[SOLVED] Surviving Mars

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ChoGGi
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Re: Surviving Mars

Post by ChoGGi » Tue Mar 20, 2018 8:58 pm

BoehserOnkel wrote:
Tue Mar 20, 2018 6:31 pm
testet with mod editor - it works if you edit one line
http://prntscr.com/itxjz0
change "Spire" to "none"
Grumble, I wonder how many times I've looked at "Spire" :?
(I'm gonna add that to my outdoor dome buildings mod, be nice if there was a way to make it build in the spire and dome as well ah well)
BoehserOnkel wrote:
Tue Mar 20, 2018 7:49 pm
http://prntscr.com/itysgd
3 of em are my work ;)
(GeoSphere , OvalDome and Spire Buildings)
No LargerScannerQueue? I think that's my favourite one :) (having to click the map squares every 5 squares sure got annoying)
Edit: Isn't GeoSphere the geodome? You're using the unlimited wonders which also adds it.
EnterpriseNL wrote:
Tue Mar 20, 2018 7:12 pm
What is the best cheat table/mods at the moment, the one that works perfect, without problems?
I'd like to say mine? I do have a couple testing ones? I do make sure to say if there's issues with any.
Last edited by ChoGGi on Thu Mar 22, 2018 2:07 am, edited 1 time in total.

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BoehserOnkel
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Re: Surviving Mars

Post by BoehserOnkel » Tue Mar 20, 2018 9:19 pm

idont have all activatet ;)
i will test those aswell - scanner etc

the geodome i made doesnt count as wonder - its a "normal" dome and can build as often you want
unlimitet wonders is not activatet

http://prntscr.com/iu0a8u

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Re: Surviving Mars

Post by Tekanu » Tue Mar 20, 2018 9:24 pm

Can you turn of children birth?

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Darkedone02
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Re: Surviving Mars

Post by Darkedone02 » Tue Mar 20, 2018 10:25 pm

ChoGGi wrote:
Sat Mar 17, 2018 8:51 pm
Mods.zip


Stick the folders in %APPDATA%\Surviving Mars\Mods
(more at bottom of post)

Code: Select all

ApplicantGenerationInterval (more colonists, [b]not sure if working[/b])
AvoidWorkplaceSols (fired people don't avoid same workplace for certain amount of time)
DroneMeteorMalfunctionChance (drone don't malfunc around meteors)
DroneRechargeTime (recharge takes 0 seconds)
DroneRepairSupplyLeak (repairs take 0 seconds)
FoodPerRocketPassenger (100 per person)
FundingPerSol (more money per sol / per rare metal)
LowSanityNegativeTraitChance (don't get neg trait when low sanity)
LowSanitySuicideChance (no suicide with low sanity)
MaxColonistsPerRocket (100 per rocket)
NoChanceOfSanityDamage (don't take sanity dmg from certain events)
NoCrimeBuildingDamage (no building dmg for crime)
NonSpecialistPerformancePenalty (removes penalty for non-specialist at job)
OutsideWorkplacesRadius (how far people look for a job outside their dome, [b]be careful using this without suffocate mod[/b])
PipesPillarSpacing (removes all those extra pillars when placing pipes)
PositivePlaygroundChance (chance for playground to give child good trait)
ProjectMorphiousPositiveTraitChance (gives a good trait while resting with Morphious enabled)
RCRoverDroneRechargeCost (makes the little drones recharge fast)
RCRoverFastResource (transfer/gather is faster, you may need to start new game)
RCRoverMaxDrones (100 drones per rover, you may need to start new game)
FLiNGs Mods:
I noticed FLiNGs mods don't actually work, so I also included fixed versions. I checked that they all could be enabled, not how well they work.

