Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 8 9 [10]

Author Topic: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition  (Read 252735 times)

Lupin III.

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
« Reply #135 on: August 15, 2023, 08:15:05 AM »

Industrial Evolution and this mod are essential for every playthrough! Thank you!

Would it be possible to base the "cramped infrastructure" modifier on planet size? And by that I mean the size of the planet on the map, not the colony size. The "Terraforming and Station Construction" mod (also a must), does something like that with not allowing stations to be built around small planets, so a planet size seems to be at least somewhere in the game (I don't know why it isn't used anywhere in the base game).

Of course colony size itself could also influence the cramped infrastructure limit. Like going from 5 to 8 to 11 to 14 to 17 to 20 "slots" (on respective colony sizes 3 to 8) before the cramped infrastructure kicks in.

Combine the two:
Every planet has a base of 5 at colony size 3 and depending on planet size "slots" are added every time the colony grows.
A small planet adds one per colony size (5 base + 1 x 3 = 8 slots a colony size 6)
A medium planet adds two per colony size (5 base + 2 x 3 = 11 @ 6)
A large planet adds three per colony size (5 base + 3 x 3 = 14 @ 6)

Not only would that give planet size some use, but it would also make cryosleepers (together with the "Ashes of the Domain" mod) more valuable, as on a large planet grown to colony size 8 "cramped infrastructure" would only kick in after 20 buildings.

The numbers can of course be tweaked. And I don't know how planet sizes are represented in the game (e.g. if there are fixed sizes or they are continous), so maybe we can even have some in-betweens (like 2.5 slots per colony size, but rounded down).

I hope you consider the idea!
Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 756
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
« Reply #136 on: August 20, 2023, 07:37:34 AM »



Save Compatible


Pairs well with Industrial.Evolution


Massive performance improvements courtesy of Lukas04, and a fix for the vanishing specialized industries with IndEvo.

Change Log
2.0.c
  • Fixed - Massive performance improvements, removing any noticeable stutter
  • Fixed - Cross-mod issue with Specialized Industries from IndEvo, causing them to become invisible
[close]
Logged

Solidus667

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.c - More Building Slots - Scrollbar Edition
« Reply #137 on: August 21, 2023, 05:39:06 AM »



Save Compatible


Pairs well with Industrial.Evolution


Massive performance improvements courtesy of Lukas04, and a fix for the vanishing specialized industries with IndEvo.

Change Log
2.0.c
  • Fixed - Massive performance improvements, removing any noticeable stutter
  • Fixed - Cross-mod issue with Specialized Industries from IndEvo, causing them to become invisible
[close]

For some reason i cant get to download it. The download link just sends me to a error page.
Logged

Arazach

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
« Reply #138 on: September 08, 2023, 01:25:20 PM »

Latest versions breaks the build queue
u cannot swap the position of items in queue as the game think you clicked the last item
same problem with canceling i think (u can only give order to cancel the last item)
but if you give order to cancel it will cancel the first thing in queue
Logged

koko17

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
« Reply #139 on: September 30, 2023, 05:40:00 AM »

I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?
« Last Edit: September 30, 2023, 05:45:26 AM by koko17 »
Logged

Kadatherion

  • Lieutenant
  • **
  • Posts: 57
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
« Reply #140 on: September 30, 2023, 06:03:44 AM »

I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?

This mod adds no new structures. It only allows you to build more than 12 on a planet, by adding a scroll bar, and that's it. If you want actual new structures to play with, you'll want to look into this mod's much bigger brother, Industrial Evolution (for which it was basically made, given the 12 slots limit is fine in vanilla, but it feels cramped when you throw new modded industries and structures at it, like IndEvo does).
Logged

koko17

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Grand.Colonies 2.0.d - More Building Slots - Scrollbar Edition
« Reply #141 on: September 30, 2023, 06:56:03 AM »

I added the mod to an existing save but nothing happened, i dont see any new structures that i can build.
Same problem when i start a new game. Do i need to do anything to enable the mod?

Is this mod incompatible with Nex?

This mod adds no new structures. It only allows you to build more than 12 on a planet, by adding a scroll bar, and that's it. If you want actual new structures to play with, you'll want to look into this mod's much bigger brother, Industrial Evolution (for which it was basically made, given the 12 slots limit is fine in vanilla, but it feels cramped when you throw new modded industries and structures at it, like IndEvo does).

I see... I thought that the new structures were from this mod.
Thanks for clarifying :)
Logged
Pages: 1 ... 8 9 [10]