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Dev Diary 11 - Da Vinci by Boian Spasov from Haemimont Games

Greetings from the red planet! Our Dev Diaries are back, and we have a new free update coming out hot from the pipeline for you. Codename: Da Vinci. That's right - we changed our naming convention because we were starting to run out of Mars missions and we are planning to support Surviving Mars for a good long while. From now on we are naming updates after great persons such as scientists and space explorers. The reason we chose Leonardo as our patron is that he seems like the best fit for the major feature of this patch - Creative Mode.

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Get Creative!
Existing on the edge between two genres, Surviving Mars tends to attract both players that like survival games and players that like base/city building. While these two gameplay aspects usually work in harmony, sometimes they can step on each other's toes. Since day one we received many requests for some kind of more relaxed game experience with a focus on city-building and aesthetics, instead of survival. Sometimes you may want to quickly create a huge colony for an awesome timelapse video, to experiment with different base setups or just to experience the mysteries without worrying about pesky survival threats.

Creative mode offers this and more! It is implemented as a set of eight new game rules:

  • Easy Maintenance - buildings never malfunction due to lack of maintenance

  • Easy Research - the tech tree is revealed, and base research is greatly increased

  • Fast Rockets - rockets travel ten times faster

  • Fast Scanning - sector scanning is much faster

  • Free Construction - buildings don't require resources to be constructed

  • Iron Colonists - Health and Sanity can't be lowered below 50 and Colonists never become Earth sick. There is no Founder stage

  • More Applicants - start with 500 additional applicants

  • Overfunded - start with $100,000M additional funding
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Starting a game in creative mode will activate all of these rules, but they can also be used individually and are combined with other rules and game sponsors normally. Note that while many bad consequences do not happen in creative mode, the game mechanics still function "under the hood" so it can be useful for experimentation and learning. For example, when you want to check if a particular base setup is self-sufficient - if any resource stays low, this Colony will probably struggle without help from Earth in a normal game. And if you have Colonists at 50 Health or Sanity, they would probably be under the risk of dying or having a breakdown in a normal game.

Creative Mode can be a great way to explore the game mechanics and learn the ropes in a relatively safe environment. Since many achievements are trivialised by the significantly reduced threats, activating some of the new game rules disables achievements for the playthrough.

Storage Management
We improved the controls for managing resources and storage buildings. You can now set a custom Desired Amount for resources in any particular storage. Drones and shuttles will try to maintain the desired amount as a reserve in each storage building (or all allowed resources in case of Universal Depots). This can really improve the efficiency of large colonies and is very useful both when planning a large project and when you know that a particular resource is often needed at a particular location in the colony, but gets there late due to logistic issues.

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We were never entirely happy with the controls for customising types of resources stored in Universal Depots - it was too obscure and even experienced players often failed to notice it without being pointed there explicitly. We revamped these controls in Da Vinci, making them more visible and easy to use.

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Power Connectivity
Prior Da Vinci, each building, had to be connected to the electrical grid with an individual Power cable. Our reasoning behind this decision was that we wanted to make the Power infrastructure more visible and complex to manage. Still, it proved to be more "complicated" than "complex" and too different from the expected practices for a city-building game.

This is why we are changing Power connectivity in Da Vinci, allowing each power producer or consumer to connect to the electrical grid automatically when placed adjacent to another building of the grid. Power cables are still used to extend the grid, but individual connections are not required for each structure.

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Follow Camera
The follow camera is a minor feature, but I feel it deserves its own highlight in the dev diary because it was requested often. It can be activated for any Drone, Rover, Colonist or Shuttle. The camera tracks the movement of the selected unit and has no effect on gameplay but can be useful to create some nice close-up footage of your colony. It also gives you another way to enjoy all the little details in your colony. Last but not least, following shuttles around feels pretty rad!

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Patch Highlights
Here are some highlights from the new free update:

  • Pacing - increased drone speed, reduced building costs, reduced rocket and shuttle fuel consumption and adding a Stirling Generator to the starting setup all contribute to a more dynamic gameplay experience and less downtime.

