Scoob wrote: ↑Sun, 28. May 23, 01:25
Nanook wrote: ↑Fri, 26. May 23, 19:05
First off, habitats, i.e. workforces, only require food rations and medical supplies. Food rations require wheat, meat, spices and energy cells, not water. Medical supplies require wheat, meat, spices and water. So I would suggest the only thing not needed in these two recipes may be spices, although your meatsteak cahoona burger would be a bit bland without them.
In retrospect, the only change I would make is to rename 'food rations' to 'meatsteak cahoonas' as they were called in all the previous games. Why they went with the boring name 'food rations' I'll never understand. All the other races seem to have retained their colorful food names.
Wheat needs water, both Medical Supplies and Food Rations need Wheat = Food Rations need water.
I do generally build a Food and Meds station to (ultimately) keep the workforces of my stations fed. In some economies, you can make decent profits selling to other Factions (that consume the same foodstuff), often the local economies produce ample Food and Meds. I manufacture my own, just to ensure I get a consistent supply. When relying on local supplies, a late delivery can lead to a mass evacuation of Workforce. With large number leaving
multiple times during one shift, not just when the "next shift" counter hits zero. With my own supply, this is far less likely to happen.
I do wonder if advanced "combi-modules" could be a thing. More advanced (expensive, rep requirement) but produce several related items - Food and Meds being a good combo, as they're always consumed together. How about things like a combi Ore and Silicon processor. Could have two, alternating production lines (like the scrap stuff) but works much faster. Personally speaking, even pretty darn huge stations (think providing the UNIVERSE'S Hull Parts lol) have performed pretty well for me, and that was on my prior rig. Not noticed any performance impact from such stations unless I'm looking at them / actually on them.
Here's the thing though, with any sort of better module, that doesn't really help with early builds that use the basic modules, unless there's a direct "upgrade" option. We already have "upgrades" to production via workforce, what other ways might a station's output be increased, without additional modules? Perhaps some new research that can increase the output of certain modules by a set percent or something like that? Basically, so an early-game build doesn't have to have modules replaced to be better, but rather just upgraded. However, having my stations be significantly more productive than any other Factions sorta upsets the balance for me.
the combination of " wares" u mention, is indeed a tricky one. on one side u can have like u say combinations of wares and lets say put 2 factorys into 1 ( ore and silicon ) and ont he other side u could also "have or generate " a total new economy with it.for example : atm we have a module for adv. electronics ...adv electronics could produce : microchips, smart chips,plasma emitter. and so on .. OR ADV electronics have all that as a ressource ...other than that, i see only 2 or 3 combinations that can or could spare a module in case about performance... thats ressources ... a logical way would be :
1 module for ore,silicon , nividium and call it like noe metall ....
1 module for ice, hydrogen = water ...
1 module for methan .helium = gas ....
if u mix this 3 modules u have to mix the products according to this modules also ..meaning.. graphene, suprafluid, metall, and so on..
u basicaly have to complety reroute the first and 2nd produktion chain to be able to spare some modules.
and i think this trouble stress and work would be by far to much, compared to the fact u can just tke a storage module ( as example ) and edit the number that it can have as storage.. from 1 million to 8 million .. to save up to 7 storage modules