Surviving Mars

Surviving Mars

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Martian Death
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3.122 MB
15 Aug, 2018 @ 12:25am
22 Sep, 2021 @ 1:21am
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Martian Death

In 1 collection by SkiRich
SkiRich's Mods
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Description
Martian Death
v3.1.1 Sept 22nd, 2021

Picard Patch Compatible

"Into a world of eternal life he brought the gift of death." - Zardoz

Introducing Martian Death mod which includes a Martian Cemetery building, Crematory A.I and new Death A.I.

Features
  • New causes of death, see list below
  • Random colonist deaths due to things like heart attacks and falls off buildings.
  • Random deaths happen at the witching hour.
  • Reduces See Dead Sanity Effect up to 70%
  • You can now Smite any Colonist
  • One cemetery is all that is needed in a game.
  • Martian Cemeteries include a built in Crematory for grave recycling.
  • Notifications when cremation services start.
  • Graves display detailed tombstone info in the Infopanel
  • Cemeteries display detailed cemetery and death statistics
  • Death and cremation statistics are now tracked
  • Newborn colonists can inherit rare or select positive traits from the dead
  • Restores functionality to old Cemeteries in save games.
  • Compatible with Soylent Green - Still gets a headstone.
  • Mod Config Reborn options to fine tune Martian Death.(see below)*
  • Cemeteries can be built in dome or out dome, above or underground

Features Explained
New Un-Natural Causes of Death
These causes will show on the graves' infopanel.
See List in the discussions.

Random Colonists Deaths - Death A.I.
Life is not perfect, from poor genes to dumb choices, colonists now mimic real life death accidents.
The game will randomly choose 1% to 3% of your colonists for unnatural death from the above list.
Children are excluded from random death.
The mod will pick a Sol in the future, after you have 35-40 colonists or more.
The date choice will be between 10 and 30 Sols in the future randomly.
It will repeat again with a random date and random percent of death once the current death wave ends.
Random deaths happen at Hour zero, the witching hour.

Reduced See Dead Effect
Without any cemetery, if someone dies of unnatural causes, their fellow colonists residing at the same residence take a dramatic sanity hit.
15 points off their sanity. Building one Martian Cemetery will reduce that effect by 35%. Having two Martian Cemeteries will reduce it by 70%.
Effect is colony wide. Max effect is 70% reduction. There is no limit to how many Martian Cemeteries you can build.
The Cemeteries must be operating to get the effect.
If you demolish a Martian Cemetery and the total built cemeteries goes down to one, then the effect is reinstated by 35%.
If you demolish your last Martian Cemetery the effect is back to 100%.
Legacy cemeteries do not count. If you have any prior Cemeteries from other mods in the game these Legacy Cemeteries give you no effect reduction or increase.

Smite Colonists - Game Over Dude
You can now smite any colonist. Just select a colonist and click the "Game Over" tombstone button in the Infopanel.
Right click the Smite button smites the colonist plus 10 random colonists.
Just keep in mind smiting someone is an unnatural death. See above, you will pay a sanity penalty.

Crematory Services - Crematory A.I.
All you need is one new Martian Cemetery built in any colony. Although two is recommended for the maximum effect reduction.
Each Martian Cemetery includes a built in automated Crematory.
Each Martian Cemetery has space for 23 graves.
Once 21 fill up, the next person needing burial will trigger automatic cremation services in that cemetery.
Cremation service digs up the graves and cremates the bodies opening up free grave plots for more dead.
Cremation takes time. 10 seconds per grave to complete. Normally this is not an issue.
However during mass extinction events like a dome collapse from a meteor strike, you can overwhelm the cemetery.
If that happens you are annoyed with messages that no grave plots are available and the dead bodies will pile up where they fell.
Cremation service will eventually complete its job. It leaves 5 graves for aesthetics purposes so cemeteries are never empty.
There is a manual Cremate now button (the shovel and fresh grave icon) in the Martian Cemetery, that will force all graves to be cremated. You can use it if you want, but it's not necessary.
Manual cremation also takes the same amount of time, about 10 seconds per grave to complete.
There will be a notification when a cemetery starts its cremation service. Click it to be taken to the cemetery.
Tip: To keep your cemetery crematories from being overwhelmed build two Martian Cemeteries. One on either side of your colony.
The dead will be transported to the nearest cemetery doing a sort of load balance.

