About this mod
Adds 100x variants for all modules in the base game that have the stats and cost of 100x modules in one.
Modules for DLCS are included as optional files.
It does not overwrite the original modules.
The AI does not use these modules.
- Permissions and credits
- Mirrors
- Changelogs
Modules for DLCS are included as optional files.
It does not overwrite the original modules.
The AI does not use these modules.
100x Modules for the DLCs are available as optional files on the download page.
Do not download them if you do not have the appropriate DLC or your game will be angry.
Also included in the main file:
- 100k (100x) Habitat for ARG + PAR + TEL
- 1M (1000x) Habitat for ARG + PAR + TEL
- 100x welfare module (gambling den)
- 25M univeral storage (container / solid / liquid)*
- 50M univeral storage (container / solid / liquid)*
- 100M univeral storage (container / solid / liquid)*
DLC races require their appropriate 100x sub-mod to sell 100x modules from the base game.
For example, ZYA/FRF will not sell 100x Hullparts without my 100x Module Split mod.
Check the Module Blueprints page of my Steam Guide for blueprint availability per faction.
The station calculator is still accurate with this mod since everything is just multiplied by 100; simply multiply the module count in the calculator too. For example, if you build one 100x Hull Parts Module, input 100 Hull Parts Modules into the calculator.
The Encyclopedia states the build time as 1 second because it is set to this value to guarantee the hard-coded minimum build time of 1 minute.
Why is the build time only 1 minute?
I disagree with the system of adding an arbitrary extra amount of time onto the construction.
Using Hull Parts Modules as an example:
The vanilla module takes almost 15 real minutes to build; actually building 100 Hull Parts Modules would take an entire real day. That is ridiculous. Shifting the limiting factor to resources and logistics instead of arbitrary timers gives players more agency. Gathering the massive amount of resources required to build these 100x modules is enough time.
Also, if I set the build time to 100x, it would be worse than building 100 vanilla modules as you would have to wait 24 hours up front before you benefit from any production. In contrast, vanilla modules would add the production of 1 module every 15 minutes.
The main purpose of this mod is the performance improvement and QOL of using fewer modules.