  • Survival - Health and Sanity threats from disasters have been increased and are now randomized per colonist - you should expect more deaths and mental breakdowns when things go bad. Pipe Leaks and Cable Faults now only happen because of disasters, increasing the demand on your grid during Dust Storms. Solar Panels now don't work at all during a Dust Storm.

  • Quality of Life - You can now cycle between the unemployed, homeless, free residences and free work slots by clicking on the corresponding icon in the Infobar. Turning off a Dome manually now automatically turns off all buildings within, conserving power and resources. Placing a construction outside drone commander range is now indicated more prominently. Several on-screen notifications about colony problems have been improved.
What do you think about the new changes? Where would you like to go from here? Keep the feedback coming - we are listening!

p.s. The new Patch is coming (very) soon, so keep an eye out for the Patch Notes!
 
Nope

View attachment 393787 View attachment 393788 View attachment 393789

In these three screenshots I am placing a moxie and an oxygen tank. The moxie has 2 groups of blue hexes, each group connects to a hex that is a part of the building, where the pipe physically joins the building if you put a pipe in a blue hex. The oxygen tank has 1 group of blue hexes, which connect to a hex that is a part of the building, where the pipe physically joins the building if you put a pipe in a blue hex. Lets call these 'hexes that are part of the building' "connection hexes".

If I place 2 buildings, and for each building at least 1 of the other building's "connection hexes" is inside a blue hex of the other building, they should be considered part of the same oxygen/water system and be linked by a pipe (graphics only, don't auto place a pipe in some adjacent hex, just have a pipe going straight from one building to the other, no pipe-only hexes required)

magnificent paint explanation:

20180801145333_1.jpg

Yellow stops being necessary, red is a direct connection from building to building. (just for connecting moxie to oxygen tank ofc)

EDIT: ah, you already worked out my previous still messy and bad explanation, nvm then :p
 
I love the changes being made to pipes and wires breaking down, though that does kind of devalue the Perfect Pipes and Wires Breakthroughs. Is any change being made to it?
 
I want a game rule to make births much more rare, colonists currently reproduce like rabbits, and banning births from domes feels artificial. I want it to be a though choice whether to grow my population by martian births, biorobots, clones, or bringing people from Earth, on this last option, give us more techs or also a game rule to increase the rate of applicants, in my last game I got the breakthrough for +20 people rocket capacity but I never make us of it because there's never enough people wanting to come from Earth and I haven't had a single non-natural death... or maybe this breakthrough and the other passenger capacity techs will be more useful when you add tourism in a DLC??

Also more looks for the different buildings, it feels bland to have three diners next to each other looking exactly the same in a large dome and I can only rotate them to give it some variety. Eventually, the colonists should want more diversity in their life to be comfortable, different diners could make different cuisine (base food source notwithstanding) or even better, make them want different food crops, I barely ever use fungal farms because they're very inefficient, even with the breakthrough, but if colonists start demanding their fungus I would build them!

There currently is little need to connect domes beyond the first settlement of small domes, as you can fit every comfort building into a medium dome just fine, having more specialized domes would be a good way to add more diversity to the game and make city-building much more fun. Each dome type could have exclusive buildings that can't be placed elsewhere. For example, a "Park Dome" for recreation, with 10-tile large parks, maybe we can finally have pets in the game and the colonists can bring them here, it could also have other fitness buildings, pools, etc.
 
I'm so glad I picked this up on the summer sale. This is an excellent game, and I enjoy it a lot more than I thought I was going to. The future is bright for this game!
 
It would be very helpful to the prolific modders on the workshop to gain early access to these patches and dlc's before they go public so we can check our mods and retro-fix any issues that come up before go live date.
Something that is a common nuisance with every patch on many games is downed essential mods.
I personally have 20 on the workshop all with significant coding that takes time to verify they all work with new patches and if needed to re-code.
Many modders on the discord servers would also be appreciative if you can grant this.
 
