Surviving Mars

Surviving Mars

Upgrade Capacity
55 Comments
Dergonek 30 Mar @ 3:41am 
Thanks for the reply, good tip. I will try it!
ChoGGi  [author] 28 Mar @ 11:41pm 
Yeah, it's doable. I don't have it in a standalone mod I don't think, but ECM has an option to set the visitor capacity of any building (menu>ecm>buildings>capacity>visitor capacity).
Dergonek 28 Mar @ 12:16am 
Hey, thanks so much for your work. Would it be possible to create a mod that would increase the capacity of “Dome Services” buildings? (diner, spacebar, casino, ...).
Same number of workers more number of visitors.
It would be great!
ChoGGi  [author] 6 Nov, 2024 @ 6:05pm 
Sorry in advance for the code being a bit obtuse, it's an earlier mod.
ChoGGi  [author] 6 Nov, 2024 @ 6:03pm 
My mods are all on github under mit license, have at 'er.
Maple Syrup Potato 6 Nov, 2024 @ 2:30pm 
Hey, I would love to edit this mod a bit, making it less OP, only giving marginal increases in capacity at a higher cost, remove the capacity from science buildings and some other tweaks. May I publish it afterwards, with reference to you of course?
IchWillDenMistNicht 11 Jul, 2023 @ 6:54am 
I love this mod. Best is that you can add buildings to your list by yourself. You only need graphics in the UI and the right path to it to get the upgrad buttons. Very user friendly. (And how Biden says: god shave us! Better entertainment than our Bockbaer! ;) )
ChoGGi  [author] 30 Mar, 2022 @ 7:17am 
Each building can have three upgrades. Some of them already have upgrades.
LittleTofoo 30 Mar, 2022 @ 3:37am 
I am a little confused by that determines how many upgrades each building gets.

For instance, I currently have a Smart Apartment, original space is 20, and I had the option to make 2 upgrades, which gave me a total space of 80.

At the same time I have an Arcology, which is originally 32, but it only gave me the option for a single upgrade, and it's not also 80.

Which seems to make little sense, I'd think if the starting number is quite a bit higher, the possible total should go up proportionately. Is this an error of some sort or is this intentional?

Also, a majority of the housing buildings seem to have 2 upgrades available, whilst the nursery which is also after all housing has 3. The businesses/services are also all over the place for me, the medical outpost has 1, security post has 3, grocer has 2, tai chi garden has 3, amphiteatre has 3 but diner 2... I'm just so confused.

Can anyone shed some light on this? My little brain does not compute.
ChoGGi  [author] 19 Oct, 2021 @ 7:20pm 
I updated my Enable Cheats Pane mod to fix the issue.
ChoGGi  [author] 12 Oct, 2021 @ 7:09pm 
I'll take a look
Ethereal Phoenix 12 Oct, 2021 @ 6:25pm 
It freezes whenever I use the cheat menu to get the capacity upgrades and would have to relaunch the game
ChoGGi  [author] 1 Oct, 2021 @ 8:29pm 
You always want food depots outside of dome entrances; unprepared food is better than starving.

If they're going through the diner stockpile too quickly than maybe build another one?
Luxira 1 Oct, 2021 @ 6:50am 
Yes, after the upgrade, the capacity is still only 10, which is consumed in an instant. I don't know if this will affect the comfort of the residents, but the warning that pops up makes me feel that they are not getting enough to eat.
ChoGGi  [author] 30 Sep, 2021 @ 8:05pm 
The little depots outside of them?
Luxira 30 Sep, 2021 @ 10:42am 
Can increase the food capacity after the upgrade? Food in restaurants and shops is always consumed in an instant
The Engineer Pop 29 Sep, 2021 @ 7:54pm 
It seems that this mod is an OP...
ChoGGi  [author] 8 Sep, 2021 @ 8:34pm 
Updated
ChoGGi  [author] 8 Sep, 2021 @ 7:47pm 
probably needs some TLC
Aarmik 8 Sep, 2021 @ 5:19pm 
Okay, I just discovered that using ECM to apply the upgrade to one building unlocks the upgrade for all other buildings of the same type. It will not unlock the next tier tho.
Aarmik 8 Sep, 2021 @ 5:06pm 
The upgrades do not show up for me. They do show up in ECM, but not via the normal vanilla interface. Is this intended behaviour or is something bonked?
fasquardon 29 Oct, 2020 @ 10:39am 
You might want to remove these upgrades from science buildings, I found that applying the upgrades made any science building (including the network spires) less effective, since it expands the workforce without changing anything else. Anyway, it is a great mod. Very powerful, but I really like using it for sanatoriums so that I am not building endless numbers of nearly empty domes with sanatoriums to keep up with the mental health needs of my colonies...
Oafsalot 25 May, 2020 @ 9:32am 
I find the default upgrades to way too generous. It'd be nice if they were something like 66% 33% and 16%. That way it at least feels like it is genuine. Also, could add a comfort debuff for each upgrade, say -5. Just some ideas.

