[SOLVED] Surviving Mars
Re: [SOLVED] Surviving Mars
Figured I'd post these for whoevers
They're useful for creating mods (has the default values for pretty much all the stats)
If you have my cheatmenu, just open up the console and put
const.AutosavePeriod = 1, then it'll save every minute instead of 5
and so on
For the entries in _const use the id and Consts. (Consts.TravelTimeEarthMars = 750000)
_const.lua
[Link]
_GameConst.lua
[Link]
and a full list of OnMsg.
[Link]
and the order in which OnMsgs fire (when you load a game with your mod enabled), this doesn't include spammy ones like OnRender.
[Link]
If you don't want to have to use crazy large numbers for some of them use * const.ResourceScale
Consts.FoodPerRocketPassenger = 10 * const.ResourceScale (10 is the default amount per Passenger, ResourceScale is 1000)
Edit:
[Link]
This needs to be placed in the game folder for Surviving Mars
NOT in AppData\Surviving Mars
Surviving Mars\BinAssets\AssetsRevision.lua
This'll skip both logos at startup, and skips two of the mod manager warning msgs.
I also included an option (commented out) to skip straight to the load menu.
You can still get back to the main menu with Esc/Cancel.
Edit: Game update changes:
const.ExplorationQueueMaxSize is now 10 instead of 5
const.ResearchPointsScale = 1000 --newly added
They're useful for creating mods (has the default values for pretty much all the stats)
If you have my cheatmenu, just open up the console and put
const.AutosavePeriod = 1, then it'll save every minute instead of 5
and so on
For the entries in _const use the id and Consts. (Consts.TravelTimeEarthMars = 750000)
_const.lua
[Link]
_GameConst.lua
[Link]
and a full list of OnMsg.
[Link]
and the order in which OnMsgs fire (when you load a game with your mod enabled), this doesn't include spammy ones like OnRender.
[Link]
If you don't want to have to use crazy large numbers for some of them use * const.ResourceScale
Consts.FoodPerRocketPassenger = 10 * const.ResourceScale (10 is the default amount per Passenger, ResourceScale is 1000)
Edit:
[Link]
This needs to be placed in the game folder for Surviving Mars
NOT in AppData\Surviving Mars
Surviving Mars\BinAssets\AssetsRevision.lua
This'll skip both logos at startup, and skips two of the mod manager warning msgs.
I also included an option (commented out) to skip straight to the load menu.
You can still get back to the main menu with Esc/Cancel.
Edit: Game update changes:
const.ExplorationQueueMaxSize is now 10 instead of 5
const.ResearchPointsScale = 1000 --newly added
Last edited by ChoGGi on Wed Mar 28, 2018 7:18 am, edited 6 times in total.
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
something i can work with
thanks
thanks
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
hey Choggi
i want to mod the subsurfaceheater
the "working radius"
is it this line?
const.SubsurfaceHeaterFrameRange = const.HeatGridTileSize * 4
whats the * for
give me a short advise please
i want to mod the subsurfaceheater
the "working radius"
is it this line?
const.SubsurfaceHeaterFrameRange = const.HeatGridTileSize * 4
whats the * for
give me a short advise please
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
some coords
21°N140°W -Olympus Monts (nice challenge )
21°N140°E - very hard
2°S 4°W - Oportunity Landing Site
15°S172°E - Spirit landing Site
45°S 135°E -Curiosity landing Site
21°N140°W -Olympus Monts (nice challenge )
21°N140°E - very hard
2°S 4°W - Oportunity Landing Site
15°S172°E - Spirit landing Site
45°S 135°E -Curiosity landing Site
Re: [SOLVED] Surviving Mars
Updated [Link]:
Console now shows results along with history (typing Consts.DroneRechargeTime will show 40000, and 1+1 will show 2)
Added further zoom toggle (see more area, and zoom in further, but it also speeds up scrolling)
I've redone the menus, so they toggle now. The description will show if the cheat is enabled or disabled.
