Surviving Mars

Surviving Mars

Fix Bugs
195 Comments
ChoGGi  [author] Jul 17 @ 5:07pm 
v11.3
Didn't check for DLC for some storybit fixes and fixed some issues with loading saves.
Cyber War: Anyone up for some good old blackmailing? Never rewards funds only lowers standing.
Eureka!: Option 2/3: Always picks from Biotech instead of random category.

v11.2
RC Harvester doesn't collect waste rock (Thanks Dark Master).
Added my mod:
RC Constructor Terraformer Routes

v11.1
Meteor landed on under construction track while dismantling (Thanks Tremualin).

v11.0
Changed g_CObjectFuncs to CObject for SetScale fix (it only worked after loading twice).
ChoGGi  [author] Jun 22 @ 7:19pm 
v10.9
Survey Offer Option 2 never starts (same issue).

v10.8
Cure For Cancer: Rare Outcome never starts (partially same issue as Free Will: Violent Urges Solved).
kaki_gamet Jun 22 @ 5:37pm 
You are right X D
ChoGGi  [author] Jun 22 @ 5:14pm 
Oh, that'll never happen, where's the money in that? ;)
kaki_gamet Jun 22 @ 5:13pm 
A bit more and Paradox can simply add your mod as a patch and call it a day ^^'
ChoGGi  [author] Jun 22 @ 5:00pm 
v10.7
Free Will: Violent Urges Solved never shows up after researching story bit tech (Thanks Dark Master).
ChoGGi  [author] Jun 22 @ 4:24pm 
v10.6
Some mod is adding OpenAirGyms to the Workplace label,
which means "attempt to call a nil value (method 'GetFreeWorkSlots')" log spam.
ChoGGi  [author] Jun 13 @ 7:05pm 
v10.5
Added my School Skip Attained Perks mod:
Schools won't pick a trait the colonist already has when training is complete.
ChoGGi  [author] Jun 12 @ 2:34pm 
v10.4
Cargo Shuttle flying underground with a colonist being transported to a surface dome (Thanks DamnedLife).
ChoGGi  [author] Jun 8 @ 8:45am 
v10.3
Twin Peeks: spawning, but not showing Beauty/Research effect deposits.
ChoGGi  [author] May 31 @ 8:41pm 
v10.1
Show actual resources in build menu for Dome Streamlining, Mars Nouveau, etc
ChoGGi  [author] May 24 @ 11:37am 
v10.0
Fix applicants with a func instead of a time.
ChoGGi  [author] May 16 @ 6:06pm 
v9.9
Log spam on new games (thanks Tremualin).

v9.8
Log spam from Fix Deposits Wrong Map.
ChoGGi  [author] May 9 @ 5:52pm 
v9.7
Added my mod:
Fix Deposits Wrong Map
ChoGGi  [author] May 5 @ 9:12am 
v9.6
Added my mod:
Fix Rover In Dome
ChoGGi  [author] May 4 @ 7:37pm 
v9.5
Colonists underground crash v3:
Third time is the charm, this crash was apprently newly arrived colonists going down the elevator instead of the arrival dome.
ChoGGi  [author] May 4 @ 11:37am 
v9.4
Rare Anomaly Analyzed: Fossils: Global Support option doesn't check for Space Race DLC.
Which makes it useless if you don't have the DLC, so it gives a random breakthrough now.
ChoGGi  [author] May 3 @ 3:02pm 
v9.3
Colonists underground crash v2:
A different save and colonists on the surface stuck in underground labels (same mod option as previous fix).
ChoGGi  [author] Apr 27 @ 1:46pm 
v9.2
Added mod option to move any colonists underground that probably should be on the surface (or crashy).
Removing a mod mid-gameplay that adds a tech field.
Removed fix from 9.1 (user didn't have Space Race DLC).
ChoGGi  [author] Apr 16 @ 9:29am 
v9.1
Can't unlock Global Support breakthrough.
ChoGGi  [author] Apr 16 @ 8:26am 
v9.0
UCP: Never get funding/res points from Observatory.
ChoGGi  [author] Apr 8 @ 7:40am 
v8.9
If you install Space Race DLC then Shuttle Hubs will disappear from build menu in existing saves.
ChoGGi  [author] Mar 29 @ 10:27pm 
v8.8
Toggling power to domes with passages in certain instances will create some log spam.
ChoGGi  [author] Mar 17 @ 3:59pm 
v8.7
Added my fix for multiple art suns from my Artificial Sun Range mod.

v8.6
Changed how I check for borked cargo / fix it.

v8.5
Added my mods:
Fix Unlock RC Safari Resupply
Fix Unrepairable Attack Rovers
ChoGGi  [author] Mar 6 @ 2:14pm 
v8.4
Fixed string 8390.
ChoGGi  [author] Mar 6 @ 2:09pm 
Sure, why not? They're easy enough to add.
ECHO Mar 6 @ 1:49pm 
I don't know if you want to also include localization changes.

