Colonial Horizons


Space Exploration companion overhaul with consolidated colony progression and integrated Brim Stuff, Brass Tacks, Them Thar Hills, If I Had A Nickel and Lasing Around content. Uses Forgeworks Core 0.3.3+ shared selection, recipe, technology, runtime and compatibility helpers. 248k Redux Overhaul Mode is mandatory; Quality and Recycler are unsupported.

Overhaul
2 days ago
2.1
232
Planets Transportation Logistics Environment Mining Fluids Manufacturing Storage

i Colony upgrades.

2 days ago

35 hours in and finally got my first colony started. Should be a bit easier now with troops and colony science. Have manually increased the storage capacity of the depot and using the Filter Assistant mod to manually control what is going through it for now. Those help but there are a couple of improvements that were requested during the legacy days of the colony builder mod which I figure it does no harm to ask if there is any chance they can be looked at under a fresh pair of hands?

First was linking housing into the circuit network, allowing the creation of certain professions to be turned off when you have so many of them thus avoiding the need to keep updating the depot filters. In theory you could also use recipe setters to allow profession creation from a much smaller amount of housing,
Second was adding the supply and demand totals and maybe coins to the circuit network. the idea being to stop supply commodities being loaded into the depot in the event there is too much supply for current demand in order to prevent waste.

2 days ago

added, new update released

2 days ago

Dang dude that was fast.

Housing linked in, The depot and logistics tech will take a while to work down to but will let you know if I run into any issues. Thank you kindly

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