Some mods conflict with each other, due to the nature of modding in Planetary Annihilation. Typically, mods conflict when they alter the same files of the game using a technique called shadowing. When this happens, only one of the mods changes are applied to that file; likely breaking the other mod entirely, or stopping it from working as intended. Server mods are the most likely to conflict with one another, as shadowing unit data files is the dominant method of creating server mods. This section outlines what mods probably conflict with this one, it's not exhaustive and may (rarely) contain false positives.

No conflicts on record, this mod probably doesn't conflict with any other mods currently on PAMM.

This section is updated manually, which I aim to do once a month. The last time it was updated is the last time modconflicts.json was updated in this github repository.


Adds a custom tab to the build bar, and sets it as the default. Particularly back when the build bar was on a single line (and had to be scrolled if there were too many structures), this tab was useful to de-clutter the tab you first see on selecting a unit. Now that the build bar is multi-line, it's still useful to reduce the screen spaced occupied by the bar.

You can customise the mod easily from the code, to add or remove any structure you want to the build bar. Open 'tCustomBuildBar.js' in a text editor, search for 'var custom_buildings', and add/remove the building name you want there.


The custom tab of the commander.

The custom tab of a non-naval T1 fabber.

The custom tab of a non-naval T2 fabber.

Orbital fabbers have no custom tab, because they cannot build any units in the custom tab.

The custom tab of a t1 naval fabber. The lack of naval structures in the custom tab makes this mod a pain to use if the warfare is largely naval-based.