Surviving Mars

Surviving Mars

Internal Affairs
37 Comments
Thundercraft Jul 13, 2023 @ 11:56am 
Quote, "Any other mod that alters Sanatorium code or Martian University Code may introduce issues and should be tested."

Has anyone tested using this with the Sanatorium Cure More Traits mod? It was created by neither ChoGGi nor SkiRich. However, the code to create it was quote, "provided by ChoGGi"...
The Engineer Pop Oct 6, 2021 @ 7:15am 
Then, treating renegades will be very difficult. Isn't it? Renegades can be made in all domes, but sanatorium is a spire and difficult to be constructed. If parolling officer, renegade being parolled, sanatorium treating renegade ALL have to be in same dome, then I think treating renegades is unreliable.
rmemech Sep 30, 2021 @ 6:24pm 
yay!!! thank you very much~~~~
The Engineer Pop Sep 30, 2021 @ 1:38am 
Or, If sanatorium dome is not connected via passage but reachable/walkable to renegades-occured dome then that sanatorium can treat renegades? I think I heard it is not possible.
The Engineer Pop Sep 30, 2021 @ 1:11am 
So what I wonder is why did you wrote the same-meaning words twice. As you said, domes connedted with passages are in definition mutual walkable. But you wrote "must be connected via a passage and reachable/walkable". I think it is an useless tautology.
SkiRich  [author] Sep 30, 2021 @ 12:44am 
If connected via passages then yes it is walkable as long as its just one dome away.
The Engineer Pop Sep 29, 2021 @ 9:17pm 
And I have more question.

If a dome is connected via passages then these doms are automatically reachable/walkable. Isn't it? I wondered why did you write that same-meaning words twice.
The Engineer Pop Sep 29, 2021 @ 9:16pm 
Well, I think I read it. Then Renegades who is treated by Sanatorium should have residences in the same dome with parolling officer and moving his/her residence to Sanatorium dome will not be allowed. Am I right?
SkiRich  [author] Sep 29, 2021 @ 9:13pm 
The only restriction this mod has to do its job is you must have an officer staffing the shift of the security station in the renegades home as the sift the renegade has been placed in the sanitorium.
The Engineer Pop Sep 29, 2021 @ 8:53pm 
And in my game no-specializationed non-children move his/her residents to the dome that has Martian University by their will. Is it different from your restriction about Renegades' being treated in Sanatorium?
The Engineer Pop Sep 29, 2021 @ 8:50pm 
Well. If a dome is connected via passages then these doms are automatically reachable/walkable. Isn't it? I wondered why did you write that same-meaning words twice.
SkiRich  [author] Sep 29, 2021 @ 8:35pm 
Just like a Martian University, a colonist must be able to walk to the Sanitorium in order to use it. With or without this mod.
The Engineer Pop Sep 29, 2021 @ 8:15pm 
Well. I have a medium dome with snatorium where is reachable at all of the other domes but is not connected via passage with any domes. Then my sanatorium can't cure renegades?
SkiRich  [author] Sep 28, 2021 @ 2:59pm 
Mod is back in business. Working as expected.
rmemech Sep 28, 2021 @ 1:10am 
thanks! done=)
SkiRich  [author] Sep 27, 2021 @ 12:10pm 
rmemech Sep 27, 2021 @ 11:54am 
i love this, but it is incompatible with B&B DLC, any update coming? thanks!
Cypress Mar 10, 2021 @ 7:40pm 
This should just be part of the game. Bravo!
Ericus1 Feb 24, 2020 @ 8:15pm 
I figured it's a conflict with some other mod.
SkiRich  [author] Feb 24, 2020 @ 6:00pm 
Thats not an error coming from my mod. In the bug report forum here, upload your log someplace and post a link and I'll take a peek at the log.
Ericus1 Feb 24, 2020 @ 5:05pm 
I'm getting a crash whenever I try to enable this one. Logs load all the mods in, then just give this error repeats 1,000s of times:

time 0:00:25:521
[LUA ERROR] HGE::l_GetSpotBeginIndex:
(131): method GetSpotBeginIndex
Mars/Lua/Units/Unit.lua(423): <>
Mars/Lua/Units/Drone.lua(797): method ApproachWrapper
Mars/Lua/Units/Drone.lua(1184): <>
[C](-1): global sprocall
F:\SteamLibrary\steamapps\common\Surviving Mars\CommonLua\Classes\CommandObject.lua(118): <>
--- end of stack
Queenofdragons6 Jan 11, 2020 @ 6:09pm 
Nevermind, I got them to leave.
Queenofdragons6 Jan 11, 2020 @ 5:55pm 
What should I do if Renegades end up in an unoccupied "utility" dome and you don't want to kill them?
Kevin Starwaster May 25, 2019 @ 5:41pm 
Ok, so mostly working ok except that I keep seeing messages that a rogue officer has been found. And if I click the notification it takes me to a renegade. But it always is some non officer renegade (engineer, medic, scientist...) rather than being unspecialized They don't have the former officer either
Kevin Starwaster May 24, 2019 @ 12:44pm 
Wow this is working great! Unfortunately I had to turn my Sanatorium dome into a quarantine facility because of some germs... and I *might* have accidentally given them to Earth. (oops)

