Hi, I thought I would share my opinions on some mods which allow Late Game sustainability with depleted resources.
This aimed for new players seeking out guidance with mods that do the same thing or help experienced players make a decision.
Will add more to the list as I experiment with more mods of similar group
FGRaptor's Endless Resource Buildings Mod - Steam Workshop
I feel like FGRaptor's mod is more balanced more focused at mid game the costs are fair but I feel like the production is somewhat lacking.
Aossk's Mass Fabrication Mod - Nexus Mods
As for Aossk's Mod, I am very pleased, the costs are a tad extreme but the production is very optimal. but that being said this is meant for serious late gamers.
Conclusion: With FGRaptor's mod I feel like it help you give a quick easy start and may help you crawl in those dire situations mid game, but with Aossk's Mod allows for some serious late gameplay or a serious early-mid game boost.
This aimed for new players seeking out guidance with mods that do the same thing or help experienced players make a decision.
Will add more to the list as I experiment with more mods of similar group
FGRaptor's Endless Resource Buildings Mod - Steam Workshop
Code:
Production
Automated Deep Metals Extractor
Costs: 16 Concrete, 5 Electronics, 5 Machine Parts
Maintenance: 2 Machine Parts
Consumption: 10 Power
Base Production: 4.5 Metal
Automated Rare Metals Extractor
Costs: 16 Metal, 5 Electronics, 5 machine Parts
Maintenance: 2 Electronics
Consumption: 10 Power
Base Production: 1 Rare Metal
Automated Metal Mine
Costs: 160 Concrete, 40 Metal, 25 Polymers, 25 Electronics, 150 Machine Parts
Maintenance: 4 Machine Parts
Consumption: 40 Power
Base Production: 20 Metal, 5 Rare Metal
Automated Regolith Excavator
Costs: 40 Concrete, 120 Metal, 15 Polymers, 25 Electronics, 100 Machine Parts
Maintenance: 4 Machine Parts
Consumption: 30 Power
Base Production: 20 Concrete
Life Support
High-Grade Moisture Vaporator
Costs: 12 Concrete, 40 Metal, 50 Polymers, 25 Electronics, 25 Machine Parts
Maintenance: 4 Polymers
Consumption: 40 Power
Base Production: 10 Water
Power
Mass-Production Artificial Sun
Costs: 80 Concrete, 120 Metal, 150 Polymers, 50 Electronics, 50 Machine Marts
Maintenance: 4 Polymers
Consumption: None
Base Production: 500 Power
I feel like FGRaptor's mod is more balanced more focused at mid game the costs are fair but I feel like the production is somewhat lacking.
Aossk's Mass Fabrication Mod - Nexus Mods
Code:
Production
Base Materials Fabricator
Costs: 80 Concrete, 40 Metals, 20 Polymers, 10 Electronics, 20 Machine Parts
Maintenance: 2 Machine Parts
Consumption: 50 Power
Base Production: 20 Concrete, 15 Polymer
Base Metals Fabricator
Costs: 80 Concrete, 40 Metals, 20 Polymers, 10 Electronics, 20 Machine Parts
Maintenance: 2 Machine Parts
Consumption: 50 Power
Base Production: 20 Metal, 10 Rare Metal
Nano Weave
Costs: 40 Concrete, 80 Metals, 50 Polymers, 100 Electronics, 50 Machine Parts
Maintenance: 2 Machine Parts
Consumption: 100 Power, 1 Metal
Base Production: 10 Machine Parts, 10 Electronics
Power
Black Star Generator
Costs: 800 Concrete, 1200 Metals, 1000 Polymers, 500 Electronics, 500 Machine Parts
Maintenance: 10 polymers
Consumption: 5 Water
Base Production: 10,000 Power
Wonder
Advanced/Experimental Mass Fabricator
Costs: 800 Concrete, 800 Metals, 200 Polymers, 500 Electronics, 200 Machine Parts
Maintenance: 20 Machine Parts
Consumption: 8000 Power
Base Production: 100 Metal, 100 Rare Metal, 100 Concrete
As for Aossk's Mod, I am very pleased, the costs are a tad extreme but the production is very optimal. but that being said this is meant for serious late gamers.
Conclusion: With FGRaptor's mod I feel like it help you give a quick easy start and may help you crawl in those dire situations mid game, but with Aossk's Mod allows for some serious late gameplay or a serious early-mid game boost.