Survive the Storm / Buildings

Buildings

Every building whose cost, output, staffing, consumption, storage or behaviour the mod changes, plus the rules that apply to all buildings. Deeper detail: General Balance, Food, Cold ground and Food spoilage.

Buildings the mod changes

BuildingWhat the mod does
Water Reclamation SystemRecycles up to 50% of the dome's Water (was up to 70%); cheaper to build (20 Concrete + 5 Polymers), 1 Machine Part maintenance, 1 worker per shift.
Power AccumulatorStorage 300 (was 200); charge and discharge 30/h (were 20).
MOXIEBuild cost 10 Metals + 2 Polymers; maintenance 1 Polymer; draws 10 power; Oxygen output unchanged.
RanchIts four animals each draw double Water and Oxygen while growing; herd size, growth time and Food output unchanged.
Small Machine Parts FactoryMore output per worker: 1.6 Machine Parts/Sol per worker (was 1.36), about 4.7/Sol fully staffed, 3 worker slots, draws 25 Power (was 18). Full page: Small factories.
Small Electronics FactoryLess output per worker: 0.6 Electronics/Sol per worker (was 0.75) - the same 3/Sol fully staffed spread over 6 worker slots (was 4), draws 5 Power (was 4). Full page: Small factories.
Solar Panel+20% power on cold ground.
Wind Turbine+20% power on cold ground.
Research Lab+20% research when its dome centre sits on cold ground.
Hawking Institute+20% research on cold ground.
Universal Storage DepotGains an Old Food slot; each night about a quarter of stored Food ages into Old Food, and about a quarter of held Old Food rots away.
Old Food Depot (new)New depot that stores only Old Food.
Food DepotAged Food has no Old Food slot here, so it drops as a loose Old Food pile beside the depot.
Diner, Grocer, Small GrocerGain a second Old Food store; colonists eat Old Food first; capped at 5 fresh + 5 Old Food.
Hanging Gardens, gardens and parksFor a Hippie colonist only: preferred over other venues, and giving +50% Comfort ceiling and +50% Comfort gained per visit.
Defensive TurretDeteriorates at 0.6%/h like other buildings (was 1.2%/h - its maintenance bar was half size).
Sensor TowerDeteriorates at 0.6%/h like other buildings (was 1.2%/h - its maintenance bar was half size).
Triboelectric ScrubberDeteriorates at 0.6%/h like other buildings (was 1.2%/h - its maintenance bar was half size).
Waste Rock ProcessorDeteriorates at 0.6%/h like other buildings (was 0.4%/h - its maintenance bar was 1.5x size).

Rules that apply to all buildings

RuleWhat the mod does
MaintenanceMaintenance (dust) is vanilla while a building works, dropping to 50% while it is shut down or on a closed shift; a Drone is called at 90% of the bar; the malfunction grace after a full bar drops to 3 h. The info panel shows each building's current fill rate below the maintenance bar (e.g. +0.6%/h), and it rises while the building is out in a dust storm: +1.5%/h in a normal storm, +3.0%/h in a great storm (buildings inside a dome are unaffected).
Maintenance on/offEvery building that needs maintenance gets a Maintenance on/off button in its info panel. Turning it off stops Drones from being dispatched to maintain that building (left-click toggles this building, Ctrl + left-click all of the same type). Deterioration and malfunction still follow the rules above; only the Drone servicing is stopped.
Extractor dustEach working Metals, Concrete or Water Extractor adds +0.6%/h to the deterioration of every building within 7 tiles, shown in that building's fill-rate line. It stops the moment the extractor stops working, and drops to half while the affected building is shut down or on a closed shift. Two extractors in range stack.
Cold ground-20% dust on cold ground.
Salvage and deletionDeleting a building never needs Decommission Protocol; salvage refund is 50% for basic resources (including Rare Metals) and 25% for advanced resources, raised to 50% for advanced once Decommission Protocol is researched.

Sources

Part of the Survive the Storm mod. Detail: General Balance, Food, Food spoilage, Cold ground.