Surviving Mars

Surviving Mars

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What a bugfest...
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3186462001 Here we go! Finally, after more than 1K hours reasonably bug free, all bugs that I have been told of happened at once. On the good side, I believe that them all are rooted to the same issue, something I did that triggered it. But only next playthrough will tell...

[LUA ERROR] attempt to index a nil value (local 'adjacent') Mars/Lua/SupplyGrid.lua(1436): method SupplyGridDisconnectElement Mars/Lua/ElectricityGrid.lua(206): method DeleteElectricity Mars/Lua/ElectricityGrid.lua(215): field ? CommonLua/Core/classes.lua(121): field ? CommonLua/Core/classes.lua(121): field ? CommonLua/Core/classes.lua(121): method OnDestroyed Mars/Lua/Buildings/Building.lua(1362): method Destroy Mars/Lua/Buildings/Building.lua(787): method OnDemolish Mars/Lua/Demolishable.lua(130): method DoDemolish Mars/Lua/Buildings/Building.lua(1294): global DestroyBuildingImmediate Mars/Lua/Meteors.lua(735): method Explode Mars/Lua/Meteors.lua(471): <> --- end of stack
This is one of the many errors that spawned, and all are related to the grid. In the specific a meteor destroyed a building. All of these bugs were affecting outside buildings only, in-dome ones always worked finely. And now a big explanation...

Differently than usual (a compact self-sufficient colony) this time I went with the task to harvest all resources on the whole map. The plan was simple, build a small site, get everything there, build the next small site, move everyone there, leave behind domes and life-grid related buildings only, repeat until needed. First migration was done on foot, second site was in walking distance, and nothing was strange until then. Third site instead was more distant and connected by a Tunnel. As I started to demolish around second site, started to notice that instead to demolish and dismantle, the command was issuing only a demolish call (like when pressing Y while selecting something). After some testing it was looking it went fine, but it was only temporary...

While demolishing around third site, everything went awry. Dismantling a building was not dropping resources, the building itself was not changing appearance, removing of the building had to be called manually. And if the building was still selected at the moment of demolition, the panel was showing mixed buttons and info from working building panel and rebuilding panel.

Not only, a removed building was leaving their "presence" as drones and rovers were not passing where a building was. Demolished a Ramp above a Passage, drones were still using it; built a new one not much distant, no one used it; built a Large Water Tank in front of were the removed Ramp was, everyone was passing into it like if it was not there. But it was anyway filling normally. Plus, a rover that passed into it, later was passing through all other Large Water Tanks too. A demolished metal or water extractor was leaving a "hole" on the map where the sky below was visible (or stars if at night).

Yes, the other half of this bug is that buildings added after the bug triggers are "not completely there". A newly built dome, its green floor was bare terrain and drones were passing through the dome itself; a new passage, again like if it was not there with drones passing through it; a new metal extractor, no hole in the ground; a new water extractor, no hole in the ground (but working normally). A new waste rock depot, completely invisible, leaving no debris if demolished, filled normally by drones, and at the same time they were able to pass through waste rocks and depot alike.

The only workaround was to save and reload, this way all of the above were getting fixed. No more holes on the map, no more invisible waste rock depots, no more invisible dome floor, no more "thin as air" domes and passages and ramps and buildings, no more "presence" of demolished buildings still around. Until next time I was going to demolish anything outside of domes -.-

Even demolishing a simple cable connected to nothing was going to trigger the bug again, like if it was latent in the save. Adding anything was fine, removing something was forbid, until the very last before to save and quit. The moment this bug was triggering there were a small freeze immediately after demolition. Had even a meteor hitting a tunnel once, tunnel remained there without to change appearance (but actually it was broke already), meteor remained spinning just above tunnel, impact icon still on the ground, warning message always on. The workaround unfortunately didn't remove the meteor and impact icon and message, that time I had to reload from an older save.

I believe I was the cause that triggered the original issue, while I was placing on the ground cables to mimic the footprints of few outside buildings. Problem was that I was next to a powered dome and I had researched Superior Cables already, and when I went to remove them something odd happened (other than the strange shape they took).

A friend of mine, doing the same but on a different map, had no issues at all. And they were using tunnels before too, or spreading the colony on the whole map, or harvesting everything. Instead they were able to spot something new.

First, for a single day their rockets stopped to blink, as some reported in this forum recently, but at next reload everything was back to normal. I still have to experience this bug myself anyway. And then, the milestone about 40% workers in Workshops, looks like that now it triggers, not like before that the only way was to save then reload in order to trigger it. And I confirmed on my side it too but it only works between midnight and 1AM (if not at 1AM exactly). The feeling that someone is touching the code is back : /

Last one, a glitch involving passages. If placing a passage perfectly straight that is long 20 hexes between dome A and dome B, then it is possible to stretch it indefinitely in a straight line. So it is possible to place a dome A, then a dome B at the right distance, and then a dome C far away from both, and have dome A and dome C connected while dome B will host the passage passing by (no access to it). Not of a practical use but it is possible to connect a distant outpost if there is a straight and flattened line between them. I made a test and was able to connect two domes four sectors and half away from each other. Each section (20 hexes) of this passage will cost 2 Concrete only, while the last "shorter" section will cost normally.

