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But mainly decided against it as
- initially we cannot overproduce Food due to not enough workers and raw resources
- still need to stay within the Colonists' preference to only walk so far before they drop tasks or crates. And there's only so many Housing and Workplaces to fit within this perimeter.
So, I weigh the effort (of ripping and re-texturing the original building) against the advantages the building would provide and decided it was not worth my time.
I'll make a note of the request for the future, if I ever return to modding this game though. No promises!
Did you read the Troubleshooting section above?
I still don't know how to create my own buildings, however. As that requires a deeper dive into Blender 3D than I have time for at that time (and even now). My priorities has changed.
- Overview box, and
- Change notes
If that is the current version, then yes.
via "manual" install method.
This was the method before game was released on Steam and the Workshop became available.
If your game is on the Epic platform, the "MANUAL" method is the way to get mods (previously). The SUBSCRIBE method on the mods.paradox platform is wonky as well. But it is more reliable these days. Using MANUAL method would work no matter what.
If your game is on the Steam platform, use the SUBSCRIBE method. Do not use the "MANUAL" way if already SUBSCRIBEd, ie don't mix and match.
Choose ONE method ONLY.
So my advice to others as well is not do Subscribe and Unsubscribe and then Subscribe again. Let the Unsubscribe be registered and recognized first...
[code]\Program Files (x86)\Steam\steamapps\workshop\content\684450[/code]
I didn't think it is possible to Subscribe twice, unless your system has two separate Steam accounts somehow. Or, that you had done a manual mod install from my blog's page or somewhere else, then the mods are in the Documents path next to the SaveGames folder.
And the conflict arise because game is reading mods from both places now.
Glad that you managed to solve it, anyhow. Happy gaming!
Looks like the game is not very friendly with Steam Workshop. I will now try to turn on your other mod.
The AssetBundle 'resourcefactory.mod' can't be loaded because another AssetBundle with the same files is already loaded.
The link to logfile and save file posted on the forum at your link
Or after Quitting and restarting game again?
Endless Download? Of what? Or, do you mean endless loading?
I need the log too.
You can attach it to a post in the linked thread, if your link cannot be included in these Comments section; hopefully this URL is ok...
https://forum.paradoxplaza.com/forum/threads/mod-ellacharmeds-resource-factory.1272140/page-7
Or, can send via the Discord #modding channel (link in subreddit r/survivingtheaftermath/ )
Or, you can email it to me ellacharmed at gmail dot com (last resort)
2.yes
3. 1.25.0.2775
4.
4.1 start new game
4.2 save game
4.3 load game
Result: Endless Download
{LINK REMOVED}https://drive.google.com/file/d/1Cs5qai5flSk3xNuwjo_0rvSaqFFQtTJO/view?usp=share_link
Please and thank you...
I can't do anything to help you with that 2-sentence report.
Not sure about buggy there, just a logic:
how you can "ask" about new quest from someone, if u not finish first one?
Btw, i just easy boost the Rep. with trading only.
And only after i'm finish in my colony all main resources begin to continue Quest from Community=) It's help me in first 10-15 day's
However, if u know about it, i just not help with this advice, but i'm tried)
Yes, i know this buggy way )
This is a partial solution as you will not be able to progress further with this society.
But it helps when your community is still weak and unable to meet other people's demands.
I find a way, because the same - hate this fast timing with quest from Communities!
Just complete any quest, but don't hand it over = don't get rewarded for it.
This freeze the appearance of new quests from this community.
(just not push Complite the Quest)
Nope, have only from mod - MegaStockpile,
plus another original type - General Storage.
Unfortunately, that save file has already been deleted, so I started a new game three times, just testing your 3 mods
In general, I was satisfied with your work. And as soon as this error appears again, I will definitely save and mark you on the Paradox forum
you can use the DebugMode mod to add 1000 Science Points at a time, under the Tech Tree button. It has been updated too.
Or, do you mean to create Science Points passively like the Outposts? Not planned, and I'm not sure I have the bandwidth at this time to research that. I'll put it on the wishlist of mods / features to experiment with in the future, nonetheless.
sorry that happened in your game, but the limitations were stated up front in the Description. Short of setting Steam client in offline mode, before you play this game, I don't know what else I can control from my side.
@Kroll,
Do you have the game's original Stockpile and the MegaStockpile or just the MegaStockpile placed?
Can you send me the save and player.log files? Paths provided above.
Just zip them up, post to a filesharing site, and you can DM me the URL, or if you don't mind, can also post the link here in comments.
If you have a ParadoxForum account, can also attach it in a thread there in the Aftermath forums and @ mention me.
Only when your Specialist tryid to delivery smth exactly to this Mega Stockpile,
and ull try to delete it - game crashed
The save from 3 days ago is not a modded Save for 1.25 version? What are you expecting here?
If you had a Save from a mod made for the old gameversion 1.22, then you need to start a NEW game to use mod released today. Stated all in explanation above.
i tried to repeat after load - it's ok, deleted without problem
Just a qyestion, need a new game or will work save file?
Where was stay this old mod
It is now compatible with patch 1.25.x only (alongside Rebirth DLC).
I tested a few playthroughs - 100%, 200% and 255% difficulties - about half way through a complete game; ie I didn't reach the complete Bunker phase.
Please test and let me know if there are issues.
I'll have to play vanilla for some difficulty levels and scenarios and see how to tackle this.
As I said, it's tricky as some like it to be fast and some does not want it too fast. So our definition of fast totally varies, right? There's no pleasing 100% of players 100% of the time.
And then too, if the production rate affects those with all 3 DLCs , or a combo, or none; in the same way or totally skews it way overboard under/over the rate that was intended. Testing is gonna suck!
I Don't wanna make 1000 per 1 min, just to wait to 10 smth with 3-5 day's, real to long for me, and will hope in one time you will fix it^^
P.s.
Your mod 1 from 100 who still worked after thousands update, and that's freakimg awesome!
Cheers!
So, yes, the production timings will need to be tweaked (again).
But I don't want to make manufacturing too fast as to make the game's actual Producer buildings obsolete. My intention was to supplement, not replace them.
I just don't want to make the mod too "cheaty". It is to overcome the out-of-balance production speed against all the calamities, no matter the difficulty settings. So achieving this balance is difficult. But ultimately, how you play is up to you. Which is why this mod exists.
So, I'll see what I can do...
If it possible somehow to make factory building mage them stuff faster?
On this moment that real to slow and decond one worker bust just a little=(
Btw, awasome mod and Thx for your woкk!^^
With my check work only second one - winter
I'm thinking...not available in Scenarios, as there's a preset of buildings being disabled. It wouldn't be true to the spirit of the Challenge.