idiot dome for no reason. This celebrity
colonist also has the sexy trait which is discouraged in the idiot dome and is encouraged in the breeding dome.

I will send a save file:

{LINK REMOVED}

To not waste your time I made sure to double check all my traits to see if there could be anything conflicting and I don't see any problems with my setup.

Also for your convivence I included my mod folder as well as imported more idiots from earth
and named all domes after their purpose. Idiot dome is in the bottom right of the screen.

Last edited by tgdarkmatter; 23 Sep, 2021 @ 5:31am
tgdarkmatter 23 Sep, 2021 @ 5:32am 
Hmm, Steam is saying link removed, I'll send you a friend request and send you the link to the save in Steam chat.
Last edited by tgdarkmatter; 23 Sep, 2021 @ 5:34am
n3mes1s 23 May, 2022 @ 9:50am 
Is this mod supossed to fix the behaviour when colonists walk to another dome far away and they die from suffocation, even with shuttle bays? cuz if it does, it doesnt work anymore.

My game has become unplayable because of this problem, and this was my last resort.
Any plans for any update?
Last edited by n3mes1s; 23 May, 2022 @ 9:51am
SkiRich  [developer] 23 May, 2022 @ 10:22am 
Originally posted by n3mes1s:
Is this mod supossed to fix the behaviour when colonists walk to another dome far away and they die from suffocation, even with shuttle bays? cuz if it does, it doesnt work anymore.

My game has become unplayable because of this problem, and this was my last resort.
Any plans for any update?
This mod only fixes what is listed in the description. It is very specific.
The colonist walk of death issue has been around for a very long time and is caused primarily due to a choice a colonist makes to migrate to a far dome for home or work purposes, calling for a shuttle but due to shuttle workload the shuttle never comes.
Once that happens the colonist may walk to it.
Spam some more shuttle hubs, build more shuttles and designate one or more of them as colonist transport only. Watch their usage in their infopanel.
n3mes1s 23 May, 2022 @ 11:20am 
More? lol... i had two of them for just one single medium dome and other two in the other settlement... 5 shuttles each bay.. i didnt know what else to do. So basically you CANT build domes far away. Ridiculous.

Anyways, im done, unfortunately i cant keep up with all these bugs. Thanks for this mod, it helped me a lot, but i guess its time to say bye bye to this game and paradox, of course.
Last edited by n3mes1s; 23 May, 2022 @ 11:22am
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