Surviving Mars

Surviving Mars

Colonist Rebalance
51 Comments
SkiRich  [author] Feb 20, 2023 @ 10:20pm 
LOL
Autismus Maximus Feb 13, 2023 @ 5:31am 
THANK YOU so much, i really needed this. I Couldnt stand my japanese colonists with japanese names looking like they came out of a Netflix series
ajduncan42 Oct 14, 2021 @ 10:42am 
Im new to steam, how do you download this?
SkiRich  [author] Sep 28, 2021 @ 2:14pm 
Mod is back in business and working well.
Cuirassier Sep 8, 2021 @ 2:49pm 
Thank you very much both for the assurance and the quick reply, all the best
SkiRich  [author] Sep 8, 2021 @ 2:31pm 
I'm working through all the new source code changes required.
Subscribe to this for update and progress ...
https://steamcommunity.com/workshop/filedetails/discussion/1418440299/3038229380337246070/
Cuirassier Sep 8, 2021 @ 2:29pm 
Greetings! I assume the mod still works normally despite the update, but I don't think the game even lets me enable it (which is absolutely ridiculous). Is there any way I can manually fix this? If not, I must ask if it would be possible to update it, please? Thank you very much!
SkiRich  [author] Aug 14, 2021 @ 8:04am 
Please see the description above for all the information on how to manipulate the mod. Links above as well.
ukpython Aug 14, 2021 @ 5:27am 
What is the mod for the button then please that's shown in the screenshots
Mage Advocate Aug 13, 2021 @ 7:51pm 
Should consider changing African to just Black, unless you meant that as a continental people rather than race.
SkiRich  [author] Aug 13, 2021 @ 4:32pm 
Button? You mean the Mod Config options? Thats another mod you need to add if you want those options exposed. Or just Race Overview button in the info panel?
ukpython Aug 13, 2021 @ 7:51am 
So i have the mod enabled but the button doesn't seem to have appeared anywhere. i've looked through every option i can think of. enabled and new game
Cerberon Jun 16, 2021 @ 1:05am 
Still works with the latest version, This is the mod you are looking for.
Ghost Fox May 26, 2021 @ 3:32am 
...That... is a yikes comment.
Mr.Milchprodukt May 25, 2021 @ 12:02pm 
By far the best mod there is for the game! Without this mod the game is unplayable!
SkiRich  [author] May 21, 2021 @ 12:43am 
It will even out when you get more colonists.
The ratios are a bit loopy when the colony is small.
Try again when you have 100 colonists. A nice round number. Either by that time things would look about right or after a forced rebalance you will get a sense of what 'more' looks like.
Napalm Axolotl 🏳‍🌈 May 21, 2021 @ 12:32am 
This is a great mod. I think the "More" might be a little extreme though. I set Hispanic to More (since they're doubling for Indian and other races), clicked to rebalance, and got about 4 of each Balanced race and 15 Hispanics.
Sir Callahan Nov 8, 2020 @ 9:33am 
Excellent mod
Benjamite97 Mar 23, 2020 @ 12:21pm 
Mars ethnostate time
Hate Bear Nov 24, 2019 @ 10:09pm 
This is a great idea and affords more functionality to the player--hats off on another great mod. :praisesun:
Lord Imperius May 29, 2019 @ 12:50am 
Okay I'm a complete dumb dumb. I had no idea that MCR had an options while in the map, I thought it was just available in the game loading screen. It's works just fine. Thank you SkiRich for your mods.
SkiRich  [author] May 28, 2019 @ 7:34am 
Still working. No issues. Make sure you have MCR enabled and you have the latest version.
If you have it loaded and still not coming up, you may want to reset MCR. Button on the top of the MCR screen.
Lord Imperius May 28, 2019 @ 12:04am 
Is this still working? I can't find anyway to change the rules via Mod Config Reborn, I tried both the MCR from steam and from the built in Mod Manager.
SkiRich  [author] May 17, 2019 @ 7:08pm 
Armstrong/Green Planet Compatible
SDSkinner2011 May 17, 2019 @ 1:00pm 
Does anyone know what the ethnic make up of the various organizations included in the game is? The countries are rather obvious (and you can look up the respective space programs), but I don't know the composition of the Mormon Church's interstellar colonization wing or Space X.
SkiRich  [author] Feb 10, 2019 @ 10:54am 
@Richon. That shouldnt happen, It doesnt on my system and some test users that try this out for me. I'll open a Bug forum on this page. Post your log file from a save game you can confirm will not keep save data.
Richon Feb 9, 2019 @ 4:00pm 
So, it works now. But there's one small bug. According to the description here, "Mod Config settings are saved with each game and restored on save game load." Yet every time I load the game, all settings are returned to "balanced" and I have to manually reset them to the levels I want for my particular play through. Am I maybe doing something wrong?
Richon Feb 4, 2019 @ 1:35am 
Thank you.
SkiRich  [author] Feb 3, 2019 @ 9:56am 
You would open up mod config and roll down to the section for this mod and setup the ratios.
Richon Feb 2, 2019 @ 1:03pm 
I don't know how to use this mod. I have both it and "Mod Config Reborn" installed. How do I find the menu for setting what races my colonists should be for a given save file?
SkiRich  [author] Dec 28, 2018 @ 12:21pm 
@Lia, I needed to call that entity class something and the filenames for the colonist entity gave me no clues. It seemed to fit a range of people from eastern europe, balkans, northern Mediterranean and parts of the middle east. That name was the toughest to choose so I settled for that. Its just a name. If you want to cycle through the entities for just one colonist you can, and if you think a better name is more appropriate I'm all ears.
Lia Dec 28, 2018 @ 11:40am 
Hi! Although I admire your work and contribution to the game, I have to say that 4 = Eastern European is NOT a race. I am curios why you did pick it up.
Happy Holidays and keep up the good work!
NATOguns Dec 2, 2018 @ 1:59am 
Hold up a minute. My colonist have different skin color? I thought they were all green from all the freaking food they are eating.
SkiRich  [author] Dec 1, 2018 @ 9:30pm 
@satori. It wasn’t you. Someone else was attempting to hijack the comments for politics. Just nipping it in the bud. Discussions around the idea are ok. Just not here. I’m trying hard to offer some code and options for players. That prettty much it. Keeping the comments agnostic is the best way to offer that. That’s for the support.
AncientGatekeeper Dec 1, 2018 @ 8:10pm 
Satori, there were other comments that started getting thrown around on this thread. Rather than give hate a podium, he decided to remove those comments. Your original comment (page 2) still exists.
Satori Dec 1, 2018 @ 7:56pm 
@SkiRich Alright mate, alright. I'm way too grateful for the existence of this great mod than to object to the deletion of my critical comments. If you really think this approach is necessary to keep it available, then so be it. How could I even forget that we already live in a Brave New World!
SkiRich  [author] Nov 30, 2018 @ 6:46pm 
Please read the last paragraph of the description of this mod. This is a mod to code already in the game nothing more. Not a sounding board for politics. I will delete comments that go down that road.
ganr1277 Nov 30, 2018 @ 1:36pm 
This is nice for roleplaying
SkiRich  [author] Nov 29, 2018 @ 2:00pm 
@Satori, very perceptive.
Corporate Platypus Nov 29, 2018 @ 12:25am 
Hey SkiRich! o/

