Surviving Mars - candyalien


If so - what was your favourite?

Surviving Mars - candyalien


If so - what was your favourite?

Surviving Mars - candyalien


The new frontier... The perils of the unknown... The great difficulties and the great hope for the next generation? No, I'm not talking about colonizing Mars. I'm talking about the greatest technical risk we took on with Surviving Mars: building the game for modding support.
Haemimont Games has shipped a cool 15 games on various platforms, but not one of them has had official modding support. And modding was something Paradox wanted from the very beginning of the project. Games that welcome the players to join in the creation are loved more, played more, and live more, they said. What's the point of partnering with a well-respected experienced publisher if you don't heed what they say?


The bad news was that over the previous several games, the data loading process of our engine had been optimized in the opposite direction, to be as monolithic and economical as possible, to allow for minimal loading times. This had to be reversed, and many types of data can now be loaded in pieces, or late after the game has started, to allow for asset authoring and tested.


The good and much more important news was that our games are written in a mixture of two programming languages: C++ to handle the low-level stuff like graphics, audio and talking to the underlying hardware; Lua. Which allowed us to implement virtually everything you think of as "game", from the simulation logic of the colonists on Mars to the user interface that allows the player to control them. And Lua is not only much easier for modders to learn - it's also easy to be loaded from different places, even when the game is running. We knew that we needed to give modders this ultimate power, to modify and add new Lua code to the game.


The overarching goal of the mod support is, in the words of Alan Kay, simple things should be simple, and complex things should be possible. For the simple part, we identified a handful of small but impactful changes to the game that can be implemented by anyone who's not afraid of their computer. Mission Logos, for example, let you leave your imprint on every building of your colony. You only need to supply a simple, transparent PNG file

You can read the full dev diary here
Surviving Mars - candyalien


The new frontier... The perils of the unknown... The great difficulties and the great hope for the next generation? No, I'm not talking about colonizing Mars. I'm talking about the greatest technical risk we took on with Surviving Mars: building the game for modding support.
Haemimont Games has shipped a cool 15 games on various platforms, but not one of them has had official modding support. And modding was something Paradox wanted from the very beginning of the project. Games that welcome the players to join in the creation are loved more, played more, and live more, they said. What's the point of partnering with a well-respected experienced publisher if you don't heed what they say?


The bad news was that over the previous several games, the data loading process of our engine had been optimized in the opposite direction, to be as monolithic and economical as possible, to allow for minimal loading times. This had to be reversed, and many types of data can now be loaded in pieces, or late after the game has started, to allow for asset authoring and tested.


The good and much more important news was that our games are written in a mixture of two programming languages: C++ to handle the low-level stuff like graphics, audio and talking to the underlying hardware; Lua. Which allowed us to implement virtually everything you think of as "game", from the simulation logic of the colonists on Mars to the user interface that allows the player to control them. And Lua is not only much easier for modders to learn - it's also easy to be loaded from different places, even when the game is running. We knew that we needed to give modders this ultimate power, to modify and add new Lua code to the game.


The overarching goal of the mod support is, in the words of Alan Kay, simple things should be simple, and complex things should be possible. For the simple part, we identified a handful of small but impactful changes to the game that can be implemented by anyone who's not afraid of their computer. Mission Logos, for example, let you leave your imprint on every building of your colony. You only need to supply a simple, transparent PNG file

You can read the full dev diary here
Surviving Mars - candyalien


New fixes! Check out the full patch notes below. And as ever, please keep reporting your bugs in the Surviving Mars bug forum.

OSX,Linux: Added OpenGL mods' shaders support
Linux: fixed occasional crash when loading savegames
Window: fixed white borders on some UI elements

UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
UI: Tourist trait shown in "Review Applicants" UI
UI: Fix for cancelation of change of display settings
UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
UI: Fix for Custom anomaly icon disappearing from time to time
UI: Fixed missing sounds when some Mods are active
UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
UI: Rockets have correct (default) skin on game start

Gameplay: Removed exploit for endless export from the Space Elevator
Gameplay: Refugees are now immune to Earthsick condition
Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
Gameplay: Fix for drones not to be abandoned by RC Rover
Gameplay: Fix for maximum drones allowed to work on trade rocket
Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
Gameplay: RP cost of repeatable techs now increase after each research
Gameplay: "Alien Imprints" tech effect reduced
Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
Gameplay: Fix for stuck drones when picking up resources from destroyed farm
Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
Gameplay: Fix for RC Transport when changing skin while loading resources
Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
Gameplay: Fix for Rocket take-off in some cases
Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
Gameplay: Workers properly select workplace based on their specialty
Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
Gameplay: Easy start now always starts with a Mystery
Gameplay: Scanning que increased
Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
Gameplay: Biorobot gurus no longer create biorobots
Gameplay: Fix for replacing existing techs by using mods

