Surviving Mars

Surviving Mars

Breakthrough cherry-picking (discontinued)
52 条留言
paranide 2021 年 9 月 14 日 下午 4:00 
can you please adapt this mod to the Surviving Mars version? That would be great!
Alex 2020 年 11 月 9 日 上午 9:36 
Hello. I've already scanned all of the anomylies on the map. I'm looking for the breakthrough "Service Bots". Can this mod help me or are anomalies on the grid necessary?
Harstargri 2020 年 3 月 6 日 上午 5:53 
This mod is essential.
konradius001 2019 年 5 月 18 日 上午 4:08 
This mod still works perfectly with the Green Mars DLC and updates. Including being able to get/choose between the new terraforming breakthroughs.
It triggers only for the found breakthroughs on the map, which is fine. So the breakthroughs on the planetary map or gotten in any other way will be random as normal.
I highly recommend still using it if you like the mechanism. To me, this is still one of the best mods around.
gebnar 2018 年 11 月 30 日 下午 9:46 
I've been continuing to use it without issue. However I would like to see it continue to be updated in the future. I love how it makes the game feel - It actually gives me some important, meaningful decisions to make that aren't just economy management.

@just.don't.do.it - If you're still out there, please know you've made Surviving Mars a significantly more enjoyable experience for me and many others with this. I'm sure I'm not alone in hoping to see you return. Regardless, thank you!
Elveswarrior 2018 年 11 月 26 日 上午 9:37 
very big fan of this mod aswell anyone that continued it elsewhere or something alike?
「 LiTe Em uP 」 2018 年 11 月 24 日 下午 11:34 
is there another mod that tookover this mod??
just.dont.do.it  [作者] 2018 年 8 月 6 日 下午 1:54 
Update: Mod Config is up, and everything should be working normally as usual.
just.dont.do.it  [作者] 2018 年 8 月 6 日 上午 11:39 
Doesn't seem like anything was broken (but the patch broke all mods anyway). Mod Config doesn't seem to be up yet, so for now I've changed the mod to show spoilers (exact tech names) by default.
Xnake-Eye 2018 年 8 月 6 日 上午 9:19 
pls, update
konradius001 2018 年 7 月 26 日 下午 11:10 
This sounds just about perfect. It doesn't feel like an enourmous cheat like most other breakthrough mods do, and it does lessen the 'oh I got a worthless breakthrough' feeling.
Btw, I guess this changes nothing about the wonder that gives 3 breakthrough techs, you might want to add that note to your description :)
BLÀde 2018 年 6 月 16 日 上午 10:18 
is it possible to add if you mouse over the name it tells you what you get? it's hard to remember what each breakthrough gives you with just a name.
Agent Flandry 2018 年 6 月 12 日 下午 1:44 
Gotcha, thanks! And thanks for the great mod :)
just.dont.do.it  [作者] 2018 年 6 月 5 日 下午 4:39 
Overall chances are not exactly equal, as picks are made in such a way so that their respective tech field hint won't repeat twice. However, it's not that much different. And there's no preference for picking one or the other breakthough under a single tech field.

Some games you'll see quite some repetitions, other games you won't.
Agent Flandry 2018 年 6 月 5 日 下午 2:45 
Do all breakthroughs within a category have an equal chance of appearing? I seem to be getting some breakthroughs (most conspicuously printed circuits and cryosleep) way more than others, and I'm not sure if that's actually the way the mod works of just coincidence.
just.dont.do.it  [作者] 2018 年 6 月 1 日 上午 1:43 
Updated for Curiosity. New "Gem Architecture" breakthough is now in (default for unknown techs) "Special Projects" group, because I don't really want to review how breakthroughs are split.
dkube43 2018 年 5 月 31 日 下午 3:46 
confirming John0904. Curiosity broke my favorite mod :(
Pooh Bear 2018 年 5 月 31 日 下午 12:30 
Not working with patch Curiosity (May 31, 2018).
Red Aria 2018 年 4 月 29 日 上午 8:56 
I doubt it was the first one, because i only chose engineering twice maybe.
Red Aria 2018 年 4 月 29 日 上午 8:56 
I just had a breakthrough pop up that i assigned to engineering, however i gained no new breakthroughs (i was not at limit, i had like 6 maybe?). I think one of the two problems occured: either (1) i had all engineering ones and so it just fizzled and gave nothing, or (2) something just bugged and i gained nothing.