If a menu has "+ num" then it'll increase it by that number each time
Menus:
Gameplay>Colonists>New: Set sex/age of new colonits (births and new arrivals)
Cheats>Research>Double Amount of Breakthroughs per game (allow 26 breakthroughs)
Debug>Write Debug Logs: writes debug logs to AppData
Menu>Gameplay>Buildings:
Add Mystery|Breakthrough Buildings: Show all the Mystery and Breakthrough buildings in the build menu
Fully Automated Buildings: Adds an upgrade to factories, so you don't need colonists
Show All Traits Toggle: Shows all appropriate traits in Sanatoriums/Schools
Sanatoriums Cure All Toggle: Sanatoriums now cure all bad traits
Schools Train All Toggle: Schools now can train all good traits
Sanatoriums|Schools Show Full List Toggle: Toggle showing 16 traits in side pane
Menu>Toggle>Camera:
Camera Zoom Speed (faster)
Camera Zoom Distance (further, and closer)
Border Scroll (stop scrolling with mouse on border)
Also shrunk the size of the area at the border you need the mouse to be in to activate scrolling
I added some functions for modders
ChoGGi.DumpObject(SelectedObj) (you can also access this from the debug menu)
dumps the values of an object to AppData/DumpedText.txt
ChoGGi.DumpTable(TechTree)
dumps the values of a table to AppData/DumpedText.txt
if you want to overwrite instead of append text: DumpObject(TechTree,"w")
if you want to dump functions as well: DumpTable(TechTree,nil,true)
You can also try: ChoGGi.Dump(TupleToLuaCode(SelectedObj))
ChoGGi.PrintIds(TechTree)
Dumps table names+number for easier access
TechTree[6][46] = Breakthroughs>PrefabCompression
ChoGGi.ReturnTechAmount(Tech,Prop)
returns number from TechTree (so you know how much it changes)
ChoGGi.ReturnTechAmount("CompactPassengerModule","MaxColonistsPerRocket").a
^returns 10
ChoGGi.ReturnTechAmount("HullPolarization","BuildingMaintenancePointsModifier").p
^ returns 0.25
it returns percentages in decimal for ease of mathing
ie: BuildingMaintenancePointsModifier is -25 this returns it as 0.25
it also returns negative amounts as positive (I prefer doing num - a not num + a)
- subtraction
* multiplication
/ division
// floor division
% modulo
^exponentiation
Console now shows results along with history (typing Consts.DroneRechargeTime will show 40000, and 1+1 will show 2)
Added further zoom toggle (see more area, and zoom in further, but it also speeds up scrolling)
I've redone the menus, so they toggle now. The description will show if the cheat is enabled or disabled.
If a menu has "+ num" then it'll increase it by that number each time
Menus:
Gameplay>Colonists>New: Set sex/age of new colonits (births and new arrivals)
Cheats>Research>Double Amount of Breakthroughs per game (allow 26 breakthroughs)
Debug>Write Debug Logs: writes debug logs to AppData
Menu>Gameplay>Buildings:
Add Mystery|Breakthrough Buildings: Show all the Mystery and Breakthrough buildings in the build menu
Fully Automated Buildings: Adds an upgrade to factories, so you don't need colonists
Show All Traits Toggle: Shows all appropriate traits in Sanatoriums/Schools
Sanatoriums Cure All Toggle: Sanatoriums now cure all bad traits
Schools Train All Toggle: Schools now can train all good traits
Sanatoriums|Schools Show Full List Toggle: Toggle showing 16 traits in side pane
Menu>Toggle>Camera:
Camera Zoom Speed (faster)
Camera Zoom Distance (further, and closer)
Border Scroll (stop scrolling with mouse on border)
Also shrunk the size of the area at the border you need the mouse to be in to activate scrolling
I added some functions for modders
ChoGGi.DumpObject(SelectedObj) (you can also access this from the debug menu)
dumps the values of an object to AppData/DumpedText.txt
ChoGGi.DumpTable(TechTree)
dumps the values of a table to AppData/DumpedText.txt
if you want to overwrite instead of append text: DumpObject(TechTree,"w")
if you want to dump functions as well: DumpTable(TechTree,nil,true)
You can also try: ChoGGi.Dump(TupleToLuaCode(SelectedObj))
ChoGGi.PrintIds(TechTree)
Dumps table names+number for easier access
TechTree[6][46] = Breakthroughs>PrefabCompression
ChoGGi.ReturnTechAmount(Tech,Prop)
returns number from TechTree (so you know how much it changes)
ChoGGi.ReturnTechAmount("CompactPassengerModule","MaxColonistsPerRocket").a
^returns 10
ChoGGi.ReturnTechAmount("HullPolarization","BuildingMaintenancePointsModifier").p
^ returns 0.25
it returns percentages in decimal for ease of mathing
ie: BuildingMaintenancePointsModifier is -25 this returns it as 0.25
it also returns negative amounts as positive (I prefer doing num - a not num + a)
+ additionBoehserOnkel wrote: ↑Mon Mar 26, 2018 12:38 pmhey Choggi
i want to mod the subsurfaceheater
the "working radius"
is it this line?
