Space Industry 2.0

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Author: Alora

Last revision: 27 Sep, 2024 at 01:09 UTC

File size: 816.05 KB

On Steam Workshop

Description:

Adds several hab modules and engineering projects, intended for playthroughs that want to be more independent of Earth and colonize the solar system.. Independent update of The_Wandering_Modder’s original Space Industry Mod after they said they were done modding for a while.

Started out as an update to fix some things I wanted fixed and then go into maintenance mode, now it’s going to be actively developed.

General Hab Module Economy:

  • Orbital Bodies (Surface Bases and Interface Orbits) produce Minerals and Boost, eat other resources.
  • Deep Space Habs (Non-Interface Orbit Stations) eat Boost/Minerals and produce other resources
  • Anything that can be produced in space should be able to be consumed in space. The opposite is also true.
  • The Hab Modules in this game are a supplement, not a replacement, to the base game. Above all else, they add new *options* and should provide a different feel for the Space layer.

    Latest Update:

    Skyhook Update Part 2: Emergency Transport/Mining Dock Rework.

    See Patch Notes for details on Skyhook Parts 1 and 2.

    Part 3 will be adding Settlement/Colony editions of the Mining Dock/Administration Campus, and then, barring bugs, this mod will rest for a little while as I work on another mod that will introduce more hab modules, and options for how you colonize the solar system.

    What this mod is

  • An entirely self-contained Mod Ecosystem. it does not modify any base-game modules, code, or research aside from making them pre-requisites. All the the Research, etc, is entirely new (as was Space Industry before it)
  • With that said, it IS balanced with my Hab Overhaul mod in mind that DOES touch all the base game Habs that aren’t automated, alien, or story-specific (Station, not Surface…..yet).
  • When, not if, I get to Surface mods on here, the economy will change, from "hehe boost" to "Surface modules produce Boost on top of their mined resources, Station modules consume them"
  • A spiritual successor to the original Space Industry
  • Only Transport Dock series and Mining Dock series retain 1 per core functionality
    What this mod probably isn’t

  • Perfectly balanced, as all things should be, by the standards of the base game. It is intended to facilitate space-focused/space-only runs and provide interesting alternative choices
  • super focused on maintaining a plausible, realistic space simulation like the base game. I want to soften it up and Rule of Cool some things I think are fun if I can do it well.
    Fast and dirty Hab Module Guide

    Quick Module Guide:

    – Integrated Core: Doesn’t need Mission Control, Heavier than normal Cores
    – Security Series: +Special Ops Income, +Marines
    – Radio: +Influence Income, +Mission Control, Projects must be researched for Integrated cores
    – Labs: +Research Income
    – Living Spaces: +Cash Income, undersized Construction (can found Habs at Hab Level-1),
    – – Tier 3 produces Mission Control, scaled to match Hab Overhaul tonnage/crew population
    – Transport Docks: 1 per Core, Eats trickle of Boost, produces Influence, Cash, and has a Shipyard
    – Mining Docks (Orbit): 1 per Core, restricted to Interface orbits only. Orbital Miners. produces Boost, is Farm.
    – Mining Docks (Surface Base): Produces Boost, Efficiency. Currently only Tier 1 released.
    – Skyhooks: Interface Only. Produce Boost
    – Terran Skyhooks (LEO Only): Produce Boost more efficiently.
    -Administration Campus (Surface, takes Mine slot): produces only 20% (0.2) of site resources. Produces enough Mission Control to match their Tier’s Core, Boost, 4% Efficiency. Experimental, currently only Tier 1 released

    A list of the files modified by this mod can be found in the Documentation discussion, along with a listing of the Station modules added by this mod.

    Okay, a lot about what you’re not going to be doing, what might you be doing in the future?

  • 4 new Residential Modules, 2 each for Tier 2 and Tier 3, again fitting into the Hotel/Hospital/Residential paradigm, with the Residential equivalent getting the ability to construct Cores.
  • In-game documentation (in the Codex)
  • Tier 1-3 Ring Mining Docks, restricted entirely to Gas Giant systems.
  • certain modules banned from LEO (but useable elsewhere) if I can figure it out
  • Surface/Station synergy (building a certain module in orbit boosts a module on the orbit’s surface) if I can figure it out.
  • "System Capital" modules that can only be built 1 per system (a planet, even a gas giant, is considered the core of the system) If I can figure it out
  • maybe, MAYBE A new orbit within Mercury’s Orbit super close to the sun and new modules for trawling the Sun itself for materials (mainly metals, and Noble Metals IIRC). not intended for super early/casual use, probably last in my new features priority list, though from what I’ve seen it’s probably the most doable in this list past the Ring Mining Docks

    It will probably not be super balanced in anything but "I think it’s fun to colonize the solar system" and some basic balance elements I’m taking from this mod. Like The_Wandering_Modder before me, I too loved the idea of the Quarian Migrant Fleet, and I want to colonize the solar system and let humanity spread out across the star.

    Known Bugs
  • Some Modules are doubled up on traits apparently

    Altered Files (Additions to files, no edits to base game templates)

  • TIHabModuleTemplate (.json and .en)
  • TIProjectTemplate (.json and .en)
  • TIEffectTemplate (.json and .en)