MeVII – Xtra AutoBuilds [BETA]
******* Xtra Autobuilds – MeVII *******
v01.07.11.21.13.20
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.
By default this mod is located at
[DRIVE LETTER]:SteamLibrarysteamappsworkshopcontent2980502544373344
SpudDastardly & WhatisSol for patiently dealing with my many nitpicky questions
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%.
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.
ShipHullTypes.yaml
This mod changes all content under the following data points.
-> 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.
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
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
### END ###
Required items:
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Unofficial Code Patch Steam Workshop — Steam Workshop
5X - The Ultimate Balance Mod — Steam Workshop
5X UCP Compatibility Mod (5XCPC) — Steam Workshop
Custom 5X and DSMP Assets — Steam Workshop