Surviving Mars

Surviving Mars

Crime and Punishment
48 Comments
Ludwiś 21 Sep, 2021 @ 1:19am 
Thanks you

za aktualizacje :steamhappy:
lukeh_ro  [author] 20 Sep, 2021 @ 6:47am 
updated
lukeh_ro  [author] 15 Sep, 2021 @ 10:58am 
Unfortunately, because of RL and some project I'm working on at the moment, I won't be able to work on SM mods and update my mods as soon as I'd wish too. They will be all updated at some time, none abandoned. Thanks for understanding and enjoy the new content for now.
I may be able to update my smaller mods sooner but don't hold your breath. For the bigger ones I think there would be actually some amount of work and it definitely won't be a straightforward update, I foresee that I'll need to play the new content myself at last for a while, not modded, to decide how a mod like the Resources or the Family still fits in the new context with and without the new DLC at the same time, and decide what I need to change on them.
stratege1401 14 Sep, 2021 @ 6:15am 
Hope you get time to update to B&B
Ludwiś 9 Sep, 2021 @ 7:14am 
can you ask for updates?
Popsicle Penguin 9 May, 2021 @ 10:20am 
Is there any way to update this to be usable with games already started? Since I put it in a game that was already in progress, the prerequisite tech is not in the tech tree, and I can not use it.
DartMada 13 Oct, 2020 @ 1:08pm 
this needs a no spire version
lukeh_ro  [author] 3 Aug, 2020 @ 11:34am 
I give it a look, renegades should get arrested from time to time. Is the same random time they could commit crimes which is between 5 and 10 sols as far as I can see...I agree it would be too slow and will look to change that.
On other hand, unlike I initially said, arrests should happen at those times regardless other factors. Did you ran the game like 10 sols and no arrest after the first one?
Lesandrina 30 Jul, 2020 @ 2:38am 
thx for the feedback. i hoped that if you knew someone was a renegade you could cure them just like in a sanatorium.
lukeh_ro  [author] 30 Jul, 2020 @ 2:26am 
I'm away at the moment but as far as I recall they are caught when trying to commit a crime so a some fully staffed with security could have the unwanted effect. I'll check and eventually reevaluate that when back home.
Lesandrina 29 Jul, 2020 @ 1:13pm 
i have 49 renegades in my detention dome, full officers working heavy duty all shifts. 2 years later not a 2nd guy got caught. working as expected?
Lesandrina 29 Jul, 2020 @ 12:43pm 
oh, i am sorry. after like 2-3 sols the first renegade was arrested. so i have first "locked resident" now.i assumed if you had all renegades in the dome they would populate the detention center automatically.

