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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Grand.Colonies - More Building Slots - Scrollbar Edition  (Read 465141 times)

SirHartley

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I'd like to thank Lukas04 for his implementation of the scroll bar.


Save Compatible


Requires LazyLib
Requires LunaLib

Pairs well with Industrial.Evolution


Or support me on Ko-Fi



This mod allows you to build more buildings on a colony by adding a scroll bar to the "buildings" screen.
You can build more than 12 buildings by installing this mod. The Mod uncaps the amount of structures you can add to a planet. It does not not change the industry limits.

With the base settings, there is a 10% compounding upkeep penalty for every building 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.




How it works
You will notice no change until you build your 12th building. Once you add the 13th, a scrollbar will appear.



The amount you can add is not limited, but exceeding the vanilla limits comes with a penalty. This can be toggled off in the settings.

[close]
FAQ

How does this work?
The mod adds a scrollbar to the industry screen. When you get to the last row, it'll be available to scroll down. Simple as!

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)

How do I disable the penalty?
Edit the setting in the LunLib setting menu in-game. Set the penalty setting 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.
[close]
Changelog
Attribution / Acknowledgement
Lukas04    Made the scrollbar implementation, bringing the mod into the modern age.
float    Contributed fixes for some very complex problems.
[close]


Ask before using my code.
« Last Edit: May 18, 2025, 07:51:58 AM by SirHartley »
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Thaago

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #1 on: April 14, 2021, 03:26:40 PM »

Oh very cool. Nicely done!
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Kris

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #2 on: April 14, 2021, 03:30:08 PM »

Just wanted to say, this is exactly what i need! Thanks for making this mod.
Wish you luck and good day, Sir!
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123nick

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #3 on: April 14, 2021, 03:31:09 PM »

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.
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SirHartley

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #4 on: April 14, 2021, 03:34:14 PM »

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.
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Revontulet

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #5 on: April 14, 2021, 03:40:52 PM »

YAAAAAAAAAAAAAAAAAAAAAAAY THAAAAAAAAAANK YOOOOOUUUUU
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Jasticus

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #6 on: April 14, 2021, 03:43:07 PM »

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.
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Balefries

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #7 on: April 14, 2021, 05:39:39 PM »

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.
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ShpunkY

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #8 on: April 14, 2021, 06:20:56 PM »

welp guess i don't have to make it now
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Timid

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #9 on: April 14, 2021, 10:27:32 PM »

is this compatble with butter colony?

Chairman Suryasari

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #10 on: April 14, 2021, 10:41:06 PM »

Thanks!
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SirHartley

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Re: 0.95a Grand.Colonies - More Building Slots
« Reply #11 on: April 15, 2021, 12:45:36 AM »

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?
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Michihiri

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #12 on: April 15, 2021, 12:59:34 AM »

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)
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n3xuiz

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #13 on: April 15, 2021, 01:20:07 AM »

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!
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SirHartley

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Re: [0.95a] Grand.Colonies - More Building Slots
« Reply #14 on: April 15, 2021, 01:54:47 AM »

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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