Avorion

Avorion

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Salient Solutions - Station Consumption
   
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15 Feb, 2021 @ 11:11am
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Salient Solutions - Station Consumption

Description
[Needs testing and balancing]

The goal for my 'solutions' series mods is a Vanilla+ like experience.

I found the station consumption mechanic in the game to be so piddling that i'm not even sure why it exists.

So this is my first go at doing something with it.

Stations that consume goods instead of picking just one good to consume, will consume all goods that it trades.

The amount of goods consumed will vary depending on the amount of crew on the station.

It varies from 1% (any amount of crew) to 10% (10k+ crew). The crew do not need to have a job.

This will occur every 5 minutes in an active system.
8 Comments
Max Resdefault 2 Mar, 2024 @ 4:00am 
actually seems to work in current version as of 3/2/2024
Salient Soldier  [author] 27 Jan, 2022 @ 9:34am 
Probably not. If someone would like to update it, feel free.
Lazy Invincible General 21 Jan, 2022 @ 1:55pm 
does this and your other solutions still work in 2.0.11?
Mumbo 15 Jan, 2022 @ 5:03am 
Nice :PineappleGrenade:
Valck 29 May, 2021 @ 5:22am 
I get where you're coming from, and I agree that it would amount in large parts to essentially fixing the game for free, but let's not forget the dev team is tiny, and they have their hands full already.
"The Important Aspects (tm)" is a very subjective concept... ;)

Great job you've done so far, and I won't give up hope that maybe more will come of this, and like this, either by your hands, or somebody else's.
Cy 18 Feb, 2021 @ 12:52am 
You are hitting a huge nail there. The problem is that the devs constantly talk about their own "vision" of how they want the game to be. Because of that the important aspects of this game are not being worked upon :(
Salient Soldier  [author] 17 Feb, 2021 @ 10:33am 
I've thought about some of the same ideas.

Honestly i feel like stations need a 'population' value that's separate from crew. Then station and total system population could be used to determine many other aspects of consumption and trade. While its possible to start modding in something like that, in my view thats starting to reach the area where the devs themselves should be working on it.

There is a line i don't like to cross when modding, and it's when I feel like im fixing the game for the devs (for free). I have my own games and projects i should be working on. There's still a lot of work that needs to be done on Avorion, the background simulation is the weakest point of this game and needs to be addressed asap. I'm probably going to hold off on doing any more mods until I see the devs actually make some progress in that area.
Cy 16 Feb, 2021 @ 7:40am 
Hi there. As a fan of your mods I appreciate every new mod that you create =D. You are onto something awesome here!

my thoughts about how to give said mechanic even more meaning:
It would be cool to see a neccesity for specific goods such as food and water, when not available the crew efficiency will drop. Meanwhile the efficiency can be further increased by optional goods.

the crew efficiency should be bound to production speed in case of factories e.g. I dont know what should happen to stations that dont have any production going on.

This idea would only work on stations as they are a lot easier to supply in comparisson to ships. Therefor ships should stay as they are.

Or maybe adding a supply demand on ships could balance out existance of extremly huge ships with the upkeep cost. That however should be an own mod by itself and nothing I would be interested in as I dont like the idea of care for supply on my crew...