About this mod
This changes the cemetery to have decaying graves ; when a newborn gains a random trait from a random grave, that grave is removed and the spot can be used again. It can be placed inside or outside a dome, for ease of use.
- Permissions and credits
- Mirrors
I will take it down should Haemimont Games wishes so. I'm okay with them publishing it too.
This changes the cemetery to have decaying graves ; when a newborn gains a random trait from a random grave,
that grave is removed and the spot can be used again.
Tips :
If you get a notification about the cemetery being full it means your death rate is higher than your birth rate.
The reverse is true ; an empty cemetary means your colony has a very high birth rate.
You don't need to have a cemetery in each dome for the trait functionality.
Changes :
- Can be placed inside or outside a dome
- All positive traits are kept upon a colonist death, not the rarest
- One trait is choosen at random from a random grave when a colonist is born
- The grave is removed
- You can see the speciality, age, origin and positive traits of the colonist from its grave tooltip
Previous mod:
- Delete any cemetery before using this mod and save.
The objects are not the same and won't load (different classes) ; you'll get an indestructible and broken cemetery.
Adds a new building - Cemetery.
Penalties suffered by colonists' deaths are reduced while there is a cemetery built.
Newborn colonists gain positive traits from burried colonists.
Installation :
Put the mod folder Cemetery in %appdata%\Surviving Mars\mods
Credit to Haemimont Games.
Original work : https://steamcommunity.com/sharedfiles/filedetails/?id=1331635841