The Bread Baskets Mod
A mod that lets you ship food between worlds. Incorporates 8 new buildings, 4 new techs and a new 'stored food' resource.
"Bread basket" worlds are a staple of science fiction, worlds devoted purely to agriculture in order to support vast, coruscating city worlds, and whilst Stellaris incorporates planet-restricted food for good reason, I still wanted to see a bit of that old magic. So instead of just lifting the 'planet-bound' restriction on food (easy to do, not much fun), this mod adds two new buildings; the 'dehydrator' and 'rehydrator'.
The dehydrator takes food from a world that has a surplus and converts it into 'stored food' (tasteless nutrition blocks), which is a resource that can be transported without spoilage.
The rehydrator converts 'stored food' back into food, making it available for an urban planet's population.
Both buildings are tech-restricted, with 3 upgraded forms that increase the amount of food that can be stored/released.
--==Current Pros==--
- Permits even further planetary specialisation.
- Reduces space needed for farming.
- Food Preservation techs slightly increase farming efficiency.
- Agri-worlds are cool!
--==Currrent Cons==--
- Changes the balance of the game slightly. I have tried my best to rebalance, but odd things may still happen.
- Stored Food is presently a Strategic Resource.*
- Food dehydration/rehydration is affected by agricultural efficiency.**
* I have not been able to fix the GUI to make Stored Food show up as an ordinary resource, so instead it shows up in Strategic Resources. It can be stored accurately as a normal resource, but there is not an easy way to measure it. I am working on this, but open to suggestions.
** I have not been able to get planets to 'consume' food properly from a local planetary store, so instead the dehydrator applies a Food production penalty (and the rehydrator a bonus). As a result, you can game the system by putting inefficient farmers on the Dehydrator and efficient farmers on the Rehydrator and getting a slight bonus to production. Given the energy cost to run both buildings, fixing this is not a high priority.
A mod that lets you ship food between worlds. Incorporates 8 new buildings, 4 new techs and a new 'stored food' resource.
"Bread basket" worlds are a staple of science fiction, worlds devoted purely to agriculture in order to support vast, coruscating city worlds, and whilst Stellaris incorporates planet-restricted food for good reason, I still wanted to see a bit of that old magic. So instead of just lifting the 'planet-bound' restriction on food (easy to do, not much fun), this mod adds two new buildings; the 'dehydrator' and 'rehydrator'.
The dehydrator takes food from a world that has a surplus and converts it into 'stored food' (tasteless nutrition blocks), which is a resource that can be transported without spoilage.
The rehydrator converts 'stored food' back into food, making it available for an urban planet's population.
Both buildings are tech-restricted, with 3 upgraded forms that increase the amount of food that can be stored/released.
--==Current Pros==--
- Permits even further planetary specialisation.
- Reduces space needed for farming.
- Food Preservation techs slightly increase farming efficiency.
- Agri-worlds are cool!
--==Currrent Cons==--
- Changes the balance of the game slightly. I have tried my best to rebalance, but odd things may still happen.
- Stored Food is presently a Strategic Resource.*
- Food dehydration/rehydration is affected by agricultural efficiency.**
* I have not been able to fix the GUI to make Stored Food show up as an ordinary resource, so instead it shows up in Strategic Resources. It can be stored accurately as a normal resource, but there is not an easy way to measure it. I am working on this, but open to suggestions.
** I have not been able to get planets to 'consume' food properly from a local planetary store, so instead the dehydrator applies a Food production penalty (and the rehydrator a bonus). As a result, you can game the system by putting inefficient farmers on the Dehydrator and efficient farmers on the Rehydrator and getting a slight bonus to production. Given the energy cost to run both buildings, fixing this is not a high priority.
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