Surviving Mars
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Kyun

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Kyunshir

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18 comments

  1. TheBattMann
    TheBattMann
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    All of the mods I have tried to install for this game come up as "unsupported game version" in the mod editor. Does this mean that the community for modding this game is largely abandon? Or am I doing something wrong? I have Vortex installing these mods, but ended up copying them to the games built in mod folder in order to get them to show up in the in-game mod editor.

    Can anyone help me by telling me what I need to do in order to get these mods to work, or can let me know if I am not able to mod this game due to most mods not being compatible with the current game version?

    I am on Windows 10 with the latest game build from Epic Games.
    Thank you!
    1. meberlin
      meberlin
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      Same prob here.
    2. Zainesta
      Zainesta
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      it is outdated, with new patch now there's a new building like large nursery and such.
      If I remember correctly Surviving Mars before 2020 there is no Large Nursery and other building like Smart complex...
      and the newest/latest file in here was update from 2018....
      it is sad tho, despite all... I tried to configure and forbid each dome for children nursery or workers exclusively only, yet they still didn't move automatically kind of annoying to rearrange them one by one...
    3. Samordeith
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      So that mismatch error can be easily fixed, BUT you roll the dice as to whether the mod will actually work.

      Look in:
      C:\Users\your_user_name\AppData\Roaming\Surviving Mars\Mods\Better AI\metadata.lua

      Open it with Notepad+ or some similar text editor

      Look for the line:
      'lua_revision', 228722,

      You want to replace that number with the current lua version of the game.

      In the game, from the Main Menu of the game, go to:
      Options->Credits
      and look for the number in the lower right.  For me as of today it is: "Version: 1008298"

      Now go back to your notepad+ editor and change the line to:
      'lua_revision', 1008298,

      Save it, close out of it, go back into your Paradox Mod Manager from the Main Menu of the game, and you can now enable the mod.

      Just be advised that if an update changed something that mod deals with, odd stuff may happen.

      Fix credit to ChoGGI via reddit.
      Reference: https://www.reddit.com/r/SurvivingMars/comments/9h8xmo/how_do_i_modify_the_version_number_on_a/
  2. Senmitsuya
    Senmitsuya
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    Yeah, I guess I spoke too soon. Is there some other mod I have to download to make this one work? Judging on he results I'm getting out of it, it doesn't appear to be standalone.
  3. Dethraker
    Dethraker
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    Does this AI mod touch on either of these:

    1) Ability for colonists to hold a job AND an entertainment/education position
    In other words they would be able to work a normal job in one shift and during a different shift they could potentially be at a university or the VR building.

    2) Removal of any malus related to not having X convenience/service in the dome they live in even when an adjoining dome has that convenience/service.

    I know that there is a bonus given if the colonist goes to a neighboring dome for the given service but they don't always do it and when they do that service might be closed or not staffed depending on status in your colony.

    I still think the malus for something being closed should apply, but not the malus for something not existing when it does, just my thoughts.
  4. RandomUnit
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    Now that Mod Config doesn't work at all and seems to be abandoned, maybe you would take all tweakable parameters to a separate file so we could change them manually?

    Also, if you'll change
     
    'lua_revision', 228722,
     
    to
     
    'lua_revision', LuaRevision,
     
    in "metadata.lua" then you won't need to change it manually each time game gets an update.
     
    Cheers
  5. minimacker
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    If you plan on updating the mod, the Worker AI should respect the priority options more. I often find my Grocers/Diners, etc. unmanned, despite being set on High priority and factories set on Low priority. I would much rather have them work the Grocer until they can get replaced by a No Spec, so that I sacrifice a tiny amount of production for actual dome survivability. Or else there's a morale/comfort spiral, simply because they won't take the s*** jobs.
    As of right now, I have to manually close slots until I get an overflow of unemployed people for them to fill the Service Buildings. They also don't seem to migrate to a Dome that needs workers for Grocers/etc very often.
    1. Kyunshir
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      I am going to update the mod today, thank you for the feedback I'll do something about that.

      In the mean time, you can disable the worker priority option in mod config ; although colonists will still migrate using the mod they will choose their job as in vanilla.
  6. blueacid20020
    blueacid20020
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    This mod seems to be a lot better than the 'Smarter Worker AI". Very useful!

    I especially like how my colonists will sign themselves into the sanitoriums if they're having issues that treatments are set and available for. Originally in the vanilla game I kept having to look for people working jobs that weren't getting treated.

    Haven't tried out the 'Mod config menu", but seems like being able to fine tune the settings will be nice.
  7. Benmc20
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    I'm using this mod thru Steam Workshop. Far better than Smarter AI and less buggy too. Thanks .
  8. gyrofalcon
    gyrofalcon
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    Quick question: WIll your mod conflict with Smarter AI from Th0rik? If so, what are the difference/similarities between these mods?
    Can you with Mod Config, disable conflicting functions.
    1. Graslama
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      i guess those mods will always conflict with each other even when custom functions are used and both mods running without errors. The Mars may become very lively because of the constant dome and workplace migration :)
    2. Kyunshir
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      Hi, they are indeed not compatible since we overwrite some of the same functions. The difference is I pushed it further (more than 1000 lines of code) with some nice things : seniors, tourists and idiots avoid domes with insufficient housing and needed workforce, children go to domes with schools and nurseries, unspecialized workers without work go to domes with universities and sanatoriums.
      Seniors and unemployed can be kicked out of their homes by someone going to work in another dome, so even when your domes are full, there is migration.
      Idiots do not train in universities and sanatoriums and do not work (all optional but needed in my opinion, they are idiots after all). I also take into account a specialized worker having no performance reduction doing unspecialized work, if he doesn't find any specialized work. That way, an unspecialized worker can go to university or a sanatorium.
      TL/DR : I made this mod for myself so that I don't have to play with filters ever, unless I want to. I don't want to move colonists around myself either. I'd wager everything other ai mods do is done in one way or another in this.
    3. Graslama
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      Seniors and unemployed can be kicked out of their homes by someone going to work in another dome, so even when your domes are full, there is migration.


      All my seniors going to work again because of "forever young tech". It would be good when i can treat seniors like normal workers.

      I don't wanted this tech and i haven't researched it because i knewd i will get problems but a mystery granted me that tech and since that all seniors can become babies and going to work *g*. i got hit by the gameplay :)

      If there is a rainy day, maybe you can add an option for treating seniors like normal workforce? If you are curious i upped a savegame. it´s a veeery very late game only one mystery is left (wildfire) all others are solved.
      Spoiler:  
      Show
      http://85.214.41.244/SurvivingMars/Europa%20Sol%201139.savegame.zip
    4. Kyunshir
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      I mean, seniors that cannot work. If you have forever young, there is no issue, they use the worker ai.
      I don't get how you have more than one mystery on a map ? I don't think I can use your savegame we may not have the same mods.
    5. Graslama
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      Ok, then there are no problems with seniors, got that :)
      i have installed cheat_menu from Choggi here on nexus. with this you can play all mysteries in one playtrough. yeah, i love mods, have much :)
    6. Kyunshir
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      That's nice ! I'll get that mod once I finish all the mysteries first. I don't want to run into any issues ^^