Surviving Mars

Surviving Mars

[ES] Base Walls
48 Comments
Sentoris 4 Jul, 2024 @ 6:42am 
I am aware it has been years, but they cant be activated because they are outdated. Any chance to restore functionality?
TheHopelessZombie 10 Dec, 2019 @ 3:16pm 
i have been looking for something like this since i started playing and you would have thought there would be more out of dome decoratives (or are they planning to sell us a pack of decs as an addon as paradox like to do grrrr) ... keep up the good work and more out of dome decs please .... different coloured lamp lights would be good
ErrantSword  [author] 18 Jun, 2019 @ 2:29pm 
@Ishantil - No, these are aesthetic only
Ishantil 15 Jun, 2019 @ 8:04am 
Do these block dust devils?
Marco_Ramius 11 Sep, 2018 @ 3:57pm 
Thanks and congrates!
ErrantSword  [author] 11 Sep, 2018 @ 3:34pm 
I'm now back (from Honeymoon!) and have just updated almost all of my Surviving Mars Mods for you guys. This one should now be working again! If there are any issues, please let me know.
static 20 Aug, 2018 @ 3:50pm 
In short, the devs released a (controversial) update that performs a version check on all mods. Everything needs an update. Hope you find the time & inspiration to get your mods working with the new patch, your creations are sorely missed!
ErrantSword  [author] 17 Aug, 2018 @ 1:23pm 
@static - I haven't played lately; guessing they busted somehow? I'm away for the next couple of weeks, but on return can totally look into it - if it's something simple might get it done over the weekend?
static 16 Aug, 2018 @ 11:13am 
Yo ES! Any chance you'll be updating this to work with the Da Vinci patch? I'd love to keep using your walls in my colonies.
Gaming Geek 23 Jul, 2018 @ 9:21pm 
And now they work right. I have no idea, sorry for the trouble.
Gaming Geek 23 Jul, 2018 @ 7:45pm 
No, I checked. At the time I did have the 'demolish' tech, but for whatever reason the walls weren't showing the button to use it. Not even grayed out.

I'll try reinstalling it and see if it happens again, maybe I had some weird mod cross?
ErrantSword  [author] 23 Jul, 2018 @ 4:09am 
@Gaming Geeek - They are removable, like all demolished buildings. You presumably don't have the tech needed to clear salvaged buildings
Gaming Geek 21 Jul, 2018 @ 7:17pm 
I really wish that destroying these would allow us to demo them, but instead they're in a state of 'destroyed and not removable'.

If you're still working on this you might want to figure out what's up with that.

Otherwise it's a fun mod!
Sneaky 19 May, 2018 @ 4:57pm 
Did a little testing, if you change the building class to "ElectricityStorage", or merge that class with your current code, then set the power settings to 1 and the storage to 1, then it will allow power to pass through it. food for thought
Lomgrim 18 May, 2018 @ 12:12pm 
rover tunnels and dome tunnels conduct power don't they?
ErrantSword  [author] 17 May, 2018 @ 7:16am 
@Frumpy - Not that I've been able to figure out. Buildings in SM don't conduct power, and cables aren't a building 'part' that can be included. If I ever figure out how to do it though, I will!
FrumpyFurling 16 May, 2018 @ 8:09pm 
Any Chance of getting the Walls to act as a sort of "burried cable" so we can reduce having to throw in space for power cable? Sorry if asked before...Great mod!!
ErrantSword  [author] 16 May, 2018 @ 1:50pm 
@dallas - Thanks! But guess again - not cables ;)
dabeek 16 May, 2018 @ 1:34pm 
Hah, nice retexture of electric cables. Very resourceful, looks good.
Jilocasin 16 Apr, 2018 @ 10:57am 
Thanks, that explains it.
ErrantSword  [author] 16 Apr, 2018 @ 12:19am 
@Jilocasin - The rough concrete parts of the pad and the walls themselves do block Drone traffic. I have seen people build pads very close together, which look really good. Unfourtunately, I haven't been able to work out a way around the pathing issues. I will continue to look into this and see what I can do.
Jilocasin 15 Apr, 2018 @ 7:35am 
My drones have problems with maintaining or destroying the walls when they are between landing pads. Even building is sometimes not possible. The drones approach the wall with the necessary resources but turna away again as soon as they reach it.
coolnut10 6 Apr, 2018 @ 3:46pm 
theese kind of look like they'd be good dome pathways
ErrantSword  [author] 3 Apr, 2018 @ 6:33am 
@static - They do attract dust a lot more slowly than most structures. I didn't want players spending huge amounts of Concrete on maintenance of a cosmetic item. However, the Mod Editor appears to contain a 'Maintenance with No Resources' option. I've never seen it used, but might playtest it and see if it works (allowing me to then increase maintenance frequency).
static 2 Apr, 2018 @ 6:03pm 
Love the walls ES, great work. A small request: please consider making them attract more dust; it's a bit weird to see them so clean compared to everything else!
Draco18s 2 Apr, 2018 @ 2:46pm 
Yeah I didn't dig into it myself I just knew where to look. ;)
ErrantSword  [author] 2 Apr, 2018 @ 1:15pm 
@Draco18s - Thnaks - lot of complex code in there, but might be somewhere to start
Draco18s 28 Mar, 2018 @ 6:19pm 
ElectricityGrid.lua and LifeSupportGrid.lua
ErrantSword  [author] 28 Mar, 2018 @ 6:09pm 
@Bush Snake - I'd love that too, but as yet the cosde for the cables and pipes eludes me. Buryed somewhere in the .lua I'm sure, but not accessible in the Mod Editor. I'll see what I can find!
♠️Meticulous Bush Snake♠ 28 Mar, 2018 @ 6:08pm 
For an example, just have the walls have a built in power cable if possible.
♠️Meticulous Bush Snake♠ 28 Mar, 2018 @ 6:06pm 
I know you said in you will look into making these walls conduct power in the future. I would just like to say +1 to that. I would love if these make shift walls would also conduct power.
Draco18s 28 Mar, 2018 @ 11:29am 
Awesome, I'll leave you to it, then (and definitely no collision meshes, yes, but I imagine that there's SOMETHING that works, as wires function the way I'd want them to).
ErrantSword  [author] 28 Mar, 2018 @ 5:33am 
@Draco18s - I've been working on some Roads too - watch this space (or one nearby). The problem with ROads is that they actually ned to NOT have collision meshes (etc), otherwise they are impassible...

