Surviving Mars

Surviving Mars

Maintenance Rebalance
32 Comments
Bluetail Jun 8, 2024 @ 2:21pm 
No longer compatible, for whatever reasons the mod manager thinks still, came back to play this game and found this mod out of all mods in my playlist unusable.
Queenofdragons6 Nov 23, 2022 @ 5:34pm 
Mod Manager says this is no longer compatible.
ChaosMind42 Oct 30, 2022 @ 7:07am 
Not compatible anymore
DeinonychusCowboy  [author] Sep 21, 2021 @ 4:18pm 
Haven't played this game in a long time, I'll try to get around to updating at some point.
Bluetail Sep 20, 2021 @ 7:52am 
When will this be updated? Just cause Paradox likes to make mods "not work" when a new update releases when they clearly would work just fine..?
DeinonychusCowboy  [author] Oct 29, 2020 @ 9:58pm 
Hmm, this mod doesn't implement a maintenance button itself, it just works along with other maintenance button mods (the vanilla game had one but they removed it in an update). I have thought about just integrating one into the mod, but I like keeping it flexible if people want to use specific ones for some reason. So, maybe a suggestion for a different mod/modder, sorry.
Lesandrina Oct 24, 2020 @ 6:07am 
i see. thanks for elaborating on it. to make it a bit more practical, do you think you could implement the ability to set a shortcut/hotkey on the maintenance button? i click through the buildings regularly and it is really a pain to click the button ...
DeinonychusCowboy  [author] Oct 22, 2020 @ 2:57pm 
@Lesandrina Thanks! Unfortunately the way the base game maintenance system works (very badly in my opinion), there isn't really a great way to work in preventative maintenance among normal maintenance -- it just causes your drones to end up ignoring things that are about to break because they're focusing on preventative maintenance. I'd like to just throw out the vanilla maintenance system entirely and re-implement it from scratch with logic that isn't time-based at all, but that'd be a much more complicated mod and I think maintenance is too baked into the base game to even do it. So, restricting preventative maintenance to idle drones only is really the only way to make it work even sort of properly. :/
Lesandrina Oct 19, 2020 @ 12:09pm 
i really love this mod. just something i feel missing: would it be possble to be able to set the maintenance prio in general? e.g. to allow for higher prio on regular maintenance so that the optimum time window is reached more often even with other load going on?
ChoGGi Sep 16, 2020 @ 6:51pm 
Your welcome :)
DeinonychusCowboy  [author] Sep 16, 2020 @ 6:49pm 
@ChoGGi Hey, thanks!
ChoGGi Sep 14, 2020 @ 4:14pm 
--[[
multi-line comments
change your for loops to have an "or empty_table" in them (those tables can both be nil)
]]
for _,building in pairs(UICity.labels.Building or empty_table) do

also if you add this to metadata.lua than you won't include that .idea folder

"ignore_files", {
".idea",
},
DeinonychusCowboy  [author] Aug 16, 2020 @ 4:19pm 
@Lesandrina Ah thanks for the error report, I'll take a look at that. Might just be an initialization issue if it works after the mod starts up.
Lesandrina Jul 25, 2020 @ 1:53pm 
awesome mod works perfectly so far
Lesandrina Jul 20, 2020 @ 12:46pm 
while trying to debug problems starting a new game i noticed this in the logs:

