it just changes two settings in \Starsector\starsector-core\data\config\settings.json go there, open it with a program like notepad++, click on find search->find or just press ctrl+f if you do use notepad++ or a similar program and search for "maxIndustries" change this block to look something like this.
"maxIndustries":[1,1,1,2,3,4,5,5,5,5], "overMaxIndustriesPenalty":5, # stability penalty "maxColonySize":10, # maximum size to which a player colony can grow
maxColonySize determines the growth level the colony can go up to[10ˣ],
maxIndustries determines how many industries you can build for each colony size, change the number of industries according to the max size, eg, max size 2= number,number max size 4= number,number,number,number in this example the max colony size is 10 so there are 10 numbers for each size.
(¬a colony starts at growth level 3 [10³] so I suggest leaving the first three as 1 for a normal industry size start if you just want the extra produce and money after a while while keeping the start of the colony as normal¬)
overMaxIndustriesPenalty determines the stability hit if for some reason the colony has more industries than max, just ignore that one
Size determines the output of the industries so a colony size 10 (mind that it would take a very, very long time to get there since hazard growth penalty is multiplicative with colony size) would produce an absolutely insane amounts of goods.
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go there, open it with a program like notepad++, click on find search->find or just press ctrl+f if you do use notepad++ or a similar program and search for "maxIndustries" change this block to look something like this.
"maxIndustries":[1,1,1,2,3,4,5,5,5,5],
"overMaxIndustriesPenalty":5, # stability penalty
"maxColonySize":10, # maximum size to which a player colony can grow
maxColonySize determines the growth level the colony can go up to[10ˣ],
maxIndustries determines how many industries you can build for each colony size, change the number of industries according to the max size, eg, max size 2= number,number max size 4= number,number,number,number
in this example the max colony size is 10 so there are 10 numbers for each size.
(¬a colony starts at growth level 3 [10³] so I suggest leaving the first three as 1 for a normal industry size start if you just want the extra produce and money after a while while keeping the start of the colony as normal¬)
overMaxIndustriesPenalty determines the stability hit if for some reason the colony has more industries than max, just ignore that one
Size determines the output of the industries so a colony size 10 (mind that it would take a very, very long time to get there since hazard growth penalty is multiplicative with colony size) would produce an absolutely insane amounts of goods.