Spaceport Modules Extended Mod

Spaceport Modules Extended Mod

For version 1.6.2
Version 2.4

Adds 13 Spaceport Levels
Adds 35 additional spaceport modules

– AlphaModPlus (Note: PLUS, not his others): Plus modifies the port ui, so this will conflict.
– Any mod that will alter the 00_ships.txt or 00_spaceport_module.txt

Main Artwork by Raul Mamoru[] Puffin Studios[]

Vanilla Files modified
– planet_view.gui
– planet_view.gfx

– Removed Scientist Strategic Resource
– Added an additional 15 modules
– Added Scientist Strategic Resource
– Ministry of war module
– Re-added old mod’s spaceport modules (nothing to do with vanilla)
– Updated to Adams
– Updated to Banks
– Removed modules (Use AlphaMod for now. AlphaMod+ will conflict)
– Fixed stats of MK 2 Defense
– Updated for 1.4.1
– Updated for 1.4
– Corrected Localisation.
– Nerf’d most all module bonuses
– Fixed port reverting to level on past upgrade 6 because of changing how the event triggered in 1.1.
– Cleaned up error logs. The mod should run faster now since its not continuous crapping out errors.
11/1/16: Removed smugglers for now. The buildings can stay in your save if you already have them. They can be replaced if you wish in game. Fixed solar_panel_4/5

Added the ability to just remove a module.
Added 19 Port Levels.
Fixed spaceports not giving you naval capacity
Spaceport is no longer “designable”
10/28/16: Added additional research for Hydroponics, Solar Panels, Crew Quarters, Synchronized Defense and Media modules to eliminate confusion on when modules are available.
10/27/16: Updated for 1.3.1. Corrected Orbital Hydroponics and Solar Panel Tech to unlock appropriate modules.
10/27/16: Updated for 1.3.1. Corrected Orbital Hydroponics and Solar Panel Tech to unlock appropriate modules.

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