If it helps, i have a Beyond Earth mystery which also gives me an additional breakthrough for the mystery quest.
Tsuki 2018 年 4 月 25 日 下午 9:33 
Started a new playthrough with new patch and mod is working great! No issues from what I can see.
just.dont.do.it  [作者] 2018 年 4 月 25 日 上午 9:48 
A quick look at the Opportunity patch tells me that the mod should be flawlessly compatible with it, but I won't give guarantees. I'd appreciate it if someone can test it a bit.
just.dont.do.it  [作者] 2018 年 4 月 22 日 上午 2:00 
Okay, I updated the mod once more to specifically guard against people using cheats to unlock breakthoughs.

Bear in mind, though, that all-at-once unlock will not behave in exactly the same way as normal unlocks.
just.dont.do.it  [作者] 2018 年 4 月 22 日 上午 1:11 
>Reveal the whole map then unlock all breakthroughs

This won't work correctly. "Unlock all breakthroughs" does it all at once in the very same game-time moment. So your choice in the first popup dialog won't affect the second one, because at this point ALL of them were already executed.
In a normal game, unlocking several breakthroughs at once (in exactly the same game-time tick) may be potentially possible, but chances are so extremely low that I don't consider the need to guard against them.

Try unlocking breakthroughs in a less extreme fashion than via a cheats menu.
Chin 2018 年 4 月 22 日 上午 12:37 
There's still something wrong.

I tried picking the same tech every time I got the option to. It started with Neural Empathy 5 times in a row and at the end I had a total of 5 breakthrough techs out of 19. There's also options that show up way too often and it's different ones per new game, I've had Dryfarming coming up 10/19 choices.

You can install "Cheats Menu" for quick debugging. Reveal the whole map then unlock all breakthroughs and you'll get the dialogue to chose breakthrough 19 times in a row.

I've got no other mods installed that mess if techs, mostly UI changes.
Chin 2018 年 4 月 21 日 下午 6:25 
Okay, thanks for quick reply.
just.dont.do.it  [作者] 2018 年 4 月 21 日 下午 5:43 
>Will it still offer cloning 10 times in a row for one branch unless I pick it?

Well, there's no logic in the mod telling it to be insistent about a particular breakthrough. So it won't be, unless there's not enough choices (say, if there's only 2-3 valid choices left in a particular field, naturally, you will see them appearing quite a lot).
Chin 2018 年 4 月 21 日 下午 5:05 
>Well, nevermind that. Looks like I found the problem & fixed it. Now you really really shouldn't get picks for what you've already discovered.

Thank you!

I've got like 5 save files around the point where I scanned the last 3 breakthroughs if u still need it, where it offers Factory AI even though I took it just before I saved.

>I've posted the thread describing exactly this.

I'm not used to the steam interface, didn't see it :)




Will it still offer cloning 10 times in a row for one branch unless I pick it? I've been looking for dual spire dome but it won't come up, I'm guessing it's locked behind one of the branches that I don't want to pick.

just.dont.do.it  [作者] 2018 年 4 月 21 日 下午 4:05 
Well, nevermind that. Looks like I found the problem & fixed it. Now you really really shouldn't get picks for what you've already discovered.
just.dont.do.it  [作者] 2018 年 4 月 21 日 下午 2:57 
It is quite possible. It would be nice to get a hand on a savegame before such a scan - it will allow proper debugging.
Moracen 2018 年 4 月 21 日 下午 2:30 
is it possible this is the same as Chinoumi's (giving already discovered breakthroughs?)
Moracen 2018 年 4 月 21 日 下午 2:29 
Or sometimes only 1 or 2 of the choices work, but the 2nd or 3rd (respectively) doesn't
Moracen 2018 年 4 月 21 日 下午 2:28 
Hey I'm having a bit of a challenge where sometimes when I scan a breakthrough anomaly the choice screen comes up and no matter my selection, I receive no new breakthrough (Paradox, Inventor, Last War)
just.dont.do.it  [作者] 2018 年 4 月 20 日 上午 7:17 
@Chinoumi
>OR it will ofter me breakthroughs I've already got, either from commander bonuses or from picking it a couple of breakthroughs ago

This part is interesting. The mod should be excluding breakthroughs that are already discovered. Do you have a savegame when it happens?

>Would it be possible for you to pubish a list where we could see the different options in each of the 5 categories?

I've posted the thread describing exactly this.
Chin 2018 年 4 月 19 日 下午 7:37 
I've run into a standstill with the mod activated where it will either offer me useless breakthroughs like Cloning while I have Psyonic Brain and I'm only building Biorobots OR it will ofter me breakthroughs I've already got, either from commander bonuses or from picking it a couple of breakthroughs ago.