Thanks for the great mods.
ChoGGi  [author] 25 Jan, 2020 @ 9:11pm 
Oh yeah, that's my mod. Odd bug :)
Mad WIzard 25 Jan, 2020 @ 8:48pm 
i believe i know which mod... i have a farm mod that produces waste rock in exchange or increasing soil quality... i will see what i can do for that... as for the homeless problem..i think it may be the passage skin mod you or silva did that removes the top and only leaves the walkway, may be a coincidince but after i changed the skin back to a normal skin the homeless problem started to correct itself, but then i got the drone bug... so one thing at a time, thank you for pointing me in a direction :)
ChoGGi  [author] 25 Jan, 2020 @ 8:22pm 
That error is from a building that produces wasterock (or tries to?), but is missing the wasterock producer object. Probably some mod, but as for which one...
Mad WIzard 25 Jan, 2020 @ 6:33pm 
this particular problem has my curent game unplayable, i know its not related to this mod, but its all my error log has in it after not noticing any errors up to this point
Mad WIzard 25 Jan, 2020 @ 6:32pm 
time 0:00:46:360
[LUA ERROR] Mars/Lua/Buildings/BuildingComponents.lua:824: attempt to index a boolean value (local 'producer')
Mars/Lua/Units/Drone.lua(1054): <>
[C](-1): global sprocall
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\Classes\CommandObject.lua(118): <>
--- end of stack
[LUA ERROR] Mars/Lua/Buildings/BuildingComponents.lua:824: attempt to index a boolean value (local 'producer')
Mars/Lua/Units/Drone.lua(1054): <>
[C](-1): global sprocall
C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\CommonLua\Classes\CommandObject.lua(118): <>
--- end of stack

I appear to have a problem with my drones, this is what my error log is full of after waiting 5 minutes for file to open
ChoGGi  [author] 25 Jan, 2020 @ 5:51pm 
No idea :), could check your log for errors I guess?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777493789
stick it on pastebin.com or email@choggi.org
Mad WIzard 25 Jan, 2020 @ 9:55am 
sorry for the split post, but the posting limits it to 1000 words or less....
Mad WIzard 25 Jan, 2020 @ 9:55am 
i build a dome, put housing in it, modded housing specifically, the ultimate collection another author made, has increased capacities, havent had problems prior, people move into dome, setup shop, everythings going good... then more people move in, i upgrade with the increased capacity from this mod, goes good for a day or 3, then the homelessness hits and the dome vacates leaving me with the aforementioned empty homeless dome
currently i have managed to get the homelessness down to about 30+ people from the 150+ people but its taken several mars weeks to do so
as i said im suspecting its a combination of everything i have going on and not just one thing specifically, but seeing as your probably more knowledgeable about the game then the developers maybe you could shed some light on this for me
Mad WIzard 25 Jan, 2020 @ 9:55am 
big fan of your mods choggi, you do excellent quality work, but im wondering if you have heard anything about incompatibilities with this mod and some other authors mods, i have alot of mods installed so im not discounting any of them not being compatible, but im suspecting this particular one being possibly incompatible with some others i have, so heres my problem...
since installing this mod, my domes get tons of homeless... somewhere in tthe magnitude of 150+ then the dome goes inert because of all the homeless and everyone except the homeless vacate, so heres the sequence of what happens, maybe you can give me some direction...
ChoGGi  [author] 16 Sep, 2019 @ 11:15pm 
I'm just doing a multiply of 1.5 or something, I guess I could add a slider?
vizthex 16 Sep, 2019 @ 7:07pm 
The capacity amounts are way too high, can you make a config or another mod that makes them more balanced?
Panda 28 Jun, 2019 @ 9:31pm 
Haha thanks Choggi, I always forget about about that screen.
ChoGGi  [author] 28 Jun, 2019 @ 3:03pm 
CCC>Buildings will let you list all your colony buildings and it shows power consump (can't click the headers and sort them for whatever reason).
Panda 28 Jun, 2019 @ 2:05pm 
I just reloaded the mod and seemed to work now. Off topic but do you know if there is any mod that shows what the biggest power consumer buildings are?
ChoGGi  [author] 28 Jun, 2019 @ 5:27am 
For the first cap upgrade you see, does it show 15+ capacity? and does it show two or three cap upgrades?

The logs are in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1777493789
either pastebin.com or email@choggi.org
Panda 28 Jun, 2019 @ 5:15am 
Well tbh, Ive never had problem with your mods, and really only use polished ones like yours and silva's, so I dont really know how to check them. I have the upgrade capacity options available, but not service bots.
ChoGGi  [author] 27 Jun, 2019 @ 11:26pm 
I've made sure it doesn't replace existing upgrades, so the service bots are still there.

Mind checking if your log shows anything when you load a save?
Panda 27 Jun, 2019 @ 9:47pm 
Choggi, I still cant seem to get service bots to work with this.
ChoGGi  [author] 22 Jun, 2019 @ 6:45am 
Cheating is wrong
BLÀde 22 Jun, 2019 @ 6:28am 
the new slots in the hawk institute is a little op
ChoGGi  [author] 17 Jun, 2019 @ 2:51pm 
Yep
Panda 17 Jun, 2019 @ 2:39pm 
Hey Choggi are these compatible with service bots now?
ChoGGi  [author] 16 Jun, 2019 @ 7:09pm 
That upgrade isn't from this mod, see if there's any errors in your log when you upgrade to service bots.
AgustinAbadi 16 Jun, 2019 @ 6:58pm 
yeah, the first level makes the dinner think it has bots, but it says it dosn't have workers.
ChoGGi  [author] 16 Jun, 2019 @ 11:29am 
Upgrade 1 is service bots no?
thatguy 16 Jun, 2019 @ 4:52am 
So far only upgrade 2 and 3 seem to work for Diners - as soon as upgrade 1 is enabled it disables the building.
ChoGGi  [author] 15 Jun, 2019 @ 11:49am 
Yeah that was a bug, it was only supposed to do residences/workplaces/services.
Not sure why diners are auto-disabling, what does that mean?