Mod: Jem
Posted: Sat Jul 25, 2020 9:31 am
Greetings, here are some mods I found useful, hopefully for you too. They are under the Mod folder Jem.
\GUI\~GalaxyMap\@ChooseProduction.lua
\Orders\economy.lua
1) Allow Habitat outposts to build Artificial Planet in non-habitable star systems.
Note: Remember to load Habitat with peep before sending it off. You can then send Colony ships to colonise those created planets. a) Most races' outpost can only include [Habitat] module, so useable only within normal reachable space.
b) Tinkers' Mobile Base can be used to build a moveable Habitat base(+Habitat module), that can double as a normal outpost(+Feul depot) that can move beyond normal reachable space (+Warp Lane Amplifier). \GUI\~GalaxyMap\@FleetShips.lua
2) Added [Scrap Fleet] for fleet orbiting system or in-flight.
It is not fun to scrap 1 ship a time. \GUI\~GalaxyMap\@GroundCombatPane.lua
3) Added [Bombard x10] to Planetary Bombardment screen
I want faster bombing. \GUI\~GalaxyMap\@PlanetListPane.lua
4a) Added [Planet Type] sort option to Planetary Report list
Where are my Inferno planets? My Tarib pets needed more room!
4b) Edited [Activity] sort option to sort production list by increasing [Buy Cost]
The 1-turn to finish productions are also moved to above the rest, in case of accidental Buying when I do massive Buying Spree bottom-up to 'catch up' with those that are finishing faster, so to 'even out' the building race... if this makes sense to you. \GUI\~GalaxyMap\@PlanetRow.lua
5) Sven's tip 'to make the mod work inside the Mods\ subdir'.
\Orders\production.lua
6) Edited [Artificial Planet] production
a) Tiny & Small planets to create Medium planets,
b) include Inferno & Cold planets,
c) remove 'poor minerals' after create planet,
d) preserve planet special resource after create planet.
\GUI\~GalaxyMap\@ChooseProduction.lua
\Orders\economy.lua
1) Allow Habitat outposts to build Artificial Planet in non-habitable star systems.
Note: Remember to load Habitat with peep before sending it off. You can then send Colony ships to colonise those created planets. a) Most races' outpost can only include [Habitat] module, so useable only within normal reachable space.
b) Tinkers' Mobile Base can be used to build a moveable Habitat base(+Habitat module), that can double as a normal outpost(+Feul depot) that can move beyond normal reachable space (+Warp Lane Amplifier). \GUI\~GalaxyMap\@FleetShips.lua
2) Added [Scrap Fleet] for fleet orbiting system or in-flight.
It is not fun to scrap 1 ship a time. \GUI\~GalaxyMap\@GroundCombatPane.lua
3) Added [Bombard x10] to Planetary Bombardment screen
I want faster bombing. \GUI\~GalaxyMap\@PlanetListPane.lua
4a) Added [Planet Type] sort option to Planetary Report list
Where are my Inferno planets? My Tarib pets needed more room!
4b) Edited [Activity] sort option to sort production list by increasing [Buy Cost]
The 1-turn to finish productions are also moved to above the rest, in case of accidental Buying when I do massive Buying Spree bottom-up to 'catch up' with those that are finishing faster, so to 'even out' the building race... if this makes sense to you. \GUI\~GalaxyMap\@PlanetRow.lua
5) Sven's tip 'to make the mod work inside the Mods\ subdir'.
\Orders\production.lua
6) Edited [Artificial Planet] production
a) Tiny & Small planets to create Medium planets,
b) include Inferno & Cold planets,
c) remove 'poor minerals' after create planet,
d) preserve planet special resource after create planet.