btw, i assume it is currently normal that the building is not centered in the dome?
Lesandrina 29 Jul, 2020 @ 12:35pm 
this mod sounds really nice, i just gave it a try. finally i am ready to build a center (sol 135), yet now it is ready to work only workers come. no visitors, no resisdents. i waited quite long. i tried reloading the game, turning the building off/on, no change. i checkedd the log for keywords error/warning/detention but nothing looked related. i currently play with quite a lot of other mods, currently i cant think of which might be interfering. do you know of known imcompatibilities?
screenshot from the problem: https://ibb.co/DbdJGz3 i would like to help debug and fix this, give me a shout if you want to.
lukeh_ro  [author] 28 Mar, 2020 @ 2:40pm 
ps. I'm ok with others that make mods that make non spire version for spires to make one for it too as long as this mod is required and not just modified and published like that.
DartMada 28 Mar, 2020 @ 2:32pm 
lots yes
lukeh_ro  [author] 28 Mar, 2020 @ 2:04pm 
Don't think I would do that, but as I remember it should "service" work for connected domes...if not, I'll review that.
You really have such a renegade problem?
DartMada 28 Mar, 2020 @ 1:27pm 
Could you create a No Spire version of this? Being only able to place one in a dome can be really difficult to keep up with number of renegades.
ajacksonian 28 Feb, 2020 @ 9:10am 
Very happy with the mod and the approach taken! This has finally given a way to make the Officers feel like they are actually contributing beyond just trying to curb problems. That was a game mechanic that needed to be there.
lukeh_ro  [author] 28 Feb, 2020 @ 7:00am 
Ok, thanks, will pay attention to those things when I'm able to put up a longer playthrough myself. Is hard to see those long term effects when you mod more then playing like I do.
Anyway, bottom line I understand that you are happy with it.
ajacksonian 28 Feb, 2020 @ 6:53am 
That happened between a Sol 150 and Sol 215 set of saves, so I don't know if I'll be able to replicate the results given some of the RNG going on. One person I did have going in at Sol 150 was a hypocondriach, loner who was also pulling out-building shifts at night from a dome with 100+ people, so things stacked up pretty badly there. The staying Fit was applied but the debuffs were still large, with morale pretty far gone as was sanity. That wasn't a Refugee just a regular colonist. No debuff from out of specialization as that had been removed by tech research.
lukeh_ro  [author] 27 Feb, 2020 @ 8:42pm 
Probably I need to consider their other stats that makes them earhsick when releasing them. That's the reason I gave them the option to get workout while in prison but seems not enough according to what you say. Can you have a look at their stats while in prison and tell me how they evolve?
ajacksonian 27 Feb, 2020 @ 5:41pm 
Just had a pending WWIII run and with the huge influx of colonists getting them all jobs at a fast rate was a problem, thus had quite a few renegades. Researched this, tore down a spire or two and put up the Detention Center. Slowly but surely, the Renegades were captured, most red-handed after stealing goods! Locked up on Mars and NOW they get Earthsick! Heh. Sucker flees a warzone, then tries to steal from the people saving them? Uh-huh. Tell me just how Earthsick you are to go back to a war zone. So satisfying to finally be able to put a Renegade in the lock-up. My thanks! Now if there were only a way to send them back to Earth in cuffs.
lukeh_ro  [author] 10 Feb, 2020 @ 6:48am 
The tech to unlock it won't appear, but you could use ECM I think to unlock it
Visentinel 10 Feb, 2020 @ 6:40am 
can i add this mod halfway through an ongoing map ? i have 4 ? under social
lukeh_ro  [author] 27 Jan, 2020 @ 8:26pm 
In some late update I moved the tech to social so most likely no. But still, I think any any mod that calls random very early does indeed may change the map breakthroughs because they are based on the seed, that's not the case here but I never bothered to 100% check this aspect.
BKGamesPI 27 Jan, 2020 @ 7:39pm 
HI I am a little confused on how this works, does it replace a breakthrough on the map or do you just get an extra one? If you don't play the Security profile.
lukeh_ro  [author] 27 Jan, 2020 @ 12:49am 
ofcourse
BKGamesPI 26 Jan, 2020 @ 11:01am 
Is this still compatible with current game?
DartMada 5 Aug, 2019 @ 9:05pm 
could you a no spire version of this? and to hold more inmates? this game needs more ways of dealing with criminals
lukeh_ro  [author] 1 Aug, 2019 @ 3:11pm 
Updated with new model and social tech
lukeh_ro  [author] 29 Jul, 2019 @ 1:57am 
Stay tuned, I would update it soon. Note that a new game would be needed for the tech in a different tree.
Noone made a new model from it but enzovirus came up with something based on attaches in his style.
darkhelmet_12345 29 Jul, 2019 @ 12:27am 
Perhaps make the facility a social tech and add a breakthrough tech (free w/ security officer) that unlocks an upgrade/amplify option? Call it theoretical mind control, or whatever. Inmates that complete their rehabilitation via this method would do so 50% faster. The risk factor... after release the "rehabilitated" colonists periodically have a 10% chance of relapsing and turning renegade again. Just a thought. Did you find someone to work on the model yet? I've been looking for a new project.
lukeh_ro  [author] 9 Jul, 2019 @ 5:56am 
I'm bit busy atm and have limited time for moding but will add it via a normal tech at some point.
Vahko 6 Jul, 2019 @ 5:48pm 
I love the idea of being able to deal with renegades in some other way besides 'imprisoning' them in some isolated dome. Unfortunately I've yet to have the break through appear in any of my games. Seems I'll definately have to play with Security Officer to give it a real try. If at some point you could make it a social tech or some such that would certainly be more ideal. Thanks for the mod!
Merluca Kitsokami 4 Jun, 2019 @ 8:00am 
Yea i think it woud be better to unlock it with a regular tech, otherwise its just way to unreliable to get and for myself i woud like a way to deal with renegades
lukeh_ro  [author] 29 May, 2019 @ 11:57pm 
At the moment is only unlocked by a breakthrough, do you have it? the Security Officer would start with it researched.
I do plan to change that and make it a social tech or something.
DartMada 29 May, 2019 @ 4:39pm 
I can't find this building
I am now in Green Planet
You should update it
lukeh_ro  [author] 27 Mar, 2019 @ 11:20pm 
This is intended for new games as the building is unlocked by a breakthrough. However, you could try to build it in existing games with help of ChoGGi's ECM either by unlocking the tech or the building directly.
DartMada 27 Mar, 2019 @ 1:53pm 
how do I get this? I subscribed? And I REALLY need help with Renegades
lukeh_ro  [author] 17 Mar, 2019 @ 3:04pm 
I just pushed an update for that anyway
TsUnAmI 17 Mar, 2019 @ 1:37pm 
ok, will try
lukeh_ro  [author] 16 Mar, 2019 @ 1:53pm 
Right, I believe I know what it is. Try building it, or at last one Security Station in any dome (you have none of those either, right?) and most likely it won't happen further. I'm not at my computer but will check to confirm asap and push a fix.
TsUnAmI 16 Mar, 2019 @ 1:41pm 
nope, havent even built it. will check
lukeh_ro  [author] 16 Mar, 2019 @ 12:55pm 
Actually there is, the very last error about "vanillaDomeUpdate". Is strange and I guess is because of some incompatibility.
Could you check if you see that if you start a game only with my mod. If not showing like that and all seems ok, maybe you could try to find out which mod causes the incompatibility.
lukeh_ro  [author] 16 Mar, 2019 @ 12:31pm 
Will check it, at the first look no error originating from the mod, but there are some in the log.
What's the green beam? is that how you see the Detention Center? How many residents are in the dome, not in the prison itself?
TsUnAmI 16 Mar, 2019 @ 5:37am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1684392285
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1684392210
Here you can see the average comfort and no births, and now the log
https://pastebin.com/YucPx07T
When i deactivate your addon, they start giving birth again.
lukeh_ro  [author] 11 Mar, 2019 @ 2:31pm 
what exactly do you mean? can you send me a log?
TsUnAmI 11 Mar, 2019 @ 1:08pm 
Interesting, but when i use it, it breaks colony births. Maybe a conflict with another thing but...