So, pray for me. If you have the Religious trait that is.
SkiRich  [author] May 23, 2019 @ 1:46pm 
The renegade just need to have access to sanatorium. So a connected dome with a sanatorium or a sanatorium in that dome will work. Just remember to select one of the cure slots to cure renegade trait.
Kevin Starwaster May 23, 2019 @ 5:37am 
Ok thanks.... so technically I don't NEED a prison dome then. (which I may or may not have named Hades...) Since I last posted though, I built a security station in Hades and saw several messages all relating to the same renegades, indicating that they had been assigned a parole officer - but I never actually saw their renegadism 'cured' and removed, so I'm not sure what to make of that. One of the renegades eventually died of old age. (she was actually a founder....)

So I'm not sure if they're not getting cured or if they're getting cured but then turning renegade again because they're still unhappy.

I also see in the comfort log multiple entries for criminal parolee where they're taking comfort hits. Is that a thing that is supposed to happen multiple times as long as they are still renegades or was it supposed to be a one time thing?

SkiRich  [author] May 23, 2019 @ 3:36am 
No sanatoriums can be in a connected dome. Only the security station needs to be where the renegades are. You can still send colonists manually to a sanatorium but if that colonist doesn’t have a security station in their dome then renegade trait won’t be cured. Everything else is vanilla.
Kevin Starwaster May 22, 2019 @ 10:26pm 
Does the criminal have to actually reside in the same dome as the Sanatorium? I've kind of been operating on the assumption that they do and I set filters to force them to live there. Is that unnecessary? Also, I can't actually assign them TO the Sanatorium but I just re-read the description and saw the part about needing a parole officer so I guess you're actually prevented from assigning them if they don't have one?
SkiRich  [author] May 17, 2019 @ 7:07pm 
Armstrong/Green Planet Compatible
maiden4meldin Feb 6, 2019 @ 5:16pm 
I was catching renegades, and crooked cops, but I didn't have the sanitorium in the same domes as the officers, I see after rereading this, that I need to put the sanitorium in same domes as the security officers. I don't usually have problems with renegades, but I got an event that launched 15 renegades all at once. So I had to build the security offices.
Manzformer Jan 24, 2019 @ 5:58pm 
I would recommend this Mod. A good way to deal with those pesky rebels. I like that it adds some variety to the security position, rather than just sit in the tower and wait. But now!-if your lazy while siting in the tower, You’re Fired! Along with the career AI mod; that auto staffs your workers this make a great combination. However in my unique situation: I had a rebel guru in my rebel filtered dome who was converting every guard who was auto-staffed. So every few minutes I would get an alert from internal affairs saying "they found the guy." but the best part was that it would always be the guard on duty reprimanding himself for being a turncoat. I found this confession hilarious. Or at least I think thats what happened. Thank you for the mod.
FeiXue Dec 23, 2018 @ 5:41am 
Very nice mod
Captain Seasick Dec 23, 2018 @ 4:44am 
Weird... could've sworn I've "cured" my colonists of it. I'm not 100% sure of how it happened any more tho'. Either way, I'll have to give this mod a whirl!
SkiRich  [author] Dec 23, 2018 @ 12:17am 
Thanks for the kudos Captain Seasick. However I scanned the source code and there is nothing that removed the renegade trait by upping a colonist's morale. In vanilla, once a renegade always a renegade until death. I checked before going down the route of building the mod when 50% of my 400 colonists became renegades during MarsGate. So I built the mod and added some 'gameplay' to using it so it wasnt cheaty.
Captain Seasick Dec 22, 2018 @ 11:49pm 
TBF, you can "cure" renages by just getting their morale up as well. And honestly, I feel like that if someone's ended up with a whole lotta renegades in their save, then they've failed as a colony administrator.

...that said tho', this seems like a cool mod that actually does stuff. Kudos.
BarbieGirl Dec 22, 2018 @ 8:58am 
Great idea for a mod! Was much needed!