Surviving Mars

Surviving Mars

SkiRich's Mods
20 Comments
SkiRich  [author] Oct 15, 2019 @ 1:53pm 
All mods compatible with the Evans Update.
SkiRich  [author] May 16, 2019 @ 12:08am 
Quick note. About 10 of my mods have been updated for Armstrong/Green Planet. Either for compatibility updates or some new stuff I wanted in them. The rest are fine and didnt need updates. I'll eventually get to rewriting the description compatibility line in all of those as well for cosmetic purposes. So as of May 15th, 2019 Everything works with Armstrong/Green Planet.
One new mod ... Automated Tourism. Enjoy.
houghs Mar 17, 2019 @ 8:39am 
what is missing is colony officials building and persons
Captain Seasick Dec 24, 2018 @ 5:45pm 
Righteous, mon. Go ahead and try it if you can. I'd throw together a mod for either thing if I could, but unfortunately I'm only good at coming up with mod ideas, not actually putting them to work.
SkiRich  [author] Dec 24, 2018 @ 11:32am 
I'll add the Sanatorium idea to the list. The dome roof idea I'll take a peek to see if its possible. I'm not sure I can make it work the way you want it to.
Captain Seasick Dec 24, 2018 @ 3:47am 
Oh yeah, I had another idea for a simple and functional mod you could create, IF you're able/willing, of course. You know how domes have their "roofs" removed when you click on them? I mean, of course you do. But here's what I'm getting at. Do you think you could whip up some nifty li'l mod that adds a keybinding that lets you toggle dome "roofs" on/off? And/or if at all possible, make it so that just hovering your mouse over a dome removes the "roof" of it.

It's been quite a pain through my hours of playing this game so far, having to click on a dome so I can click on something in it, or even more annoyingly, having to zoom in to a ridiculous level just so I can get a drone to deliver or pick up something urgently at a specific location. You know, stuff like that.

Thanks again either way. Your mods so far kick ass, figuratively. Hope you found my suggestions useful/constructive/interesting/anything else that's positive. lol
Captain Seasick Dec 24, 2018 @ 3:33am 
Say, if you're taking requests (or more like suggestions) for mod ideas and such, here's one: do you think it'd be possible to "automate" a sanatorium spire so that it automatically reselects which flaws it treats depending on demand?

If not, would it be possible to make it so that you can get a notification when a sanatorium spire has run out of colonists to treat, e.g. if no one in the colony is a gluttonous blob or an alcohol-soaked drinker any more.

Either way would be peachy. Having to manually set/reset what flaws to treat in a sanatorium gets tedious once you hit the 500+ colonists mark.

Oh, and if neither of the above is doable, here's an easy one for you: please enable sanatoriums to treat hypochondriacs. Those guys are so damn annoying, clogging up your hospital spires and infirmaries!
Quirquie Sep 10, 2018 @ 5:05pm 
oh nice ty!
SkiRich  [author] Sep 10, 2018 @ 11:16am 
@Quirquie. It can be done, let me play around with some ideas.
Quirquie Sep 10, 2018 @ 6:37am 
I just wanted to say thank you for all the work you do to make this game better. I would have quit playing by now if not for your mods especially. There is only one more thing I could want (at this time, lol) other than more buildings, and that is for some way to highlight/color differently the flaws on a colonist that can be removed in a sanatorium. Is there some way this can be done, and if so would you be interested in making it happen?
Quirquie Sep 9, 2018 @ 11:22am 
Those notes are very helpful, thank you!
SkiRich  [author] Sep 9, 2018 @ 9:48am 
The guide is here ... https://steamcommunity.com/sharedfiles/filedetails/?id=1415229181
The section you want is specialist graduation section.
Quirquie Sep 9, 2018 @ 9:42am 
Where are those notes at?
SkiRich  [author] Sep 9, 2018 @ 9:40am 
@Quirquie, technically it is already built in to the MU, you just need to control it. If you didnt take a moment to read the notes I wrote on how Auto works do so now, it will make the following clearer. In order to influence the Auto settings now, just close up some shift slots for that type of job. For you,right click and close some job slot openings or entire shifts in concrete extractors. Auto will select the next most needed specialization to train. I could code into this another mechanism to prioritize, but literally it would be just me telling auto which job is more important at the moment.
Quirquie Sep 9, 2018 @ 9:21am 
I have a mod idea, don't know if it can be done but, it seems to me that the University trains people by who you need the most of? Not sure how it decides but I had to manually train up medics, botanists, and officers because everyone was being trained as geologists to work in my concrete factories. So, my question is: Would it be possible to build a mod that would let you set prioroty for auto training?
Quirquie Aug 16, 2018 @ 11:08am 
Well I use all your mods except for the RCRover Bug Fix, I couldn't live without them! I will just keep checking back for new mods, just like I do nearly every day. Thank you for all your mods! :steamhappy:
SkiRich  [author] Aug 11, 2018 @ 6:48pm 
Its on my list of things I want to build. Thats pretty much how I work. I build things for me that I think other people might like as well. So you know I use all my own stuff and always tweak things for the better.
Quirquie Aug 11, 2018 @ 10:52am 
Does that mean you can do it, but it will be a while? I don't mind waiting, I just need to know that someone is actually working on it!
SkiRich  [author] Aug 11, 2018 @ 10:37am 
@Quirquie. I feel your pain. I briefly looked at how some of the other mods that attempted a new AI did things. I never liked how it was accomplished and put on my list of things to build, a true colonist AI, This is a longer term project due to the complexity.
Quirquie Aug 11, 2018 @ 4:57am 
Would you be able to make a mod to fix my colonists? Since Davinci they have become extra stupid and the 3 AI mods out there that I have found are not even getting a response from their creators. My colonists are homeless and unemployed even tho there is plenty of places for them to work, live, or get training. They actually move to domes with no jobs. I bring down new colonists and place the rocket right next to the dome I want them in, but they run around that dome to go in a different one. Please help, I find the game unplayable at this time and I don't want to give up on it!