Surviving Mars

Surviving Mars

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Improved Breakthroughs
   
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6 Jun, 2021 @ 7:44am
14 Feb, 2022 @ 4:45pm
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Improved Breakthroughs

In 1 collection by Tremualin
Tremualin's Mods
18 items
Description
The goal of this mod is to improve some under-powered breakthroughs.
The mod doesn't always modify the description of the breakthroughs.
Cannot always modify already researched breakthroughs; a restart is required

Alien Imprints
Original:Uncovers new Anomalies - Alien Artifacts - which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, from 3 to 10)
Modified: Uncovers new Anomalies - Alien Artifacts - which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, always 10)
Motivation: no more save scumming to get more anomalies

Good Vibrations
Original: Domes restore Sanity (+5) to their inhabitants every Sol.
Modified: Domes restore Health (+2.5) and Sanity (+5) to their inhabitants every Sol.
Motivation: to set it apart from Rapid Sleep

Hive Mind
Original: Residents in the Arcology get a bonus to work performance based on the number of unique Perks and specializations of colonists living in the Arcology.
Modified: Residents in any Residence get a bonus to work performance based on the number of unique Perks and specializations, minus the unique number of Flaws, of colonists living in the Residence
Motivation: to make it on par with the other performance boosting technologies.

Plasma Rocket
Original: Rocket travel time to and from Earth reduced by 50%
Modified: Rocket travel time to and from Earth reduced by 50% and fuel consumption is reduced by 20 (SpaceY Space Race rockets no longer require fuel if you have both Plasma Rockets and Advanced Martian Engines )
Motivation: early-game boost.

Vocation-Oriented Society
Original: Colonists gain 10 bonus work performance when all their stats are in the green.
Modified: Colonists gain 15 bonus work performance when all their stats are in the green.
Motivation: to make it on par with the other performance boosting technologies.

Space Rehabilitation
Original: Colonists have a 50% chance to lose a flaw on their journey to Mars.
Modified: Colonists have a 100% chance to lost a flaw on their journey to Mars.
Motivation: to make it a little better. Still not good enough.

Soylent Green
Original: Colonists drop 1 food on the ground up to a sol after death
Modified: Colonists drop 4 food on the ground immediately after death, then 1 more up to a sol after death
Motivation: to make it on par with other food breakthroughs.
Clarifications: the code that drops 1 food is buried deep within the code, so I chose to leave it there.

Superfungus
Original: Adds an upgrade which increases food production by 50% and oxygen consumption by 100%
Modified: Adds an upgrade which increases food production by 100% and oxygen consumption by 50%
Motivation: to make it less penalizing for something that's supposed to be a breakthrough

Steam
Paradox[mods.paradoxplaza.com]
Github[github.com]
Popular Discussions View All (2)
15
2 Apr, 2022 @ 10:36pm
Suggestions for breakthrough improvements
Philadelphus
0
11 Oct, 2021 @ 3:26am
Could you add a config to enable/disable each change?
vizthex
12 Comments
Procrasturbator 15 Apr @ 4:12pm 
can you make an option to make all the amplifications a little less.. punishing? like laybe just lower the increased power consumption? or maybe raise the boost from 25% to like 50-75%? just a thought, i dont research most amplifications cause i dont think they are worth the punishment sometimes. mostly for specific ones.
Daemonjax 29 Oct, 2022 @ 11:56am 
These changes look reasonable.
the_abiogenist 30 Sep, 2021 @ 12:04am 
Thank you for upgrading Soylent Green! :) How about wireless power? Maybe increase hex range? Or maybe lower power decay for the drones?
Tremualin  [author] 29 Sep, 2021 @ 5:25pm 
Added Soylent Green; now drops more food.
the_abiogenist 27 Sep, 2021 @ 7:54am 
Could you also improve Soylent Green? Maybe increase the amount of food dropped on death?
Hapitok@Best(Night Folks ^^) 20 Sep, 2021 @ 10:53am 
This is a must-have mod, keep up the good work!
Tremualin  [author] 29 Jun, 2021 @ 8:39pm 
I kept working on it and I think I finally found the source of the problem. I released a new fixed version.
Tremualin  [author] 28 Jun, 2021 @ 4:12pm 
@bluepikmin064 I tried to reproduce your problem but I couldn't. Just in case I forgot to update something, I pushed the mod again. Let me know if you still have the problem.

If you do still have problems, please look in the logs folder (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2391106222) and tell me if there are any errors.
Graepix 27 Jun, 2021 @ 12:48am 
I don't think the mod is working properly, I researched plasma rockets but it didn't reduce the fuel the rocket needed. So I checked to see if the mod was enabled, which is was, and I went back to my game to try and launch a rocket, thinking it the numbers just didn't update, nope it still needed 30 fuel with advanced rocketry. So I went into a creative colony with the expanded cheat menu mod and gave myself the alien imprints breakthrough and it the anomalies it spawned were still random.
Tremualin  [author] 11 Jun, 2021 @ 8:16pm 
Don't mind at all. I'd love to hear what ideas other people have.