MeVII – Xtra AutoBuilds [BETA]

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Author: MeVII

Last revision: 11 Jul, 2021 at 18:53 UTC

File size: 10.42 MB

On Steam Workshop

Description:

******* Xtra Autobuilds – MeVII *******
v01.07.11.21.13.20

Summary

This mod alters all colony ships so that if the player has the Tech researched
they build a host of new structures when founding a new colony.
Colony ship building costs have been rebalanced.
Hyper Advanced Colony Ships are fully self-sufficient flying colonies
and so have reduced command point cost.

Xtra Autobuilds – MeVII

Location

By default this mod is located at
[DRIVE LETTER]:SteamLibrarysteamappsworkshopcontent2980502544373344

Special Thanks

SpudDastardly & WhatisSol for patiently dealing with my many nitpicky questions

Bugs & Compatibility

Known Bugs

01 – The Klackon
02 – [BETA VERSION] READ THIS CAREFULLY –
This mod is NOT 100% functional without copying over a dll file
with the one found in the mod folder.

WITHOUT the dll, ALL buildings WILL be built – however,
harsh planet buildings, that, for example
Change Toxic planets to Barren planets, will NOT CHANGE THE BIOME.

It is recommend to sell them for BC, to get a discount to just buy them back.

WITH THE INCLUDED DLL
the buildings will ALSO CHANGE THE PLANET BIOME to Barren as they should.

HOWEVER, there is STILL a glitch where some effects,
such as the visual rendering of the planetary shield will not occur
until the game refreshes the buildings list, when a building is sold, or built.

WhatIsSol is looking at the issue, and he MAY fix it in a future UPC update.
If he does, then this mod will automatically function at 100%.

Compatibility Information

This Mod requires UCP, 5X, and UCP5X Compatibility mods.
(It will function without Custom 5X and DSMP Assets,
however, some game images will be blank)
It should always be loaded after (below) UCP, 5X, and UCP5X Compatibility mods.

Files Modified

ShipHullTypes.yaml

Data Entries Changed

This mod changes all content under the following data points.

key: hull… _colony, advanced_colony, hyper_advanced_colony

-> It will conflict with / overwrite this information
of any mod loaded before (above) this mod loads.
-> Any mod loaded after (below) this mod
will conflict with / overwrite the information this mod loads.

Mod Details

If the player has the Tech researched,
Colony Ships now auto build the following when founding a new colony…
### COLONY SHIP
# GAME START
– structure_marine_barracks
# CONSTRUCTION I
– structure_automated_factory
# SOCIOLOGY I
– structure_geosynchronic_wharf
# COMPUTERS I
– structure_research_laboratory
# BIOLOGY I
– structure_hydroponic_farm
# POWER II
– structure_colony_base
# COMPUTERS III
– structure_global_dna_scanner
# COMPUTERS IV
– structure_holo_simulator
# CHEMISTRY V
– structure_pollution_processor

### ADVANCED COLONY SHIP
ALL COLONY SHIP BUILDINGS AND
### BAD PLANET FIXES
# BIOLOGY I
– structure_biospheres #ANTI SMALL / TINY PLANETS
# BIOLOGY III
– structure_toxics_processor #ANTI TOXIC PLANETS
# PHYSICS IV
– structure_gravity_generators #ANTI GRAVITY PENALITY
# FIELDS V
– structure_planetary_radiation_shield #ANTI RADIATED PLANETS

# SOCIOLOGY III
– structure_advance_data_center
– structure_colonial_revenue_services
# BIOLOGY III
– structure_cloning_center
– structure_soil_enrichment
# PHYSICS III
– structure_neutron_collider
# CONSTRUCTION V
– structure_robominers
# SOCIOLOGY V
– structure_space_port
# CONSTRUCTION VII
– structure_armor_barracks

### HYPER-ADVANCED COLONY SHIP
ALL COLONY AND ADVANCED COLONY SHIP BUILDINGS AND
# FIELDS VIII
– structure_planetary_flux_shield
# FIELDS XIV
– structure_planetary_barrier_shield
# COMPUTERS VIII
– structure_autolab
# CONSTRUCTION X
– structure_deep_core_mine
– structure_core_waste_dump

Closing Notes

If you have no modding experience but are interested,
be sure to read over the following guide,
Modding Basics – By Spud Dastardly


~ MeVII †

~ ~ ~ ~ ~ ~ ~

You are not a lost cause.
You are not a hopeless case.
John 3:16
Romans 5:8

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