• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I started a new game with your mod, only thing I noticed wrong is that I have less than 1 line of stuff in it and it is on 100% full...
I did notice someone running in place for a while, but a restart fixed that so I just continued and didn't pay any further attention...
Guess I just take this mod out until you manage to find out what's wrong...
 
I forgot to mentioned another bug I got while using this mod after the patch 1.1.0 dropped was the Work Slots' unassign/reassign did not register at all. Sometimes closing the dialog box and re-clicking on the building registers and updates the previous unassign/reassign. But sometimes nothing. Which is why I started with the entry and work slots in my initial investigations.

So, unfortunately, still reporting no progress has been made in trying to fix this. Stay tuned....
 
I forgot to mentioned another bug I got while using this mod after the patch 1.1.0 dropped was the Work Slots' unassign/reassign did not register at all. Sometimes closing the dialog box and re-clicking on the building registers and updates the previous unassign/reassign. But sometimes nothing. Which is why I started with the entry and work slots in my initial investigations.
So, unfortunately, still reporting no progress has been made in trying to fix this. Stay tuned....

Hmmm, Yea, I noticed that I couldn't employ anyone at the building as there was no work slots, I just put it down to the lack of stuff you guys are given to work with...

I'm just letting it run, I haven't bombed it out of existence as it is still giving me resources.... ;) - Also when you go finally figure out what is happening and update the mod, it "should" mean that I don't have to start a new game as I already have it installed..

If ozgreg is where I think he is from (aussie) then just ignore him, most aussies are always demanding that things are done yesterday cause they know no better :p:D
 
Numerous saves have gotten corrupted when using this mod. I'm sorry but I'm deleting it :(
I started a completely new game, spend almost 8 hours on it and when I got back today it first showed me errors 'No more carriers' even though I had a village of 120 people, afterwards when I quit the game and loaded it without enabling the mod it gave me an empty town with nothing in it :(
 
have also had corrupt saves using the mod as well. for now I've just removed it from my mods folder, until a fix is found.
really like using it, but having to start over each time its used is a pain in the butt.:(
 
Did you guys missed my previous recommendation?
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.
.....
The last Colony Update introduced a new feature on Buildings - the Allowed Resources - and it messed up modded Buildings a tad. I cannot be sure if it is the cause of the running bug "using a door" issue, but mods usage at this time seems to encourage the running bug and to encourage it to occur sooner. I also cannot be sure if it is limited to just my mod or all mods at this time.
Annotation 2019-12-04 191609.jpg
I've been tweaking my mod with the existing modtool and the longest my game have lasted is 97 turns with 158 colonists before I got hit by the running bug. There's also a bug in my (unreleased) test version - the Stockpile's Allowed resources list keep getting reset with resources getting disabled.

As the running bug is also occurring in unmodded games, I'm not sure if the Devs have been able to troubleshoot and pinpoint the root cause of the issue.
I'm waiting for the release of the Outpost update and if we get further modding support to decide if this mod is going to be maintained for each new update or to just kill it.
 
just wish to check with the running in place bug that you mentioned being possibly caused by the update, are you able to access your world map/click on anything (like colonists and even the UI buttons) at all? cause my current save is having that and when I access the world map all i get is a black screen. Again just wanna check if you are getting the same thing as me or somehow i royally fucked the game beyond fucking
 

Attachments

  • Bug1.png
    Bug1.png
    480,4 KB · Views: 10
Sometimes, I'm able to force the game to reset the graphical issues by removing the ini file in \Documents\Paradox Interactive\Surviving the Aftermath. At the next game load, it would be force to re-render the screen in a different window size (I play on a smaller "Resolution=1600x900" Windowed mode for screenshots when documenting my modding & testing), thus the game is forced to load in fullscreen and higher resolution thus resetting some stuff.

And I believe the running bug has different root causes. Depending on the triggers, sometimes my Save can be reloaded after I Quit. Various things I've tried to get the colonists unstuck, with various degrees of success:
  • going to the world map or
  • wait for an event/catastrophe to trigger or
  • demolish that building, if just one colonist is stuck and you're able to pinpoint the building the colonist is reported to be stuck at "using a door" .
If the whole Colony is stuck running-in-place, then the game stops responding to commands and the world map becomes glitched. When this happens, I need to End task on the game process. Most usually this means the game has crashed and I'm not able to recover from those, the Save is toast.
 
OK, people, I'm gonna declare this mod as obsolete!
With the release of Update 2 - Outpost (patch version 1.2.0.5239), the resources are sustainable now. Kudos to IFS devs! :)

If you guys think it could be tweaked to have some other features related to Resources, do share your feedback.

I'm gonna go play the game and see if there are other annoyances to fix, in the meantime.
If you have some mod ideas, do drop me a line.

I think we need to remove the "mods_registry.json" file from \Documents. My above reported issue is after removing mods but with this file still there.