It would be very helpful to the prolific modders on the workshop to gain early access to these patches and dlc's before they go public so we can check our mods and retro-fix any issues that come up before go live date.
Something that is a common nuisance with every patch on many games is downed essential mods.
I personally have 20 on the workshop all with significant coding that takes time to verify they all work with new patches and if needed to re-code.
Many modders on the discord servers would also be appreciative if you can grant this.

I'm just hoping to get GoG mod support soon XD
 
Rather than completely shutting off solar panels during dust storms, implement a storm intensity scale. Like an intensity 1 storm sets to 75%, intensity 2 to 50%, etc. This gives a little more variability for storms.

I would also like an upgrade to the food distribution buildings. Right now, you have to build multiples in even a small dome if you have more than 1 apartment. The buildings just don't have enough slots to accomodate everyone.

Some of the techs are also pretty underwhelming. +10 passengers and +10000 cargo can be combined. (possibly to add the food distribution update...) Giant crops only adds 3 crops, and 2 of them reduce soil quality.

Also please revisit maintenance in electronics. This is the hardest of the advanced resources to acquire, as it has the lowest production. Of all of the in-dome buildings, there are only 1 that use polymers (Art Shop) and 2 that use machine parts (Electronics and Polymer factories). Everything else has electronics, and usually in multiples. Furthermore, Fungal farms are also less than useful since they also use electronics.

Increase the utility of all spires that aren't Sanitorium and Arcology.
 
This is a nice update with a lot of QOL improvements. I'm really happy that a lot of the patches are addressing the QOL issues from launch, as I found that to be the biggest problem for me in particular. I hope to see you guys continue to intake more feedback to improve the game from launch. I'm also glad that you're improving the game first before moving on to DLC.
 
Sounds very good!
A question - if you can manage resources at a Universal Depot - how does it work with endless depot?
If I as it naturally am like to empty the universal depot as fast as possible, can I set it on "accept resources, but empty depot as fast as possible".
Would be useful for using drones to transport things also, if there is a "get" setting you can let the drones transport things all over the map (making the automatic drone hub even more powerful)

edit:
It would be very useful if the shuttle hub also had settings for allowed/disallowed resources.
That way you can set it to focus on some things like people/high value resources and let your transports do the bulk transports of metal/concrete.
 
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Thank you for this new patch.

7 new game rules to make the game even easier. I was hoping for rules to increase the difficulty, but it's good for casual gamers or colony designers.
Choggy's ECM mod is much more interesting and complete for colony designers.

Storage Management
Great, but have you improved the management of transport rovers (automated routes with multiple resources...): https://forum.paradoxplaza.com/forum/index.php?threads/transport-route.1102559/

Quality of Life - You can now cycle through the unemployed, homepage, free residencies and free work.
Unemployed, homeless: great, it's not an improvement, but a return to the previous version.
Free slots and free work slots: great.

Several on-screen notifications about colony problems have been improved.
Could you give us the option to enable or disable notifications in the game settings? (newborn, new educated colonists, heavy load drones, colonists with rare traits ...).

Survival - Health and Sanity.
Great, but did you add the colonists' management tools?
* Let us choose the level of mental health before going to the infirmary (currently 25 except hypercondriacs and chronical),
* Select colonistes according to several criteria at once in the command center,
* select several colonists in 1 time in the command center according to multiple criteria,
* sort the colonists (health, mental health, morale, comfort) in the command center,
* prohibit colonists from working at night, heavy workload, outdoors if their mental health reaches a certain level defined by the player.
* did you correct this: https://forum.paradoxplaza.com/foru...performance-when-firing-other-worker.1104600/
* did you think about the placement of the one-way filters on the passages instead of the domes : https://forum.paradoxplaza.com/foru...ior-with-passage-filter-and-children.1104577/

Pipe Leaks and Cable Faults now only because of disasters, increasing the demand for your grid during Dust Storms.
We'll see what happens, but does it always take 6 hours to repair a cable when an hour is enough to build a new one or maintain a building?
What about adding maintenance on cables?

