Every special project you send a rocket to on the Planetary View under the mod: what each costs to launch and what it gives back. The Trade projects (one per rival colony) come first, then the three the mod reworks, then the vanilla projects it leaves as shipped.
| Project | Launch payload | Reward | Round trip | Reappears |
|---|---|---|---|---|
| Trade (one per rival) |
30 ![]() (60 for SpaceY) |
The rival's Trade Good: Sponsor Research, raw Research, a tech or Breakthrough reveal, Colonists, resources, a Rocket, or terraforming - depends on the rival (Trading). | 1 sol | 10 sols, and each run costs 20% more Rare Metals than the last |
| Launch SETI Satellite | 30 , 5 ![]() |
Flat $500 M Funding, one-off. | 2 sols | 25-50 sols |
| High-speed Comm Satellite | 30 , 5 , 5 , 5 ![]() |
Flat +200 Research / Sol, permanent. Each completed satellite adds its own, so they stack. | 2 sols | 75-125 sols |
| Contract Exploration Access | 10 ![]() |
Flat $500 M Funding, one-off. | 2 sols | 20-40 sols |
These projects are unchanged by the mod in reward, payload and timing; they only inherit the map-wide +40% launch fuel like every rocket. The full detail - diminishing and stacking rewards, disaster chances, the technology each needs and its 100% cutoff - is on the vanilla Special Projects page.
| Project | Launch payload | Outcome | Expedition | Reappears |
|---|---|---|---|---|
| Capture Meteors | 60 ![]() | Meteor storm at a random spot (it can threaten the colony); leaves Metals, Rare Metals and research Anomalies. | 60 h | 5-15 sols |
| Capture Ice Asteroids | 100 , 15 ![]() | +5% Water (about 60% chance of a Marsquake). | 90 h | 5-15 sols |
| Import Greenhouse Gases | $600 M, 30 ![]() | +2% Atmosphere, +1% Temperature (about 40% chance of a Toxic Rain). | 72 h | 5-15 sols |
| Cloud Seeding | 80 , 20 ![]() | Triggers a clear-water Rain. No direct parameter change. | 48 h | 6-24 sols |
| Seed Vegetation | 100 , 35 ![]() | +5% Vegetation. | 100 h | 3-12 sols |
| Launch Space Mirror | 100 , 35 , 15 ![]() | +10% Temperature and +10% Solar-panel power (stacks). Rocket lost. | 12 h | 25-50 sols |
| Launch Magnetic Shield | 80 , 20 , 15 ![]() | Cuts per-Sol Atmosphere loss by 0.05% (stacks). Rocket lost. | 60 h | 25-50 sols |
| Melt the Polar Caps | 400 ![]() | +20% Water, +10% Atmosphere (halved per earlier completion). Rocket lost. | 40 h | 15-20 sols |
A rocket must be fuelled to its full launch fuel before it can lift off, exactly like an Earth trip. The mod raises every rocket's launch fuel by 40% map-wide, so a standard Rocket needs 70 Fuel to launch, dropping to 50 once Advanced Martian Engines is researched (base 50, +40% rule, then that tech's flat -20; SpaceY's Dragon is lower, Paradox's is +30 higher). Every special project pays this same launch fuel - none is cheaper or free:
SETI, the Comm Satellite and Contract Exploration Access are each one preset the game looks up by id. Once at load the mod rewrites the same three fields: the outcome function is replaced with one that returns the flat value no matter how many times the project has been completed; the expedition time is set to 2 sols; and the launch payload is rebuilt to the costs in the table above. One outcome function drives both the launch-time preview and the funds or research actually granted, so the number shown is always the number received.
The Fuel line is dropped from every payload (see Fuel): the rocket's regular launch fuel - 70, or 50 with Advanced Martian Engines - is then the whole Fuel cost, with the non-Fuel resources loaded on top.
The Comm Satellite gets one extra change: its reward is a permanent per-Sol boost, but the vanilla card showed a bare research number that read like a one-off, so the mod appends " / Sol" and the card now reads 200 Research / Sol. It is the only project whose outcome text the mod touches.
New colonies get all the changes. Reward and payload are read live, so they also apply after a mid-game reload; the expedition duration is copied into a project when it spawns, so a project already placed in an old save keeps its old duration and only projects that spawn after the change run for 2 sols.
Surviving Mars base game (app 464920) with the Survive the Storm mod; all DLC assumed installed.
Resource amounts are stored ×const.ResourceScale (1000); Funding uses raw units
(1000000 = 1 M); expedition time is game-time units where 720000 = 1 sol.
mod-survive/Code/StS_SpecialProjects.lua - the three reworks: CalcOutcome replaced with a flat function (SETI/Contract $500 M, Comm 200 Research), expedition_time = 2 sols, rocket_required_resources rebuilt with no Fuel line (so the rocket's regular launch fuel is the whole Fuel cost); Comm's GetOutcomeText appends " / Sol".mod-survive/Code/StS_RivalTrades.lua - the 12 trade projects registered as POI presets (payload is Rare Metals only, 1-sol round trip, 10-sol reappear, +20% Rare Metals per run); a trade pays the rocket's regular launch fuel like every project - no Fuel in its payload and no launch-fuel override.mod-survive/Code/StS_RocketFuelCost.lua - map-wide +40% launch fuel via a launch_fuel percent modifier on the AllRockets label (standard Rocket 50 → 70; Paradox keeps its native +30 on top, 100). Also appends the launch-Fuel figures (70 → 50) to the Advanced Martian Engines tech description, whose vanilla flat -20 launch_fuel effect (Data/TechPreset.lua:1543-1547) turns 70 into 50.external/SurvivingMars/Lua/Buildings/RocketExpedition.lua:187 - GetLaunchFuel; :277-292 - RefurbishRocket folds the payload's Fuel into the launch-fuel requirement (diff = launch_fuel - (fuel + payload_fuel)), so the listed Fuel counts toward launch fuel rather than adding to it.external/SurvivingMars/Data/POI.lua - the base projects (Capture Meteors, SETI, Comm, Contract Exploration Access) with their vanilla payloads, expedition times and spawn periods; StoryBit_ContractExplorationAccess is start_disabled, enabled by Boost8_TheMartianTrail.lua.external/dlc_unpacked/armstrong/Presets/POI.lua - the seven Green Planet terraforming projects; full detail on vanilla Special Projects.