Stellaris

Stellaris

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Bioreactor jobs
   
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402.695 KB
2019 年 4 月 23 日 下午 2:15
2019 年 6 月 17 日 上午 7:01
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Bioreactor jobs

描述
I disliked how pointless the Bioreactor for Machine Empires felt as a resource building with no jobs. So I tweaked it to give 2 "Processor" jobs when built after acquiring the tech with a food / energy ratio similar to the vanilla building with the option to upgrade it later to 8 jobs.

So it is now less efficient in terms of food > energy starting out, but once upgraded it has a better energy per building slot density; and now it is affected by drone productivity mods too.

Vanilla:
25 food > 20 energy (no jobs)

Modded Tier 1:
10 food > 8 energy (two jobs)
base upkeep 2 energy (not counting drone upkeep)

Modded Tier 2: (requires upgraded capitol)
40 food > 32 energy (8 jobs)
base upkeep 8 energy (not counting drone upkeep)

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Disclaimer: This is my first time modding this game so I probably screwed something up or did it in a less than efficient way. Feel free to use my idea if you can pull it off better.
3 条留言
OverkillEngine  [作者] 2020 年 4 月 20 日 上午 3:51 
No updates planned at this time.
Nova Solarius 2020 年 4 月 18 日 上午 7:08 
Dunno if it works, but it breaks parts of the localization in 2.6.
CaptainKampfkeks 2020 年 4 月 9 日 上午 9:08 
Does this still work and / or is an update planned?