Visuals: Dome glass has correct self illumination
Visuals: Meteorite craters no longer appear over and next to objects
Visuals: NVIDIA 1050s family now loads "High" setting preset
Visuals: Fix for proper positioning of newborn child colonist at spawn
Surviving Mars - candyalien


New fixes! Check out the full patch notes below. And as ever, please keep reporting your bugs in the Surviving Mars bug forum.

OSX,Linux: Added OpenGL mods' shaders support
Linux: fixed occasional crash when loading savegames
Window: fixed white borders on some UI elements

UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
UI: Tourist trait shown in "Review Applicants" UI
UI: Fix for cancelation of change of display settings
UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
UI: Fix for Custom anomaly icon disappearing from time to time
UI: Fixed missing sounds when some Mods are active
UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
UI: Rockets have correct (default) skin on game start

Gameplay: Removed exploit for endless export from the Space Elevator
Gameplay: Refugees are now immune to Earthsick condition
Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
Gameplay: Fix for drones not to be abandoned by RC Rover
Gameplay: Fix for maximum drones allowed to work on trade rocket
Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
Gameplay: RP cost of repeatable techs now increase after each research
Gameplay: "Alien Imprints" tech effect reduced
Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
Gameplay: Fix for stuck drones when picking up resources from destroyed farm
Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
Gameplay: Fix for RC Transport when changing skin while loading resources
Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
Gameplay: Fix for Rocket take-off in some cases
Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
Gameplay: Workers properly select workplace based on their specialty
Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
Gameplay: Easy start now always starts with a Mystery
Gameplay: Scanning que increased
Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
Gameplay: Biorobot gurus no longer create biorobots
Gameplay: Fix for replacing existing techs by using mods

Visuals: Dome glass has correct self illumination
Visuals: Meteorite craters no longer appear over and next to objects
Visuals: NVIDIA 1050s family now loads "High" setting preset
Visuals: Fix for proper positioning of newborn child colonist at spawn
Mar 20, 2018
Surviving Mars - candyalien
We have made some changes to the MAC build, we hope this improves some of the issues reported by the community:

- Bug addressed: missing huge pieces of the interface on mac OS
- Bug addressed: orange blocky terrain on Windows + pre-GCN Radeons (5700, 5800, etc.)
- Bug addressed: corrupted terrain issues
- Bug addressed: tourists stay on Mars at least 10 sols

Known issues we are currently working on:
Quitting the game causes a hang
Flickering shadows.

Also, just to note, we will have proper names for the patch notes going forward, we are just deciding on the naming order :)

As always, if you come across any bugs or issues - please report it in the Surviving Mars Bug Forum.
Mar 20, 2018
Surviving Mars - candyalien
We have made some changes to the MAC build, we hope this improves some of the issues reported by the community:

- Bug addressed: missing huge pieces of the interface on mac OS
- Bug addressed: orange blocky terrain on Windows + pre-GCN Radeons (5700, 5800, etc.)
- Bug addressed: corrupted terrain issues
- Bug addressed: tourists stay on Mars at least 10 sols

Known issues we are currently working on:
Quitting the game causes a hang
Flickering shadows.

Also, just to note, we will have proper names for the patch notes going forward, we are just deciding on the naming order :)

As always, if you come across any bugs or issues - please report it in the Surviving Mars Bug Forum.
Surviving Mars

If you're reading these Surviving Mars tips, you no doubt know that getting a colony up and running in the Mars-based survival/city builder game is a tricky business. You need more than just potatoes and poop. With an erratic hint system and no tutorial, taking those first steps towards colonising the planet—which, I should add, very much wants to kill your vulnerable colonists—can be daunting. Below are a few things that I wish I'd known before I became a stressed Martian administrator.

Don’t pick the Easy Start

The 'Easy Start' option in the main menu is a bit weird. Selecting it flings you straight into a Martian map and removes all of the big choices you'd normally make at the start of the game. Your mission sponsor, commander, the site of your colony—all of these are chosen for you. Even though all of the picks it makes ostensibly make the game easier, it means you start off a bit clueless, having not been able to pick your rocket's loadout or browse any of the other options. 

