Surviving Mars

Surviving Mars

Fix Bugs
205 Comments
kaki_gamet 29 Aug @ 6:38pm 
I would propose you as Ambassador but that maybe is too much burden : D
I hope for a smooth transition ^^x
ChoGGi  [author] 29 Aug @ 5:55pm 
Yeah, I'm already in early access (for awhile now), but I'm not allowed to say much. I've just been guessing, since I'm not playing it. Just working on getting ECM working :(
kaki_gamet 27 Aug @ 10:05pm 
And it looks so, SteamDB is the only source I found but looks they "detected" the engine to be the same on both games, of course if the version is different then the newer one may not work on my system : /

I will wait for system requirements then, and will try to chill in the meanwhile >.<
ChoGGi  [author] 27 Aug @ 3:03pm 
> They also spoke of an improved "Sol engine", that would let it to run on the same hardware as before (I hope) ^^'

Yeah, but if that's the same eng they used on JA3 (very likely) then it's dx12.

> Locations

Something tells me that new dlc they added has breakthroughs, or they changed the map generation again...
kaki_gamet 27 Aug @ 6:11am 
From the first DevDiary looks likely that they changed some data behind the scenes, like Commanders difficulty and locations layout. They also spoke of an improved "Sol engine", that would let it to run on the same hardware as before (I hope) ^^'

Commanders - they labeledGeo Engineer as easy (-20), Space Miner as easy (20), Rocket Scientist as hard (20), Doctor as normal (10), Politician as normal (0) in the DevDiary #1 : /

Locations - coordinates 2N176E are shown as Relatively Flat but in the current version those are Steep. There is to say that are for a pinned location so maybe they made it a bit more easy rather than shuffling all locations or adding new ones ^^'

New .csv will be a must when and if possible : )

PS: feel free to delete all of this if you want to keep this area free from spam : D
kaki_gamet 21 Aug @ 11:28pm 
And minimum requirements for it are including DX12, oh boy, I'm definitely out : D

By the way, someone wrote release will be on October 21st, that is a week after last planned video diary. If that is the case it looks really behind the corner : /
ChoGGi  [author] 21 Aug @ 4:13pm 
I assume it's using the same updated engine as JA3, so basic mods should be okay. I know ECM is going to need work.
kaki_gamet 20 Aug @ 10:28pm 
ChoGGi, two months later (see my comments below) and I truly wish you that Haemimont will hire you in a way or another : D Now, what do to for the future, how long before these words here will turn into dust in the wind? ^^'

From the look the new game is a big patch, that means most mods should work out with minimal upgrade, and hopefully that there won't be need of the current fixes (there will be new things to look for indeed) : D It may means that won't be needed better hardware also but I'm not so sure on this one, it may be DX12 only next ^^'

How long before the end anyway? One year? More? Less?
I'm glad I already finished as much as I wanted to do with it : )
ChoGGi  [author] 17 Aug @ 8:13am 
v11.5
Missed a DLC check (thanks Charmich0802).

v11.4
Main Menu Music mod option was ignored.
Make Dust Sickness from storybit not effect Biorobots:
It doesn't always cure colonists for some reason and Biorobots never die, plus they're robots...
Also checks on load for any dust sick Biorobots and removes the trait.
There's a mod option if you prefer dust sick Biorobots.
ChoGGi  [author] 17 Jul @ 5:07pm 
v11.3
Didn't check for DLC for some storybit fixes and fixed some issues with loading saves.
Cyber War: Anyone up for some good old blackmailing? Never rewards funds only lowers standing.
Eureka!: Option 2/3: Always picks from Biotech instead of random category.

v11.2
RC Harvester doesn't collect waste rock (Thanks Dark Master).
Added my mod:
RC Constructor Terraformer Routes

v11.1
Meteor landed on under construction track while dismantling (Thanks Tremualin).

v11.0
Changed g_CObjectFuncs to CObject for SetScale fix (it only worked after loading twice).
ChoGGi  [author] 22 Jun @ 7:19pm 
v10.9
Survey Offer Option 2 never starts (same issue).

v10.8
Cure For Cancer: Rare Outcome never starts (partially same issue as Free Will: Violent Urges Solved).
kaki_gamet 22 Jun @ 5:37pm 
You are right X D
ChoGGi  [author] 22 Jun @ 5:14pm 
Oh, that'll never happen, where's the money in that? ;)
kaki_gamet 22 Jun @ 5:13pm 
A bit more and Paradox can simply add your mod as a patch and call it a day ^^'
ChoGGi  [author] 22 Jun @ 5:00pm 
v10.7
Free Will: Violent Urges Solved never shows up after researching story bit tech (Thanks Dark Master).
ChoGGi  [author] 22 Jun @ 4:24pm 
v10.6
Some mod is adding OpenAirGyms to the Workplace label,
which means "attempt to call a nil value (method 'GetFreeWorkSlots')" log spam.
ChoGGi  [author] 13 Jun @ 7:05pm 
v10.5
Added my School Skip Attained Perks mod:
Schools won't pick a trait the colonist already has when training is complete.
ChoGGi  [author] 12 Jun @ 2:34pm 
v10.4
Cargo Shuttle flying underground with a colonist being transported to a surface dome (Thanks DamnedLife).
ChoGGi  [author] 8 Jun @ 8:45am 
v10.3
Twin Peeks: spawning, but not showing Beauty/Research effect deposits.
ChoGGi  [author] 31 May @ 8:41pm 
v10.1
Show actual resources in build menu for Dome Streamlining, Mars Nouveau, etc
ChoGGi  [author] 24 May @ 11:37am 
v10.0
Fix applicants with a func instead of a time.
ChoGGi  [author] 16 May @ 6:06pm 
v9.9
Log spam on new games (thanks Tremualin).