Code: Select all

Building maintenance free
Cargo capacity (+1,000,000,000)
Colonists morale (always have max morale)
Colonists won't starve
Colonists won't suffocate
Drone battery (Infinite)
Drone build speed (Instant when resources are ready)
Enable deep scan (and allow to exploit resources)
Funding (100,000x, doesn't add money; multiples what you receive)
Instant cables and pipes
Instant travel (Earth and Mars)
CommandCenterMaxDrones (100 per, you can probably boost it if you want)
Outsource cost (free outsourcing)
Quick outsource research (1,000,000x)
Zero building cost
AddFunding
Add 10M each time you load your game (open up items.lua to add another zero or two). You can load it once, save, then disable the mod.
(updated with some other times if you want to add funds regularly)

UnlockResearch
Has a list of all research/breakthroughs, open items.lua and uncomment the ones you want to unlock (some names have spaces/misspelling, that's just how they are). Load the game and it'll unlock it, you can then disable it or just leave it enabled it doesn't matter.
You can change GrantTech to DiscoverTech, if you want to research it instead.

EnableCheats
Add a cheat section to the selection pane on the right (careful pressing malfunction, or emptying a mine), and a bunch of other cheats (commented out, see items.lua).
It'll allow you to fill up rockets with supplies, restock surface rock formations, quick build anything, etc.
Update: therealshibe added a cheat menu with the cheat section mod, so you should probably use that instead.

UnlimitedWonders
Add as many wonders as you want (the space elevator doesn't like it when there's more than one).
Update: Added a * to the names, to distinguish from the normal ones.

HiddenBuildings
Add hidden buildings to build menu...Warning: The ones in the "Hidden" category may break your game...
The Rocket Landing Site will break selection if you select it, so you'll need to manually uncomment it in items.lua (it's useless anyways).
Update: Added a * to the names, to distinguish from the normal ones.

DefensiveTurret
A laser-targeting defense structure. Protect nearby buildings from meteors. Can attack enemy vehicles at extreme range.
enemy vehicles sounds like dlc? :)

AllPositiveTraits
Add all positive traits to ColonistArrived/ColonistBorn, and removes all negative.
If you already have people, and you want to apply this to them then open Script.lua and uncomment the function at the bottom (may be laggy on large colonies so I left it disabled).

LargerScannerQueue
Queue up all the squares instead of 5.

LargerResearchQueue
Queue up 25.

OutdoorDomeBuildings
Add dome buildings outdoors (dome service buildings still need to be near domes).
doesn't mean they'll work properly, but they look nice.
Update: Made Spires buildable in other spaces in domes (can't build them in spire place, but the regular ones will)< Thank you BoehserOnkel

Remove Moisture Vaporator Penalty
Remove penalty when Moisture Vaporators are close
Does that Moisture Vaporator Penalty works well with my Plus version of it?

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Re: Surviving Mars

Post by BrooklynKnight » Wed Mar 21, 2018 12:11 am

therealshibe wrote:
Tue Mar 20, 2018 7:43 am
Enable Cheats.zip

This will enable the built in cheat menu. Press F2 to show.

Discovered by http://steamcommunity.com/sharedfiles/f ... 1336604230

I modded the keybind and added the ability to add 100 Drone Prefabs under the resources menu
Could you clarify what folder you put those into?

ChoGGi
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Re: Surviving Mars

Post by ChoGGi » Wed Mar 21, 2018 12:23 am

BrooklynKnight wrote:
Wed Mar 21, 2018 12:11 am
Could you clarify what folder you put those into?
Same as every mod: %APPDATA%\Surviving Mars\Mods

(I'm working on a bigger version of it with most of my mods in the menus)
Darkedone02 wrote:
Tue Mar 20, 2018 10:25 pm
Does that Moisture Vaporator Penalty works well with my Plus version of it?
Probably, it just changes
const.MoistureVaporatorRange = 0
const.MoistureVaporatorPenaltyPercent = 0

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hentai-sama
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Re: Surviving Mars

Post by hentai-sama » Wed Mar 21, 2018 1:00 am

BoehserOnkel wrote:
Tue Mar 20, 2018 6:31 pm
hentai-sama wrote:
Tue Mar 20, 2018 5:23 pm
ChoGGi wrote:
Tue Mar 20, 2018 4:42 pm

Yeah, I haven't had any luck with that

And what about unpin them from the center of dome so u can build them on other tiles with in a dome as well?
testet with mod editor - it works if you edit one line
http://prntscr.com/itxjz0
change "Spire" to "none"
So now we have multiple working spires with in 1 dome, awesome, there is only one logical request coming from this, cam u make them and other dome buildings just 1hex big?

