Per Aspera

Per Aspera

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Technology Overhaul v1.2.2
   
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Oct 24, 2021 @ 4:01pm
Oct 11, 2023 @ 8:01am
8 Change Notes ( view )

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Technology Overhaul v1.2.2

Description
The goal of this mod is to address some balance and tech progression issues with this game. Currently most of the changes are in the space tree, but different adjustments have been made in several areas. In particular, it gives a much expanded role to the space elevator, which is available much earlier, and it postpones most easy temperature increasing options to make the microsuns option truly a shortcut. Full change log below.

Compatibility:
- This mod replaces the tech tree, so it should be loaded at the top of your mod order in game.
- This mod includes the Supply Drops mod and should not be used at the same time as that mod.
- This mod only has an English localization

Version 1.0 Change log:
  • Rearranged technology tree:
    • Space elevator comes at 750 RP and leads to Space mirror (2500), Deimos (10000), then Magnetic shield (50000).
    • Black polar dust increased to 750 RP
    • All other temperature increasing projects are at 2500, ice projects at 10000, and methane at 25000.
    • GHG factory and the technologies requiring it moved 1 tier higher.
  • Space mirror array, Deimos collision, advanced landing site, and black polar dust now require space elevator.
  • Crash comet adds 10m water.
  • Changed outputs:
    • Ice import: 10m
    • Aerobrake ice: 50m
    • Aerobrake nitrogen: 75 mbar
  • Changed resource costs:
    • Aerobrake methane (15 ea)
    • Aerobrake ice (25 ea)
    • Aerobrake Nitrogen (35 ea)
    • Comet collision (20 ea)
    • Space elevator requires half as much carbon
  • Terraforming stage 4 now requires 600m water
  • Added supply drop mission from my other mod. Orbitally drops a storage center containing an initial supply of resources.
  • Next level tech unlocks now require the next level RP instead of the previous level.
  • Reworked building, spaceport, population, and assault drone limits to compensate for the above. They all end up at their original totals in the end, except assault drones which ends at half 1/4 its original total because no one needs 12000 drones and that many slows down the game anyway.
  • Version 1.0.1: Fixed an issue that causes the game to throw an error when starting a new game on Story/Playground difficulty on PA v1.5.2+
  • Version 1.0.1: Lowered assault drone limit to 1/4 its original total.
  • Version 1.1: Updated for Blue Mars compatibility.
  • Version 1.1.1: Updated for v1.7.2 compatibility.
  • Version 1.2: Updated for Home compatibility; now also usable on Sandbox.
  • Version 1.2.1: Fixed floating water treatment plants not being available with Blue Mars
  • Version 1.2.2: Added Elevator Colonist Migration to Magnetic Dipole Shield tech.


    Let me know if you run into any issues, and someone please bug me to update this when the next Per Aspera version comes out.
41 Comments
Bill Switler Apr 19 @ 2:10pm 
Did I mess up on something big or what? I see here mention of floating water treatment plants, but I can't find them in game 🤔
Mainly noticed because for some reason my floating research platform are asking for water and no way for me to pipe it to them (that much sillier when land-side outpost use ice but whatev's

I would try and troubleshoot if it was a base game or mod issue. But I just can't bare playing though that much of the game just for that.

Anyone have that issue? Please tell me I missed something semi-obvious because it feels silly
Spud Dastardly  [author] Mar 17 @ 11:51am 
It loads fine for me. Maybe you are having a mod conflict. Do not use this mod at the same time as the standalone Supply Drops mod.
yowshi Mar 16 @ 7:37pm 
the supply drop part of this mod is giving me a yaml error
looking for mapping start got scalar from building.yaml
John Shepard N7117 Jan 5 @ 9:36pm 
Is there a way to play mods in multiplayer?

If its my fault I'm at a loss. I started a new sandbox game and mods work.
Starting a lobby doesn't allow for a mod option.
Cornuthaum Oct 15, 2023 @ 1:23am 
You're a hero, thank you very much.
Spud Dastardly  [author] Oct 11, 2023 @ 8:02am 
Added elevator colonist migration to dipole magnetic shield node. Thanks for reporting it
Cornuthaum Oct 11, 2023 @ 2:04am 
Yeah, the lack of Elevator Colonist Migration makes late-game colonist importation when you finally have an atmosphere and Open Cities an absolute slog. I had eight Elevators and was hoping I could rapidly fill up a greenified Mars, but alas, no
BlaziAvali Apr 20, 2023 @ 1:21pm 
Elevator Colonist Migration (Special Project) is missing from Space Elevator, and is not available anywhere else.
endersblade Jan 30, 2023 @ 9:25pm 
Thanks! Love this mod!
Spud Dastardly  [author] Jan 30, 2023 @ 8:49am 
Updated for the Home DLC. Added continuous technologies at the end of the tree, and also this mod is now usable on Sandbox mode!