Surviving Mars

Surviving Mars

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Meat and Booze
   
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Jun 21, 2022 @ 12:16pm
Jul 30, 2022 @ 5:35am
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Meat and Booze

Description
Adds two new resources: Meat and Booze, previously part of LukeH’s New Resources which I decided to split.

Booze is produced from Seeds in the new Distillery building. Any service building that satisfies drinking will require Booze.

Meat is produced from Ranches and animals there now consume Seeds. Small Grocer is nor Butchery and sells meat while any service building that satisfies dining will store both Food and Meat and colonists eating both will get extra bonus.

Green Planet and Laika DLC are required, the others are optional but there’s synergy with them if present:
- Rivals will also produce and trade the new resources.
- Mega Mall will store both food and meat and also booze that will use if colonists are visiting for drinking.
- LowG Habitats on colonies can use either, providing different bonuses.
- Trains would also transport the new resources.

LukeH’s Base Additions is required and, per se, it rearranges the resources in the interface in order to accommodate new ones and ensure compatibility between different mods that (will) add new resources.

PS: I plan to release another separate mod for Hydrocarbon and Radioactives and a different one for Crystals (not sure how this will end up since those are kind of overlap with Minerals, maybe underground only resource or advanced resource refined from minerals, suggestions welcome)

Issue fix:
If the trains are not transporting anything when there's meat or booze in the station's depot send the trains back to stations then assign them back to tracks.

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Popular Discussions View All (1)
0
Jul 17, 2022 @ 1:13am
Why can't the colonists live off of meat alone?
ShimmY
9 Comments
tanyfilina Sep 24, 2023 @ 8:37am 
Hello! The Diner Spire from UCP doesn't use meat.
lukeh_ro  [author] Nov 16, 2022 @ 10:53pm 
Any or when having both they would eat .2 in total. If both available and eating .1 of each they get a bonus.
Alucard Nov 16, 2022 @ 8:28pm 
Question - does meat substitute for a colonist having to eat food? I.e. will a colonist need 0.2 food AND meat per day? Or any combination of the two?
Mantastic Sep 17, 2022 @ 5:49pm 
Really great mod and it makes things like bars and food make more sense.

Pretty rough in the beginning since you can only import seeds, and only if you didn't do Chaos Theory and ended up with the research far down on the list. But hey, trading and fun challenge!
EatThisBaguette Jul 31, 2022 @ 7:54am 
Thank you very much !

I deleted the old trade pad, built a new one and now it works as intended !
lukeh_ro  [author] Jul 30, 2022 @ 5:39am 
Thanks, fixed.
Unfortunately trade pads already like that would remain stuck, try loading early game if possible, sorry.
EatThisBaguette Jul 29, 2022 @ 10:54am 
Hello lukeh,

First of all, thank you very much for this mod ! It adds difficulty to a game that I began to find too easy, by adding more things to do and you have to pay attention to.

However, I encounter a bug with trade. When I offer a ressource against booze or meat, the rival's rocket will land, I will pay what I offered, but when it comes to unload the meat or the booze, the rocket just disappears and the trading pad shows that the trade is still pending, evn tho the rocket of the rival disappeared from the pin bar.

Any idea where it could come from ?

Greetings from France and thank you again !
Hereward Jun 25, 2022 @ 7:02am 
Thank you.
Ziktofel Jun 23, 2022 @ 2:58am 
My suggestions:
Hydrocarbons: Available in surface and underground. Same as before but I'd buff the fuel production
Radioactives: Available everywhere. I'd like them to be more easily avaialble on asteroids than everywhere else. Radiation asteroid mystery should reward a great deposit
Crystals: I'd like them having everywhere with best deposits being underground. If B&B is installed, I'd allow to combine Crystals and Minerals for even better export value