Surviving Mars

Surviving Mars

Modify your Mars journey
Modify your Surviving Mars experience using mods created and shared by the Surviving Mars community.
Dex 20 Jun, 2019 @ 1:24am
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Last edited by Dex; 18 Dec, 2019 @ 12:22am
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Showing 1-13 of 13 comments
kafkalino 26 Jun, 2019 @ 3:21am 
i'v got the same problem... need a burning factory dat' transform seeds in electricity or something else !
Last edited by kafkalino; 26 Jun, 2019 @ 3:43am
ChoGGi 456 26 Jun, 2019 @ 7:31pm 
You don't need to harvest seeds.
kafkalino 27 Jun, 2019 @ 3:37am 
Originally posted by ChoGGi:
You don't need to harvest seeds.
Yes ! But when it's already done...and when you want to comeback before... before the mistake...what to do now...
kafkalino 28 Jun, 2019 @ 5:33am 
thank's choggi !
But a building dat burning what we want could be more "réalistic" and fun...
Last edited by kafkalino; 28 Jun, 2019 @ 6:04am
kafkalino 28 Jun, 2019 @ 6:07am 
And what is sad is dat in your botomless mod we canno't select seeds...
Last edited by kafkalino; 28 Jun, 2019 @ 6:08am
ChoGGi 456 28 Jun, 2019 @ 6:08am 
Oh right, it uses the universal depot which doesn't have seeds. I'll have fiddle something.
Ericus1 11 Jul, 2019 @ 9:27am 
Since you seem to be a bit of the mod guru, ChoGGi, if you're looking for ideas what might make sense for a late game building that uses seeds would be a 'hyper' vegetation plant, essentially a building replacement for super boring 'wait to spam the seeding rocket missions' that is the only way to increase vegetation rating normally past the 40% cut-off for the normal forestation plants.

So late game, when you're doing terraforming and you hit that 40% threshold is usually around the same time your seeds income just spikes and you have nothing to do with them. So how about a building that consumes large amounts of seeds for a significant % increase per sol to vegetation. Basically, have this be analogous to the way the GHG Factorys/Core Heat Converters work.

So maybe like: consumes 400 seeds per sol for a 0.2% increase, something like that. Obviously, once you finish terraforming you'll have nothing to do with seeds again, but at least this would be something.
Santiak 4 11 Jul, 2019 @ 11:11am 
Originally posted by Ericus1:
Since you seem to be a bit of the mod guru, ChoGGi, if you're looking for ideas what might make sense for a late game building that uses seeds would be a 'hyper' vegetation plant, essentially a building replacement for super boring 'wait to spam the seeding rocket missions' that is the only way to increase vegetation rating normally past the 40% cut-off for the normal forestation plants.

So late game, when you're doing terraforming and you hit that 40% threshold is usually around the same time your seeds income just spikes and you have nothing to do with them. So how about a building that consumes large amounts of seeds for a significant % increase per sol to vegetation. Basically, have this be analogous to the way the GHG Factorys/Core Heat Converters work.

So maybe like: consumes 400 seeds per sol for a 0.2% increase, something like that. Obviously, once you finish terraforming you'll have nothing to do with seeds again, but at least this would be something.
I very much dig this suggestion. Good solution to the stagnation of Vegetation, without feeling cheesy, while also making sense. :)
ChoGGi 456 11 Jul, 2019 @ 11:26am 
I did a mod to remove the 40% limit, been thinking about some sort of autonomous rover/blimpy seeder.
Ericus1 11 Jul, 2019 @ 2:23pm 
That would be an interesting way to theme it. Basically, it's a building based version of the rocket mission. Consumes seeds/energy/fuel (so the autonomous seeders you're sending out but planet-wide) and you get a large per sol % increase. That would be cool.
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