Surviving Mars
Extended Research Pack
88 σχόλια
ChaosMind42 30 Οκτ 2022, 7:05 
Not compatible anymore
Lockloven 26 Σεπ 2021, 19:15 
Looked like all this mod needed was a quick game version update. I've posted a new version here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2612620267 .

Should the mod author return to update this mod, or request its removal, I'll remove my version.
blbybebilenibebi 23 Σεπ 2021, 11:39 
Please can you fix this for new DLC? I love this mod
Kaneanite 9 Σεπ 2021, 9:20 
Is there any chance of this getting updated to work with Below and Beyond?
Sunken 30 Μαρ 2021, 22:22 
do this mod still work?
taxel 21 Φεβ 2020, 2:28 
Will there be any more research added? Great mod btw, I use it in all my playthroughs
Witcher  [Δημιουργός] 3 Νοε 2019, 11:34 
@MissDirect Just apartments.
@lugabal Thanks!
@Siegfried It's still working, just tested it today. What updates do you think are needed?
fasquardon 19 Ιουν 2019, 11:32 
I really do like this mod. It's been one of my mainstays for a while now. And kudos for making one of the few technology mods where the technology icons display properly!
MissDirect 2 Ιουν 2019, 23:57 
Does the lights out tech cut the power cost of all living spaces or just apartments?
Siegfried 17 Μαϊ 2019, 18:03 
are you going to update this in the future?
Witcher  [Δημιουργός] 3 Απρ 2019, 11:03 
Chances are there is a conflict between mods, but I won't be able to investigate it. I'm not even playing the game any more...
Black Jesus 1 Απρ 2019, 6:20 
I've got alot of mods including a few research mods. You want me to make a screenshot of my mod list?
Witcher  [Δημιουργός] 31 Μαρ 2019, 3:49 
@Black Jesus: Are you using other mods? It's a strange bug.. no one besides you ever complained about that.
Black Jesus 21 Μαρ 2019, 13:56 
Is it possible to add an option to disable Project Phoenix or do a version without it? I hate that breakthrough so much. I skip over it when I see it but eventually the game auto researches it when I'm not looking and I am stuck with it for the rest of the game and I can't stop it cause even with an empty queue it gets researched somehow.
maiden4meldin 19 Φεβ 2019, 18:42 
Great mod, love it, want more. Maybe to make the drones duplicate themselves everytime a breakthrough is researched they double in number up to twenty. Or when a research is finished, they get five drones duplication?? something along those lines, or just make it a one of, and a total doubling of drones, could make someone choose to research later in the game instead?? I use chaos theory all the time, so having it come up early would be awesome early game, and a cost saver if it came up later on.
Black Jesus 3 Ιαν 2019, 23:53 
I encountered something strange. I was doing a new map and I like to get all my research done even if it's slow. I unlocked most of the breakthroughs then I started to go back and actually researched them. I uncovered service bots and then researched it the first few breakthroughs, skipped Project Phoenix and did the next few after it. I walk away and play some games on Nutaku, chatted with soem friends, took a micro nap, looked over some notes. I became back and all my researches were done including Project Phoenix which I intentionally skipped over. The game just decided it was gonna research it anyway.

How do I prevent it the AI Breakthrough was not in the queue when I walked away.
Voeille 8 Δεκ 2018, 22:55 
You’re welcome! Are you sure it’s map seed dependent though? If you do print(city.tech_field['Breakthroughs']) it’ll give you a list of breakthroughs in the default order, and for all I noticed the breakthrough revealer always uses that order for all the maps I’ve played, at least it always starts with Construction Nanities → Project Phoenix → Hull Polarisation. The map anomalies are random, but the breakthrough revealer seems to always use the same order. It could be just my luck, but it seems unlikely to always roll Construction Nanities when I research the tech for the first time. I wouldn’t mind seed dependent as it’d be different for each playthrough, but I don’t know how to achieve that so I just went with pure RNG in my edit.
Witcher  [Δημιουργός] 8 Δεκ 2018, 11:23 
@Voeille: there was a game patch that made the tech tree use the map seed to shuffle the techs. I think I'll maintain this behavior in the mod, but thanks anyway for sharing your code!
Voeille 7 Δεκ 2018, 16:40 
After using the breakthrough revealer for a while I noticed that it doesn’t reveal a random breakthrough, but all the breakthroughs in the order they are set in the list in the game code. Did you intend that? I think random is more interesting, it’s nice to be suprised with a breakthrough just like from anomalies instead of getting exactly what you expect. I edited your code for my personal use, but if you’d like random revealing to be included in your original mod, feel free to use my edit:
[code]
print('[ErpAIBreakthroughRevealer] Revealing random breakthrough')

