Survive the Storm / Changed descriptions and tooltips

Changed descriptions and tooltips

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 descriptions

BuildingVanilla textSurvive the Storm text
Water Reclamation SystemRecycles up to 70% of the Water used in the Dome.Recycles up to 50% of the Water used in the Dome.
Power AccumulatorStores 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.
MOXIEProduces 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 TowerBoosts 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.
RanchProduces 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 FactoryProduces 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 FactoryCreates 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 descriptions

TechnologyVanilla textSurvive the Storm text
Decommission ProtocolAllows 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 RocketryAllows 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 EnginesRockets 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 MarsMore 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.

Tooltips and traits

Tooltip / traitVanilla textSurvive the Storm text
Hippie traitGains 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 warningThis 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 rolloverThe 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.

Sources

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.