Surviving Mars

Surviving Mars

80 ratings
Better AI
File Size
0.359 MB
Apr 14, 2018 @ 12:58pm
Nov 30, 2018 @ 6:53am
15 Change Notes ( view )

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Better AI

Compatible with Mod Config Reborn and highly recommanded to change options :

Colonists AI improvement for all colonists : children ai, senior ai, tourists ai, idiots ai and worker ai.
Seniors, Tourists and idiots avoid domes with needed workforce and/or insufficient housing, children go to domes with nurseries and schools, unspecialized workers go to domes with universities and/or sanatoriums if they cannot find work. You don't need to play with filters unless you want to.

When no home is available in the colony, Seniors that cannot work are the first to be homeless, followed by those unemployed, with preference for those with the trait Rugged (no penality). Your colonists can change dome and kick useless people around to take a job when no housing is available for a given dome.

Migration caching to avoid en masse migrations.

When migrating, a worker looks for, in order :
- a matching job / replacing a worker with the wrong specialization
- a job with no performance penalty (if specialized)
- any job
- training and sanatoriums

StressedOut and EarthSick colonists behave like Seniors until they get better (avoiding domes needing workforce and/or insufficient housing).

Workers in-dome speciality priority option : workers only work at matching specialization, if not possible they look for unspecialized job and finally for any job.

Limit Birth to nursery slots option - children migrate to domes with nurseries and schools, now you can limit their number in your colony.

Universities set to priority 1 option - that way unspecialized workers work at diners and other service buildings first by default

Idiots do not work option (extended configuration with mod config).
Idiots do not train option.

More options with mod config.

All options are on by default and require mod config to be changed. They can be changed at will during the course of a game.

- better shuttle AI (average storage over all depots - maybe new building - or something like that, with some reserved for colonists migration).

Installation (GoG) :
put the mod folder in %AppData%/Surviving Mars/mods
Popular Discussions View All (4)
Apr 21, 2018 @ 2:10pm
[ fixed ] - Limit birth issue
Apr 22, 2018 @ 12:51pm
[Solved] University & Sanitorium Priority
Apr 21, 2018 @ 4:54pm
[Fixed] dome colonist text bug
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Dracko Rithermort May 30 @ 6:01pm 
I found out what the problem was, it turned out that my 7 unemployed settlers who did not want to move to another dome, they were just idiots, and according to this mod the idiots avoid domes where are workers are needed or have insuficient housing
Dracko Rithermort May 30 @ 10:59am 
I forgt mention that the shuttle come to the dome entrance make the animation to pick a colonist but de colonist don't exit the dome, and then the shuttle return to trasnsport goods
Dracko Rithermort May 30 @ 10:56am 
The new update come and now my colonist don't change domes, i don't know if the mod was affected or if is an issue with the update.
Crimsomreaf5555 May 20 @ 7:50pm 
new dlc came out thinking about updating this mod?
John Apr 13 @ 8:08am 
I have been using this mod for some time and I really like it. The only thing id improve is the birth limiting. Instead of nurseries, there should be some kind of rule like "dont make more kids than general residence spots are available", and this rule should exclude domes that dont allow adults (youth, middle aged, adult) or that are set to receive tourists. it also shouldnt count kid domes only, cause these spots are just temporal.

I say this cause in late game is very difficult to have a constant population, Im always overpopulated
Durandal980AD Feb 22 @ 8:46am 
needs an update, it breaks in-game missions
Del Feb 15 @ 7:42pm 
I don't think this works any more.. if it did (I only just picked up this game).

I have many colonists that are always in the wrong job and what's more they start working in places that are not their home-dome and do not migrate.

Also, I once had to remove a dome and there were four colonists that refused to leave. Even setting filters to exclude them didn't work. I saved the game, went back to the menu, disabled this mod and then I was able to clear the dome.

So, is this mod out of date?
horsehunter Dec 28, 2018 @ 1:46pm 
Thanks for a great mod, when running runs more smooth than the built-in ai.. only a small bug.. when enabled, the birth part isn't working.. but when the mod is disabled birth's are going up and the nursery's are being used - hope that there will be an update soon.
Kyun  [author] Dec 4, 2018 @ 2:06pm 
@Bvisi0n all issues were the same, one line of code was required since the patch to avoid an assert error which would prevent colonists to find a home dome. All issues should be solved now.
Well Rested Monk Dec 4, 2018 @ 1:50pm 
No clue wether you did anything about the issue me and the other guy had but I haven't seen it happen every since, just putting that out there.