Did you balance the difficulty modifiers and milestones: https://forum.paradoxplaza.com/foru...ished-milestones.1081998/page-7#post-24487407
https://forum.paradoxplaza.com/foru...ished-milestones.1081998/page-7#post-24487957

Thank you again for continuing to develop this game.
 
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A question - if you can manage resources at a Universal Depot - how does it work with endless depot?
If I as it naturally am like to empty the universal depot as fast as possible, can I set it on "accept resources, but empty depot as fast as possible".

Setting the desired quantity to 0 with all resources enabled will have this effect - the depot will accept all resources, but drones and shuttles will try to transport them elsewhere, to depots with desired quantity > 0.
 
Thank you for this new patch.

7 new game rules to make the game even easier. I was hoping for rules to increase the difficulty, but it's good for casual gamers or colony designers.
Choggy's ECM mod is much more interesting and complete for colony designers.

Storage Management
Great, but have you improved the management of transport rovers (automated routes with multiple resources...): https://forum.paradoxplaza.com/forum/index.php?threads/transport-route.1102559/

Quality of Life - You can now cycle through the unemployed, homepage, free residencies and free work.
Unemployed, homeless: great, it's not an improvement, but a return to the previous version.
Free slots and free work slots: great.

Several on-screen notifications about colony problems have been improved.
Could you give us the option to enable or disable notifications in the game settings? (newborn, new educated colonists, heavy load drones, colonists with rare traits ...).

Survival - Health and Sanity.
Great, but did you add the colonists' management tools?
* Let us choose the level of mental health before going to the infirmary (currently 25 except hypercondriacs and chronical),
* Select colonistes according to several criteria at once in the command center,
* select several colonists in 1 time in the command center according to multiple criteria,
* sort the colonists (health, mental health, morale, comfort) in the command center,
* prohibit colonists from working at night, heavy workload, outdoors if their mental health reaches a certain level defined by the player.
* did you correct this: https://forum.paradoxplaza.com/foru...performance-when-firing-other-worker.1104600/
* did you think about the placement of the one-way filters on the passages instead of the domes : https://forum.paradoxplaza.com/foru...ior-with-passage-filter-and-children.1104577/

Pipe Leaks and Cable Faults now only because of disasters, increasing the demand for your grid during Dust Storms.
We'll see what happens, but does it always take 6 hours to repair a cable when an hour is enough to build a new one or maintain a building?
What about adding maintenance on cables?

Did you balance the difficulty modifiers and milestones: https://forum.paradoxplaza.com/foru...ished-milestones.1081998/page-7#post-24487407
https://forum.paradoxplaza.com/foru...ished-milestones.1081998/page-7#post-24487957

Thank you again for continuing to develop this game.

Thanks for the long post and for highlighting all these issues for us! I can immediately comment on the questions about cables and faults - cable/pipe repair speed has been increased significantly but the amount lost during the malfunction is also much larger now.

I will go through the list you have provided and carefully check the links and references. Not everything there is easy to do, and sometimes there are arguments against, but rest assured that the issues will be forwarded to the rest of the dev team, if they are not already known.

Edit: About the difficulty modifiers - "endless supply" currently lowers the difficulty by 200%, not 25%, so I think they have been rebalanced for the patch, but I have to confirm this.
 
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Thanks for the long post and for highlighting all these issues for us! I can immediately comment on the questions about cables and faults - cable/pipe repair speed has been increased significantly but the amount lost during the malfunction is also much larger now.

I will go through the list you have provided and carefully check the links and references. Not everything there is easy to do, and sometimes there are arguments against, but rest assured that the issues will be forwarded to the rest of the dev team, if they are not already known.
After 90 messages, I am extremely happy that a member of Haenimont answers me so nicely and meticulously :).

For an attentive player, the difficulty stops at 150 sols / colonists. With the addition of the new survival mode, new milestones rewarding the conscientious player of his settlers and his resources would be welcome.

Thank you for your willingness to continue to improve this game by not forgetting players who love challenges ;).