Improved Breakthroughs
The goal of this mod is to improve some under-powered breakthroughs.
The mod doesn’t always modify the description of the breakthroughs.
Cannot always modify already researched breakthroughs; a restart is required
Alien Imprints
Original:Uncovers new Anomalies – Alien Artifacts – which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, from 3 to 10)
Modified: Uncovers new Anomalies – Alien Artifacts – which provide a boost to all research when scanned (3% reduced cost for each scanned Alien Artifact anomaly, always 10)
Motivation: no more save scumming to get more anomalies
Good Vibrations
Original: Domes restore Sanity (+5) to their inhabitants every Sol.
Modified: Domes restore Health (+2.5) and Sanity (+5) to their inhabitants every Sol.
Motivation: to set it apart from Rapid Sleep
Hive Mind
Original: Residents in the Arcology get a bonus to work performance based on the number of unique Perks and specializations of colonists living in the Arcology.
Modified: Residents in any Residence get a bonus to work performance based on the number of unique Perks and specializations, minus the unique number of Flaws, of colonists living in the Residence
Motivation: to make it on par with the other performance boosting technologies.
Plasma Rocket
Original: Rocket travel time to and from Earth reduced by 50%
Modified: Rocket travel time to and from Earth reduced by 50% and fuel consumption is reduced by 20 (SpaceY Space Race rockets no longer require fuel if you have both Plasma Rockets and Advanced Martian Engines )
Motivation: early-game boost.
Vocation-Oriented Society
Original: Colonists gain 10 bonus work performance when all their stats are in the green.
Modified: Colonists gain 15 bonus work performance when all their stats are in the green.
Motivation: to make it on par with the other performance boosting technologies.
Space Rehabilitation
Original: Colonists have a 50% chance to lose a flaw on their journey to Mars.
Modified: Colonists have a 100% chance to lost a flaw on their journey to Mars.
Motivation: to make it a little better. Still not good enough.
Soylent Green
Original: Colonists drop 1 food on the ground up to a sol after death
Modified: Colonists drop 4 food on the ground immediately after death, then 1 more up to a sol after death
Motivation: to make it on par with other food breakthroughs.
Clarifications: the code that drops 1 food is buried deep within the code, so I chose to leave it there.
Superfungus
Original: Adds an upgrade which increases food production by 50% and oxygen consumption by 100%
Modified: Adds an upgrade which increases food production by 100% and oxygen consumption by 50%
Motivation: to make it less penalizing for something that’s supposed to be a breakthrough