Aldrin Base Trade Rocket
This rocket is tasked with brining construction materials for the Hydrogen 3 mining base being built on the Moon - Aldrin Base.
ChoGGi  [author] Mar 6 @ 8:37am 
v8.3
The Man From Mars: Outcome 3: Let him be, whoever he is.
None of the options reward anything, Morale is based on CustomOutcomeText and Morale stats from Outcome 2 (Thanks Dark Master).

v8.2
Same sort of fix for The Extract and shuttle hubs (Thanks Dark Master).
ChoGGi  [author] Feb 19 @ 6:51pm 
v8.1
Added another fix for Mona Lisa Underground Rare Anomaly:
If using Paradox and you pick Shuttle Hubs, it doesn't give jumper hubs (Thanks Dark Master).
ChoGGi  [author] Feb 10 @ 11:34am 
v8.0
Power Switch/Pipe Valve were showing up in every menu.
ChoGGi  [author] Feb 9 @ 9:33am 
Yeah, that's paradox. They haven't unblocked it yet (and a bunch of my other mods).

See here to get it working: https://steamcommunity.com/sharedfiles/filedetails/?id=2835850170
Pauk Feb 9 @ 9:25am 
I got message "Mod Fix Bugs has been disabled due to content restriction"
ChoGGi  [author] Feb 8 @ 7:53pm 
v7.9
Key binding certain buildings won't work when pressing the key (Power Switch/Pipe Valve).

v7.8
Log spam from borked colonist.
ChoGGi  [author] Jan 22 @ 11:32am 
v7.7
Asylum Storybit will never start.
ChoGGi  [author] Jan 18 @ 1:41pm 
v7.6
Log spam from loading older saves.
Changed Colonists Wrong Map Infobar mod option to disabled by default.
Denniss Jan 12 @ 4:58pm 
Paradox should hire and pay you to finally squash the vast amount of bugs still present in the base game and DLCs. Not everyone knows of this bugix collection
ChoGGi  [author] Jan 12 @ 1:33pm 
It's fun so I keep plodding away :)
Adil3tr Jan 12 @ 12:12pm 
Haven't played since the last DLC broke everything, but it's amazing to see you're still making content and updating.
ChoGGi  [author] Jan 11 @ 3:04pm 
v7.5
Fix for whatever odd thing Mars Underground mod is doing with presets.
Unlock Artificial Sun for refabbing.
Moved Fix Landscaping Freeze into NewDay instead of LoadGame (for those oddballs with long sessions).
Moved around the code to tidy it up a bit.
kaki_gamet Jan 9 @ 5:08pm 
Murphy's Law indeed, it is always worse than one expects : D

On the "good" side it is a check that kicks in in specific cases only, when production swaps from seeds to food (and probably the other way around also), as with base game only I never had food dumped on the ground. Farm just caps at 300 Food and any extra harvest is lost, without to create any issue (well, not with food counter at least).

I guess if DLC alters existing game mechanics in a subtle way...
ChoGGi  [author] Jan 9 @ 4:57pm 
Oh it's a resource number, those use some c func to gather the data. I've been thinking about recreating it in lua, I just figured if they made it in c that's because lua is too slow.
ChoGGi  [author] Jan 9 @ 4:18pm 
I browse reddit fairly regular, but I don't really look at the steam forums, so thanks for the heads up.
kaki_gamet Jan 8 @ 9:53pm 
Hello ChoGGi : )

In case you are not checking the forum on Steam, someone detailed a bug and from its look you are the only one around capable to add a fix for it. Here the link :
https://steamcommunity.com/app/464920/discussions/0/3414308028628012530/?ctp=2#c604144761581917329

It is probably to check for the trigger (push crop out) and add a negative variable matching the amount stored the moment it drops out.

I gave a look at the mod info and I'm pleased to see you addressed many odd stuff I had myself.
ChoGGi  [author] Jan 3 @ 3:17pm 
There is a step size option in the mod options to change size quicker.
sargatanus Jan 3 @ 11:46am 
Hey, it's better than having to either start over or carefully set something to hold down the R key for 45 minutes.
ChoGGi  [author] Jan 3 @ 9:05am 
I don't know why it's doing it, I added a reset button to that mod.
ChoGGi  [author] Jan 2 @ 7:19pm 
I'd guess you have my Remove Landscaping Limit mod, I'll take a look at it see if I can make it jump up (or at least add something to reset it).
sargatanus Jan 2 @ 5:08pm 
Found another bug, not sure if it's from a mod or not. When scaling up the landscaping tools' brush sizes, they go from 8 to 9 to 10 to... 90,000... And they only go down one at a time when trying to scale down. Let me know if it's something you can look at and what you'd need from me to do so.
ChoGGi  [author] Jan 2 @ 3:33pm 
v7.4
Thanks Dark Master for digging around and testing storybits (and documenting them on wiki).
Storybit Blank Slate doesn't remove any applicants.
Storybit Fhtagn! Fhtagn! Option 2 makes all colonists cowards instead of only religious ones.
Storybit Dust Sickness: Deaths doesn't apply morale penalty.
Log spam from GetCurrentLightModel.
ChoGGi  [author] Dec 31, 2024 @ 5:38pm 
v7.3
Fix for some Storybits disappearing from the notifications list instead of popping up a dialog.
Log spam from a modded trait without an id.

v7.2
Underground prefabs will now properly spawn underground instead of needing a load game to fix them.
Partial fix for a storybit not giving a breakthrough (it doesn't actually active so you won't get anything anyways).