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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.
I've built plenty of those and after a long time and around 300 something population I am just always full of items that I am not using and accumulating far to much of.
 
I've built plenty of those and after a long time and around 300 something population I am just always full of items that I am not using and accumulating far to much of.

The issue is simply you are getting all the items from the mod but there are items you don't wish to get as the mod creates 10 of everything every 5 minutes. After awhile you end up running out of room for all the items you get from the mod that are not used, am I correct?

If this is the issue then sadly all you can do is pause the production of the mod or keep making more gen storage / stockpiles. The issue is with the limited options that the mods can use there isn't really a way to pick and choose unless you use other buildings. The issue with having more then 1 building mod running, currently, is when you restart a game one of the mods get over-written so you lose out. I'm pretty sure that is why he did the mod this way so it's an all in one type thing until mods are able to be created with more options to them and not get over-written by other mods.

I hope this makes sense as I'm horrible at trying to explain things sometimes.
 
@Mishtif, your explanation is perfect.

@Soviet Lord, you'd be better off downloading and editing the mod yourself, I think. You can fork it from github (need an account) or download a zip version.
I'm not keen to maintain separate versions for every variation anybody would want. Upkeep for future patches would turn out to be a nightmare. I hoped I copied all the necessary files as the modtool supplied to edit and build a version per your own requirements. If you encounter issues editing and building your own version, just ask here.
 
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.
That would be nice - I like the mod, but sometimes I only need specific items (like electronic parts for a broken solar panel...). Maybe a future update?
 
Based on various feedback, I've tweaked the output values.
Have also learned more about the Recipe and Storage feature in the modtool and have incorporated these in the updated version. Still have not yet learned why the production keeps getting halted. I suspect it is due to non-availability of workers. But without knowing how to set the Worker slots, I have no way of confirming.

The changes are updated in the Resource Factory mod page. Too much hassle to resize the images however.
  • Construction Cost: Metal 2 units (reduced from 10)
  • Demolished returns: Metal 2 units (reduced from 25), Plastic 5 units (unchanged)
  • Synthesize Medicine for producing Medicine group
    • Input: Medicine 1
    • Output: 2 each of Antibiotics, Iodine & Medicine
    • sta-medicine-group.png
  • Catch Fish for producing Raw group
    • Input: Fish 1
    • Output: 5 each of Concrete, Debris, Fiber, Firewood, Metal & Trash
    • sta-raw-resources-group.png
  • Grow Corn for producing Refine Group
    • Input: Corn 1
    • Output: 5 each of Component, Electronics, Parts, Plank, Plastic & Wood
    • sta-refined-resources-group.png
  • Use Clothes and Tools for producing End Products group
    • Input: Fiber 1, Metal 1
    • Output: 5 each of Clothes & Tools
    • sta-end-product-group.png
  • Built-in storage
    sta-resource-factory-with-storage.png
    General Storage no longer required
  • Reduced Production time from 300 to 60
Note that I have taken out all the translations in the localization file as the changes would be ongoing, at least while I'm learning the modtool.
Please do comment and provide feedback on the changes - good, bad, pointless?
 
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I'll DL the updated version right after this. My colonists have been utterly dependent on this mode for building and repairs because I have failed to garner enough resources in the world map or via salvage on the colony map. You have alleviated my frustrations that occurred in the first few test games. I am looking forward to updates that hone the game even more. Manby thanks for your efforts on our collective behalf.
 
Ellacharmed - Thanks for your mods. Is it possible to increase the internal warehouse of buildings from the mod? Thus unloading the main warehouses in the game. Because the warehouses fill up too quickly, they made a small volume in the game, it would not be bad to make the warehouses volume like the central gates. Tech is not clear why to produce an element (electronics), is it used somewhere in the game? You can replace it with some other.
 
hello @ellacharmed! thanks for mod! ive tried the update and noticed something about it. the storage capacity of it is really low and when it gets full right away it stops production even though I have a general storage available. Then if you build another resource factory, the workers will transfer the items from the old one to the new one, making the new one stop the production right away and the old factory resume productions but stop again once its full. can you please check on that?? thanks!

Edit: ok somehow it fixed itself as soon as I built like 3 more general storage
 
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I'm happy to learn after the Colony 1 stream earlier that this mod might become redundant and obsolete after this Thursday. We're getting resource extractors! :D

But for those who still want to use this mod, I'll keep updating it with the changes the patch would introduce. And I'll figure out how to upload specific variations to github releases soon (once I figure that feature out). I've been editing and testing versions v0.3.1 and now am already at v0.3.3. I'll upload all these small variations to github and maybe release a version to Paradox Mods page after Thursday after checking what is affected by the next patch.
 
An update on the impact of the 1.1.0.5107 patch - don't use this mod. I'm getting the running-in-place bug. And since I have no idea how the Devs fixed this issue, I'm at a lost on what to do next.

My 1.0.3 Saves loaded fine; 1 of them (easy mode) converted from version 46 to 49 just fine. The other difficulty modes didn't survive the conversion.
The Save on easy mode seems to run without any bugs. But I get the running-in-place bug in my 1.0.3 Save on hard mode almost immediately. Any modded new games started post-patch also manifests this running-in-place bug immediately upon placing the factory. And mod-free post-patch New games did not manifest the bug.
I've messed about with the settings in the modtool that have any mentions of a door use, since the patch dropped yesterday, but nothing works.

I'm waiting to hear back from someone I reached out to.