Would it be possible to randomize the different choices in the 5 categories each time you scan a breakthrough?

Would it be possible for you to pubish a list where we could see the different options in each of the 5 categories?

Thanks in advance, the mod is very helpful.
Scar Glamour 2018 年 4 月 19 日 上午 6:23 
It's hard to avoid unwanted breakthroughs when they are broken into 5 categories with 11 techs each. Each group is extremely likely to have something you want to avoid. So, effectively you get 3 random choices out of 5 groups and then one random breakthrough out of 11. Doesn't sound like cherrypicking to me at all, since it only reduces the randomness by a factor of three

That's I wondered if there was any practical reason for the mod to be done in this particular way and not any other.

Thank you for the permisson though, I will look into it.
just.dont.do.it  [作者] 2018 年 4 月 19 日 上午 4:03 
@Heresiarch
You're quite free to edit the mod in any way you want.
Personally, I've made the mod with balance in mind - my goal was to provide the player with a way to *avoid* certain few breakthroughs if he doesn't want them. I have no intention of writing a mod oriented on *picking* a specific breakthrough - I consider that to be too imbalanced for the game, not to mention being adverse to replayability (random-ish set of breakthroughs is currently one of the bigger factors of playing different sessions in different ways).
Scar Glamour 2018 年 4 月 18 日 下午 10:43 
Would it be possible to do it the other way around? I mean, get one of the five categories upon anomaly analysis completion and then picking one of the 11 techs from the tree you got?
feanor68 2018 年 4 月 18 日 上午 9:22 
Amazing mod! Thanks for sharing this with the community.

It takes almost all of that AGONIZING RNG of crappy breakthroughs out of the game by giving us SOME choice on the how we pursue our goals. I was gonna go ape-**** if I got Frictionless Composites, Cloning, and Plasma Rockets again -- all in the same game, every game. Maybe they're what some players want, but I don't. And I have never used ANY of them, and now I don't have to stare at them clogging up my limited breakthrough-options anymore :)
LoyalForever 2018 年 4 月 18 日 上午 6:18 
coooooool
just.dont.do.it  [作者] 2018 年 4 月 15 日 上午 5:48 
@Schutzengel
Install & enable Mod Config.
Schutzengel 2018 年 4 月 15 日 上午 5:35 
How do I access the mod config ?
just.dont.do.it  [作者] 2018 年 4 月 15 日 上午 3:14 
Ugh. It was a pretty stupid copy-paste mistake. Thanks for finding it out. Should be fixed now.
Siegfried 2018 年 4 月 15 日 上午 3:04 
other mods im using - auto explore, auto gather transport, better ai, drone load balancing, extended research pack, mod config, unlimited scanning, warp speed, wayland yutani logo.

i did start a new game with only this mod and mod config enabled, but im still having the same problem
just.dont.do.it  [作者] 2018 年 4 月 15 日 上午 3:00 
Interesting. Which other mods are you using?
Siegfried 2018 年 4 月 15 日 上午 2:44 
everytime i start a new game with this mod, the "close" button of Mod config always disappear. i cannot close it with Esc because this only opens the options menu, not closing the mod config window
just.dont.do.it  [作者] 2018 年 4 月 15 日 上午 12:37 
@Siegfried
Sometimes the "close" button of Mod Config UI tends to disappear. It's a Mod Config issue. You can still close it with Esc.

Also, it's entirely normal that you won't get an option to pick a particular field. At most, there are 5 fields and 4 options. RNG used here is session-seeded (same as in other similar cases, like the order of techs) , so your result of a particular scan will always be the same no matter how many times you try. I did not intend it to be savescum-friendly.
Siegfried 2018 年 4 月 14 日 下午 11:18 
this mod somehow causes problem with mod config. now i cant close the mod config. and also, after getting three robotics breakthroughs techs, i cannot get anymore robotics breakthrough but i can get another non-robotic breakthrough
DNSerious 2018 年 4 月 14 日 上午 2:28 
Ok,Thanks
just.dont.do.it  [作者] 2018 年 4 月 14 日 上午 12:42 
@Siegfried
This mod works with whatever custom research there is. Custom research (things unknown to the mod and thus not categorized) gets put into "special project" group.
That's to say - extended research pack doesn't add any breakthroughs (and I don't think I've seen any mod that does, so far). So this mod doesn't affect extended research pack in any way, and vice versa.

@小李飞刀KBK
If someone adds translations to another languages - then, naturally, it will be translated.