Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

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Fudgewaffe Outposts
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File Size
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3.307 MB
7 May, 2023 @ 9:58am
14 May, 2023 @ 12:17am
4 Change Notes ( view )

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Fudgewaffe Outposts

Description
(Outpost DLC compatible version of the FudgeWaffe mod.)

An additional content mod. Adds various new research, items and objects. Mainly on the end of the research tree.


Examples of added content:
Automated farms
Water pumps
Solar panels
Higher tier rituals
New research tree (for spending excess research points)
Higher tiers of some items


Electricity:
Instead of wood as fuel, recipes now use electricity.
Early on, the only means of generating electricity is a wood burning generator. (Basically, converts wood to energy 1:1)
You will need to stockpile some scrap to get it. Survivors will auto fuel it. If you run out of wood they will stop auto-fueling it. Tell them at least once manually and they will start again.


If you are having trouble keeping up with electric generation, I suggest not making bread. As in vanilla, it is a major consumer of fuel (wood, which is now electricty).

Mid game, you gain access to a distillery that can make Hydrocarbon fuel, powering a generator. This mainly uses wheat, so you need some decent farming.

Later on, getting a solar panel or two up will let you generate a small steady income of electricity that needs no further work. 8 solar panels can supply a relatively energy hungry base.


Mana:
Once you research Arcane Rituals, you gain access to build mana stones, which have continuous mana chant rituals. It will not only keep your ritualists busy, but late game it becomes an important resource.


High tech items:
Some late game items are required to make the advanced workbench, which is needed to make those items.

Meaning you will have to go scavenge the first few of them in order to start making more on your own.

I suggest getting an advanced workbench with your first few high tech items, so that you can become self sufficient once you have the technology.
But should be sufficient scavenge around that you can get away for quite some time with not making your own.

Sidenote: The high tech items are time consuming to make. Scavenging them is always good.


Other recommended mods:
I suggest playing with the Fudgewaffe and submods collection all enabled.

I also suggest playing with the Bigger Colonies mod (the one that makes your base 80x80 tiles).


Known issues:
Many placeholder graphics. Need help from an artist.

There is no 'upgrade building' option in modding. So higher tiers of the altars will clutter up the build menu. Sorry.

If you are not using the rescaled needs mod, then automated farms will produce much slower than normal farms. (They are configured as if you are using that mod).


Feedback:
Feedback would be greatly appreciated.
7 Comments
Walayimuna 20 May @ 4:57pm 
It's working for me.
Man with no name 20 Oct, 2024 @ 1:53pm 
Does this mod still work? Got back on this game after a very lengthy hiatus and I cannot generate electricity despite building a wood burning generator after researching it. Can't craft boards so can't progress any further with this mod.
Waladil 13 May, 2023 @ 9:06am 
Thank you for the seed requirement removal! While interesting, it made the early game much harder because you simply couldn't find the seeds early on. If there was a low-tech way to make seeds from farm produce (because it's really not that hard to harvest seeds) or they were just generally easier drops to get, I think it'd be a good mechanic even for base game.

As it stands, they were just a little too rare, and put a huge restriction on the number of people you could rescue early.
uberwaffe  [author] 11 May, 2023 @ 7:07am 
Updated to remove seed requirement from farms.
uberwaffe  [author] 11 May, 2023 @ 5:14am 
Seeds are available via scavenge or trade. But I'll remove the requirement.
Chloe 9 May, 2023 @ 6:11am 
thanks for updating this, previous version caused crashes, but I have to echo the previous commenter, all farms including basic ones now require seeds, which are not an item in the non-desert version.
RoyalFox 9 May, 2023 @ 5:31am 
You're requiring seeds to build farms even when the desert map isn't being used. This completely breaks the game.