My name is Kristof and I'm a Community Ambassador for Surviving Mars, working with Paradox. I sent you a friend request, and would love to discuss something modding-related with you in PMs. :)
SkiRich  [author] Nov 28, 2018 @ 12:53pm 
@Armilus, that is how this mod works now, if you change the default rules of the mod. Except I do not take into consideration the sponsor, since that would mean I would need to code for all possible choices plus custom sponsors. The five mod rules, one for each race, will do what you ask and are saved with the game, so if you have different games with different sponsors you can have custom rules for each game and get the effect you desire.
Armilus Nov 28, 2018 @ 12:10pm 
I didn't suggest that two colonists would be picked as parents to a new colonist. Although I would like that even better.
What I suggested is something that the total percentage of each race in the colony is taken into account and, with small variables, affects how many children of each race are born in that colony. This way, a colony without whites cannot produce white babies, and still no heritage and such required.
Plus a different default for every sponsor.
SkiRich  [author] Nov 28, 2018 @ 11:57am 
Just putting this at the top again to make sure people see this.
Mod Updated to v1.2.1. I tracked down the filename issue to modeditor borking the items and meta, fixed now. I suggest everyone go over to ModConfig and click rebalance to make sure your colony is growing the way you had it set. Should be fine after that and follow the rules you have set.
SkiRich  [author] Nov 28, 2018 @ 11:36am 
@Armilus, there are no real mechanics in game that govern pairing up two colonists to make a child, (there is a little bit but not what you would think is needed as in the real world) therefore the idea of applying race based on current colony makeup is not something is coded at the moment. Sure someone can make that as a mod, but it would need to create and insert lineage and lineage tracking into the process. All possible, but seemingly not needed at the moment, since that kind of micro management is not something that will add to the value of gameplay. This mod is about all that is needed for most folks to tailor the makeups of the colony. Maybe in the future I will add onto the mod to do something that take lineage into account.
Armilus Nov 28, 2018 @ 11:15am 
I think that each sponsor should have its own deafult racial makeup. For Example Japan IRL has laws that protect it's demographics by not allowing more than 5% of its population to be foreigners. This would mean that 95% of all Japanese colonists should be east asian.
What race martianborn colonists should have should be determined by what races are already there. If there are twice as many colonists of one race than another, than this race should also roughly (note I said roughly) be twice as common in newborn colonists. Unless you apply birth ristrictions by race.
Colonists stolen/hired from other colonists should be generated according to the racial settings of the sponsor the colony is of.
Does that make sense?
Armilus Nov 28, 2018 @ 11:14am 
This is very confusing.
Either you mistake Homogenity with Heterogenity, or I just don't get how this Mod works.
If this mod somehow makes all the colonists about the same, then it makes the colony homogenous. If this mod makes the colony have all races represented in equal numbers, it makes it heterogenous, or in modern day terms "Diverse".
SkiRich  [author] Nov 28, 2018 @ 9:18am 
Mod Updated. I'm not sure why those filenames were affected like that. I suggest everyone go over to ModConfig and click rebalance to make sure your colony is growing the way you had it set. Should be fine after that and follow the rules you have set.
SkiRich  [author] Nov 28, 2018 @ 9:06am 
Strange Issue, that is not what I have. I'll re-upload just in case.
AncientGatekeeper Nov 28, 2018 @ 2:09am 
Thanks for that! I’m sure Ski will fix that soon!
Science Nov 28, 2018 @ 12:51am 
Just a heads up, the mod is looking for CR_1Init.lua when the file is named CR_1InitCode.lua. Changing it in mod editor or renaming the file fixes it for anyone having trouble.