Surviving Mars

Surviving Mars

Fix Bugs
205 Comments
ChoGGi  [author] 16 Oct @ 4:27pm 
I don't bother checking friend reqs anymore, I added you.
ChoGGi  [author] 14 Oct @ 6:28pm 
v12.0
Long Winter Cold Wave timer can disappear at 4 Sols (Thanks Dark Master).
kaki_gamet 11 Oct @ 12:03am 
ChoGGi, my friend request? ^^'
arl85 3 Oct @ 11:05pm 
@ChoGGi, thanks for fixing it!
ChoGGi  [author] 3 Oct @ 7:10pm 
v11.9
If an expedition fails (only from storybits?) then the rover doesn't get deleted (Thanks arl85).


Looks like you noticed a bug that's been in since it was released (space race).
From what I can see; it looks like they planned to have expeditions with multiple rovers, and updated the code to support them, but the code to delete failed expeditions used a reference to a singular rover obj.
arl85 18 Sep @ 9:55pm 
yep, here [www.dropbox.com]
ChoGGi  [author] 18 Sep @ 4:05pm 
Got the save file around?
arl85 18 Sep @ 4:35am 
When a RC is destroyed by an expedition failure, the "in colony" counter in "request rocket page" still shows it.
in my game I failed an expedition with a RC Transporter but when ordering a new rocket the "in colony" still shows RC Transporter count = 1
can this be fixed by this mod?
ChoGGi  [author] 12 Sep @ 4:48pm 
v11.8
Found a save with the same as 11.6, but for Residences (GetFreeSpace log spam).
This might not be from a mod.

v11.7
Some mod isn't checking for a table beforehand (maybe?).

v11.6
Didn't fully cleanup Workplaces that had buildings added to the wrong label (GetFreeWorkSlots log spam).
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...