Surviving the Aftermath

Surviving the Aftermath

Debug Mode
73 Comments
Rappeldrache 29 Apr @ 4:08am 
I would really love to have ONLY the "Big school" oder the "Academy" tech (society benefit) .... I don't want them all. Somebody knows a way, please? :heartfull:
Yuki 31 Jan @ 6:00am 
What is the Society IDs? One of the debug options is Federation with the option to force an alliance but you need an ID for the specific society. I tried just using 1, 2 , 3 but that didn't work, might be a string of numbers per society. Any help would be appreciated.
lolic_lol 28 Jul, 2024 @ 7:04am 
Of course, this is not a request. I just asked, in case someone has already solved this problem.
lolic_lol 28 Jul, 2024 @ 7:00am 
No, nothing that complicated )
Actually, I was hoping for some simple solution.
In Debug Mode mod there is an option to unlock technology from a category by category name.
It seems all we need to do is find out the name of the category to which these hidden technologies (which the Societies provide) belong.
And these are definitely technologies, because the Unlock Hidden Techs button unlocks all embassies and Societies buildings.
ellacharmed  [author] 27 Jul, 2024 @ 11:42pm 
I think what you're asking for is to "jailbreak" the Society buildings that you can form alliances with? Without having to form said Alliances?

Yeah, not a trivial project.

As the modder has to research, trace and locate all the effects, sounds, animations, any other properties of said buildings, extract them from the game files, and then re-connect them in the modtool.

Compile the mod, test the mod until it matches the in-game Society buildings with no other side-effects. Also test with different permutations of
- base game + 1x other DLCs + 1x Alliance DLC or
- base game + 1x Alliance DLC only or
- base game + 1x Ultimate Edition.

Rinse and repeat for ALL Society Buildings reward. How many Society Buildings rewards do we have for the Alliances DLC?

Very effort-intensive and time-consuming!

And it does not help me pay my bills....
...for a game I'm no longer playing.

Hope you can get a modder interested.
lolic_lol 26 Jul, 2024 @ 7:09pm 
Unfortunately, it seems that modding for this game is dead. It doesn't seem like there is even one modder left.
lolic_lol 26 Jul, 2024 @ 7:05pm 
Yes, blight-related terraforming tech tree.
If you choose Unlock Hidden Tech in Debug Mode - you unlock all Societies techs (buildings included), but also unlock all techs from Bio Lab.
Which is not very good, since these technologies CAN be researched in the game. Unlike technologies provided by Societies that are not on the map.
I don't want to use cheats unless absolutely necessary.
ellacharmed  [author] 26 Jul, 2024 @ 4:52pm 
There's no new features in the official modtool for DLCs and new updates for Building Properties, I think? If you're referring to "terraforming" as the 2 blight buildings in the last DLC. (But I have not looked at it in about a year, so I might be recalling things wrongly.)



I've not dug into code to see if "terraforming" the land to reshape it i.e. add / remove lakes or land surface, is possible.
The mapseed is randomizing which PNG "terrain" we get from about a set of 9-15 static image files. (Not certain of the actual number.)



I've mentioned before of numbers. Are there still modders learning the codebase of this game to mod it? Out of the current pool of players?
lolic_lol 25 Jul, 2024 @ 4:04am 
As a result, no one has found a way to unlock Societies techs without unlocking terraforming techs?
ellacharmed  [author] 21 Jun, 2024 @ 12:13am 
I don't think this mod work in Scenarios, as that would totally make the point of the Scenarios moot if one can use Debug menu.

I can't recall if I ever tried, but I'm vaguely aware, knowing myself I would have tried and when it didn't work, my sentiments would be as my statement above. As that makes the most logical sense.

If one knows enough C#, the code can be edited to remove this "gated" feature, I would think.
DadBodLife 29 May, 2024 @ 9:43am 
Hey random question but anyone know how to make the debug menu work in the scenarios (the train and endless winter one)?
Mooselark 17 Apr, 2024 @ 3:31pm 
For some reason, I can open the cheat menu with F10, but cannot close it. It just stays open. Is there any way I can fix this?
AbyssHawke 12 Feb, 2024 @ 9:50am 
I already checked your Google Sheet on this but sadly I too couldn't really comprehend it :/
ellacharmed  [author] 12 Feb, 2024 @ 6:06am 
I'm not sure. Haven't looked into that. I'm still unclear how the societies are "spawned", and whether the RNG of Society IDs is tied to a map seed or some other combination of things.

