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The grass is quite thick to give the rainforest impression, lots of roots and greenery on the floor, Ione of my very early designs had several smaller trees to give it some depth but it would make the game struggle when zooming in (assumed too much detail to load in small space) so removed them, was a problem across a lot of systems including several high end ones (limitation of game?) so kept it to a lot of grass instead :(
I meant the building itself. a wider base would help counter the upside-down gumdrop effect
a small complaint I do have is the grass seems....excessive on the polygons?
You say "goofy" but how many trees have you seen with larger base than top?
Overall people like the look of it, so it won't get re-worked. The larger top suits the three large trees :)
Drones also pass through without issues, wasp and normal drones, RC controlled, drone hub controlled and rocket controlled all fine.
Before release i tried a shorter model, but it didn't have the scale and presence. It just looked like a large fruit tree farm. I went for this setup as it has a huge output, and similar to things like the mohole mine and artificial sun it seemed right for it to take up about a dome worth of space.
People seem to like the overall size and look so will keep as is, alternatively you could try my Cybernetic Tree or Silvas Forest Greenhouse (although neither have output anywhere near this mod)
I'll be tweaking the output and upgrades when able so it's not as OP.
Looking to have around 100 output basic and needing 25 water requiring something like 15 food to maintain and having 3 upgrades, 2 to boost output near 500 (for those that like that level of output) and one upgrade to reduce maintenance costs and water need so it ultimately costs a lot more to get to this level. Also overhauling the WP Dome as well with similar upgrades to make it more expensive to get that output.
It's impossible to keep everyone happy but at least with the upgrade system people can chose if they want 100 or 500 output
The mobile mine and excavators have upgrades so shouldn't be a problem adding them, at least it gives people options then ☺
Figured food for maintenance gives this a but of a twist, at the same time the only thing that seemed organic to help the trees.
Is it possible to make an upgrade to a wonder? that would interesting.
food for maintenance sounds great!
Making upgrades are always good since you can disable them if you feel it's too overpowered ^^
I'll try it .
I don't have access to my pc till the wknd, just want to know how much i need to fix
I'll drop it to 250 output, as that seems a fairly balanced number, I'll also reduce maintenance build up as well as some feel it deteriorates a bit too fast (might make it an upgrade that reduces build up)
I had a couple suggestions of making it a wonder, keeping 500 output, food for maintenance and make it dist proof.
Ive also had suggestions to drop output to 200 (upgrade to 250), food maintenance (upgrade to reduce build up) and keep it affected by dust storms.
in my opinion dust storm proof is in terms of realism good since it's an enclosed system, but maybe it becomes boring if you have many building in general which aren't affected of it. I am unsure.
Output drop to 250 Oxygen sounds nice. Thus it's not overpowered and you need more than one maybe in a game.
Declaring it as wonder and removing maintenance i don't like it, because a wonder for oxygen production seems to be unusual ^^
What do people think about this building being dust storm proof, output being dropped to 250 and removing maintenance as a balance to better suit its Wonder status?
A few other little bugs have been ironed out as well.
awwr that's really a shame! :( Maybe ChoGGi or SkyRich may help you :3
I like the idea and agree it would suit this building nicely.
Just have no way to implement it sorry :(
thank you for this great mod! It looks beautiful!
I wanna suggest to add a similar amount of water consumption. It would be nice for the sake of realism
I will add the code when I'm on my main rig again and hopefully that'll fix the icon issues (will do the same for other mods too!)
Added the DLC requirement, nobody else has had this issue and not fully convince that'll fix issues where nothing is showing up tho.
The construction cost is similar to other wonders in game, considering the high output and low power draw it seemed a bit too good...hence the fairly regular maintenance.
That just unpacks the mod to your appdata, so it acts like an unpacked mod does.
You may want to add the msyt dlc as a required dlc item?
The other work around I heard (although not had this issue personally so can't say either way) was if people go to mod editor and click on my mod it should ask you to copy it to your C Drive (or which ever drive you use, that seemed to fix some build menu icon issues as it corrects itself apparently)
Building not showing up correctly, do you have the Mystery Resupply Pack (free DLC) installed?
I make mine without any other DLC apart from the freebies to make it as universal as possible.
Pity, I feel like I need to get rid of it now considering the construction cost
Any errors in your log after placing or building it? (you'll need to quit the game for the log to update.
%AppData%\Surviving Mars\logs
There was nothing above grade level when I built it last night.
Unfortunately this isn't technically a dome, the top is "borrowed" from a different building (as ChoGGi says)
I would love to see different shaped domes too tho!
Personally I'd love to see a donut shaped one, no spires, so we can have outside buildings in the centre.
Disabled maintenance & demo state, this should let the building work "properly" until I can get the coding for the drone paths inside figured out...
Should mean this is still useable until I update things
Thanks Thor131 for spotting that tree sticking slightly out, it has been nudged back into the dome now!
Thanks for the feedback and advice guys, I usually test my mods on 2-5 different systems before release and only 1 person reported the resource bug but didn't get it every time so I didn't look into it further...my bad.
ChoGGi I've rejoined discord and have a load of ideas for other mods (some I'm already working on...other concepts I'm struggling to make)
If i make this into a true dome category (allowing paths to link to it etc) it remove the top I've used, the game seems to need the standard domes to figure out air leaks etc which i guess makes sense?
If you make it a custom building class then it should be doable (have to fiddle with lua coding though).
Also mods made won't show colonists in or on them, the Devs have kept that coding locked so mod buildings won't show people (this has annoyed a lot of modders, some have stopped making mods!)
You need to add an AmbientLife object for the building id you've used, you can see my solaria telepresence for an example.
When you've got some free time, there's lots of helpful people on the sm modding discord: https://discord.gg/FeWVN3t
I'll see which tree is sticking out and tweak it again!
Adding extra features might take some time, I'm fairly new to nodding and learning as i go, but from other modders i know the Devs have limited what we can do (and when I've emailed them asking for advice i never get replies...)
If i make this into a true dome category (allowing paths to link to it etc) it remove the top I've used, the game seems to need the standard domes to figure out air leaks etc which i guess makes sense? Also mods made won't show colonists in or on them, the Devs have kept that coding locked so mod buildings won't show people (this has annoyed a lot of modders, some have stopped making mods!)
I love the ideas and anything i can do i will learn and add, if i can figure out unconventional ways to make things work i will if i can 😁