AS you rightly note, soem of my Mods are very much time-intensive manipulation of existing Entities. There isn't anyhting particuarlly advanced about them, but they take a fair bit of imagination and patience to create (especially as I always include UI icons and so forth).

Draco18s 27 Mar, 2018 @ 9:56pm 
So, when I saw this I was like "what about roads?" They don't need to DO anything except prevent buildings from being placed on them so that rovers have free access coordors around my colony so that I can move resources en-mass from stockpiles to the building site. I downloaded this mod (and the landing space mod) to see how they worked, and I understand it, I just don't have the patience to dig through the model list to find the right bits and bobs and orrient them in the desired manner.
ErrantSword  [author] 27 Mar, 2018 @ 2:48pm 
@Tanya - A limitation of the Mod for now, although I'd only ever want to reduce Dust (not remove it). However, nothing in-game 'blocks' dust at the moment (although Scrubbers can remove it, using very complex code!) As I say, I may be able to add more functionality in the future.
Tanya Sapien 27 Mar, 2018 @ 2:27pm 
Is the lack of dust blocking a choice on your part, or is it just a limitation of the mod? I ask because if these blocked dust they would be absolutely invaluable.
ErrantSword  [author] 27 Mar, 2018 @ 1:16pm 
@Zan Geon - Something I'm going to look at (after some other Mods), That being said, it'd have to be a very tall wall to block the fine Martian dust, so might have to be more of a forcefield. To be honest, part of the idea with the walls is to encourage spacing buildigns out, so that Dust is managed in that way.
Zan Geon 27 Mar, 2018 @ 1:14pm 
I feel like this would be really good for Dust maintance for reocket launches, you know if someone figures out a way of blocking dust
♠️Meticulous Bush Snake♠ 27 Mar, 2018 @ 12:17pm 
Nice, good update.
ErrantSword  [author] 27 Mar, 2018 @ 9:22am 
MOD UPDATE: Following work on another Mod, I have now opted to have Walls require negligable maintenance (10x less frequently than buildings). This allows the models to visually accumulate Dust, making them fit in better with the environment, rather than remaining pristine at all times.
♠️Meticulous Bush Snake♠ 27 Mar, 2018 @ 3:45am 
@ErrantSword Nice job on the quick fix. Enjoying the mod by the way, smart workaround to get some basic walls.
ErrantSword  [author] 27 Mar, 2018 @ 3:12am 
@Bush Snake - Thanks for ther bug report. I'd ommitted some hidden entities within the Long Wall that were present in the Walll. These have now been restored, and you should find everything working!
baddoggs 27 Mar, 2018 @ 1:03am 
Yhat is cool, don't know why i need them now... I just DO....
Nice work, Thank you for sharing.
「 LiTe Em uP 」 26 Mar, 2018 @ 11:41pm 
awesome concept... definitely subbing and going to wait to activate to iron out bugs
♠️Meticulous Bush Snake♠ 26 Mar, 2018 @ 6:47pm 
Found a bug. The drones and so on will go through the "Long Walls" but not the "Walls". Not sure why drones are just going through the long walls. Just letting you know so you can have a look at that issue.
ErrantSword  [author] 26 Mar, 2018 @ 2:08pm 
@FGRaptor / ToadStoned - They aren't in fact, although I felt the aesthetic fit nicely. They are basiclly massively scaled-up subassembly Entites, attached to other 'build legal' entities which had suitable hex properties.

They also don't conduct Power, as nothing in the game seems to. Might be something I can tweak in the future as I learn more.
SilentScav 26 Mar, 2018 @ 12:46pm 
Thats what I thought as well, if these where giant cables. Very great idea to wall off a section. I like to know the boundries of rockets and do see it can come in handy.
FGRaptor 26 Mar, 2018 @ 12:15pm 
Giant cables? XD