You can see and experiment yourself, if there's ways to do it and then report any findings to the Discussions section?
AbyssHawke 11 Feb, 2024 @ 5:44am 
Can we add societies to World Map with this?
ellacharmed  [author] 16 Dec, 2023 @ 8:20pm 
I hear ya. It's the one thing on the 3rd DLC that is most annoying.

I believe removing deposit(s) is an "all or nothing" sort of action.
Cannot remove a specific deposit-type, it would remove all deposits - resources (surface and including deep ones), pollution, blight samples, berries and hostiles. I might be wrong about the hostile animals. And I don't have access to my gaming PC at the moment to confirm.

My suggestion is, if you go this route then, you need my factories to indefinitely produce the resources.

I was looking into modding these deposits out and add more features for the DLCs with my factories, but life got in the way...
Black Jesus 12 Dec, 2023 @ 3:35pm 
I love this mod it is absolutely beautiful and very easy to use. I was wondering would it be possible to add the ability to delete certain deposits? I noticed blight nests are considered deposits and they're really the only thing I want to get rid of. I love terraforming and don't mind the special events but having mutated scorpions and horse flies attack you colony every 2-3 seconds is really annoying and the AI gets to the point where it breaks because it can't keep up with corpse removal.
lolic_lol 16 Oct, 2023 @ 5:18am 
Ok, if I find anything.
ellacharmed  [author] 16 Oct, 2023 @ 5:15am 
To see if can unlock one Technology, for a particular Building, at a time, I'd have to get back into game. That's gonna be awhile.

But I doubt it's possible.
Still, I have not really looked at the Debug menu for the DLCs, I don't know what's possible and what's not. So hope is eternal, eh?

If you find out anything from your own experimentations, share the tips!
lolic_lol 16 Oct, 2023 @ 4:29am 
Yeah, is it that simple? I will try, thanks.
ellacharmed  [author] 15 Oct, 2023 @ 8:58pm 
It is by Category Name - the Food, Resources, Community, etc etc.
Type it into a field in the Tech Tree and then iirc there's a button like "Unlock 1 category"
lolic_lol 15 Oct, 2023 @ 6:09am 
Where can I see the category numbers? Or just find out by brute force?
ellacharmed  [author] 15 Oct, 2023 @ 4:13am 
Yes, I think you can specify unlock by a category/branch. But I'm not sure if it works for New Alliance
lolic_lol 14 Oct, 2023 @ 9:37am 
Or at least unlock only the technologies that are obtained from embassies. Because they cannot be obtained in any other way, unlike other technologies.
lolic_lol 14 Oct, 2023 @ 9:33am 
Still the same question.
Is there any way to unlock only one technology? For example, a large hospital or a nuclear power plant. So as not to unlock all hidden technologies, in particular terraforming.
ellacharmed  [author] 18 Sep, 2023 @ 9:06pm 
Just had another thought.

@Disastrophi, If you'd rather not worry about certain conditions, then can disable that feature in one of the Toggles so that condition does not contribute to the colonists' Happiness rating. Because I can't think of a worst thing to do than having to constantly make the Happiness adjustments instead of enjoying gameplay.
ellacharmed  [author] 18 Sep, 2023 @ 8:24pm 
sorry, this statement didn't render correctly, I messed up the vbforum formatting, and there's no Edit

noticed value of Happiness at 85 ( | ha 85 | ) is about halfway mark on the vertical bar
ellacharmed  [author] 18 Sep, 2023 @ 8:20pm 
(exceeded char count, so split off)

I just loaded up the game to see what you're referring to re:Happiness, might need some playing around with values. Just off the bat, I think since we cannot set at per individual colonist level, the setting is set by 2 things:
- selection by condition, instead of Person
- select what value to change for all colonists with that condition

