[Starsector Mods][0.95.1a] Grand.Colonies 1.0.d – More Building Slots



Save compatible with any prior version.

Pairs well with


This mod adds a second page to the colony screen, allowing you to build another 12 buildings on a colony.
Switch the Building page by pressing Q.
With the base settings, there is a 10% compounding upkeep penalty for every structure above 12 – this can be adjusted or disabled, check the FAQ.

To install the mod, simply download the .zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher.

This is safe to add to ongoing games, and it will break saves if removed.


There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Terraforming and Station Construction.


Spoiler: click to expand
Images – Colony pages


Spoiler: click to expand
Images – Conditions



Spoiler: click to expand
FAQ

How does this work?
When pressing Q (or whatever button you specified in settings.json), while docked at a colony, this will hide the buildings on the current page and “switch” to the second page.

Do my buildings vanish?
No, they are still there, just invisible.

What does “Cramped Infrastructure” do?
If you build more than 12 buildings in a colony, you will get an upkeep penalty. “Cramped Infrastructure” is the condition that tells you how much it is. Penalty applies to the total upkeep paid in the colony. This can be disabled or changed in the settings.

How does that penalty calculate?
Penalty ^ Amount of Buildings over the limit (example: penalty 10%, 5 buildings over the limit, 1.1^5 = 1.61, which is 61% more upkeep)

I can’t toggle when remotely accessing the colony?
Yes, this is a vanilla limitation that I can not fix. Sorry, you can only access to the second page when docking at the colony.

Can you add a third page?
Not without a full re-write of the mod, and truthfully, two pages is more than enough for almost all users – so, no.

How do I change the toggle button?
Go to Grand.Coloniesdataconfigsettings.json and change the key, it’s self explanatory.

How do I disable the penalty?
Go to Grand.Coloniesdataconfigsettings.json and change GrandColonies_AddPenalty to “false”. Do note that I personally found the penalty feature rather interesting, since it makes you re-think your placements on high hazard planets.

The icon turned into a small warning sign and pressing Q doesn’t do anything.
You can not toggle between pages in when not docked at the colony. This is a vanilla limitation and I can’t fix it, sorry!

The icon turned into a burning yellow warning sign! What!?
It does that if you can’t toggle anymore because all the windows are filled with stuff that can’t be hidden. Usually, it will go back to normal if you let the buildings be built, but if it does it while you have nothing in the build queue, please report it here.

A building keeps showing up on both tabs?
This can happen if the building does not use the latest vanilla code for the “isHidden” method. Report it to the mod author and tell them to update their industries to the latest API implementation.

Spoiler: click to expand
Change Log
1.0.d
  • Adjusted – Mod info for new version

1.0.c
  • Added – Indicator showing if page toggle is possible
  • Adjusted – now also toggles the page if “Q” is pressed instead of “q”

1.0.b
  • Fixed – No longer crashes if a market is abandoned
  • Fixed – No longer crashes if a market is founded, changed, then transferred

1.0.a
  • Added – Initial Release



Ask before using my code. Do not reuse or modify my images – see attribution!

Oh very cool. Nicely done!

Just wanted to say, this is exactly what i need! Thanks for making this mod.
Wish you luck and good day, Sir!

Will this support Boggleds terraforming and Industries? their updated too 0.95, but idk if they, as you say in the FAQ, use the latest API implementation.

Will this support Boggleds terraforming and Industries? their updated too 0.95, but idk if they, as you say in the FAQ, use the latest API implementation.

I did not test it, but it probably will. It does support Industrial Evolution, even without update.


YAAAAAAAAAAAAAAAAAAAAAAAY THAAAAAAAAAANK YOOOOOUUUUU

This looks interesting. Perhaps as an alternative to the compounding upkeep, there can be yet another building or option that lets you reroute some production to support the colony’s dense infrastructure? Like a universal -1 to all production for every 4 structures added. (EDIT: starting with building 13)

Also – for those that choose to fiddle with settings that still allow colonies to get up to 10 pop, the increase in population could also offset the personnel shortage and reduce the upkeep by 1 or 2 for every level increase. So at 7 pop, building 17 would be ^3 rather than the 6 pop ^5.

It might be beyond the scope of what you intended, and money isn’t usually an issue later, but it just got me thinking and I thought I would share. Thanks for the mod! Definitely gonna try it out.


Ooh, this is a very neat and useful mod! I guess it’s time to watch other factions invade my worlds with a planetary shield, heavy batteries, and high command, all improved and have alpha cores.

welp guess i don’t have to make it now

is this compatble with butter colony?

Thanks!

This looks interesting. Perhaps as an alternative to the compounding upkeep, there can be yet another building or option that lets you reroute some production to support the colony’s dense infrastructure? Like a universal -1 to all production for every 4 structures added. (EDIT: starting with building 13)

Also – for those that choose to fiddle with settings that still allow colonies to get up to 10 pop, the increase in population could also offset the personnel shortage and reduce the upkeep by 1 or 2 for every level increase. So at 7 pop, building 17 would be ^3 rather than the 6 pop ^5.

It might be beyond the scope of what you intended, and money isn’t usually an issue later, but it just got me thinking and I thought I would share. Thanks for the mod! Definitely gonna try it out.

Will add a scaling option. Not a fan personally, since it should be the other way around (colonies make more money they larger they are, thus, gameplaywise, the mod should add more penalties the larger the colony is to balance that out).

is this compatble with butter colony?

Got any bread?


OMG… SOMEONE’S FINALLY DONE IT!!!!

(Btw is there anyway to have a 3rd or 4th panel? I wanna try and see how many industries I can fit in one planet with mods like Industrial Evo, DIY Planet, and Terraforming platforms)


yes! i was hoping for something like this ever since i installed console commands to make a super colony with all the buildings. Let me just second the request of Michihiri for more than one page so that i can view everything.

thank you for making this!


Third page – maybe in the future, once I know how stable 2 pages are and if there are any issues with gameplay.

For now, it’ll stay at two

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