Stellaris

Stellaris

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Food Processing Facilities
   
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16 apr, 2024 @ 16:21
6 maj @ 6:29
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Food Processing Facilities

Beskrivning
4.0 version
Description

This mod is for Angler and/or Catalytic empires!

It adds a new, upgradeable building with a new specialist job that converts food into minerals and energy as a byproduct of that process. It also adds some trade value.

Uncapped Building!

Upkeep per Job: 5 food
Produces per Job: 4 mineral and 1 energy
+2 trade value per Job for regular empires.

1.8 Update
Added New Orbital Ring Building, which Boosts the production of minerals and increases the upkeep.
+2 Food Upkeep per job
+2 Minerals production per job

2.0 Update
Added Food Converter Zone
Added Building for Efficiency Boost (+15%)
Added Building for decreased Upkeep (-20%)

Some changes for balancing:

Upkeep: 8 food
Produces: 4 minerals
2 trade value - ONLY for Anglers empires.

Orbital Ring Building:
+3 Food Upkeep
+2 Minerals production

Overrides Allowed Zones Inline Scripts!
- allowed_zones_habitat_urban.txt
- allowed_zones_hive.txt
- allowed_zones_rw.txt
- allowed_zones_urban.txt

** If you have any mod that overrides these files, the zones will not work.
5 kommentarer
Mecka Tinker 12 jun, 2024 @ 14:41 
(1,000 character limit, please forgive the briefness.)

Nice mod, I like the idea and would like to use this myself.

However, this mod is OP and broken currently, both for reasons of game-balance and immersion.

Firstly, this mod ignores the various laws of exchange. Namely, the "Law of Energy Exchange." In this law, energy can neither be created nor destroyed, only transformed. Right now, this mod (according to the images) creates more resources in the lower tiers than goes into it.

Secondly, this mod shouldn't have an energy output. This makes Bio-Reactors obsolete and pointless. Instead, have it provide more farmer/angler jobs per tier.

Lastly, I'd advise altering the output rates so that:
- tier 1 is 60% efficient,
- tier 2 is 70% efficient,
- tier 3 is 80-85% efficient,
Otherwise, the current upkeep values per tier are good. These suggestions should solve the aforementioned issues without hampering the idea behind the mod. I hope this critique is found to be useful!
samsockeater 18 apr, 2024 @ 9:45 
cheers, i shall use space hulabots as my next run
Railgunner2160 17 apr, 2024 @ 17:54 
Very Nice!! I always wanted a way to more easily produce minerals as a catalytic empire. Ahh if only we could have a job swap for artisans just like we do for metallurgists.
The Cineflix Decider  [skapare] 17 apr, 2024 @ 17:10 
@samsockeater Thank you for bringing this up. I optimized it for gestalt catalytic empires now.
samsockeater 17 apr, 2024 @ 12:14 
given it does trade value, assuming it doesn't work for gestalts? seems cool though - pretty much industrial composting and using the mulch/compost as minerals and not just burning it