for i=1,#city.tech_field['Breakthroughs'] do
local r = Random(1,#city.tech_field['Breakthroughs'])
tech_id = city.tech_field['Breakthroughs'][r]
if not city:IsTechDiscovered(tech_id) then
city:SetTechDiscovered(tech_id)
print('[ErpAIBreakthroughRevealer] Revealing: ' .. tech_id)
break
else
print('[ErpAIBreakthroughRevealer] ' .. tech_id .. ' is already revealed')
end
end
[/code]
Witcher  [Δημιουργός] 5 Δεκ 2018, 14:14 
Good to know! Have fun!
Merlin's Fan 4 Δεκ 2018, 20:52 
Great job sir! it is fixed!
I thank you for your time and effort for this wonderful mod sir
Voeille 4 Δεκ 2018, 19:04 
I quickly tested it in mod editor and I can confirm it’s working there. Thank you for the fix, it’s a really useful mod especially now after the Gagarin patch when we get fewer breakthroughs per map.
Witcher  [Δημιουργός] 4 Δεκ 2018, 15:08 
What about now, @Merlin's Fan?
Merlin's Fan 3 Δεκ 2018, 19:27 
The <no name> glitch has been fixed but the breakthrough revealer has not. It is not creating any breakthroughs.

I am testing this with the outsourcing booster mod and the overfunded gameplay modifier and spending all of the money possible to boost to the research.
Witcher  [Δημιουργός] 3 Δεκ 2018, 14:37 
I believe all issues are fixed now. Had to workaround an issue in the mod tool.
Merlin's Fan 2 Δεκ 2018, 23:02 
Im sorry, but the breakthrough research seems to be completely broken. it isnt even unlocking a single one in the test runs im doing
Merlin's Fan 1 Δεκ 2018, 23:40 
Still <no name> and breakthroughs seem to be limited
NumberOneSoyFan 1 Δεκ 2018, 16:36 
Sadly still not fixed.
Witcher  [Δημιουργός] 1 Δεκ 2018, 11:21 
Uploaded a new version to try and fix the issue again.
Merlin's Fan 30 Νοε 2018, 19:52 
The name thing is not fixed yet.

also noticed the AI one that grants breakthroughs repeatable stops at a certain point. It is no longer giving me more breakthroughs after about 5-6 in.
NumberOneSoyFan 30 Νοε 2018, 16:29 
Bummer, really good mod.
NumberOneSoyFan 30 Νοε 2018, 16:28 
Still getting <no name>
Witcher  [Δημιουργός] 29 Νοε 2018, 15:14 
I tried uploading the mod again. Can someone check if the names are showing correctly?
Witcher  [Δημιουργός] 26 Νοε 2018, 15:59 
@VirtualG Agarest: just for the research in dev.

Sorry guys, I didn't have time yet to fix the name issue.
BladeofSharpness 25 Νοε 2018, 23:37 
Hi. Nice mod, and in working order for me ... except the techs show has having <No Name> ? Any idea?
VirtualG Agarest 7 Οκτ 2018, 6:14 
Heyy @Witcher,

i have a question about " Event Driven Architecture " the RP that given, is for the research in dev, or that give the RP to your Global RP ? :o
VirtualG Agarest 5 Οκτ 2018, 16:57 
Okay :)

Thanks btw for the update, i will tell you if that give us all of them :)
Witcher  [Δημιουργός] 5 Οκτ 2018, 15:24 
@VirtualG Agarest
I didn't test all the way through. I'm hoping you guys can tell me that.. :)
VirtualG Agarest 5 Οκτ 2018, 2:58 
Hey there,
so i test it this morning and it's work perfectly now ! thanks :)

i just wanted to know if that can research all the breakthrough, or only those who are avaible on the seed ?
Davidklk 5 Οκτ 2018, 0:16 
great, looking forward to trying it, thanks!
VirtualG Agarest 4 Οκτ 2018, 17:49 
I gonna give a try tommorow and tell if it's work :)

thanks for the update btw :)

Witcher  [Δημιουργός] 4 Οκτ 2018, 15:58 
@Davidklk @VirtualG Agarest

It seems the techs are not random anymore for the same map seed. Because of this I can't simply reveal a random breakthrough anymore, but I managed to reveal the next one in the line. Enjoy!
VirtualG Agarest 4 Οκτ 2018, 2:43 
Hello there :)

I come here just to say the breakthrough tech unlocker don't work anymore, and i think that the same to every mod who touch Breakthrough since the last update

They made an update few days ago to fixe some bugs, don't know if that fixe it tho :/
Davidklk 2 Οκτ 2018, 15:00 
a shame, but understandable - thanks! That breakthrough tech made the game exciting for me :)
Witcher  [Δημιουργός] 2 Οκτ 2018, 11:45 
@Davidklk: It seems the latest update introduced many bugs. I will wait for a patch before making any changes.
Davidklk 2 Οκτ 2018, 11:37 
thank you
Witcher  [Δημιουργός] 2 Οκτ 2018, 11:16 
@Davidklk: I will check it.
Davidklk 2 Οκτ 2018, 9:55 
i think with the most recent patch, that the breakthrough tech unlocker doesnt work. is this right?
Bernd 17 Αυγ 2018, 16:27 
Thanks a lot! :)
Ker 17 Αυγ 2018, 9:36 
Thanks much