Surviving Mars

Surviving Mars

SkiRich's Mods
 This topic has been pinned, so it's probably important
SkiRich  [developer] 2 Oct, 2018 @ 10:12am
Mod Requests
Put all mod requests here. I'll entertain any requests if the request is something that is possible to code without alterations that destroy the game, or takes weeks to figure out, makes sense for the game and would be used by myself and other people.
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Showing 1-15 of 128 comments
Karak 24 Jan, 2019 @ 10:37am 
Hi! I have an idea that is only some animation. The solar array should close like the normal solar panels at night or during a disaster. I hope that isn't too much, and if you make it good luck!
Del 16 Feb, 2019 @ 9:37pm 
@SkiRich.. Great mods, I'm using a number of them now.

An idea I thought of it is it would be really helpful if a certain 'minimum' for resources was able to be established, maybe as a default the amount needed for maintenance, or a factor of that number (e.g. 2x, 3x) so that a buffer could be kept to make sure maintenance needs are covered but constructions projects don't suck the stockpiles dry. If the construction is delayed, so be it but once things start breaking from a lack of maintenance it's really troublesome.
SkiRich  [developer] 17 Feb, 2019 @ 9:36am 
Have you seen this mod.
Sounds like something you can use.
At any given time you could shut it down while playing by turning off the resources that get refilled.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565295058
crazy10101 26 Jul, 2019 @ 6:20pm 
Maybe add a mod that makes Renegade status go away if a colonist's morale and comfort are kept sufficiently high for a period of time?
SkiRich  [developer] 26 Jul, 2019 @ 6:42pm 
Originally posted by crazy10101:
Maybe add a mod that makes Renegade status go away if a colonist's morale and comfort are kept sufficiently high for a period of time?

Thats actually how the game works now.
crazy10101 26 Jul, 2019 @ 8:30pm 
Is it? I looked through the codebase, and I don't see anywhere that removes the status on high enough morale, or any similar conditions. Is it tied to a story bit?
SkiRich  [developer] 26 Jul, 2019 @ 10:29pm 
To be honest I never looked at the code either. I was told by by other modders myself. But it should be easy enough to find. Next tine I’m at the keyboard I’ll check.
Captain Seasick 16 Oct, 2019 @ 12:16am 
Originally posted by crazy10101:
Is it? I looked through the codebase, and I don't see anywhere that removes the status on high enough morale, or any similar conditions. Is it tied to a story bit?

IINM you can remove it with a Sanatorium spire building. I don't remember if it's a mod that lets you do it or if it's in an update to the game itself, but it's doable at least.

Edit: it's done (in my saves at least) by a mod called Internal Affairs. Great mod overall.
Last edited by Captain Seasick; 2 Jun, 2021 @ 12:41am
Captain Seasick 16 Oct, 2019 @ 12:28am 
So I got a few suggestions for mods that I think would make the game better/more interesting.

First of all, do you reckon it'd be possible for you to create a mod that adds, say... 0.05 water/oxygen/power consumption for residences per inhabitant? So for a full apartment complex with 24 colonists living in it, it'd increase overall consumption by 1.2 units. I'm not suggesting it to get a huge increase to difficulty, but more for immersion's sake. It's always bothered the hell outta me that water, power and oxygen production in particular is entirely unaffected by how many people are living in a dome.

Secondly, I suggested last year on a mod collection page thing a feature I think we'd all wanna see in the game, namely the ability to toggle visible roofs on domes with a keybinding, or alternatively just make the roof auto-vanish when you hover your mouse cursor over it. It'd make clicking on things in domes 100% more efficient, that's for sure.

And last but not least (for now, anyway), I was gonna suggest creating a mod that lets you remove certain breakthrough techs from the pool of randomized techs you can get during a playthrough. It always bothers the ♥♥♥♥♥♥♥ hell outta me whenever I get one of the 100% useless breakthrough techs, like Plutonium Synthesis or Nano Refinement, or perhaps the worst one of all, Cloning!

Mind you, I like the overall randomness of breakthroughs, but I just hate how some of them are entirely and utterly useless in every single way, given that they take up a valuable slot that could've been used for, I dunno... Rapid Sleep or something.
Last edited by Captain Seasick; 2 Jun, 2021 @ 12:42am
Captain Seasick 16 Oct, 2019 @ 12:36am 
Oh yeah, I had another idea for a mod which I'm sure you can appreciate yourself: Enabling shuttles to deliver building materials to construction sites.
SkiRich  [developer] 16 Oct, 2019 @ 9:56am 
I'll see what I can come up with. That last one is a bit tough. Well not tough to code, tough to implement since it requires the list to be final during mission setup before a game is started. Could be done with rules, but then the list of rules gets really ugly. I'lll see what can be developed.
Captain Seasick 21 Oct, 2019 @ 5:03am 
If you don't mind me requesting another mod (I'm 100% certain this one would be a breeze for you to make though), I'd like a mod that enables me to treat ALL flaws in a sanatorium spire.
rwallaceva 21 Oct, 2019 @ 2:13pm 
Is it possible to upload your mods to paradoxplaza? I only found a few but most are not listed anywhere but the steam workshop. Love your work on all domes and look forward to trying tour tourism mod. Thanks for sharing!
SkiRich  [developer] 21 Oct, 2019 @ 3:41pm 
At the time I uploaded to steam paradox plaza was having issues.
Let me try a few that refused to upload again.
SkiRich  [developer] 21 Oct, 2019 @ 3:42pm 
As far as the flaws request I am pretty sure ChoGGi made that one already. Let me see.
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