

Theory of Toolbox
Theory of Toolbox is first module, and by far only module, that two other modules, being Vaults of Knowledge, and Seats of Power being dependent on.
Completely overhauls economy system, introducing completely new system, revamping supply, demand, accessibility and trade in general.
It is HIGHLY recommended to read more info before installing!
Current Version: 1.0.11 for 0.98a-RC8
Compatible with version: 1.0.0 - 1.0.10
Module Info
Theory of Toolbox
Warning!
For 0.98a-RC8 only: You must replace the 'starfarer.api.jar' file located in the 'starsector-core' folder with the version provided in the Theory of Toolbox mod folder under '0.98a/starfarer.api.jar'. This only needs to be done once. If not replaced, the game will intentionally crash on the loading screen as a reminder.
Below is a list of all mods that have been confirmed to cause very unusual behavior or crashes when Theory of Toolbox is enabled. If any of them become compatible, please notify us so they can be removed from the list. Those mods listed here can't be fixed by players themselves or outright can't work together.
Hard Incompatibility (Guaranteed to crash or not work at all)
- LTV Economy Overhaul -Hard Incompatibility Possible Crashes
Soft Incompatibility (Won't crash, but some stuff introduce weird behavior)
- Starpocalypse: Submarkets offer around 2M commodities somehow. Rest is fine
- Astral Ascension: Don't go above size 10. Rest is fine
- Industrial Evolution: Avoid using governments, cause they messes up food demand, domestic goods demand and grand wonder count. Rest is fine
Due to the nature of the massive changes introduced, this module is more prone to incompatibilities, especially with mods that add custom economic systems, such as trade quests. 95% of mods should still work fine.
There may also be soft incompatibility issues, such as certain modded commodities becoming significantly more profitable for colonies. These can usually be resolved either by the player or the mod author. More details can be found in the Compatibility Guide section on the website, under support section.
Ashes of the Domain is classified as "feature overhaul", thus it is expected, that there will be some mods, that won't work with it.
I don't recommend very huge modlists for Theory of Tooblox. I myself had played it with around 40 mods - from which 5-6 were adding custom markets.
Last Note : When using Question of Loyalty 2.x versions it is really advised to finish commission BEFORE establishing another colony. Some of features might be locked due to this. This will be resolved in Question of Loyalty 3.0
Complete Redesign of Supply and Demand
The supply and demand system has been fully revamped, moving away from abstraction and instead producing actual cargo unit values. Supply and demand are now calculated as the total sum of production and consumption from all industries on a market, rather than only considering the highest value.

New screen for colony UI
Internal and External Trade
Trade is now divided into two categories: internal trade (within your faction) and external trade (with the rest of the sector). Internal demand is always prioritized first. Depending on the commodity, internal trade typically yields a lower profit percentage compared to external trade.
With the new tools available, you will be able to analyze market data not only for your own faction but also for others.

Sector data at your grasp
Each commodity presents different opportunities and priorities depending on the number of producers and consumers, as well as the factions enabled in your game. At times, you may need to prioritize certain commodities over others for profit or to ensure your faction remains secure from shortages.

Spreadsheet simulator
In some cases, the imbalance between production and demand can become so extreme that an external force must intervene to prevent sector-wide economic collapse. This acts as a safety net, especially for heavily modded playthroughs.

Scavenger time
Accessibility and Colony Income Overhaul
Alongside supply and demand, both accessibility and colony income systems have been redesigned to support the new trade mechanics.
Accessibility now represents how attractive your world is to traders. Higher accessibility means higher priority in trade networks, improving your chances of importing and exporting goods.

Better to have it high right?
Colony income is now shown as an estimate. Earning money is more dependent on actually selling goods. If you are unable to sell your products, you will generate excess stock instead of profit.

So much speculation
Markets Now Reflect Production
Markets have been significantly adjusted to reflect real production and demand. The availability of goods now depends much more on local production and consumption. For example, you will not find metals on worlds that neither produce nor require them, while fuel-producing worlds will have abundant supplies of fuel.

