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Hi all.
in view of the feedback that we don't have enough resources for those who play the long game (Day 200 and beyond), I'm polling the community on what you think the ideal numbers are for below recipes of items. Bear in mind the different variables as below, and asuming we're at Day 175 and beyond, think of the areas left unexplored and resources left to mine, collect, etc.
  • soil conditions for farming (when using fields) in each difficulty levels
  • resources available in each difficulty levels
  • resources in colony
  • resources in world map
  • resources from random events
  • resources from trading
What do you think of the values set in the upcoming version? how would you tweak it?
Code:
1. Recipe group: Medicine

    Input: Medicine 1
    Output: 2 each of Antibiotics, Iodine & Medicine

2. Recipe group: Raw building resources

    Input: ---
    Output: 5 each of Concrete, Plastic, Plank, Fiber, Scrap and 10 of Metal

3. Recipe group: Refine Now building resources

    Input: 1 each of Metal, Scrap, Plastic, Plank
    Output: 10 each of Component, Parts,  Firewood

4. Recipe group: Refine Later building resources

    Input: 1 each of Plastic, Parts, Metal, Scrap
    Output: 5 each of Electronics, Funbox

5. Recipe group: End products

    Input: 1 each of Fiber, Metal, Scrap
    Output: 5 each of Clothes & Tools

6. Recipe group: Food

    Input: ---
    Output: 75 each of Soybean, Wheat, Mixed Meals, Insect Meals

older version
Code:
1. Recipe group: Medicine

    Input: Medicine 1
    Output: 2 each of Antibiotics, Iodine & Medicine

2. Recipe group: Raw building resources

    Input: Fish 1
    Output: 5 each of Concrete, Debris, Fiber, Firewood, Metal & Trash

3. Recipe group: Refined building resources

    Input: Corn 1
    Output: 5 each of Component, Electronics, Parts, Plank, Plastic & Wood

4. Recipe group: End products

    Input: Fiber 1, Metal 1
    Output: 5 each of Clothes & Tools
 
because the only resource that you have infinite, in long term its the products that came from "fields" and greenhouses, and also water, maybe you can modify the mod to get all other resources, like metal,concrete, and all the high end to use the imput as : wood ( also an infinite resource ) water and crops
ofcourse, a good ratio will be good, maybe for 50-100 crops to get 5 metal and 5 concrete or something like this
PS : can't wait until you release, i end up so manny saves because i have no more resources, nowhere to find them, and have to start again
 
I'm still testing, and tweaking the values for beyond day 200, on the different levels. And I don't have a lot of time to game to get to day 200 in 3 difficulty levels, so this is gonna take some time. I wish the devs would have responded to other's query about starting the game with certain starting values to facilitate us modders in our testing scenarios without having to play the long game.

Also awaiting news on the next update as I don't want to release it like on the eve of an update release and then have to re-work it because some game feature thing was updated. I won't be able to update the mod in that timely manner, in that kind of game patches timeline to suit others' timetables.

Sorry for messing up your schedule.
 
I wish the devs would have responded to other's query about starting the game with certain starting values to facilitate us modders in our testing scenarios without having to play the long game.
Mebbe some kinda of God Mode for testers? I must admit, when I was trying to update the Wiki with some of the late game stuff and they release a patch that needs me to start all over again with new content.
 
OK guys, I'm throwing in the towel. I need your help.
I cannot keep up with the monthly update schedule to thoroughly test my mods before the next update is released. And now with the timed component of the Tech Tree, this is even worse.
So I've uploaded the mod file to the github repo. Only after I've deemed enough people have feedback on its status - values working/not working in late game, too hard, too easy/cheaty - would I consider uploading it to the Paradox Mods page for the masses.

And I cannot hand-hold everyone, so help test if you know how and where to place the mod files manually. Some of the findings in my old blog post is now outdated information; but the how-to bits still applies. https://ellacharmed.wordpress.com/2019/11/04/how-to-use-mods-in-surviving-the-aftermath/

I've also uploaded the updated FishFactory if anyone is interested in that. I build the FishFactory to test the issue of mods being overwritten in game if they use the same mesh. Seems the devs have fixed this too.

Although, a word of warning - please do mod responsibly. By which I mean, if you want to report bugs to the devs, please do play on unmodded vanilla games.

I suppose it goes without saying
You NEED to be patched to version 1.4.0.5654 to use these mods.
FishFactory - https://github.com/ellacharmed/StA-FishFactory/releases/tag/v1.4.0.5654
ResourceFactory - https://github.com/ellacharmed/STA-ResourceFactory/releases/download/v0.3.5/resourcefactory.mod

Annotation 2020-02-07 234304.jpg
 
What difficulty level did you start the new game with? Let me try if I can replicate in the same settings, but I doubt it is that.
You could also delete the mods_registry.json in \Documents\Paradox Interactive\Surviving the Aftermath

You're patched up to date, yes? Can I see image of the main screen showing the patch number?
 
I don't know how else to troubleshoot for you, sorry. Removing the json file has no effect?

I suppose you could try with individual mod files in at a time, and in another test have all 3 of the mods (Windfall, Fish & Resource) in at the same time. Or any other combinations you'd care to try and test with.

Oh! Could you post the output_log txt? Let's see if the game recognize the .mod file. Maybe it is corrupted during download. Then easy remedy of re-downloading it . :)

output_log.txt is located at
Code:
%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\
 
Last edited:
Mod updated.

changes:
  • modtool was updated following patch 1.5.0.5857,
  • add more recipes,
  • set input and output to different resources due to a bug in modtool(?) issue#7,
  • cleaned up description texts issue#6

Please take not of known issues https://github.com/ellacharmed/STA-ResourceFactory/issues
Let me know if there are more.

I have encountered the running-bug again when I reload a modded Save game. But I think it is partly caused by using the debug cheat mod (both via Silva's mod file and directly editing the .dll file). I'd be interested to learn if any who don't use the Cheat mod encounter this stuck-colonists-running-bug? In some cases another event would unstuck them, while in other cases I waited for 5 game-days and it remains stubbornly stuck.
 
v0.3.6
Mod updated for patch 1.8.0.6839 Update 8 Tainted Earth

changes
  • Added recipes and storage for
    • Fuel and Oil from Expeditions update
    • Weapons from Hostile World update
    • 2nd Tier of Clothing and Tools from Tainted Earth update
  • Added recipes for single items for Metal, Component, Iodine
  • Added icons on building roof to distinguish Fish and Resource factories
  • Added proper icons in Mod list on Main Menu and Build menu in game
 
hi ella, great to see you back.

I only have your mod on and I just saved the game and left th game for the main menu for like 5 minutes. After loading back in this is what I get, any idea?

1592730818164.png



*edit* after rebooting the game and loading in, it works but it's become the running in spot issue after that.
 
Last edited:
https://github.com/ellacharmed/STA-ResourceFactory#known-issues
UNITY-engine-related: Cannot load a second Save game in same gameplay session, have to QUIT to Desktop first. One time mod-enablement per one session load of the game.
Once you "Exit to Main Menu", you cannot load another Save. This is a known limitation to modding Unity games.

And I'm not able to re-produce the stuck bug in my modded Save. But I'm reading that this bug is re-occuring for others on vanilla game as well.

Can you do another test with a modded NEW game, Quit and then reload this Save?