Difficulty then arises from translating what the game mean and what we see on screen. Turning on the "Person Debug UI" from Debug Toggles menu would help. So then need to click on "Detailed Info" to see the text below it in full since the info-panel is not resizable, nor draggable.
ellacharmed  [author] 18 Sep, 2023 @ 8:19pm 
I haven't played with the Happiness value, but I do realize few things from the code:
1. code usually uses fractions of 0-1, (noticed value of Happiness at 85 [ |ha 85| ] is about halfway mark on the vertical bar)
2. Some status rating are calculated from combination of all other status like Radiation level from Food, i.e all food has some amount of Radiation no matter what, so a colonist gets radiation just from walking and eating
3. based on (2), Happiness most likely is also a threshold value that is added up from the existence and absence of other conditions.
Disastrophi 23 Aug, 2023 @ 3:52pm 
@ellacharmed, great mod, thank you so much for your work!

Can you/someone please explain a few settings ?
I want to change happiness. In a new game, before building anything, I spawned a few people to test, hit F10 for debug, clicked the Persons button, changed dropdown near bottom of screen to Happiness, change ValueAmount from 1 to 1000, pressed Set Value.

The colonist's happy meter spikes to the max and then immediately goes back to where it was.
What am I doing wrong?

Do the delta happiness or duration values under Persons Advanced come into play for this?
Appreciate anybody who has time to answer but understand if you don't.
I searched for explanations but couldn't find any.
Kroll 20 Aug, 2023 @ 2:38pm 
Still working^^
lolic_lol 17 Jul, 2023 @ 4:52pm 
How long have you been using laptops? Usually on a laptop, to press F10, you need to press Fn + F10.
nubianv41 17 Jul, 2023 @ 12:59pm 
Is this cheat still working? I have followed the instructions for the cheat download and when it's time to hit F10, all I get is my laptop screen options notification box. Thx
lolic_lol 27 Apr, 2023 @ 1:11pm 
@ReaperGrimm, Yes, I know that I can get all these buildings through unlocking hidden techs, but that's the problem.
I don't want to unlock all the hidden tech, it's too cheaty. I just want to be able to get what you can't get otherwise. Everything that can be researched - I would like to research without cheats.
lolic_lol 27 Apr, 2023 @ 1:08pm 
Unfortunately, it is not possible to increase your reputation in Society that is not on the map, even knowing its ID. Thus, their embassies and bonuses cannot be obtained.
And yes, it's easy to find out the Society ID that sent the request. Just press Log Full/Active Queue, and list of request will be in clipboard, with SocietyId field.
DexVault 27 Apr, 2023 @ 1:06pm 
@lolic_lol their embassies can be obtain not the bonus, in the research tab you can unlock hidden tech, and this applies to your current terraform research meaning you can get all the upgrade, changing between 0 - 1 - 2 you can change survival/safty/industrial focus, and the reveal hidden unlocks the buildings of the embassies, you get nothing from them tho
ellacharmed  [author] 27 Apr, 2023 @ 9:41am 
The game's patch version number is on the main screen.

The triquetra flag is only in the Resource Factory mod. So if you enable Debug Mode without enabling Resource Factory, no triquetra flag.

If you want help in interpreting the Player.log, upload and share the link. Instructions (in full) are documented in Resource Factory workshop page.

Without that log file, not much I can help with for troubleshooting purposes.

Well, except one question - are you logged in with your Paradox account in
- PDX Launcher, and
- Game main screen ?
sapper377 26 Apr, 2023 @ 8:18pm 
so for some reason the Debug mod has not worked for me. when i press F10 it does not toggle the screen and and the triquetra flag does not show up in the visuals section when starting a new game. the factory resource mod works with no issues but not this one. how can i see the game patch number? i recently downloaded the game so im assuming it has the same game patch number? should i delete and re download the game again?
ellacharmed  [author] 24 Apr, 2023 @ 7:51pm 
Mapseed is only editable in Normal scenarios, during game selection options.