[mod] Loading Maintenance Rebalance(id xSe45o5, version 1.02-100) items from PackedMods/1952091415/
...
[LUA ERROR] PackedMods/1952091415/Code/Script.lua:28: bad argument #1 to 'pairs' (table expected, got nil)
(28): <>
[C](-1): global procall
G:\SteamLibrary\steamapps\common\Surviving Mars\CommonLua\Core\cthreads.lua(17): global StaticMsg
G:\SteamLibrary\steamapps\common\Surviving Mars\CommonLua\Classes\MsgObj.lua(22): global Msg
Mars/Lua/City.lua(1452): <>
--- end of stack
ajacksonian Feb 10, 2020 @ 1:40pm 
Works with the Varlus Repair Service mod, which is also a dome cleaner.
sir Evans Feb 8, 2020 @ 2:18pm 
I'm actually thinking it might be just Mars Tidy Domes causing the issue :)
DeinonychusCowboy  [author] Feb 8, 2020 @ 11:11am 
All my mod does is modify the building maintenance rate of all buildings. Any other mod that modifies maintenance rates isn't guaranteed to work well with it. I didn't think a lot of mods did that, but I guess there are some.
sir Evans Feb 2, 2020 @ 12:55pm 
I think I have possible lead - how does the Mars Tidy Domes work with your mod? :)
sir Evans Feb 1, 2020 @ 3:21pm 
I've disabled some mods, and the problem vanished after turning your mod off.
Not sure what was wrong, but my mod list has little to do with maintenance - few, like cheaper shopping did not altered small factories, and my own - it didn't affected materials upkeep, only electricity.

Do you have a version with extended debug logging? I could give it a try :)
DeinonychusCowboy  [author] Feb 1, 2020 @ 1:29pm 
Interesting, yeah this may have bad interactions with any other mods that do things with maintenance. The way I wrote it it should be very tolerant of other mods including new buildings, but I suppose if something else is altering the maintenance values in addition to this mod, that wouldn't be good.
sir Evans Feb 1, 2020 @ 5:56am 
In my case, Small factories versions are skipped by drones. They just break down and sit idle.
I'm using Choggis mods extensively, could this be the reason?
BKGamesPI Jan 27, 2020 @ 7:01pm 
BTW thanks for doing all this work!
BKGamesPI Jan 27, 2020 @ 7:01pm 
Playing a game with your mod now ... so far so good. I do believe it was giving false reading to Choggis' maintenance sol tracking mod.
BKGamesPI Jan 26, 2020 @ 2:55pm 
I could be missing something but all my rates doubled with this mod, I really want to use this. Could this possibly conflict with Choggi's Info sols mod?
DeinonychusCowboy  [author] Jan 26, 2020 @ 1:21pm 
You'll be doing maintenance more often, but it costs less than half as much, so the net amount you're spending on maintenance should go down. I've been meaning to tweak the rates more though.
BKGamesPI Jan 26, 2020 @ 10:58am 
Seems all my maintenance has doubled with this mod? is this still working as intended?
ajacksonian Jan 21, 2020 @ 6:58am 
Gratifying to see consumables in fractions in depots, and watching drones actually busy doing what they need to do. Running this with Varius' Repair Services mod to employ people to keep things looking spiffy and dust free...and their building gets repaired by the drones! Ah, synergy at work.
DeinonychusCowboy  [author] Jan 10, 2020 @ 4:32pm 
Thanks! I was thinking of how I could better distribute the workload e.g. to drone rovers, and also it occurs to me that if you have a large base, idle drones at a drone hub way on the east shouldn't be a trigger to do early maintenance on buildings way in the west where your drones might be overtaxed. Will see if I can make the logic a bit more intelligent and maybe tweak the costs some more as well, I don't think it's saving as much maintenance cost as seems appropriate yet.
ajacksonian Jan 9, 2020 @ 10:39pm 
Preventive maintenance is a must, especially when one bad seal can cause a critical breakdown. Mars isn't as bad as the vacuum of space, but the dust will get into everything. Check the seals, the gaskets, make sure that nothing is gumming up the works. I expected there to be a tiny amount of consumables every day instead of whopping amounts on a monthly pulse check. And using the idle drones is the best concept for this. Especially the drone controller vehicles - those should really be your roving maintenance group handling the tougher jobs when daily maintenance fails to catch something. Of course production shouldn't be in large chunks, either, and should mirror maintenance with the goal of always being in the black after overhead is removed for maintenance.
DeinonychusCowboy  [author] Jan 2, 2020 @ 2:32pm 
Should work with any building
Graepix Jan 2, 2020 @ 1:27pm 
does this mod work with objects added by other mods or does it only work on vanilla buildings?