If you start the game normally, you'll notice that the sponsors and commanders have clear difficulty levels, and you can still choose the default rocket loadout if you want. More important is the ability to choose where on Mars you're going to settle. When I used the Early Start, the area it sent me to had a dearth of metal deposits and frequent tornadoes. Nobody in their right mind would want to live there. You can find easier places yourself.

Explore before you land

There are a few things, like drone hubs and rovers, that you'll absolutely want to bring with you in your first rocket, but don't forget about orbital probes. After you select what part of Mars you want to set up shop on, you've then got to pick where in this region you want your first rocket to land. If the landing zone the game's picked for you looks rubbish, you can search for another one, or you can explore the areas around the landing zone, getting a headstart on the hunt for water and metal deposits. 

Keep dust away from solar panels

You'll be plonking down a lot of solar panels as you expand your colony, and that means you're going to really start hating dust. Mars is an extremely dusty place, and all of that red dirt loves to cling to your shiny solar panels. Unfortunately, dusty panels don't soak up as much of the sun's rays, reducing the efficiency of your extremely important power network. If you've not set up redundancies, dusty panels could cause blackouts and even halt oxygen production. 

Eventually you'll unlock technology that makes them less attractive to dust, but it's not something you'll have access to early on. Dust's inevitable, but you can reduce it by keeping anything that kicks up big clouds of dust away from the solar panels. Don't land your rockets near them, for example, and keep mines far away. Tornadoes are the worst, but they usually crop up in the same place, so move your panels a long way from them. 

Don't make long stretches of pipe or cable

You're going to need to spread your colony out to take advantage of Mars' sparse resources, making little, discrete bases. When you do that, there's a temptation to siphon life support from the pre-existing network, using pipes and cables to bring it to the new base. That's just asking for trouble. It's the first thing they would teach you not to do in Martian Administrator School.

Inevitably, a pipe will burst, or a cable will break, and then that's the new base without water, oxygen or power. To make sure that these problems get fixed quickly, you'd need to have drone coverage across the whole thing, and probably a few storage areas too. It's a massive waste, and it ends up being ten times as much work as simply generating power, water and oxygen at the new base.

Keep manufacturing facilities fully staffed

By purchasing prefabricated buildings from Earth, you can start plonking down manufacturing facilities as soon as you want, but you should hold off until you've brought a few rockets full of colonists over to Mars. While a building can start working with only a single colonist working in it, any unstaffed positions reduce its effectiveness, up to the point where it's simply wasting resources. 

If you've got lots of open slots, it's probably because you don't have specialists to fill them. By changing the priority of the building, however, you can employ workers for other disciplines or unspecialised colonists. They're not as effective, but it's still better than leaving the slots open. You can also increase a building's production by creating other shifts (though this can negatively affect colonists working unsociable hours) and, by clicking the clock next to them, push your colonists harder. 

Make shuttles a priority

Once you've expanded, you're going to be moving resources around all the time. Concrete needs to get from extractors to building projects, food needs to get from farms to colonists' bellies and countless resources have to get dragged all over the planet to various manufacturing plants. Drones automatically move things to where they need to be, but only if all of the tasks are within either the rover or the drone hub's radius of influence. 

Shuttles go everywhere. And they're fast. They'll constantly flit between storage areas, delivering demanded resources, but they can also shuttle colonists between domes, linking them together even if they're at other ends of the map. If a dome needs a continuous supply of food, you'll still want to use a trade route with a transport rover, but shuttles are great at keeping places topped up. It's an extra layer of automation that alleviates a lot of the micromanagement. The rocket scientist mission commander gets shuttle technology straight away, making it a great choice for beginners. 

Don't be afraid to scrap a game

Some disasters—like the loss of 300 colonists—are so huge that trying to come back from them can just feel a bit too much like hard work. Sometimes it might not even be possible. Surviving Mars provides a few safety nets, like getting resupplied by Earth, but there are some things that you just can't come back from. If it looks like that might happen, or it already has, just start fresh with a new map, and maybe even a new sponsor and commander. Even if you've got a bunch of saves, it can be better to apply what you've learned to a new canvas. 

Surviving Mars - candyalien


Surviving Mars is now out & we have been looking at all your feedback on social, Steam and our Forums! We know you have questions & we want to give you the answers. Join us for a special Q&A stream this Wednesday 21, 17:00 CET: https://www.twitch.tv/paradoxinteractive - We will also be live streaming on Steam as well.
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