const.SubsurfaceHeaterFrameRange = const.HeatGridTileSize * 4
whats the * for
give me a short advise please
- subtraction
* multiplication
/ division
// floor division
% modulo
^exponentiation
Last edited by ChoGGi on Tue Mar 27, 2018 1:00 am, edited 1 time in total.
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
lol thanks
-
- Expert Cheater
- Posts: 98
- Joined: Sun Feb 04, 2018 8:50 pm
- Reputation: 5
Re: [SOLVED] Surviving Mars
And Where is link!?!ChoGGi wrote: ↑Mon Mar 26, 2018 5:09 pmUpdated CheatMenu:
Console now shows results along with history (typing Consts.DroneRechargeTime will show 40000, and 1+1 will show 2)
Added further zoom toggle (see more area, and zoom in further, but it also speeds up scrolling)
I've redone the menus, so they toggle now. The description will show if the cheat is enabled or disabled.
If a menu has "+ num" then it'll increase it by that number each time
Menus:
Gameplay>Colonists>New: Set sex/age of new colonits (births and new arrivals)
Cheats>Research>Double Amount of Breakthroughs per game (allow 26 breakthroughs)
Debug>Write Debug Logs: writes debug logs to AppData
Menu>Gameplay>Buildings:
Add Mystery|Breakthrough Buildings: Show all the Mystery and Breakthrough buildings in the build menu
Fully Automated Buildings: Adds an upgrade to factories, so you don't need colonists
Show All Traits Toggle: Shows all appropriate traits in Sanatoriums/Schools
Sanatoriums Cure All Toggle: Sanatoriums now cure all bad traits
Schools Train All Toggle: Schools now can train all good traits
Sanatoriums|Schools Show Full List Toggle: Toggle showing 16 traits in side pane
Menu>Toggle>Camera:
Camera Zoom Speed (faster)
Camera Zoom Distance (further, and closer)
Border Scroll (stop scrolling with mouse on border)
Also shrunk the size of the area at the border you need the mouse to be in to activate scrolling
I added some functions for modders
ChoGGi.DumpObject(SelectedObj) (you can also access this from the debug menu)
dumps the values of an object to AppData/DumpedText.txt
ChoGGi.DumpTable(TechTree)
dumps the values of a table to AppData/DumpedText.txt
if you want to overwrite instead of append text: DumpObject(TechTree,"w")
if you want to dump functions as well: DumpTable(TechTree,nil,true)
You can also try: ChoGGi.Dump(TupleToLuaCode(SelectedObj))
ChoGGi.PrintIds(TechTree)
Dumps table names+number for easier access
TechTree[6][46] = Breakthroughs>PrefabCompression
ChoGGi.ReturnTechAmount(Tech,Prop)
returns number from TechTree (so you know how much it changes)
ChoGGi.ReturnTechAmount("CompactPassengerModule","MaxColonistsPerRocket").a
^returns 10
ChoGGi.ReturnTechAmount("HullPolarization","BuildingMaintenancePointsModifier").p
^ returns 0.25
it returns percentages in decimal for ease of mathing
ie: BuildingMaintenancePointsModifier is -25 this returns it as 0.25
it also returns negative amounts as positive (I prefer doing num - a not num + a)
+ additionBoehserOnkel wrote: ↑Mon Mar 26, 2018 12:38 pmhey Choggi
i want to mod the subsurfaceheater
the "working radius"
is it this line?
