Surviving Mars

Surviving Mars

276 ratings
All Sponsor Buildings
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
196.465 KB
18 Nov, 2018 @ 1:07pm
10 May @ 8:01am
33 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
All Sponsor Buildings

In 2 collections by ChoGGi
ChoGGi's Mods: Buildings
46 items
ChoGGi's Mods: Cheats
130 items
Description
Removes sponsor limit placed on certain buildings/vehicles (Space Race DLC).
Some buildings can be locked behind tech: Advanced Stirling Generator, Jumper ShuttleHub, and Low-G Lab.

Mod Options:
You need to research tech to unlock certain buildings (reload game to take effect).
See mod options to disable any buildings you find cheaty (or if you just want one or two unlocked).

You need to research Robotics>Rover Printing to build rovers.


Known Issues:
Surviving the Sponsors mod adds a bugged template for the Metals Refinery (Not my issue but enough people have brought it up in the comments).
271 Comments
ChoGGi  [author] 23 Aug @ 6:16pm 
If you have a steam copy than don't use in-game mod browser or that'll happen to you.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2835850170
The Keenster 23 Aug @ 11:34am 
Paradox just disabled this mod no longer working
Destroyer 22 May @ 6:34pm 
I would, but I'm pretty sure it's not your mods causing issues. I think I just have too many mods that mess with the colonist's AI and they seem to have broken that game. I've turned them all off and started a new game, and so far, everything is working smoothly :). Thanks for offering though!
ChoGGi  [author] 21 May @ 6:21pm 
You can send me your logs if you want, it's always nice if I can find errors in my mods from other people's playthroughs :)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2391106222
Destroyer 21 May @ 6:09pm 
Oh nice, thanks. I'll check it out. I might just have to start a new game though and take out a few mods as I think in my current game the colonist AI is broken. I'll give that mod a try though and see what happens.
ChoGGi  [author] 20 May @ 7:44pm 
No idea how it works with trains.
ChoGGi  [author] 20 May @ 7:43pm 
Oh :)


I do have a "Colonist Change Time New Place" mod which allows you to bump the stay at new workplace time to 500 sols (or lower).
Destroyer 20 May @ 6:38pm 
hmmm...well, that was always true until I got the trains DLC. My colonist refuse to stay in any building connected by a train. They would rather stay happily unemployed than stay in any of those jobs unless I force them. Mabye the Martain Express Patch mod is broken and is causing the issue, but I cannot get my colonists to stay at their job.
ChoGGi  [author] 20 May @ 5:26pm 
I stay away from mods that mess with colonists work as there tend to be issues (too many edge cases).

Best just to let them do as they want to do, and don't try to micromanage too much.
Destroyer 20 May @ 5:14am 
Hey ChoGGi,

Not sure who to ask as the author I've reached out to is no longer active on this game and while I love his mod, it doesn't play well with Martain Express at all. I'm talking about Career A.I.. It's constantly causing my far away from dome colonists in my fungal farms and extractors to leave their job, about once a Sol. It kinda ruins the train mod.

I've had to disable the mod as a result, but I saw another mod that might fix my issue as a work-around, but it hasn't been updated since 2018. It's called "Get Back There!". It basically will keep the colonist at whatever job the user places them at for a very long time.

I thought I'd at least ask, is there an easy way for you to update that mod to make it work now?