"Maximum Industries Reached" message when attempting to add a new industry to a planet which has a Hypershunt Tap and a lot of industries/structures. Specifically 12 industries/structures, I want to add 1 more. The planet has the Industry slots available to do it (pictures below).
This is occurring with the TechMining mod that I have written. I have been really stress-testing it (and the game) to the limit and I am unsure if this message is because:
1/ I have written the mod incorrectly
2/ I have pushed the game-interface further than it was designed to go
In the mod I have changed the Tech-Mining from an Industry to a Structure.
This is the base-game Tech-Mining definition (from the "starsector-core\data\campaign\industries.csv" file):
techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial",,graphics/icons/industry/techmining.png,com.fs.starfarer.api.impl.campaign.econ.impl.TechMining,"Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to know where to look for a good haul of baubles. The oldest techminers are a strange lot, clutching luck-charms and refusing to work without their rituals.",400,MEDIUM
I have altered it to the following (originally I set it to "techmining, structure, industrial" - just now I have changed it to "techmining, structure" - the message/issue persists):
techmining,Tech-Mining,30,45,,2,,,"techmining, structure",,graphics/icons/industry/techmining.png,data.scripts.wta_industry.wta_TechMining,"Techmining is the motley art of prospecting/scavenging valuable artifacts from Domain ruins. It requires special tools to deal with unique hazards and expert judgement to know where to look for the good stuff - though there's always basic equipment recoverable from most anywhere. The oldest techminers are a strange lot, loners clutching at luck-charms and refusing to work without their rituals.",400,MEDIUM
This picture is of a Gas Giant which has 5/5 industries + the Tech-Mining structure queued up, the button to add is enabled/available:

This picture is of a Cryovolcanic world which has 4/5 industries + the Tech-Mining structure queued up, the button to add is disabled/not available and the message "Maximum Industries Reached" appears as a tooltip / mouseover for the button:

When I remove the Tech-Mining structure and add for example the Fuel Production industry:

The button to add is again disabled/not available and the message "Maximum Industries Reached" appears as a tooltip / mouseover for the button:

I do not know where to start looking regarding this. Is it something I've done through bad coding? Or is it something I've done because I've pushed the game too far?
Or is there a hard-coded limit of 12 industries/structures in that interface? (I don't think this is the situation, since other mods must add a lot of custom industries to planets. Plus occasional games will spawn systems which are both in range of a Cryosleeper and a Coronal Hypershunt and have ruins to Tech-Mine.)
Thoughts? Help?
