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Then I should be able to add flags to disable the starting habitat when the technology is researched and your mod is active, and also enable SIHO compatible advanced and world habitats when the flag is active as well. Can even include auto-upgrade to always load first so people don't need to play around with load order so long as the two mods are enabled. Assuming that all works for ya.
It's definitely worth reaching out to them tho. Your mod is one of the most highly requested features in the game that I've seen, but people get very attached to their habitat mods. The more mods yours works with the more popular it's going to get for sure.
So the Space Industry mod changes quite a lot in the habitats.txt file that determines how the habitats are built as in what districts and what they can be placed around and what deposits they have.
(I know this isn't quite accurate but it gives a good idea of the amount of work) The normal habitat.txt file in vanilla is about 400ish lines of code, my mod maybe adds 5-10 in order to hide it if the relevant tech is unlocked. The Space Industry mod adds about 800 on top of that for custom deposits and placement etc and that's only the one file not to mention the others that I haven't looked at what they do yet.
So in order for me to make a compatibility patch it would be more like a separate merger mod rather than a patch as there is just too much that was added so I would essentially be remaking his mod in my own in order to "Patch It".
Probably the best way to resolve the conflict would be to have my mod in the load order first, than the Space Industry mod afterwards so that it overrides my habitats.txt file as the only thing that I have changed in it is the hiding of the default habitat from the megastructure build menu when the tech for the tier 2 and 3 versions of the habitat are researched so doing it like this should allow both mods to work and not cause conflicts.
That being said the advance habitats and the habitat worlds in my mod are based off of the vanilla habitats so the districts and locations they can be build will not be the same as the habitats that you build using that mod then upgrade to the next tier as per normal.
I personally don't think that's a bad thing because controlling your colony ships helps immensely with the sneaky bio-pops during a void dweller synth ascension. But I thought I'd mention it.
That planned feature sounds pretty neat. I'm guessing there'll be an additional cost for balance sake but I'm hoping it'll be like, energy to pay the workforce or something. Habs can already be so expensive that I'd hate to see it get worse.... but then again 20% would just cancel out the expansion traditions.