v9.8
Log spam from Fix Deposits Wrong Map.
ChoGGi  [author] 9 May @ 5:52pm 
v9.7
Added my mod:
Fix Deposits Wrong Map
ChoGGi  [author] 5 May @ 9:12am 
v9.6
Added my mod:
Fix Rover In Dome
ChoGGi  [author] 4 May @ 7:37pm 
v9.5
Colonists underground crash v3:
Third time is the charm, this crash was apprently newly arrived colonists going down the elevator instead of the arrival dome.
ChoGGi  [author] 4 May @ 11:37am 
v9.4
Rare Anomaly Analyzed: Fossils: Global Support option doesn't check for Space Race DLC.
Which makes it useless if you don't have the DLC, so it gives a random breakthrough now.
ChoGGi  [author] 3 May @ 3:02pm 
v9.3
Colonists underground crash v2:
A different save and colonists on the surface stuck in underground labels (same mod option as previous fix).
ChoGGi  [author] 27 Apr @ 1:46pm 
v9.2
Added mod option to move any colonists underground that probably should be on the surface (or crashy).
Removing a mod mid-gameplay that adds a tech field.
Removed fix from 9.1 (user didn't have Space Race DLC).
ChoGGi  [author] 16 Apr @ 9:29am 
v9.1
Can't unlock Global Support breakthrough.
ChoGGi  [author] 16 Apr @ 8:26am 
v9.0
UCP: Never get funding/res points from Observatory.
ChoGGi  [author] 8 Apr @ 7:40am 
v8.9
If you install Space Race DLC then Shuttle Hubs will disappear from build menu in existing saves.
ChoGGi  [author] 29 Mar @ 10:27pm 
v8.8
Toggling power to domes with passages in certain instances will create some log spam.
ChoGGi  [author] 17 Mar @ 3:59pm 
v8.7
Added my fix for multiple art suns from my Artificial Sun Range mod.

v8.6
Changed how I check for borked cargo / fix it.

v8.5
Added my mods:
Fix Unlock RC Safari Resupply
Fix Unrepairable Attack Rovers
ChoGGi  [author] 6 Mar @ 2:14pm 
v8.4
Fixed string 8390.
ChoGGi  [author] 6 Mar @ 2:09pm 
Sure, why not? They're easy enough to add.
ECHO 6 Mar @ 1:49pm 
I don't know if you want to also include localization changes.

Aldrin Base Trade Rocket
This rocket is tasked with brining construction materials for the Hydrogen 3 mining base being built on the Moon - Aldrin Base.
ChoGGi  [author] 6 Mar @ 8:37am 
v8.3
The Man From Mars: Outcome 3: Let him be, whoever he is.
None of the options reward anything, Morale is based on CustomOutcomeText and Morale stats from Outcome 2 (Thanks Dark Master).

v8.2
Same sort of fix for The Extract and shuttle hubs (Thanks Dark Master).
ChoGGi  [author] 19 Feb @ 6:51pm 
v8.1
Added another fix for Mona Lisa Underground Rare Anomaly:
If using Paradox and you pick Shuttle Hubs, it doesn't give jumper hubs (Thanks Dark Master).
ChoGGi  [author] 10 Feb @ 11:34am 
v8.0
Power Switch/Pipe Valve were showing up in every menu.
ChoGGi  [author] 9 Feb @ 9:33am 
Yeah, that's paradox. They haven't unblocked it yet (and a bunch of my other mods).

See here to get it working: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2835850170
Pauk 9 Feb @ 9:25am 
I got message "Mod Fix Bugs has been disabled due to content restriction"
ChoGGi  [author] 8 Feb @ 7:53pm 
v7.9
Key binding certain buildings won't work when pressing the key (Power Switch/Pipe Valve).

v7.8
Log spam from borked colonist.
ChoGGi  [author] 22 Jan @ 11:32am 
v7.7
Asylum Storybit will never start.
ChoGGi  [author] 18 Jan @ 1:41pm 
v7.6
Log spam from loading older saves.
Changed Colonists Wrong Map Infobar mod option to disabled by default.
Denniss 12 Jan @ 4:58pm 
Paradox should hire and pay you to finally squash the vast amount of bugs still present in the base game and DLCs. Not everyone knows of this bugix collection
ChoGGi  [author] 12 Jan @ 1:33pm 
It's fun so I keep plodding away :)
Adil3tr 12 Jan @ 12:12pm 
Haven't played since the last DLC broke everything, but it's amazing to see you're still making content and updating.
ChoGGi  [author] 11 Jan @ 3:04pm 
v7.5
Fix for whatever odd thing Mars Underground mod is doing with presets.
Unlock Artificial Sun for refabbing.
Moved Fix Landscaping Freeze into NewDay instead of LoadGame (for those oddballs with long sessions).
Moved around the code to tidy it up a bit.
kaki_gamet 9 Jan @ 5:08pm 
Murphy's Law indeed, it is always worse than one expects : D

On the "good" side it is a check that kicks in in specific cases only, when production swaps from seeds to food (and probably the other way around also), as with base game only I never had food dumped on the ground. Farm just caps at 300 Food and any extra harvest is lost, without to create any issue (well, not with food counter at least).

I guess if DLC alters existing game mechanics in a subtle way...