I've compiled the mapseeds and societies relationship in a shared Google Sheet in https://steamhost.cn/steamcommunity_com/app/684450/discussions/0/3819657908517679947/ when I play-tested the mods for 1.25 update.

Hope more players would help flesh it out...
DexVault 24 Apr, 2023 @ 1:44pm 
Ok so... i did this for science
here is the full list of Societies IDs (F10 - Federetion tab - TargetID) (reputation ammount it's bellow that box so you can change and increase the value)

Chemville - 27
Lushton - 15
Sageford - 14
Junktown - 17
Malltown - 2
Rackham - 30
Trinity - 22
Little Anvil - 28
Sin Town - 29
Omicron - 25
New Heaven - 19
Coalition - 26
Dead Creak - 11
Hospitalia - 12

And yes.... i remember a better way to find the rest using reveal map :lilimjoy: not even need specialist
DexVault 24 Apr, 2023 @ 1:13pm 
@ellacharmed sadly they are tied to map gen min of 3 max of 6 so to get each id i use the mod to try and chance the target value in the federation tab, try and error is what i used, to gain the others ids
i think the best way to get the rest is set bandits at min in world map, and fast explore on game settings for the specialist, and again when we found a societie try and error, i saw that games have seeds but i dont know where to put them to try to get the rest and after getting the 365 days im burned out to try again :sleepyjill:
ellacharmed  [author] 24 Apr, 2023 @ 7:14am 
@ReaperGrimm, thanks for sharing the Society IDs.
Does the game allow us to change Societies after the game loads? I thought they were kinda tied to the mapseed.

Does the DebugMode mod have a tab for us to input these IDs? Last I checked, I couldn't find out how. But I haven't really spend that much time researching on how to use the IDs like we could for the Specialists...
ellacharmed  [author] 24 Apr, 2023 @ 7:09am 
@sapper377, yes. They both work together. All 4 of my mods on Workshop work together, I use them all at the same time, all the time. As long as you're on the same game patch version number as stated on the mod page(s).

All mods are only activated on a New game however, you cannot introduce a mod in the middle of a playthrough. And a modded game cannot be made vanilla after the fact. So, if you've enabled Resource Factory when starting a New game and then decide to enable Debug mod in a different session for that Save, that won't work. Both mods have to be enabled before the New game is started.

One way to ensure the mods are enabled is to look for my avatar icon on the Visualize section of setting up a new game in the Flags. No triquetra flag, no mods enabled...
sapper377 23 Apr, 2023 @ 12:50pm 
can i use the Debug mod and the EllaCharmed's Resource Factory mod at the same time when starting a new game? the "EllaCharmed's Resource Factory" mod has given me no issues and works perfectly but when i subscribed to the "debug" mod and hit F10 to toggle the debug window in a new game it does not appear. Im gonna unsubscribe from the factory resource mod and just subscribe to the debug mod and see if that works.
DexVault 12 Apr, 2023 @ 8:29am 
today i started to search for some IDs
Chemvile -27
Lushton - 15
Sageford - 14
Rackham - 30
Sintown - 29
Omicron 25

and thats all the societies i have in my game so far (i need to start a new colony to find the new ones)
lolic_lol 11 Apr, 2023 @ 1:28pm 
Actually, good question. Is it possible to add an option to unlock ONLY all embassies in the mod? Without other hidden technologies that need to be discovered during the game.
lolic_lol 5 Apr, 2023 @ 9:07am 
Yes. Just unlock all hidden tech in Technology tab.
Anarcho-Christian 5 Apr, 2023 @ 9:06am 
Is it possible to unlock all buildings with this mod? Specifically, I want to build a city with all the unique Societies, but it's impossible to create a game with all the communities I need.
lolic_lol 1 Apr, 2023 @ 1:21pm 
How can I find the Society ID? Are they predefined for each type, or are they different each time?
lolic_lol 1 Apr, 2023 @ 12:22pm 
The problem is that with the Federation DLC installed, the game turns from a strategy into a race.
Requests from communities follow one after another, and the time to complete them is very limited. Your colony is already barely surviving, but you have no time to survive because the request timers are not waiting. The most hated part of the game.
If the communities would give more time to complete the request...