Back to the bugfest, I hope that in the next playthrough it won't repeat, or that someone can understand (or already know) what was actually triggering it. I still have the save, but there are no more deposits so part of this bug cannot be tested anymore. Probably I forgot of something but those are already more than enough issues -.-
Last edited by kaki_gamet; 17 Mar @ 2:14am
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Showing 1-15 of 30 comments
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3196976608 Well, not the right place for testing, but it went really smooth. The only bug I got this time around was a single Hanging Garden (in an abandoned dome), that became its own grid soon after I placed some cables and pipes down a natural slope (to connect a dome at the bottom of a large crater).

It had happened only once before, again a Hanging Garden in an abandoned dome and on a map where I placed cables and pipes on an artificial ramp. Cables most likely have no bearing on this issue, pipes on the other side are more likely to be the cause.

Next map will be again full of resources and flat, one more chance for a test, or even not. After all I'm not really willing to trigger that mess again, but trying few stuff at time while on the safe side may help understanding it a bit more.
Last edited by kaki_gamet; 23 Mar @ 1:21am
Mardoin69 23 Mar @ 10:49am 
While you may have answered this already in that long expla in the main post... my bad for not reading thoroughly... did you have a save from a few sols before that bugfest? That's what I would of reverted back to and kept testing to see what exactly triggers it. If it is pipes on an engineered ramp... most of us will at some point run into this issue I figure. I've done ramps on many occasion (with pipes + cables) but, prolly didn't also have the hanging garden or whatever else may have triggered the issue. Nor, did I play thru for as long as you perhaps--I tend to start over again after so long a ways into a game. So, hard to tell if I ever met the same conditions you might have.
Unfortunately not, had a save of few hundreds Sols before and there all was still going fine, but I was still in the starting location with those three Basic Domes ^^' I will try to keep it in mind anyway, as I tend to keep playing forward without to backtrack for bugs check -.-

At times I started to think that glitches just happen, without a reason : / Like when a rocket with drones inside lands and then those drones spawn "outside" of the map. Happened twice when a planetary expedition returned a bit too late and got stuck by a dust storm. At first I was able to "rescue" them by flattening the bottom-right corner completely, then a drone ventured outside of the map to recharge them.

Second time it was impossible as the edge was too much mountainous. And then again with newly bought drones coming from Earth, they were still assigned to the rocket but "gone" (this time I had Long Ride). Even if later I tested buying more drones multiple times, they always got delivered -.-

Sorry for the lengthy post, at least it is faster to read it than to write it : )
Thank you ^^
Yea paradox ruined the game with their garbage developer at the end. Just like they do with all their games after enough dlc is added.
I always keep at least 3 older saves and save every few sols... or so. Cuz, yeah... glitches happen... or, have for me various times. Ofc, I use mods too so... I can't be sure a mod wasn't my issue in most cases.
Maybe I will need to start doing the same me too if things get so much odd again : /
I'm saving manually maybe every 50 Sols or more, a bit too much for backtracking ^^'
kaki_gamet 14 Apr @ 12:10am 
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3221948196 Like in the second map, this time I made up a main colony (in central position) and placed a lots of extraction sites. Tunnels were back, so many of them that Transports got confused -.-

Didn't get any particular bug but noticed how Dredgers' Mystery is sort of flawed it too : /
Aside of the most obvious, the landing icon that remains forever (prevents building on it of course) and that it already got a bug fix mod, there are few more minor issues with it I think.

The story. No matter if I destroy no one of them, story goes forward like if I killed at least one. Next time I will try to skip the anomaly at all and see if something changes and how.

What they do. Each Dredger is capable of removing 20% of a given deposit, and when they come down one by one it still works (most of the times). It is during the huge wave (50 of them at once) that is possible to see how they "miss". If there are too many around the same deposit, some of them looks like that are too distant from the deposit so in the end they drain nothing. They only leave behind 10 Waste Rocks.

And then, they may target depleted deposits too, so they land where there is nothing left and again leave 10 Waste Rocks there ^^' Lastly, they never target Concrete, and while the story keep worrying about "metal" resources, they effectively drain even Water : /

Next map is already decided, last of those flat, but as I selected it from the .csv file provided by Choggi, there I found one that can be done without colonists, so Dredgers won't trigger ^^' They will have to wait for another chance (bugfest too) : )
Just curious, why do you play using the mystery with 'Dredger's? I ask because you say you'll play another map and presume you'll have Dredgers again. I usually choose a different mystery.
It is because some time ago (in this discussion) I decided to visit all "locales", but I had to set a goal and it was to drain all resources from each map, something I never did (actually I just get rid of deposit where I was going to build only then rely on wonders).

