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SillySMS

Second Lieutenant
13 Badges
Apr 8, 2018
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  • Cities: Skylines
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  • BATTLETECH
  • Surviving Mars
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  • Surviving Mars: Digital Deluxe Edition
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  • Surviving Mars: First Colony Edition
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Hello,

I'm not sure if this has been made yet or not, but: is there a mod that restores some of the difficulty from legacy versions of the game? Unfortunately, Steam likes to auto-update the game for me... and there are things about the newer versions I generally like (such as displaying dust ranges).

Some changes I imagine would just be setting values back to what they were before (60 rocket fuel, more concrete to build certain buildings), but some I imagine would require moderately complex coding, like re-introducing rover batteries.

Thank you.
 
Thanks bunches! I know it's easier said than done... and I'm not sure where to start. At least with KSP, I know how to write a basic Module Manager patch.

Values are taken from https://survivingmars.paradoxwikis.com/index.php?title=Building&oldid=2232 (thank you wiki for having version history!). The vast majority of these values are increases vs. the current version; the handful of decreases are noted.

Rover charge: Values quite possibly rounded by the UI: 3%/hour when moving (6% over cold terrain). Restored 20%/hour when on-grid. Rover Command AI eliminates the mechanic (which is about when you tended to have enough rovers for it to be a PITA anyways).

Rocket fuel: 60 (40 w/ Advanced Martian Engines)
Electronics factory maintenance: 3 electronics

Large Solar Panel: 4 metal
Stirling Generator: 12 polymers/6 electronics
Fusion Reactor: 40 concrete/20 polymers/20 electronics
Power Accumulator: 3 concrete/2 polymers

Concrete Extractor: 6 metals/2 machine parts
Metals Extractor: 20 concrete/5 machine parts
Drone Assembler: 20 metal/10 electronics
Rare Metals Extractor: 20 metal/5 machine parts
Fuel Refinery: 5 concrete/5 metals/5 machine parts

MOXIE: 5 metals
Moisture Vaporator: 2 metals/3 polymers (decrease from 5 polymers)

Trigon Dome: 100 concrete/60 metals/15 polymers
Medium Dome: 150 concrete/80 metals/25 polymers
Mega Trigon Dome: 200 concrete/150 metals/120 polymers

Arcology: 80 concrete/10 polymers
Cloning Vat: 50 metals/20 polymers/10 electronics
Medical Center: 30 concrete/30 metals
Network Node: 40 concrete/30 metals/20 electronics (decrease from 40 metals)
Sanatorium: 50 concrete/20 metals/10 polymers
Water Reclamation System: 50 concrete/10 polymers/5 machine parts

Living quarters: 15 concrete (from memory)
Apartments: 35 concrete/10 polymers (from memory: possibly unchanged. Can you guess I haven't built any in the Sagan update yet?)
Smart homes/complexes: unknown

Spacebar: 15 concrete/10 metals
Diner: 10 concrete/5 metals
Infirmary: 15 concrete
Open Air Gym: 10 metals/8 polymers
Casino Complex: 40 concrete/20 electronics
Security Station: 15 concrete/5 metals
Grocer: 10 concrete
Art Store: 10 concrete/2 polymers
Electronics Store: 10 concrete/3 electronics

The workshops may also originally have costed 16 concrete+5 advanced, but that may also be an artifact of somebody reporting values with Mars Noveau.
 
Whatever works for you. For that matter, so long as the mod is something remotely resembling plain text, it shouldn't be that hard to just edit or copy-paste what you come up with.

Batteries... yeah. There's a shred of a possibility Haemimont left some sort of code hook, sort of a "flip this boolean to re-enable this behavior", but honestly it's probably better software management to delete obsolete sections of code so they don't cause problems further down the line... plus, IIRC, they have a Git repository, which keeps all the source code history anyways.
 
Was finishing up a game without the mod, but just got it up and running for my new game. Thanks for the work on this: resource costs look like they're back to where they were originally.
 
So, for anybody else who may want to use the mod ChoGGi made on my request:

1) You need to restart Surviving Mars for it to start and stop having effect.
2) Not recommended to try to start or stop using it in the middle of a save game.
3) You get a really amusing glitch if you start a game and load less than 10 fuel onto a rocket, unload the mod, restart the game, and find that you have negative fuel onboard your rocket.