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candyalien

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This is a quick look at the day one Yogscast mod for Surviving Mars.

The game is fully moddable and we are super curious as to what other mods will be created once the game is released. Any modding plans or ideas, please share - we'd love to know!

 
Fully moddable includes a scripting language with access to all objects in the game?

My mod wish list is quite extensive, copied over from the mod wish list:

Cold waves
Cold wave countermeasures do not make much sense to me. I’d like to see a heat management system, with buildings producing waste heat, which then can be piped to buildings to be warmed. Also solar collectors and heat pumps that can produce more heat and store it underground for later retrieval. Replacing the subsurface heater, which I absolutely am at loss how it is supposed to be useful, as minimising heat conductivity to ground would be one of my first engineering measures to counter cold waves.


Recycling
I’d like to see water recovery and refinery systems implemented, with waste water being produced by
water consumers. I’d also like to see CO2 being implemented as resource that is necessary for oxygen generation and also rocket fuel production. (At least as an option, but Methane is definitely easier to store on Mars than LH, and also preferable as jet fuel)
Plants likewise should require CO2 and produce O2 (and not just reduce consumption, so you can eventually get all your O2 from plants. Similarly I’d much prefer oxygen consumption by colonist, and at some point also farm animals, hopefully.

Metal refinery
Picking up random asteroids and building a dome out of it seems a bit too easy, some kind of foundry should be necessary to produce structurally useable material. This will of course require some serious energy.

Various rocket transport options
- I’d like to see some variety, from disposable 1-way transports which possibly cannot transport sensitive goods due to rough landing.
- Ion-thruster ferries with orbital shuttles/decent capsules, which can carry a massive amount of cargo, but are expensive to build in the first place. The decent capsules may either be reusable, or also parachute landers may be used for material delivery.
- Per-Launch costs for the BFR clone standard rocket, with reduced inventory on the trip back as it needs to both perform an orbital launch and an interplanetary burn.
- Dedicated cargo variants, as life support for a year long trip is heavy, you do not want to carry that around if you don’t need to. Similarly, sending 1 colonist should be almost as expensive as filling the whole ship
- Rocket damage+malfunctions, these would be rare but possibly life threatening emergencies, also having to launch rescue missions for a rocket that landed way off course could be interesting, and there should be an incentive to land rockets away from anything critical.

Connecting domes, to make habitation domes, entertainment domes, industry domes... I want to build a society, not an array of work camps. (Mars gulag might come in some sociopatic phase, but I don't want that to be default)

-administration and maintenance buildings stuffed by colonists, right now your colonists seem totally redundant to produce water and oxygen
-Pathogens that may be carried in from mars. Especially martianborn may not take well to these, having never been exposed to them. Similarly importing some bug or fungus may destroy lots of your harvest
- Heat production of an RTG is not adjustable, so lower power production of Stirling generators doesn't really make sense during duststorms.
 
Your ideas are great. I esp love the heating ideas and connecting of domes.

Are you going to create the mods?

I might give it a shot, I don't know how much time I have, and right now I have no idea how difficult it will be. Heat can probably be rigged over another grid resource, and should be more straightforward I guess? but the dome connections likely need to be scripted/hacked in from scratch, since it is a new mechanic, though one I kinda expected to be in the base game already.
 
I cannot, for the life of me, understand why there are not connecting small tunnels between domes, using basic dome building technology (which all missions have to start with) and airlocks already there from the domes. Heat, light and oxy can be supplied from the two domes connected and another airlock between the two for access by outside workers. Cost, usage etc...can be balanced easily enough but shouldn't be expensive like a dome for construction or operation. A limit could be imposed for wide spread dome tunnels but again, this is more a game balancer. Also it is just common sense. What do you think?
 
how about an building for electrolysis to create oxygen during dust storms. if the fuel for the rockets is hydrazine with given that we are using water to make it, this coud be an upgrade to the fuel plant for an increased power cost.
 
how about an building for electrolysis to create oxygen during dust storms. if the fuel for the rockets is hydrazine with given that we are using water to make it, this coud be an upgrade to the fuel plant for an increased power cost.
Hydrazine sounds like a horrible choice of rocket fuel. I assume you want to power your rockets with Methalox or possibly Hydrolox to get out of the gravity well of Mars. I plan on separating out the CO2 gathering, so you have a C02 plant, an Oxygenator consuming C02 and a Fuel Plant using C02 and H20, with colonists producing C02. Dust storms only shut down the C02 plant, so shutting down your fuel plant will keep you safe during a dust storm (Unless you run out of power, your dome gets breached or you otherwise loose air)