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ellacharmed

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Feb 10, 2015
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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:

  1. Do not use Subscribe! Click the drop-down arrow and select Manual Download instead
  2. Go to \Documents\Paradox Interactive\Surviving the Aftermath\ and create a Mods folder
  3. Place the downloaded .mod file into this Mods folder
  4. Start game
  5. Do not enable Mod in Launcher, enable in the Aftermath game screen by clicking MODS menu
  6. Click the mod you wish to use
  7. 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
 
Last edited:
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Tntdruid, for me it only showed up in a new game so I guess yeah.

Thanks so much Ella, now I can finally just have one mod in game that is not replaced by another every time I reload the game. Stuff you don't need a lot of really builds up with this mod, I have 3 general storage houses now xD
 
Really enjoy the mod just wish you could select what you wanted to produce. They fill up storage so fast because of every item being produced at once. Great mod so far, cant wait to see what else you make.
 
No mod in the ingame mod meny.
Try downloading manually and put it in your mods folder.



Just pause production when the storage is full. And resume when you need them again.
I think he means that you might still need more metal but your stocks are already full of meds and clothes so he would like to turn those off and only produce the item he needs.

Still great mod though, it's the early stages and this is the best alternative out there at the moment, at least for me. It does not take that much to build nor does it need anything I can't spare to produce.
 
I'm a total noob at mods. I have downloaded the mod, but have no idea how to add it to a mods folder, I cannot seem to locate that folder. Also, I cannot enable mods on the launch screen. Anyone have a step by step guide on how to setup a mod? Thanks in advance for you patience with me.
 
I'm a total noob at mods. I have downloaded the mod, but have no idea how to add it to a mods folder, I cannot seem to locate that folder. Also, I cannot enable mods on the launch screen. Anyone have a step by step guide on how to setup a mod? Thanks in advance for you patience with me.
I have just edited my initial post above. Update here if the instructions are still unclear or if you still cannot see the mod both in the Mods screen and in-game.
Unless you want to wait for the Wiki article that I'm also working on, which would have pictures and might be easier to follow.
 
What do you mean? Is the mod making every other resource but Cloth? Have you placed the General Storage?
No what happens is I will build like 6 general storage. They get full after like 20 of each item, eventually I just have tons of items I dont need and no space for ones I do. If I build new general storage it just fills it with items already made and again no cloths. I love the mod but wish I could select to produce just tools, cloths, metal and say concrete. Not all the other items as it takes up so much space in storage.
 
Wait, your General Storage cannot contain more than 20 quantities of any one item at any given time? That does not sound right. :(
What game version are you running?

As you can see in the attached, I have 50 Electronics and 37 Clothes, among other things. I do have 2 Stockpiles to keep the Carriers collecting stuff.
 

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Wait, your General Storage cannot contain more than 20 quantities of any one item at any given time? That does not sound right. :(
What game version are you running?

As you can see in the attached, I have 50 Electronics and 37 Clothes, among other things. I do have 2 Stockpiles to keep the Carriers collecting stuff.
No it's not just 20 of one item, sorry I made that sounds confusing. My storage will have 20 of each item, pills, iodine pills, tools, electronics, cloths and other items but just be full. So last night I had like 20 storage units but was so full of items I didn't need I wish I had more free space for the items I use. And I couldn't tell if the mod is still creating items even though I didn't have space.
 
Jimbob, it sounds like you are only using the warehouse and not the general storage facility. You gain that through advancing in the tech tree. General Storage hold much more than the warehouse.