Edited Apr 01, 2023:
Mod updated for patch 1.25.0 released on 2023-03-16 aka "Rebirth DLC" patch
my last post#132
click on my signature to be taken directly to mod page
I got tired of having to restart a new game when I cannot recover from a disaster because I've run out of resources; or the map runs out of resources before I could gain and research Science Points. So, until there's a sandbox version that allows us to learn our way around the game in a legitimate manner, here's a cheaty mod to help.
https://mods.paradoxplaza.com/mods/1485/Any
Feedback welcome. Please be kind, it is my first time
In using Unity and Github, I mean.
ETA
The translations were done via web translator tool, so if there are errors do let me know the correct versions and I'll revise it.
How to use mods in your game
ETA2: Full guide on my blog - How to use Mods in Surviving the Aftermath (seems that I need to ask for uploading privileges on the ParadoxWiki to add images, will look into that later.)
I'm working on a fully-fleshed out Wiki article, because I'm not going to answer the same questions 10,000 times every time I create content. So, the quick and dirty steps:
Current limitations
Sourcecode
https://github.com/ellacharmed/STA-ResourceFactory
Mod updated for patch 1.25.0 released on 2023-03-16 aka "Rebirth DLC" patch
my last post#132
click on my signature to be taken directly to mod page
I got tired of having to restart a new game when I cannot recover from a disaster because I've run out of resources; or the map runs out of resources before I could gain and research Science Points. So, until there's a sandbox version that allows us to learn our way around the game in a legitimate manner, here's a cheaty mod to help.
https://mods.paradoxplaza.com/mods/1485/Any
Feedback welcome. Please be kind, it is my first time
In using Unity and Github, I mean.
ETA
The translations were done via web translator tool, so if there are errors do let me know the correct versions and I'll revise it.
How to use mods in your game
ETA2: Full guide on my blog - How to use Mods in Surviving the Aftermath (seems that I need to ask for uploading privileges on the ParadoxWiki to add images, will look into that later.)
I'm working on a fully-fleshed out Wiki article, because I'm not going to answer the same questions 10,000 times every time I create content. So, the quick and dirty steps:
- Do not use Subscribe! Click the drop-down arrow and select Manual Download instead
- Go to \Documents\Paradox Interactive\Surviving the Aftermath\ and create a Mods folder
- Place the downloaded .mod file into this Mods folder
- Start game
- Do not enable Mod in Launcher, enable in the Aftermath game screen by clicking MODS menu
- Click the mod you wish to use
- Start a NEW game
Current limitations
- My skills and experience in using Unity and making 3D models.
- I've made the sourcecode public, if anyone wants to tweak it themselves. However I cannot edit the mod page. The mod page, although having an Edit button does not allow one to edit and Publish again as it tries to verify if one has accepted the EULA and then blocks the page save as the EULA already exists. DUH!
- The MODS user interface in the game has no scrollable panel, so we are limited to using 4 mods at a time
- The 4 mods you select cannot all use the same mesh if the mod is a building-type, ie my Resource Factory is not compatible with the Fish Factory or DrDaNkk's Material Factories Mod or any other future mods that use the same base mesh model as the one used in the modtool sample. Using the same mesh model results in all the buildings to revert to one upon next Save game reload
- I have not yet figured out what this is caused by - the ID# or some other hidden hook in the mod. I did however change my ID# to 121 versus the Fish Factory's ID#100, so that confirms it is not the ID# (I think)
- Due to the above limitations, this dictates the design of my mod and the reason why I dump all resources into one building and why I decided to exclude Food production as those are currently sustainable in the map
- my initial design was one building per resource - so you can potentially have a whole row of cloning factories and you can pick and choose which factory you want; but upon next game load they all reverted to the Plank Factory, which did not have the largest ID#. Maybe it's determined alphabetically? I had a Concrete Factory (ID#101), Metal Factory (ID#103) and a Plank Factory (ID#102).
- Cannot use a newly downloaded mod in a pre-existing SAVE game. Must always start a NEW game. I'm unsure how mods would work when new patches are released - if there is a versioning gatekeeper for instance. In my testing, as long as my mod has no significant changes and maintains the build number, my mod edits were applied retroactively in pre-existing Saves and within the same patch version.
Sourcecode
https://github.com/ellacharmed/STA-ResourceFactory
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