Every vanilla building description, technology description and tooltip whose in-game text Survive the Storm changes, shown as the vanilla text next to the mod's text. Flavour quotes that are unchanged are shown as [flavour]; dynamic values (costs, percentages) are shown as they read. Building mechanics in full: Buildings.
| Building | Vanilla text | Survive the Storm text |
|---|---|---|
| Water Reclamation System | Recycles up to 70% of the Water used in the Dome. | Recycles up to 50% of the Water used in the Dome. |
| Power Accumulator | Stores Power. Amount of Power supplied is limited by the battery's max output. | Stores Power. Amount of Power supplied is limited by the battery's max output. Holds up to 300 Power and charges or discharges up to 30 per hour. |
| MOXIE | Produces Oxygen. No production during Dust Storms. | Produces Oxygen. No production during Dust Storms. Costs 10 Metals and 2 Polymers to build, 1 Polymer to maintain, and draws 10 Power. |
| Sensor Tower | Boosts scanning speed, especially for nearby sectors. Extends the advance warning for disasters. | Boosts scanning speed, especially for nearby sectors. Extends the advance warning for disasters. Every in-range tower adds to the proximity boost; each further tower counts half as much, up to twice a single tower. |
| Ranch | Produces Food. Consumes Oxygen and Water depending on animal type. | Produces Food. Consumes Oxygen and Water depending on animal type. Its animals use double the usual Water and Oxygen. |
| Small Machine Parts Factory | Produces Machine Parts from Metals. | Produces Machine Parts from Metals. Survive the Storm: About 1.6 Machine Parts per Sol from one worker, 3 worker slots. Draws 25 Power. |
| Small Electronics Factory | Creates Electronics from Rare Metals. | Creates Electronics from Rare Metals. Survive the Storm: About 0.6 Electronics per Sol from one worker, 6 worker slots. Draws 5 Power. |
| Technology | Vanilla text | Survive the Storm text |
|---|---|---|
| Decommission Protocol | Allows the clearing of salvaged and destroyed buildings. [flavour] | With this protocol, salvaging a building recovers 50% of its advanced resources (Polymers, Electronics, Machine Parts), up from 25%. Basic resources (Concrete, Metals) always refund 50%. Clearing salvaged or destroyed buildings no longer requires this protocol. |
| Advanced Rocketry | Allows the construction of Rockets on Mars. Passenger Rockets carry more Colonists. [flavour] | Allows the construction of Rockets on Mars. Passenger Rockets carry more Colonists. [flavour] Rocket construction cost: (shows the cost). |
| Advanced Martian Engines | Rockets and Shuttles require less Fuel. [flavour] | Rockets and Shuttles require less Fuel. [flavour] Launch Fuel for a standard Rocket: 50 (down from 70). |
| Live From Mars | More applicants will start to appear on Earth. New Building: TV Studio Workshop - A workshop building which also generates funds for completing TV shows. [flavour] | Increase Applicant Pool and Applicant generation by 20%. 10 additional applicants appear. New Building: TV Studio Workshop - A workshop building which also generates funds for completing TV shows. |
| Tooltip / trait | Vanilla text | Survive the Storm text |
|---|---|---|
| Hippie trait | Gains twice as much Comfort in gardens and parks. | In gardens and parks this Colonist prefers them, gains +50% Service Comfort and gains Comfort 50% faster. |
| Earthsick warning | This Colonist is Earthsick due to low comfort. Earthsick colonists can't work and will try to return to Earth. | This Colonist is Earthsick due to low Morale. Earthsick colonists can't work and will try to return to Earth. |
| Maintenance section rollover | The condition of buildings deteriorates over time. Martian dust and disasters contribute to deterioration of outside buildings. Deteriorated buildings will need to be serviced by a Drone and supplied with their required maintenance resource or they will malfunction. Current deterioration: X% Last serviced: Y h | (vanilla text kept) Survive the Storm: A Drone is called at 90% of the bar (not only when full), a repair clears 90%, and a full bar malfunctions after 3 hours, not a full Sol. Deterioration rate is the sum of the 0.6%/h base wear, +0.6%/h for each active Extractor within 7 tiles, and +1.5%/h while out in a dust storm (+3.0%/h in a great storm). That total is then multiplied by 0.5 while shut down or on a closed shift, and by 0.8 on cold ground. |
| Maintenance fill-rate line | (none) | A new line under the maintenance bar: "Deterioration: +0.6%/h" - the building's current fill rate: base wear, plus 0.6%/h per nearby working extractor, plus dust-storm dust while it is outside a dome; then halved while shut down or on a closed shift, and 20% lower on cold ground. |
Survive the Storm, mod build v2.340; base game external/SurvivingMars.
StS_WaterReclamation.lua, StS_PowerAccumulatorStorage.lua,
StS_MoxieRebalance.lua, StS_TowerStacking.lua, StS_FoodRebalance.lua,
StS_SalvageRebalance.lua,
StS_AdvancedRocketryCost.lua, StS_RocketFuelCost.lua,
StS_LiveFromMars.lua, StS_HippieGardens.lua, StS_EarthsickChance.lua,
StS_MaintenanceRateInfo.lua; vanilla rollover Lua/RequiresMaintenance.lua:552.
Ranch vanilla text is in DLC binary (shepard); the vanilla base shown is the mod's un-appended text.