Hello space settlers,
I plan to do a bunch of smaller and maybe also slightly bigger mods around various features of the game. Since some of them may be useful, I’ll publish them on Steam. Here you can find additional information (especially about compatibility issues with other mods, if known), report bugs or even request new mods that I may assist in doing. Although my spare time is very limited, so don’t expect too much
StartGamePaused
Once after loading this mod hits the pause button for you (and also after dismissing the welcome dialog on a new game). If you are one of those people like me who may wander off doing other things during the sometimes lengthy loading process, then this mod may be for you.
NoLevelUpMessage
Suppresses the city level up messages. Since they have no real meaning in the game anymore and can be quite annoying if your habs downgrade frequently below a level-up threshold, this mod helps you get rid of them.
Clean Terraforming Panel
First of all this gives you a steeper color gradient when looking at total progress so you can discern spots not quite at 100% more easily.
Secondly this fixes some calculations regarding Terraforming. It didn’t take into consideration the whole map but only a quarter of it, which should be fixed. More importantly, the map coverage of the individual terraformers now consider only the playable map area rather than the whole world, which should be much more useful.
Keep the game running for at least a minute after loading to get accurate numbers. Terraforming progress is only very loosely saved, so the game first needs to warm itself up after loading.
I am sorry if there are some issues and remaining inaccuracies in this mode. Fixing this was a lot harder than anticipated.
Consumption At Start
Resources are removed from the incoming storage at the start of each production cycle, rather than at the end. This will fix several issues you may have with deliveries not being made in time. This also enables Drone Fertilization to work correctly.
Another small change is that buildings with almost full output will stay at 100% progress until at least one of their producibles falls so low that finishing the production won’t waste any of that producible (vanilla IS: as soon as 1 output is missing 1 unit, it will finish production, potentially wasting a bunch of its outputs).
At the same time this update smoothes out production times by reducing a mini-lag of several frames that occurs in each cycle. This makes your production numbers more accurate (the numbers stay the same, but the actual production changes).
Finally, unless your infrastructure is sub-par you will now be able to supply all buildings with their resources before they stop production. So I made all buildings issue resource shortage warnings immediately instead of having a 10s grace period. Same for power. Also applies to habitats.
Car Speed Visualization
When turning on car visualization your cars won’t all be red. Hopefully at least. Cars get color grades: red, orange, yellow or green, based on their speed. They will be green at a speed of 60 or faster, which is a concrete road. I chose this as the limit for green because that is the minimum road level you want to have in late game. If you forget to upgrade some roads, cars will only be yellow on gravel road. Side roads only allow for orange speed but that is ok. If you see red anywhere, then you have a problem in that place. This mod will help you find the places that prevent you from reaching 100% traffic flow.
If you have really many cars, using this mod may impact performance quite a bit. Getting this to work at all required some tricks, so please let me know if there are any issues.
More Raods On Big Stations
The Large Station and the Main Station have a total of 8 input and 8 output roads, so twice as many as previously. The duplicates are next to the original ones, so now inputs and outputs come in pairs. This mod is a quick placeholder for a proper revamp of the (bigger) stations that I want to do at some point.
Convenient Laser Targeting
Improves your experience with the laser targeting station in the following ways:
- Mineral deposits can only be selected when you hold CTRL while clicking. No accidentally lasering your good stuff away. (To de-select, also hold CTRL!)
- Misclicking doesn’t deselect the targeting station.
- Holding SHIFT you can select a whole area to be lasered clean (except minerals).
- Improve the highlighting of selected targets.
- Add a button to the menu bar that will select a laser targeting station. Doubleclick will zoom to it as well.
- All targeting stations share a target list. This helps avoid some bugs that exist in vanilla InfraSpace.
Warning: With this mod it is very easy to select many objects at once. The GUI doesn’t like that though and there is no way to unselect an area. If you accidentally select too much, you will have to demolish all targeting stations to quickly deselect. Also, it will still take hours to laser everything into oblivion, because lasering speed is not adressed with this mod.
Retain Intersection Settings
Makes a much harder effort to retain your intersection settings.
Many operations in vanilla IS are destructive to your intersection settings (lane connection rules, traffic signs and traffic lights). This mod tries to protect your settings in many such cases.
For example the replace-road tool will keep your settings if the amount of lanes doesn’t change.
Reversing two-way roads is no longer possible, because that also had the effect of erasing some of your intersection settings without any actual benefit.
Car Path Visualization
Clicking on a car shows the path where it came from in addition to the one it intends to take.
Note: When a car needs to re-route on its way to the destination then it will forget the entire past path and the mod can’t show it to you anymore.
Unfortunately this happens very frequently. Addressing this issue is very difficult or maybe even impossible, I’ll look into it in the future.
There are a lot of other improvements I can do to this mod. Hopefully I will find time for that at some point.
Mines and Diamonds
Reworks balance of mines and adds new related content.
(This mod will not work well with existing saves due to changed building sizes and some other balancing changes.)
First, here is a summary of all changes:
- All mines have a longer production cycles, releasing minerals in batches.
- Most mines have a bigger footprint.
- Large mines need much more power and a few more people.
- Large mines produce even more resources compared to small mines.
- Large mines consume motors during operation (1 per batch).
- Motors are slightly cheaper to produce.
- New resource Diamond.
- Diamonds can upgrade mines to increase yield.
- High tech tools and the drill need Diamonds instead of methane.
- New building: Diamond Synthesizer. Requires a new tech Diamond Coated Tools to unlock. Turns carbon into diamonds.
- New visualization overlay for resource deposits on the map.
- New building: Seismic Prospector. Requires a new tech Seismology. Increases minable area around mineral deposits in its range.
- New car models for trucks carrying ore (sand, iron, copper, aluminum, iridium, uranium, adamantine).
- New models for sand and sulfur mines to match their footprint.
Release All Trucks
A tiny mod that fixes an issue with cars being deleted before they leave the factory, causing goods to be lost and production numbers to be wrong. Happened to me very much with return trips on.