After I encountered that bug and was able to save and quit, I removed this json file, double-check Mods folder is empty and reloaded the buggy save. I'm now on Day 72, with 101 colonists. The balancing is good now, maybe too easy with the new Trade features. I've taken in all Survivor groups both with Specialists and without, and only issue is to figure out Food Production. Other than some massive deaths due to starvation, resources have been able to cope with new arrivals and disaster events. There's some new interesting Events, too!

Good job, devs!
 
Last edited:
Hello. I read all the comments and did not understand whether the mod will work after the new patch? I ask about this because I'm not sure that getting medicines or components will be so easy. I believe that there are few medicines on the world map again, and the researchers will bring an insufficient amount to the base. And with a developed base and a catastrophe that has begun, drugs are consumed at high speed. Therefore, I do not think your mod is out of date. And now a little about wishes. Is there any way to change the scenario for the arrival of new settlers? And it’s a little annoying that with the expansion of the base, groups of arriving settlers grow in arithmetic progression. I would like them to always come in small groups.
 
This mod will NOT work with patch 1.1.x onwards.
  • 1.1 introduced the new 'allowed resources' feature; if used, buggy behaviour manifests as follows (might be incomplete list as I stopped using after getting these)
    • running bug, stuck colonists (not root cause but a contributor, I believe, as this bug occurs in non-modded games as well)
    • unable to assign/unassign/reassign workers - click sometimes do not register
    • Stockpiles' allowed resources sometimes gets disabled
    • input quantity using output value instead, so resources never gets created (in my unreleased test version)
  • 1.2 introduced new mod file format, as per the Update 2: Outposts patch notes
    • updated new mod file format need new modtool (as yet unreleased to public)
    • impact not tested
As for Medicines, Parts, etc - build the Trade Center early on. It is easier to trade for Medicines now, rather than to gather only 4 quantities each turn (damn slow and mostly highly hazardous).
Components are plentiful in the World Map now, ready to be scavenged. Yes, with no hazards or bandits.

With patch 1.2.0, I'm able to complete the Tech Tree and build all Buildings on Hard mode (100% Difficulty) by Day 80, with 86 Colonists, 7 Specialists, 2 Trade Centers (fully staffed) and before exploring even 80% of the map. The outposts were a HUGE help! Once the devs incorporate healing in the outposts in future updates, they need to make the game have more depth and more things to do, else it becomes too easy and unchallenging. Also due to the fact, disasters have been toned down quite a bit, Survivors arrivals are in smaller groups now, and required construction resources reduced.

I've been experimenting with Events modding (more on that in separate thread), but the way Events modding work for now is we can add new events but as with Buildings modding, I have not yet figured out a way to change the game's default values.
 

Attachments

  • pingustan5239-done.mp4
    23,4 MB · Views: 9
Last edited:
I dont feel your mod to be totally obsolete even with the patch though, at the end of the day the resources generated from mines are still finite and eventually you will get to the point where you run out of metal and concrete which seem to be alot rarer from trading (from what i have seen plastic and planks are the most common resource) at some point even though it's 3k plus per deposit. I think because your mod makes it essentially infinite makes it different. My two cents anyway
 
Your feedback is well noted, guys.
Will have to wait and see until we get access to the new modtool, however.

My play-style is after I cleared all research on the Tech Tree and build all possible buildings, the Colony is 'done', there are no other challenges to meet or obstacles to overcome. There are no big arching goals left to achieve. But I acknowledge and understand that other players would want to play and keep growing their Colony beyond that point.

Or else, think of other challenges to play towards, like
- use and build on every square inch of the map
- play Bingo with Specialists and/or collect all Specialists (46 or more, based on game page)
- take in Specialists with unique specializations only; ie one Scout, one Fighter, one Scavenger, one Scientist, etc
- experience all Events at least once, with different outcomes (need to document all possible Events and their outcomes first though)
- try to survive with one Specialist and grow colony from births only
- survive to the next monthly update without encountering the running and colonists stuck apocalypse (yes, a new Disaster) :D

Ooh, I had fun thinking up these challenges!
 
Last edited:
I'm actually trying to do the build on almost full map scale thing.

and after many new games i finally managed to get a game with societies trading finite resources like metal, plastic, fiber, tools, clothes and parts finally, the only catch is i dont get any Components and I wiped the map clean of them, roughly 350ish in holding as of now. that eventually will run out though and according to my math in terms of metal usage, im currently at day 150+ with 5 metal deposits at around 2500/3000 left, so if i were to really drag this out i think i can make it to day 750+, i wanna see how long i can drag the day counter to pass 1000 days haha
 
Your feedback is well noted, guys.
Will have to wait and see until we get access to the new modtool, however.

Just wanted to thank you for all your work in creating these mods. I really appreciated the mod when I was starting with this game. I stopped using it once I had the gameplay mechanics figured out, but it sure helped me scale the learning curve.

I look forward to your continuing (and no doubt frustrating) quest to create and improve mods in the face of an ever-developing program.
Cheers!