Surviving Mars

Surviving Mars

Modify your Mars journey
Modify your Surviving Mars experience using mods created and shared by the Surviving Mars community.
lukeh_ro 25 21 Jun, 2022 @ 12:25pm
LukeH's New Resrources - new version
I finally got to work on the old resources mod and decided to actually split it in a couple of mods.

First released: Meat and Booze. (then I'll most likely work to update the Family Life mod)
I plan to release another separate mod for Hydrocarbon and Radioactives and a different one for Crystals...not sure how this will end up since those are kind of overlap with Minerals, maybe underground only resource or advanced resource refined from minerals, suggestions welcome.

Booze is produced from Seeds in the new Distillery building. Any service building that satisfies drinking will require Booze.
Meat is produced from Ranches and animals there now consume Seeds. Small Grocer is nor Butchery and sells meat while any service building that satisfies dining will store both Food and Meat and colonists eating both will get extra bonus.
Green Planet and Laika DLC are required for Meat&Booze, the others are optional but there’s synergy with them if present:
Rivals will also produce and trade the new resources.
Mega Mall will store both food and meat and also booze that will use if colonists are visiting for drinking.
LowG Habitats on colonies can use either, providing different bonuses.
Trains would also transport the new resources.

LukeH’s Base Additions is required and, per se, it rearranges the resources in the interface in order to accommodate new ones and ensure compatibility between different mods that (will) add new resources.
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lukeh_ro 25 10 Jul, 2022 @ 7:02am 
Working to add back the Radioactives but with more stuff:
- new resources: Radioactive Materials(RM) and Radioactive Fuel(RF)
- Radioactive Deposits can be mined for RM, RM is processed into RF
- RF is used in new power producer and some upgrades of vanilla ones
- RF is used by Landers instead of Fuel
- other uses for RM/RF like required resource for some planetary POI (ie. melt ice caps)
- RM (not RF) can be imported from Earth and traded with rivals
- new parameter: Radioactivity displayed with the others Terraforming params
- Radioactivity starts high and is increased by presence of:
- Radioactive deposits, and RM stored on depots
- Toxic pools, cleaning those would give RM
- Radioactivity must be decreased by
- mining those deposits and toxic pools
- safely store RM underground (uses concrete)
- High Radioactivity after open domes makes colonists sick
Thoughts?
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