Grave Information
Each grave now contains more information about the buried.
Click the grave to see it.

Death Statistics
Detailed statistics about the cemetery are displayed in the cemetery information panel.
Colony deaths are now tracked as well as other statistics.
If you load this mod in the middle of a save game we will only know about the current buried dead. Past deaths are unknown but we keep track of them going forward.

Newborn Trait Inheritance
If a colonist dies and has a rare or select positive trait that trait can be inherited by a newborn colonist.
See list of traits in discussions.
Traits are only given out once per grave and then removed from the list.
It doesn't matter if the grave was cremated. We keep the ashes.

Legacy Cemeteries
If you have save games with legacy cemeteries from another mod this mod will restore functionality to the save and the cemeteries.
The legacy cemetery is renamed "Legacy Cemetery" and no longer accepts new burials.
It must be maintained as normal and can be demolished if desired. You don't need them any more.
Legacy cemeteries do not give out traits, nor decrease the See Dead Effect.

Penalties
Besides the negative Sanity effect for See Dead People, there is also another penalty in the game.
If in any two consecutive day period you get more than 5 unnatural deaths two applicants will leave your applicants pool.

Mod Config Options
You can fine tune Martian Death with Mod Config Reborn.
Mod Config Reborn is here > Mod Config Reborn
  • Wait Days - The minimum amount of days to wait between death waves
  • Max Random Days - The days into the future a death wave will happen. The day is chosen between one and this number you can set.
  • Pick Seniors First - If set then seniors will be picked before non-senior colonists. This works for the Death Waves and Smite button, but if set the Smite button will only pick Seniors.
  • Consider Seniors At Age - When set will override Martian Deaths choices for who is considered a senior. Default means game default, 65 normally but if you have Stem Reconstruction Tech then its around 80 sols. This setting will override for Martian Death only when a colonists is considered a senior for the death wave and smite button.

Mod Incompatibility
This mod in NOT compatible with any other cemetery mod on the workshop.
You cannot have two cemetery mods loaded otherwise unknown results will happen.
If you have legacy cemetery mods I suggest you unsubscribe from them, since as of this writing none of them have been updated for Davinci.
If they do get updated they will load enabled in SM and bork your game if both are enabled.

Localizations
English only for now. More on the list to build.

If you enjoy this mod please VOTE UP!

Please check out some of my other work:
SkiRich's Mod Collection
Popular Discussions View All (3)
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20 Oct, 2023 @ 3:05pm
PINNED: Feature Requests
SkiRich
16
19 Sep, 2021 @ 1:13am
PINNED: Bug Reports
SkiRich
6
21 Sep, 2021 @ 1:14am
PINNED: Martian Accident Death Lists
SkiRich
72 Comments
Kriosiss 27 Jul, 2024 @ 11:48am 
nvm found it
Kriosiss 27 Jul, 2024 @ 11:46am 
where is the cemitary located in the building menu? i cant find it
SkiRich  [author] 26 May, 2022 @ 11:53am 
The mod works fine with the latest patch. No update needed.
Ludwiś 26 May, 2022 @ 5:49am 
Hello please update
spazzie2098 21 Oct, 2021 @ 11:01am 
Thank you i wan't some method of letting my colonists pass on because lets face it... Once a species is immortal death is still inevitable because accidents will happen (and immortal does not mean deathless, it means ageless)
SkiRich  [author] 20 Oct, 2021 @ 8:15am 
bio robots are subject to the same death wave accidents. they just dont die of old age.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1479944694/1736589519989550188/
spazzie2098 20 Oct, 2021 @ 6:42am 
@SkiRich quick question... how does this work with bio robots seeing as i have an AI only challenge
SkiRich  [author] 19 Oct, 2021 @ 6:52pm 
Yes, recent change. For people who like that sort of thing.
The Engineer Pop 19 Oct, 2021 @ 5:24pm 
I didn't know that, but now I see Cemetery is constructible outside the dome. Is it intended?
sardomunsp 27 Sep, 2021 @ 5:46am 
thk for the update !