ChoGGi
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Re: Surviving Mars

Post by ChoGGi » Wed Mar 21, 2018 1:53 am

I expanded on therealshibes cheatmenu mod and added pretty much all of my mods (as well a few more)
https://github.com/ChoGGi/SurvivingMars_CheatMods
fakerlol wrote:
Sun Mar 18, 2018 11:23 pm
I'd really like to increase the capacity of the RCTransporter
Added that to the above mod
hentai-sama wrote:
Tue Mar 20, 2018 12:23 pm
Is it possible to mode a colonists, clones and biorobots so they have just positive perks without any negative flaws and if so make it that they always have all of them?
I also added it as a menu item to the above mod (it works on already spawned colonists).
Tekanu wrote:
Tue Mar 20, 2018 9:24 pm
Can you turn of children birth?
I might be able to turn them into youth/adults?
Last edited by ChoGGi on Thu Mar 22, 2018 2:08 am, edited 1 time in total.

miestaruler
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Re: Surviving Mars

Post by miestaruler » Wed Mar 21, 2018 10:13 am

BoehserOnkel wrote:
Sun Mar 18, 2018 6:48 pm
Kingorino wrote:
Sun Mar 18, 2018 2:52 pm
Kalamity222 wrote:
Fri Mar 16, 2018 6:22 pm
Well, here you go. Made by FLiNG, a chinese cheat maker.
Should I archive the cheat into the "Surviving mars folder"?
in your "Mods" Folder
for example \Users\(your name)\AppData\Roaming\Surviving Mars\Mods
(dont know- is it the same for steam users? :roll: )
if the folder dont exist just create em and extract the zip files there
Its in the steam folder.

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BoehserOnkel
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Re: [SOLVED] Surviving Mars

Post by BoehserOnkel » Wed Mar 21, 2018 12:36 pm

because the lack of storage space i made this one

each storage can hold 300 //UniversalStorage 100 each (excluded the blackcubedump-they are "story" related so no need to have em always on)
i think its good enough (to have not stockpiles like a skyscraper ;) )

HF
Attachments
Storage+.rar
(2.12 KiB) Downloaded 112 times
Last edited by BoehserOnkel on Wed Mar 21, 2018 3:04 pm, edited 1 time in total.

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BoehserOnkel
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Re: [SOLVED] Surviving Mars

Post by BoehserOnkel » Wed Mar 21, 2018 2:46 pm

2 improved Buildings
DroneFactory has an Upgrade now - No Workers needed
Arcology+ - more people (120)
Attachments
DroneFactory+.zip
(1.54 KiB) Downloaded 86 times
Arcology+.rar
(1.28 KiB) Downloaded 88 times

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hentai-sama
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Re: [SOLVED] Surviving Mars

Post by hentai-sama » Wed Mar 21, 2018 2:53 pm

So, is it possible to manipulate with size of buildings?
[Imagine all dome buildings just 1 hex small]
Last edited by hentai-sama on Wed Mar 21, 2018 4:33 pm, edited 1 time in total.

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BoehserOnkel
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Re: [SOLVED] Surviving Mars

Post by BoehserOnkel » Wed Mar 21, 2018 3:03 pm

no idea
i dont even try it :P

serahah
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Re: [SOLVED] Surviving Mars

Post by serahah » Wed Mar 21, 2018 4:54 pm

i am trying to make a depot for each resource but with higher capacity. i modified the universal storage + but the drones are stacking the good in a weir way, like outside the storage; i can't figure out how to change the values so it will stack like a one type goods storage.
modifying the values for how many items should be stored on x,y and z axis doesn't work. even if i chose more than 2 items on x axis it doesnt seem to work in game, it will stick stack 2 by 5 .
can someone help me with this? thanks

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BoehserOnkel
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Re: [SOLVED] Surviving Mars

Post by BoehserOnkel » Wed Mar 21, 2018 5:18 pm

if you alter the axis - the thing got broken XD
they store the goods outside the "platform"
ChoGGi and i was trying it - both with the result - just leave it XD
but i made a storage mod early this day look some posts above

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