Storage Capacity Override
v1.2.3
by Nimb
Dynamically change the capacity of any storage building from its inspector UI.
- Source code
- https://github.com/CesarM-Git/StorageCapacityMOD
- Tags
- Quality of Life Cheat & Sandbox Tweaks Storage
Adds capacity override controls to every storage building inspector (unit, fluid, and loose). Click any storage to see +/- buttons and a custom capacity input. Changes persist across saves.
This mod adds a few simple UI buttons to change the capacity of storages on the fly at runtime. The values are saved on the modfolder in a .json with the name of the Game, so that it's unique per game (beware that multiple saves of the same Game will overwrite each other - that's by design).
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v1.2.3
Latest
Download
48
- Game version
- 0.8.7 - 0.8.7
- Released
- Aug 20, 2026
- File size
- 149.3 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
v1.2.1
Download
2.04k
- Game version
- 0.8.3 - 0.8.4b
- Released
- May 19, 2026
- File size
- 148.4 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
v1.2.0
Download
302
- Game version
- 0.8.3 - 0.8.4b
- Released
- May 12, 2026
- File size
- 146.9 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
v1.1.2
Download
361
- Game version
- 0.8.3 - 0.8.4b re-verified
- Released
- May 05, 2026
- File size
- 9.8 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
v1.1.1
Download
122
- Game version
- 0.8.3 - 0.8.3a
- Released
- May 04, 2026
- File size
- 9.8 KB
- License
- The Unlicense
Save-game:
Add
·
Remove
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Changelog - v1.2.3
Fixes * Cut roughly 80 lines of startup log noise. The fluid-picker diagnostic used to enumerate every one of the ~40 products in the storage picker AND every product in the train station module picker, on every single load. It now logs just the totals. The fluids this mod actually unlocks are still listed individually, so nothing diagnostic is lost. No gameplay changes. Log verbosity only. ---------------------------------------------------------------------- Changelog - v1.2.2 Compatibility * Rebuilt for Captain of Industry 0.8.7. Two compile-time API removals had to be fixed; behaviour is unchanged. * TextField.NumericOnly() no longer exists. 0.8.7 split it into four explicit variants — PositiveIntegersOnly, AllIntegersOnly, and positive/signed decimal equivalents, all wrapping OnValidateInput(NumericInput.Is*Char). The capacity input now uses PositiveIntegersOnly, which additionally rejects a leading '-' that the old field would let you type. * ProductType lost its == and != operators. Comparison is now an explicit choice between Matches (honours the ANY / NON_MOLTEN wildcards) and ExactlyMatches (raw type identity). The fluid train-station diagnostic uses ExactlyMatches, which is what the old == did, so a universal wagon module typed ANY or NON_MOLTEN is still not mistaken for a fluid module. * Every game API this mod reaches by reflection was re-checked against the 0.8.7 assemblies and none of them moved or changed shape: InspectorsManager.m_inspectorsImplTypes and the Dict<Type,Type> indexer / Add / Remove used to swap the registered inspector, StorageBase.ForceNewCapacityTo, ProductProto.IsStorable, StorageProto.StorableProducts, and TrainStationModuleProto.StorableProducts. * The inspector chain the runtime subclass is emitted against is also unchanged: StorageInspector is still non-sealed, still derives from BaseStorageInspector<Storage>, and still takes the same 8 constructor parameters in the same order, so the IL-emitted concrete inspector still binds. BaseInspector.AddPanelRow is unchanged too. * Storage.TryReplaceSelf still resets the buffer to the prototype default on a successful replace, so the v1.2.1 move/upgrade fix is still needed and still fires from the same event. * min_game_version is now 0.8.7. This build no longer claims support for older game versions as it wasn't verified for them. ---------------------------------------------------------------------- Changelog - v1.2.1 New Features * Fluid unlock on train stations: the fluids unlocked by v1.2.0 now also appear in the fluid train station module's product picker. Exhaust, Steam (super / high / low / depleted), Core Fuel, Core Fuel (spent), Blanket Fuel, Blanket Fuel (enriched), and Chilled Water can now be loaded and unloaded at fluid train stations. Mod-added fluids that follow the same vanilla "cannotBeStored" flag are picked up automatically. Fixes * Capacity is now preserved when a storage is moved or upgraded. Previously the game's replace logic reset every storage's buffer back to its prototype default whenever the building was relocated or its tier changed, wiping the override. The mod now re-applies the saved value immediately after the game's replace pass, so capacity survives both moves and tier upgrades. Applies to unit, loose, fluid, and radioactive waste storages. Notes * No changes were needed for fluid wagons or train schedule filters — the wagon picker already gates on a property that flips automatically when a fluid is unlocked, so as long as Storage Capacity Override is installed the entire fluid-train chain (wagon filter, schedule load/unload filters, depart conditions) accepts the unlocked fluids. * Locomotive refuel stations are intentionally unchanged: their allowed-fuel list is curated explicitly at registration, so exhaust will not appear as a locomotive fuel option. * The move/upgrade fix re-applies the absolute capacity value (e.g. an override of 50,000 stays at 50,000 after an upgrade), not a multiplier of the new tier's default. If you want to scale up after upgrading, just adjust the value in the inspector as usual. ---------------------------------------------------------------------- Changelog - v1.2.0 New Features * Fluid unlock: vanilla fluids previously flagged "cannot be stored" can now be selected in any Fluid Storage. This covers Steam (super / high / low / depleted), Exhaust, Core Fuel, Core Fuel (spent), Blanket Fuel, Blanket Fuel (enriched), and Chilled Water. Mod-added fluids that use the same vanilla "cannotBeStored" flag are also unlocked automatically. Fixes * Gameplay++ Warehouse compatibility: the Warehouse now correctly displays all 4 product slots and the per-port mapping panel when Storage Capacity Override is installed. Previously the extra panels were silently dropped. * Gameplay++ Parking HQ compatibility: the Parking HQ now correctly displays its full dashboard (parked count, allowed slider, truck types, fuel storage, CP slots, zone priority) when Storage Capacity Override is installed. Previously it fell back to a generic storage UI. Notes * The above two fixes apply to any future mod that uses Harmony postfixes on the game's StorageInspector constructor, not just Gameplay++. ---------------------------------------------------------------------- Changelog - v1.1.1 Improvements * The mod now also works for the "Radioactive Waste Storage" building. ---------------------------------------------------------------------- Changelog - v1.1.0 New Features * Direct capacity input: a text field on the storage inspector lets you type in the exact capacity you want instead of using only the +/- buttons. Improvements * Revised the mod's Initialize method for cleaner startup and more reliable patching. Fixes * Corrected manifest.json version fields to use the proper min_game_version / max_verified_game_version schema.
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