StockAlert
Warns on low stock, supports consumer-based auto-adjustment, and highlights useful recipe buildings. Builder icons, worker queues, seasonal alerts.
About this mod Author’s original text
ATS-StockAlert
ATS-StockAlert is a BepInEx mod for Against the Storm that warns you when your stock of a good drops below its in-game global production limit.
What it does
Displays goods that have a production limit set in the Recipes menu, and shows their current/max stock in a compact, movable, hideable HUD anchored to the bottom-right or bottom-left corner.
Use HUD sort in the F8 settings window to choose Newest first (default) or Biggest deficit. Biggest deficit sorts by wanted stock minus current stock, not percentage; ties show the newest shortage first. The choice applies immediately and is saved between sessions.
Stock below production limit that cannot be produced further (after current in-progress productions), are now marked in red.
It can also optionally auto-adjust production limits for all goods you currently have a recipe for, based on the number of people consuming them and an adjustable multiplier.
It can also optionally auto-adjust the Purging Fire production limit in blight posts to the number of existing cysts plus one.
It can also optionally queue a chosen race for a worker slot by Ctrl+clicking a race portrait, so the slot auto-fills the next time it becomes empty and a matching free villager becomes available.
It can also optionally show how much of each insufficient ingredient is currently sitting in non-warehouse buildings in the ingredient selection wheel.
It can also optionally show the embarkation bonus cost range on the top-left and the current cost on the top-right, colored by where it falls in the possible range.
It can also optionally show estimated trade route profit as a percentage compared to selling the raw material inputs at the bottom of the production chain.
It can also optionally use higher-resolution shadow maps, more shadow cascades, and soft shadows to reduce blocky shadows.
It also shows a countdown badge on bottom-left event modifier icons when the modifier has a repeating time-based trigger, such as Friend or Foe.
It also shows alerts when timed orders have 1 minute and 30 seconds remaining, when a Hearth loses an upgrade level, and when a settlement save is loaded so you remember to check the mission objective.
It also changes the base-game top-left builder counter from available to available/needed, where needed is how many additional builders could immediately work on active construction sites. Deactivated construction sites and sites blocked by missing construction materials are not counted.
When assigning a villager to a building from the builders pool, it also preserves the game's normal builder choice formula but deprioritizes builders who are currently carrying goods. The base game scores eligible builders by break status plus distance to the target building, with lower scores picked first. Stock Alert adds a penalty to builders carrying goods and a small tie-breaker bonus for idle non-carrying builders, so a nearby builder hauling materials is less likely to drop their delivery when another suitable free builder is available.
Hovering an assigned worker slot or a race portrait in the worker selection wheel highlights the villager who is assigned or would be assigned with a bright ring at their feet and a vertical yellow column above them.
Holding Shift while the vanilla Alt worker overlay is open filters the overlay to the race currently selected at the cursor.
Clicking Hearth decoration upgrade requirements selects a matching decoration for construction: Park for Comfort, Garden for Aesthetics, and Marble Fountain for Harmony.
A settlement tile grid is shown while placing or moving a building.
When the Grazer/Forest Eater event is active, it can show the Grazer's currently chosen path with an arrow marking the next direction.
Hovering the bottom blightrot icon shows unlocked buildings that you currently have zero of, with building icons, excluding decorations, houses, warehouses, hearths, hydrants, roads, gathering posts, geysers, farm fields, mines,
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: