Surviving Mars

Surviving Mars

Increased Dome Work Area (25 hexes)
41 kommenttia
The Tempted Man 5.10.2023 klo 4.07 
It works normally.
Chefkoch 24.12.2022 klo 12.17 
No, does not work atm. :(
Dariiver 10.11.2022 klo 14.07 
is this mod updated?
Bettertobefarrightthanfarwrong 22.6.2022 klo 0.05 
update pls
Keith 4.5.2022 klo 15.34 
i dont think this is working
ldzlcs065 5.2.2022 klo 6.07 
Hello, with this mod enabled, can a dome enjoy all the site bonus within its extended working range?
lolic_lol 21.12.2021 klo 23.48 
When the dome is open, the colonists go too far into the desert and suffer from dehydration.
Could this mod be the reason?
Righteous Ham 24.10.2021 klo 7.22 
This is a fantastic idea as the default 10 is far too short.
MissedFrizzle  [tekijä] 27.9.2021 klo 15.55 
updated to below and beyond. :)
Kalshion 9.9.2021 klo 1.18 
I've gone and updated this mod to work with the current DLC. If/when Missed Frizzle updates hers, I'll remove mine:

https://steamcommunity.com/sharedfiles/filedetails/?id=2597173669
Tamren 8.9.2021 klo 23.49 
Currently incompatible with the Below and Beyond patch.
Black Heaven 7.9.2021 klo 8.24 
pls update
Mardoin69 10.4.2021 klo 14.16 
I originally used the 15 hex one as I didn't want to 'overpower' this function. But, I find that trying to keep domes far away enough for dust factor's the 15 hex is still a little tight for some things. So, thx for this 25 hex version.
Ludwiś 15.2.2021 klo 12.05 
Jak można zwiększyć poziom jeszcze więcej?
How can you increase your level even more?
revansdownside 6.10.2020 klo 9.36 
This work on old saves?
Xnake-Eye 22.10.2019 klo 2.25 
Yes
piddyx 20.10.2019 klo 21.17 
Is this mod working?
Wolvyreen 17.1.2019 klo 7.16 
Another mod that makes sense. the current in game radius is so small. it would never be that limited in real life!
MissedFrizzle  [tekijä] 7.8.2018 klo 17.50 
Updated now. No changes needed, Haemimont just broke stuff for funsies. =)
Xnake-Eye 7.8.2018 klo 13.46 
pls, update.
Deez Nuts 25.6.2018 klo 4.42 
Ive never heard of a mod cap. Would defeat the point of mods surely?
Rare Rear Admiral 20.4.2018 klo 9.40 
@sstabeler Thank you, I had subscribed to some mods but apparently what I didn't knew was first to subscribe and install the Mod Manager and second how to activate them :) Done it now.
sstabeler 20.4.2018 klo 7.00 
@Rare Rear Admiral, just click the subscribe button and Steam will download and install it, though i'm 99% sure that there's a per-game cap on the number of mods Steam will download even if you're subscribed to more for that game. (if you manually download a mod, then it goes in Appdata/Roaming/Surviving Mars or AppData/Surviving Mars depending on your OS. I assume you can copy mod folders across to bypass the Steam cap too, but haven't actually tried yet.)
Rare Rear Admiral 16.4.2018 klo 15.11 
n00b question (please when you all finished laughing somebody to answer perhaps? :))) )
How do I download and install a mod?
MissedFrizzle  [tekijä] 10.4.2018 klo 11.49 
Check my workshop profile, I have a 15 hex version.
Sixgun 10.4.2018 klo 11.13 
Any chance of creating a 15 hex (+50%) version?
MissedFrizzle  [tekijä] 28.3.2018 klo 17.20 
It's not likely. Colonists survive for 4 hours outside before they start taking damage, and it takes quite some time past that for them to die. It takes them about 2.5 hours to get to/from work at the outside edge of the range, and during worktime they are considered 'inside'.

In practice, I haven't seen colonists take any damage or die during my saves from oxygen due to regular work-related things.

Cartographer 28.3.2018 klo 14.53 
Is there a risk of colonists dying because of commute distance?
MissedFrizzle  [tekijä] 26.3.2018 klo 1.45 
The colonists going to work on screen isn't something that bears on production values, the game pretends that everyone shows up ontime and is active all shift
Aeoxander 24.3.2018 klo 23.31 
The concept is good on paper, but there's one issue: if you place an outside building farther than the original radius, the colonists won't get to work by the time their shift ends, and resource production will stop, causing a game over.
Raudskeggr 24.3.2018 klo 8.59 
They don't yet share services *inside* domes, however they will share jobs outside the dome if their areas overlap.
RockButt 23.3.2018 klo 13.18 
Ampoliros - Still great mod though! Thanks for your work!
MissedFrizzle  [tekijä] 23.3.2018 klo 13.12 
Rock - I don't think so. I'm honestly not sure how well domes 'share' jobs for external workplaces, let alone internal ones.
RockButt 23.3.2018 klo 12.57 
So, can a colonist from dome #1 visit workplace in dome #2 with this mod?
「 LiTe Em uP 」 22.3.2018 klo 13.32 
works on latest patch of 3/22/18??

save game compatible?? does not require restarting a campaign??

known mod conflicts??
MissedFrizzle  [tekijä] 21.3.2018 klo 5.58 
Check the description for a link to the +5 hex version.

Enjoy
The Best @ Depressed #1 21.3.2018 klo 5.46 
You rock. That'd totally make my day.
MissedFrizzle  [tekijä] 21.3.2018 klo 5.31 
A slider version sounds really interesting. It would involve some fair modifications to the job code though as the game likely assumes the work radiuses are fixed around each dome, and I'm still trying to look at the UI code.

Worth a whirl soon. I'll at least throw together a +5 hex version.
G04T 21.3.2018 klo 1.13 
Seems reasonable. More reasonable than 10 if you account for your engineers having spacesuits and refusing to take a rover. Good cardio I guess. This open space allows for increased mining options instead of having to build excessive domes just to mine a nearby node. An area "slider" (that other buildings have) that would increase resource consumption might allow users to select larger or smaller areas. But I am not a modder, so I do not know what is possible.
The Best @ Depressed #1 21.3.2018 klo 1.06 
Any chance of an alternative smaller version that increases dome radius just by like 2 hexes? A little more dome freedom sounds cool, but 25 is so very way big.
Bulldog 21.3.2018 klo 0.53 
This is a much needed mod. Thank you.