Finally a lot of fuel and supplies
Excess and deficit systems have also been reworked to better reflect actual sector-wide production and demand. Trade updates occur monthly, meaning market conditions can shift rapidly, requiring careful planning of trade routes.

Analyze trade data
Trade Contracts
In addition to internal and external trade, there is a third system: trade contracts. As stated in the lore, much trade occurs through unaccounted parties. If you want to earn more than from external trade, you should start accepting trade contracts.

Remote trade contracts
Once accepted, contracts provide monthly payments or unique rewards upon completion. Maintaining active contracts is generally beneficial for long-term trade profitability.

Build contacts and reputation
You can also create contracts yourself, either to acquire resources for personal gain or as part of your faction's automated economic needs.

Use your complex for your needs
Grand Wonders
This feature primarily serves as a framework, as Theory of Toolbox does not introduce any Grand Wonders by itself.
Grand Wonders are unique structures or industries representing extraordinary technological, architectural, or engineering achievements. Their construction requires vast resources, making them viable only for factions with a highly developed industrial base.

Without palace, there is no palace
Once a construction site is established, you can select which wonder to build by interacting with it. Due to their scale and complexity, only a limited number—often just one—can be constructed.

Wonderful Structures

Grand Wonders are intended to be long-term strategic goals, offering powerful benefits and shaping the identity of your faction. Choosing when and where to build them can have a lasting impact on your economic and industrial dominance.
The sector is now yours to shape—build, trade, adapt, and overcome. Whether you rise as an economic powerhouse or struggle to survive shifting markets, every decision matters. Go forth, expand your influence, and master the flow of supply and demand.
Releases
Latest Release:
- -Fixed some weird crashes
- -Fixed small delay within Star systems and Colonies UI
- -Ported a lot of stuff from VoK to ToT (UI and Some of backend)
1.0.10 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.9
- -Fixed another bug with price calculator related to anti-reselling script
- -Added new tab: Domain replacing colony tab (Prelude to 1.1 patch)
1.0.9 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.8
- -Added "From Start" graph period, to show full production history
- -Added way more dedicated faction fleets
- -Reduced a bit in calculations how many commodities appear on open market
- -Optimized Best place to sell/buy UI, to have way less lag.
- -Fixed bug with wonders not displaying all stuff correctly
- -Fixed bug related to Grand Wonders building too quickly
1.0.8 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.7
- -Fixed bug related to items that do not participate in economy (some AI cores etc)
- -Fixed crash related to linux
- -Fixed crash related to Gilead conquering (related to Grand Wonder there)
1.0.7 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.6
- -Another day, another bug related to PriceCalculator (Kill me)
1.0.6 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.5
- -Reworked the market price calculator AGAIN, this time bringing WolframSegler's help, author of LTV Economy Overhaul
- -Added more safety nets to prevent AoTDCommodityOnMarket crashes
- -Nerfed Direct Procurement Contract by increasing price from 50% to 150%
- -Slightly extended dialog ui for some commodities
1.0.5 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.4
- -Reworked the market price calculator again after several funny exploits were pointed out.
- -Fixed issues related to Grand Wonder contracts.
- -Added additional null checks.
- -Slightly extended the commodity table in the market UI.
1.0.4 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.3
- -Fixed bug with demand calculation
- -Fixed bugs related to economy script workers.
1.0.3 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.2
- -Added a Net column to the economy overview.
- -Fixed an issue with writeReplace.
- -Optimized the economy script as much as possible with multithreading. Warning: if this causes issues, multithreading can be disabled in settings.json.
- -Improved price calculations.
- -Added contract warnings when you currently lack the resources required to fulfill them.
- -Heavily nerfed Civilian Supply Contract growth bonus.
1.0.2 for 0.98a-RC8
Compatible versions: 1.0.0 - 1.0.1
- -Fix deficit calculation for food (Love exponential growth when game tries to be linear)
1.0.1 for 0.98a-RC8
Compatible versions: 1.0.0
- -Fix with demand being null
1.0.0 for 0.98a-RC8
Incompatible with previous versions
- -Initial Release
