Mechanics wiki / Survive the Storm / Special projects

Special projects

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.

Projects the mod adds or reworks

ProjectLaunch payloadRewardRound tripReappears
Trade
(one per rival)
30 Rare Metals
(60 Rare Metals 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 Metals, 5 Electronics Flat $500 M Funding, one-off. 2 sols 25-50 sols
High-speed Comm Satellite 30 Metals, 5 Electronics, 5 Polymers, 5 Machine Parts Flat +200 Research / Sol, permanent. Each completed satellite adds its own, so they stack. 2 sols 75-125 sols
Contract Exploration Access 10 Polymers Flat $500 M Funding, one-off. 2 sols 20-40 sols

Legend

Vanilla projects the mod leaves as shipped

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.

ProjectLaunch payloadOutcomeExpeditionReappears
Capture Meteors60 FuelMeteor storm at a random spot (it can threaten the colony); leaves Metals, Rare Metals and research Anomalies.60 h5-15 sols
Capture Ice Asteroids100 Fuel, 15 Machine Parts+5% Water (about 60% chance of a Marsquake).90 h5-15 sols
Import Greenhouse Gases$600 M, 30 Fuel+2% Atmosphere, +1% Temperature (about 40% chance of a Toxic Rain).72 h5-15 sols
Cloud Seeding80 Fuel, 20 PolymersTriggers a clear-water Rain. No direct parameter change.48 h6-24 sols
Seed Vegetation100 Seeds, 35 Fuel+5% Vegetation.100 h3-12 sols
Launch Space Mirror100 Metals, 35 Fuel, 15 Electronics+10% Temperature and +10% Solar-panel power (stacks). Rocket lost.12 h25-50 sols
Launch Magnetic Shield80 Metals, 20 Fuel, 15 ElectronicsCuts per-Sol Atmosphere loss by 0.05% (stacks). Rocket lost.60 h25-50 sols
Melt the Polar Caps400 Fuel+20% Water, +10% Atmosphere (halved per earlier completion). Rocket lost.40 h15-20 sols

Legend

Fuel: what a launch really costs

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:

How the mod rewrites each reworked project

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.

Sources

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.