Stellaris

Stellaris

Food Processing Facilities
5 Comments
Mecka Tinker Jun 12, 2024 @ 2:41pm 
(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 Apr 18, 2024 @ 9:45am 
cheers, i shall use space hulabots as my next run
Railgunner2160 Apr 17, 2024 @ 5:54pm 
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  [author] Apr 17, 2024 @ 5:10pm 
@samsockeater Thank you for bringing this up. I optimized it for gestalt catalytic empires now.
samsockeater Apr 17, 2024 @ 12:14pm 
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