Surviving Mars

Surviving Mars

58 ratings
Commander - NASA Engineer
   
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423.616 KB
Apr 6, 2018 @ 2:36pm
Sep 7, 2021 @ 10:29pm
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Commander - NASA Engineer

In 1 collection by SkiRich
SkiRich's Mods
55 items
Description
NASA Engineer
v2.5.0 Sept 7th, 2021

Picard Update Compatible

You may need to unsub and resub for changes. Check your mod manager.
Update only affects new games.

The best and brightest America has to offer, updated for Y2K
NASA Personnel had to be Part Scientist and Part Engineer.

This Commander Profile includes Free tech, rockets and research points.

This Commander is also part of the NASA 2k Mission Sponsor displayed as NASA Engineer 2k. The Sponsor is available here:
Workshop Link: NASA 2k Mission Sponsor

NASA Engineer Profile
  • One extra Rocket
  • Adds 25 Research points - They are smart
  • Bonus Tech: Adapted Probes
  • Bonus Tech: Autonomous Hubs
  • Bonus Tech: Autonomous Sensors
  • Bonus Tech: CO2 Jet Propulsion
  • Bonus Tech: Deep Scanning
  • Bonus Tech: Explorer AI
  • Bonus Tech: Extractor AI
  • Bonus Tech: Hull Polarization
  • Bonus Tech: Research Amplification
  • Bonus Tech: Rover Command AI
  • Bonus Tech: Superconducting Computing
  • Bonus Tech: Superior Cables Pipes
  • Bonus Tech: Superior Pipes


Please check out some of my other work:
SkiRich's Mods
24 Comments
SkiRich  [author] Dec 31, 2021 @ 12:00pm 
Turn off all the job slots by right clicking them.
iaslp64 Dec 31, 2021 @ 6:38am 
I started a new game with the NASA 2K sponsor and NASA Engineer commander. I didn't have all the RC's, but I know you patched that after I had started this game. My issue is that I researched the Extractor AI breakthrough immediately, and I placed a Rare Metals Extractor after the research finished and it is still requiring workers. I don't know if this is a mod issue or game issue.
Pawmee Sep 7, 2021 @ 10:41am 
okay :3 cant wait for all your mods to be updated
SkiRich  [author] Sep 7, 2021 @ 10:39am 
Update coming shortly.
Pawmee Sep 7, 2021 @ 10:35am 
does this still work ? :o
SkiRich  [author] Apr 28, 2020 @ 2:55pm 
Feel free to download the source code from github for the game.
https://github.com/HaemimontGames/SurvivingMars
You are looking for the file techpresets.lua
vince Apr 28, 2020 @ 2:39pm 
Not sure why the philosopher's stone is marked easy - I spent 50 sols doing nothing but patching cables that those damn electrified dust devils produce (one of which less than a grid away from where I put my first Drone Hub. This solved the problem nicely, but is honestly way over powered for my tastes. I was looking at the mod and it seems like it would be easy enough to remove most of the GrantTech lines - I'm wondering if there is a full list of the proper arguments to that function - I'd like to keep the cables & pipes and add either the subsurface heater - or even better Silva's fuel reactor. I haven't looked at the Sponsors yet but I assume it's similar. The difficulty for me is locating the correct name/spelling of the techs, rockets, transports, rovers etc.
wdb-wookie1 Nov 10, 2019 @ 3:10pm 
Wanted to thank you for a GREAT mod. And to thank you for adding that update. After my last message to you, I went into the game, and there was the "Service Bot" tech. It's an expensive one. But, by the time I usually need it, I've got enough research points coming in to research it fairly quickly.
So, "thank you" again.
:jensen::Hand_Garrett::whiterun:
wdb-wookie1 Nov 9, 2019 @ 10:29pm 
Thank you. :steamhappy:
:jensen::Hand_Garrett::whiterun: