![paradox surviving mars wiki paradox surviving mars wiki](https://torrentis.org/uploads/posts/2019-09/1521137847_surviving-mars-6.jpg)
You do need to click the RC Rovers and turn on their automaton before they'll get to work once you use AutoHelp Rover.
#Paradox surviving mars wiki mod
A huge quality of life change that makes it so you don't have to manually charge your RC Transporters or Explorers.Ī really fantastic quality of life mod made by Steam user akarnokd. This mod makes RC Rovers more useful by giving you the option to set them to automatically seek out other RC vehicles and charge them. Workplace filter just makes it easy, and it's a must-have for large Colonies. The game does try to do this on its own but does it poorly, and doing it manually sucks. You can set it so only Botanists work at your food production structures, Engineers at your factories, and so on. Workplace filter, made by Steam user Kezo, adds the ability to lock specialties to Colonist workplaces, both in-Dome and out. This mod adds a functionality that should have been in Surviving Mars in the first place, much like some of the other ones highlighted here. Do note you may not be able to visually see them carrying more. It does stack with the Artificial Muscles tech that allows your Drones to carry one more, taking the total amount up to three resources at a time.ĭrones Carry More is a simple yet effective mod. If you've ever wished your Drones just carried one extra resource at a time, this mod is right up your alley.Ĭreated by Steam user Spectre9000, this mod simply makes it so your Drones can carry one more resource. Porter has also created an Automated factories (No Colonists) mod that adds similar options for factories. This all may not sound appealing to you, but Automated Mines (No Colonists) can make surviving in less hospitable areas of Mars less of a daunting task. This mod, created by Steam user Porter, adds the aforementioned automated extractors to the game, but the trade-off for these new additions is higher construction and maintenance costs as well as lower production. This mod adds automated Metals and Rare Metals extractors to the game, but not without some caveats. This one may seem a little controversial to some. Info Bar is one mod I didn't know I needed, but I did. You can mouseover each type of resource to get more details.
![paradox surviving mars wiki paradox surviving mars wiki](https://i1.wp.com/www.wargamer.fr/wp-content/uploads/2019/04/surviving-mars-green-planet-0419-03.jpg)
This mod is great if you really hate having to right-click all the time to see your current resource stockpile, consumption, and production amounts.Ĭreated by Steam user Waywocket, this mod adds an info bar at the top of the screen that displays each of your resources at all times. You can choose between the 30K view mod and the 15K view mod depending on your preference. Either one is an absolute must-have for large, spanning colonies. These two mods, both put together by Steam user Wolvyreen, increase the distance you can zoom out to without triggering the sector scanning view. I'm glad to know I'm not the only one who wishes the game's zoom options were more flexible.
#Paradox surviving mars wiki mods
Something to remember for sure.Īt the time of writing, the mods listed here do not have any glaring compatibility issues or huge bugs. I'm not talking about the radio or anything like that, but the sounds of your structures on the planet.
![paradox surviving mars wiki paradox surviving mars wiki](https://gamepedia.cursecdn.com/survivingmars_gamepedia_en/5/57/MegaDome.png)
It's best to use mods with a new savegame rather than a preexisting one.There are two things you must keep in mind before clicking your way over to these mods and mashing the 'Subscribe' button: If you've been playing Surviving Mars, you know what I mean. The mods listed here fit that description, adding features to a game that just needs a little. Has more capacity than an ordinary tent, but the crammed space is bound to create tension between inhabitants.I'm more of a function over form type of person, so I'm more interested in mods that add new features or make functional adjustments for already established features. Provides no protection against radiation and is easily destroyed by catastrophes. Tents come in four different visual variants, although these have no impact on their performance. The small tent is relatively private, so people living there have a chance (if a small one) to procreate. Tents are cheap and offer basic protection against the elements but are quite fragile and thus very vulnerable to disasters. Your very first and cheapest form of shelter that will get colonists indoors from sleeping on the ground. It provides no protection against Radiation and is easily destroyed by Catastrophes. This flimsy shelter is a cheap, short-term emergency solution.