With first playthrough I went sort of too merry, underestimating the task and getting that big mess with bugs ^^' From the next tried to see if Dredgers can come of some help, and they did, not only by directly stealing resources but either for the final tech they "gift" (+50% production at any extractor). Issues aside they help with the job anyway : ) Only downside is going to retrieve more than 600 Waste Rocks left around when they finish X D
Ah, I see. Thx for answering. Good luck.
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3233379893 No bugs around this time too (lucky), but no colonists at all either (lazy) : )

Even if I spoiled the Philosopher's Stone mystery for Rare Metal, the few available around would have been maybe enough to keep going (shame for a +100M on Electronics anyway). And I got four Core Water deposits of 500K Water each, last "Core" I had never done before : ) First time to get so much Waste Rocks per day, they turned in a "Concrete Spring" X D
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3238961533 Here we go, again Dredgers and few more bugs(?) ^^'

About Dredgers, it is a mystery that cannot fail, for sure : / The only "danger" is the beginning when in a span of 10 Sols there are three meteor storms landing on the map. After that the mystery goes on rails with or without player's interference. This time I did not analyze the anomaly, did not do any research, did not touch any Dredger (that is impossible without research), still they left (with some resources) and gifted me both Breakthrough and their mystery specific tech (great) ^^b

About bugs, that I keep believing are sort of related to Superior Cable (or either Pipes). Once a meteor was going to land over a pipe cable and game crashed to desktop with no log and neither crash log : / Another time instead, Superior Cable was not working at all, but this followed a disaster I made accidentally ^^'

I had set up the first extraction area on top of a 100K water deposit (one of four), and it was linked to nearby smaller water deposits too. In the main area there was a Drone Hub, the only Commander and two waste rock processors, until I had need to move the Commander and set up the next area. Thinking that drones there were enough I moved it away, only to find the whole are completely clogged some time later. And it is in this mess that when I tried to place Superior Cables to bypass some subsurface heaters I demolished, it didn't work. Only later, after the situation was settled and the area cleared, it was possible to place Superior Cables as usual.

That is all for now, next map will have to wait, few other games are in the way : )
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3287973938 Two months later, next map : )

St. Elmo's Fire mystery, they consume a bit of water at night but leave holes in the ground ^^' I wanted to check this mystery one more time, otherwise I was going with Dredgers again. The triple wisps lamp is really nice, in one Hex can satisfy three colonists up to 100 comfort.

This time no bugs at all, even if I got Superior Cables. I just tried not to misuse them and it went fine. Didn't build any Hanging Garden too so no issues with spires, but water got delayed quite a lots. At some point I was drowning in waste rocks so it was sort of fine : D

Edit: well, I actually "forgot" of three issues :
1) "lost child" expedition that is always bugged, I don't even attempt it anymore;
2) "door to summer" event that is bugged it too, never complete;
3) "last founder" event too, never complete.

In this playthrough I gave permission and a shuttle to the last founder and never heard of them again while it is supposed to bring in research points or, more rarely, a Breakthrough. About "door to summer" this time I selected the "normal" option (have them to pay), supplied first and second rocket and then I never heard of them again. I didn't even check if they actually paid both cargoes, will keep it in mind for next time.
Last edited by kaki_gamet; 13 Jul @ 8:16pm
kaki_gamet 17 Jul @ 12:22am 
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3291043772 Again Dredgers but zero issues, because I actively avoided them ^^'

Avoided the second Dredgers' related research so no landing mark was ever around, but I had to refuse "door to summer" as they arrived too early and I had better use for my resources. On the other hand it was a chance to gain more insight with the Construction Nanite breakthrough, but I still need to test it more in order to know their exact range.

Edit: turned out that nanite looks for materials in a 30(+1) hexes radius from the placing hex. I tested it with cables only anyway but it should applies to buildings too. It is larger than the 20(+1) radius of Commander and a bit smaller than the 35(+1) radius of Drone Hub/Rocket.

Nanite will pick up materials only if are placed on a kind of bay (like any depot or the small temporary 2x5x5 bay) while they won't pick up raw materials (metal or polymers not yet harvested), nor materials dropped by drones (lone resource on the ground) and neither materials stored in a Transport (probably they won't touch materials stored in a Rocket too).
Last edited by kaki_gamet; 18 Jul @ 5:53pm
kaki_gamet 21 Jul @ 7:32pm 
https://node2.projectplanet.cn/@steamcommunity.com/sharedfiles/filedetails/?id=3294321779 Nothing particular this time too.

Confirmed that Eternal Summer at least paid the two rockets this time, but again it never completed. I went for Lost Child too and nothing happened as usual.

If I may add one more issue, passages are not as safe as domes. One colonist got struck by lightning (during an Electrostatic Dust Storm) while inside a passage; their body was found at its exit ^^' In the past I had few colonists killed by a meteor crashing nearby, while again using a passage, neither a direct hit on the passage itself. Are rare cases but a bit annoying nevertheless : /
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