Alright, next version to test is here.
If you guys remember, the reason I did not publish the mod for 1.12.5 was because I could not figure out a way for it to work during Disasters (like the WinterStorm). So I finally figured it out. I would strongly suggest you use the Production Limit feature because we don't want to overwhelm the limited storage spaces at the beginning. Well. if you forgot to set that, can always trade away any excess.
Although something weird I noticed is that the production values is not reflected in the Production top bar for that item
The Factory models below were done by Iceflake when they updated the modtool for Steam in Feb 2021.
Resource Factory (purple checkered awning and the triquetra logo)
- factory now come with 4 flavors. All still using the same mesh model however. The idea was to have each have a secondary feature like producing heat, water and power but that didn't work out, so back to just the basics
- Basic : for the base resources
- Food : for food (located in Food menu, where else?)
- Pharma : for pharmaceuticals
- Manufacturing : for the products
- apart from Food, each item is a recipe by itself and Building is located in Resources menu
- all factories except for Manufacturing are "automated" (no worker slots) and need no input resources
- no Storage feature, so you'd need to place a Stockpile and Warehouse close by
- The FishRain Disaster+Event from the Fish Factory was removed as it caused a stuck-running-bug I have not been able to troubleshoot and fix
- no worker slot as the main feature of this mod is to help the workforce crunch when colonists die like fruit flies and due to the colonists cap, except for the Manufacturing one that requires Workers to transport the input resources and not Carriers.
- the input values are somewhat of a guesstimation from the game's production values (I've compiled into spreadsheet). a guesstimation because the mod does not show the second value produced per day - I don't know how or where to set that.
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- indestructible as some discrepancies I have not been able to troubleshoot and fix, since the repair thing works in Fish Factory
Fish Factory (orange checkered awning with the fish as per Iceflake's design)
- inputed some text into Localization.loc for missing DESC
- the energy requirements from the Fish Factory is still included and works in this buidling!
- The FishRain Disaster was removed (caused stuck-running-bug upon building placement), the Event feature was still OK
so please take note if you get stuck-running-bug, remove one mod from the folder, start New game with remaining mods and let me know which one you removed that was the catalyst to the stuck-running-bug and any action you had before, or if it is during a Disaster and another event or quest gets triggered that kicks of the stuckness.
To "uninstall" a mod, .mod file has to be removed totally from the folder as the game still reads it otherwise, even though it is not loaded (selected) at the Mod menu screen before starting a New game.
Awaiting your reports before I upload and publish to the mod page....have fun!