const.SubsurfaceHeaterFrameRange = const.HeatGridTileSize * 4
whats the * for
give me a short advise please
- subtraction
* multiplication
/ division
// floor division
% modulo
^exponentiation
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
there
[Link]
just read the topic a bit
[Link]
just read the topic a bit
Re: [SOLVED] Surviving Mars
Clicking the previous page? Heck no!
I broke quite a few menus with that last update (I was making the code more managed and yeah...)
CheatMenu Update
Broke a bunch of menu toggles
Fixed possible freezing issue when opening menus
I broke quite a few menus with that last update (I was making the code more managed and yeah...)
CheatMenu Update
Broke a bunch of menu toggles
Fixed possible freezing issue when opening menus
-
- Noobzor
- Posts: 9
- Joined: Tue Mar 27, 2018 10:43 am
- Reputation: 1
Re: [SOLVED] Surviving Mars
I am running into an issue wherein the bots cannot transfer the waste rocks from any of the extractors to the dumpsite. Any solution to this problem ?
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
Pongolamma wrote: ↑Tue Mar 27, 2018 10:51 amI am running into an issue wherein the bots cannot transfer the waste rocks from any of the extractors to the dumpsite. Any solution to this problem ?
you have to ask ChoGGi for this
im not the creator of this cheat mod
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
New Sponsor - heavily modded
read the included .txt
have fun
(made this to get rid of ~30 activatet mods lol - includes my other mods)
+modified Wonders (except SpaceLift -this one doesnt work if you have more than 1 )
hint :try the modded excavator
[Link]
worked a bit on it after (finally) a GoG update for the Game
Update :
fixed stirling generator - can now opened like the original
Thanks to ChoGGi for writing a working BuildingMaintenaceFree Script for this Mod
FINAL Version untill new Content arrives
(out of Ideas)
if you find any Bugs etc let me know
HF
can also be downloaded from fearlessrevolution
im on vacation 1 or 2 weeks so no updates till im back
read the included .txt
have fun
(made this to get rid of ~30 activatet mods lol - includes my other mods)
+modified Wonders (except SpaceLift -this one doesnt work if you have more than 1 )
hint :try the modded excavator
[Link]
worked a bit on it after (finally) a GoG update for the Game
Update :
fixed stirling generator - can now opened like the original
Thanks to ChoGGi for writing a working BuildingMaintenaceFree Script for this Mod
FINAL Version untill new Content arrives
(out of Ideas)
if you find any Bugs etc let me know
HF
can also be downloaded from fearlessrevolution
im on vacation 1 or 2 weeks so no updates till im back
- Attachments
-
- SponsorHitchhiker.zip
- Logo added
- (85.7 KiB) Downloaded 205 times
-
- SponsorHitchhiker.zip
- (17.72 KiB) Downloaded 99 times
Last edited by BoehserOnkel on Fri Apr 06, 2018 1:49 am, edited 23 times in total.
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [SOLVED] Surviving Mars
Last edited by BoehserOnkel on Tue Mar 27, 2018 8:30 pm, edited 1 time in total.
Re: [SOLVED] Surviving Mars
did you compare the sources or what makes you think that it is stolen?BoehserOnkel wrote: ↑Tue Mar 27, 2018 6:04 pm@ChoGGi
you may check Steam Workshop
i found my OvalDome Mod there lol
[Link]
stolen and no credits ...
Who is online
Users browsing this forum: No registered users