Surviving Mars

Surviving Mars

Fix Bugs
205 comentarios
ChoGGi  [autor] 16 OCT a las 16:27 
I don't bother checking friend reqs anymore, I added you.
ChoGGi  [autor] 14 OCT a las 18:28 
v12.0
Long Winter Cold Wave timer can disappear at 4 Sols (Thanks Dark Master).
kaki_gamet 11 OCT a las 0:03 
ChoGGi, my friend request? ^^'
arl85 3 OCT a las 23:05 
@ChoGGi, thanks for fixing it!
ChoGGi  [autor] 3 OCT a las 19:10 
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 a las 21:55 
yep, here [www.dropbox.com]
ChoGGi  [autor] 18 SEP a las 16:05 
Got the save file around?
arl85 18 SEP a las 4:35 
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  [autor] 12 SEP a las 16:48 
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  [autor] 17 AGO a las 8:13 
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  [autor] 17 JUL a las 17:07 
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  [autor] 22 JUN a las 19:19 
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 a las 17:37 
You are right X D
ChoGGi  [autor] 22 JUN a las 17:14 
Oh, that'll never happen, where's the money in that? ;)
kaki_gamet 22 JUN a las 17:13 
A bit more and Paradox can simply add your mod as a patch and call it a day ^^'
ChoGGi  [autor] 22 JUN a las 17:00 
v10.7
Free Will: Violent Urges Solved never shows up after researching story bit tech (Thanks Dark Master).
ChoGGi  [autor] 22 JUN a las 16:24 
v10.6
Some mod is adding OpenAirGyms to the Workplace label,
which means "attempt to call a nil value (method 'GetFreeWorkSlots')" log spam.
ChoGGi  [autor] 13 JUN a las 19:05 
v10.5
Added my School Skip Attained Perks mod:
Schools won't pick a trait the colonist already has when training is complete.
ChoGGi  [autor] 12 JUN a las 14:34 
v10.4
Cargo Shuttle flying underground with a colonist being transported to a surface dome (Thanks DamnedLife).
ChoGGi  [autor] 8 JUN a las 8:45 
v10.3
Twin Peeks: spawning, but not showing Beauty/Research effect deposits.
ChoGGi  [autor] 31 MAY a las 20:41 
v10.1
Show actual resources in build menu for Dome Streamlining, Mars Nouveau, etc
ChoGGi  [autor] 24 MAY a las 11:37 
v10.0
Fix applicants with a func instead of a time.
ChoGGi  [autor] 16 MAY a las 18:06 
v9.9
Log spam on new games (thanks Tremualin).

v9.8
Log spam from Fix Deposits Wrong Map.
ChoGGi  [autor] 9 MAY a las 17:52 
v9.7
Added my mod:
Fix Deposits Wrong Map
ChoGGi  [autor] 5 MAY a las 9:12 
v9.6
Added my mod:
Fix Rover In Dome
ChoGGi  [autor] 4 MAY a las 19:37 
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  [autor] 4 MAY a las 11:37 
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  [autor] 3 MAY a las 15:02 
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  [autor] 27 ABR a las 13:46 
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  [autor] 16 ABR a las 9:29 
v9.1
Can't unlock Global Support breakthrough.
ChoGGi  [autor] 16 ABR a las 8:26 
v9.0
UCP: Never get funding/res points from Observatory.
ChoGGi  [autor] 8 ABR a las 7:40 
v8.9
If you install Space Race DLC then Shuttle Hubs will disappear from build menu in existing saves.
ChoGGi  [autor] 29 MAR a las 22:27 
v8.8
Toggling power to domes with passages in certain instances will create some log spam.
ChoGGi  [autor] 17 MAR a las 15:59 
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  [autor] 6 MAR a las 14:14 
v8.4
Fixed string 8390.
ChoGGi  [autor] 6 MAR a las 14:09 
Sure, why not? They're easy enough to add.
ECHO 6 MAR a las 13:49 
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  [autor] 6 MAR a las 8:37 
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  [autor] 19 FEB a las 18:51 
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  [autor] 10 FEB a las 11:34 
v8.0
Power Switch/Pipe Valve were showing up in every menu.
ChoGGi  [autor] 9 FEB a las 9:33 
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 a las 9:25 
I got message "Mod Fix Bugs has been disabled due to content restriction"
ChoGGi  [autor] 8 FEB a las 19:53 
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  [autor] 22 ENE a las 11:32 
v7.7
Asylum Storybit will never start.
ChoGGi  [autor] 18 ENE a las 13:41 
v7.6
Log spam from loading older saves.
Changed Colonists Wrong Map Infobar mod option to disabled by default.
Denniss 12 ENE a las 16:58 
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  [autor] 12 ENE a las 13:33 
It's fun so I keep plodding away :)
Adil3tr 12 ENE a las 12:12 
Haven't played since the last DLC broke everything, but it's amazing to see you're still making content and updating.
ChoGGi  [autor] 11 ENE a las 15:04 
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 ENE a las 17:08 
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...