RimWorld

RimWorld

MarsX v3 - Musky Edition
sn00p 4 Aug, 2016 @ 2:01am
Suggested accompanying mods for MARS
Which mods would be recomended to acompany this one?

Suggestions so far:

Repair Workbench
Armour Repair

Edge Technologies (highend Miningstation)
Industralisation (highend Miningstation with the need of a space merchant [mining])
Quarry CuproPanda (Lowtech, but i get "rock chunks" most of the time)

DE Surgeries
Stonecutting Tweaks
More Trade Ships
EPOE
Distilled Healroot
Feed The Colonists
Recycle
Miniaturisation

Expanded prosthetics (does not always work)

Day/night switch
Psychology mod
Map generator

Do not work:
Misc. MAI + ( Misc. Robots, Craftable Robots)
Last edited by sn00p; 9 Mar, 2017 @ 11:48am
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Showing 1-15 of 18 comments
Hamster 5 Aug, 2016 @ 11:21am 
item repair. it sucks to lose an eva suit
IsopropylPod 5 Aug, 2016 @ 11:07pm 
mai robots as thay are not effected by the mars weather
Rex705 5 Aug, 2016 @ 11:57pm 
Prepare Carfully is a really big help for everything. For Mars it will let you color up your EVA suits and let you customize what supplys you start with.
Latex Assassin 7 Aug, 2016 @ 3:43am 
Well I'd see if you can slightly change PC due to the fact you can get OP at the beginning, but maybe try and get vegitable garden working, im sure our guy or gal is getting sick of eating potatos
Sharindel 7 Aug, 2016 @ 4:07am 
I like this mod, but is to hard and i test it like hell.
The main problem is in the game itselfe. Ressource generation. If all Miningspots are gone, the game is finish. The Mechanoids and other Enemoies, are Ressources, they are not count in this Mod. Tradeing is not possible. So when you don't install another "mining" mod, you are doomed.

But its quite hard to get to the point. With "industralisation" you get no "skydriller" and with "Edge" its quite to hard to get the machinery. So the Idea is nice... but without a sustainable Ressoucegeneration its not possible to use this mod and get to the end.

The next problem are the mechanics in this mod.
First, the decompression. Decompression is not a explosion, in the film "martian" it nice to see but unrealistic. Its only 1 bar of pressure, a normal ballon has ~1,25 bar, thas 0,25 bare more as the pressure of earth in a normal height. The mars has a atmosphere and they is at 0,06bar.
Lets say zero. The decompression has the power of "4 ballon pops".

Its not possible to get any structural damage to any kind of material, except you have a high amount of flameable gas and a spark. But mars has not really much flameable gases and the oxigen in airlock will be a normal earthlike amosphere. There will be no reaction from a spark. If the oxigen tank burst, okey... than it is possible. But an Airlook will make a "hiss" and nothing more.

Next problem is the farming mechanik, the device is quite to unstable and far to expensive.
Its hard enough that you loose all plant in the fire, but why there is a fire? The oxigen in the room will be not really high, because the plants need carbon dixoide to grow. If you have a high amout if oxigen in the room, the plant will not grow. So you have the Mars atmosphere, there are ~95% carbon dioxide. The only way to grow something in a close enviroment is to compress to carbon dioxide from mars and switch them with oxigen in your base or use a other oxigen consumer "animals" or "humans".

So... the Problems are there.... but i don't say it must be changed, its only a opionion.
To solve the problems, change some mechanics.
- Doors get broken and decompress. No Boom.
- Farming mechanics, explosion chance at the beginning and damage the device user, not the device. And no explosion, make it broken and repairable.
- Give some ressouce gathering mechanic. Like a buggy to drive of the mab and go mining for days. That needs food and water fill in.

A wish... make a 4th mission design, like "colonize a planat with no breatable atmosphere, alien life and alien races to trade of. AND trading with spacepeople".
sn00p 8 Aug, 2016 @ 3:57am 
Originally posted by Rex705 VR:
Prepare Carfully is a really big help for everything. For Mars it will let you color up your EVA suits and let you customize what supplys you start with.

I was trying to use Prepare Carefully with MARS and all the customizations that I set up were overwritten by MARS when I launched, leaving me with a random pawn. Is there a particular sequence this should all be done in?
sn00p 8 Aug, 2016 @ 4:05am 
Originally posted by Sharindel:
I like this mod, but is to hard and i test it like hell.
The main problem is in the game itselfe. Ressource generation....

I agree. I definitely find that in vanilla game once you’ve mined out easily accessible resources, it becomes very difficult to continue.

All in all this is the reason I was wondering which mods would improve the experience of this one. Most of the problems can be solved with using robots, repairing items and using alternative resource generation. This makes the mod a bit easier and more interesting imho.

This mod definately needs more development before it is balanced, and I am really looking forward to seeing where it goes.
Last edited by sn00p; 12 Aug, 2016 @ 1:13am
Sharindel 11 Aug, 2016 @ 10:19am 
You can use 3 diffrent mods for ressgeneration.
1. Edge Technologies (highend Miningstation)
2. Industralisation (highend Miningstation with the need of a space merchant [mining])
3. Quarry CuproPanda (Lowtech, but i get "rock chunks" most of the time)
BlackSmokeDMax 12 Aug, 2016 @ 11:15am 
These are the mods that seem to be running pretty well for me with Mars:

(note: they are all mods which do not require CCL)

DE Surgeries
Stonecutting Tweaks
More Trade Ships
EPOE
Distilled Healroot
Feed The Colonists
Recycle
Miniaturisation
Xelotath 23 Sep, 2016 @ 6:25pm 
I've tried compatibility with several mods (Prepare Carefully being my personal favorite), and there's only one that seems to have issues- Expanded Prosthetics and Organ Egineering. That one screws up the O2 system such that everyone always has 100% oxygen.
drynyn 27 Sep, 2016 @ 5:30am 
I have expanded prosthetics and it doesn't trigger that problem for me.

I do reccomend the day/night switch. Turning things off at night can save power for those things that really need it.

Also the psychology mod. It makes pawns a little more interesting.

I have played with misc map generator in the past, if you want your mars to be scattered with ancient ruins.
EldVarg 30 Dec, 2016 @ 7:33am 
What mods do you think should be used for a16?
Sporadic 31 Dec, 2016 @ 4:13am 
Almost all of Fluffies mods, but certainly Fluffy Breakdowns.
Others would include;
RT Fuse
Quality Builder
Redist Heat
Prepare Carefully (altho i am using this atm with current build and seems fine.
{Current boot priority; Core
Mars v3
Prepare carefully
Everything else})
pyr0kid 1 Jan, 2017 @ 10:22am 
Originally posted by Sporadic:
Almost all of Fluffies mods, but certainly Fluffy Breakdowns.
Others would include;
RT Fuse
Quality Builder
Redist Heat
Prepare Carefully (altho i am using this atm with current build and seems fine.
{Current boot priority; Core
Mars v3
Prepare carefully
Everything else})
fluffy breakdowns doesnt seem to work for this. ive had the same 90% airoutlet ♥♥♥♥ me over 3 times in 2 days.
Sporadic 1 Jan, 2017 @ 5:50pm 
That toxic flow is a nightmare, but just to clarify, this is not a list of compatible mods, this is a list of mods i would like to be compatible.
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