The current design of the game means that to unlock buildings, we have to use Property: Unlock Settings. That good and all, but it present issues down the line with many new modded tomes, modded structures and similar.
We end up with a bunch of buildings that are:
- Built/Building and greyed out
- Cannot be build at all and greyed out
- Missing a requirement and greyed out
Which ends up looking a bit like this


The base game itself handles this by adding buildings to a list in the Structure Upgrade Manager component and it would be really nice if we could hook into this and extend the list of allowed structures otherwise we are looking at a quality of life hell with future tomes and mods adding structures that is going to absolutely clutter up the building list as well as make any mods that do figure out it is done in the Structure Upgrade Manager incompatible with each other - and that would be devastating to the future of the modding community.
The same issue presents itself with the Operation Controller, just with new city operations rather than with structures (heck, they won't even show up).
We need to (at the very least) be able to hook into:
Operation Controller
Structure Upgrade Manager
Both of those are vital for future modding compatibility. I dare even say that there are far more components we need to be able to hook into and add to, without actually ever changing the base version. Those two, are the most important ones for now I believe.
The way to make this work would be to:
1. Choose Component Extend List (arbitrary name for the new resource)
2. In Component Extend List choose the Resource Entity to extend (in this example we'll use City Core)
3. In Component Extend List we can choose to add a new list we call it Mod Structures this brings up a new interface similarly to other lists.
4. In the new list interface we just brought up we choose which component to extend (in this example we will extend eupgrademanager).
- This list should work off the names of the components (eupgrademanager) not the component methods (structure upgrade manager).
5. In the Mod Structure list we can then add our structures.
This example would work the same way for Operation Controller, except you can add new operations this way. I'm sure this is not the only case of lists we require to make modding a more.. compatible experience, but it is at the very least a necessary start!
We end up with a bunch of buildings that are:
- Built/Building and greyed out
- Cannot be build at all and greyed out
- Missing a requirement and greyed out
Which ends up looking a bit like this


The base game itself handles this by adding buildings to a list in the Structure Upgrade Manager component and it would be really nice if we could hook into this and extend the list of allowed structures otherwise we are looking at a quality of life hell with future tomes and mods adding structures that is going to absolutely clutter up the building list as well as make any mods that do figure out it is done in the Structure Upgrade Manager incompatible with each other - and that would be devastating to the future of the modding community.
The same issue presents itself with the Operation Controller, just with new city operations rather than with structures (heck, they won't even show up).
We need to (at the very least) be able to hook into:
Operation Controller
Structure Upgrade Manager
Both of those are vital for future modding compatibility. I dare even say that there are far more components we need to be able to hook into and add to, without actually ever changing the base version. Those two, are the most important ones for now I believe.
The way to make this work would be to:
1. Choose Component Extend List (arbitrary name for the new resource)
2. In Component Extend List choose the Resource Entity to extend (in this example we'll use City Core)
3. In Component Extend List we can choose to add a new list we call it Mod Structures this brings up a new interface similarly to other lists.
4. In the new list interface we just brought up we choose which component to extend (in this example we will extend eupgrademanager).
- This list should work off the names of the components (eupgrademanager) not the component methods (structure upgrade manager).
5. In the Mod Structure list we can then add our structures.
This example would work the same way for Operation Controller, except you can add new operations this way. I'm sure this is not the only case of lists we require to make modding a more.. compatible experience, but it is at the very least a necessary start!
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