Stellaris

Stellaris

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Realistic Industry v0.4 [3.8.*]
   
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12 Mar, 2022 @ 3:10pm
17 May, 2023 @ 4:18am
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Realistic Industry v0.4 [3.8.*]

In 1 collection by Pingu's Revenge
Pings Stellaris Mods
3 items
Description
____________________________________________

Realistic Industry is a mini mod that simply removes the planetary limitation
for factories & foundries.
So you can build as much industry as you want or as much space is available.

From the energy nexus you can build 12 pieces per planet & other small changes.
Such as 5k space in raw material warehouses.

Special: 4 robot assembly plants can now be built per planet also for Hives. Each plant now also gives 2 technicians instead of only 1.

3 plants built directly at the start, produce 1 RoboPop every 9 months.

All languages available, as no localization file needs to be changed or created.


Vote Up if you like it, so that this mod is found faster by others.
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Compatibility
Contains
buildings folder
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01_pop_assembly_buildings
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03_resource_buildings
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04_manufacturing_buildings

Not compatible with mods that modify these files.
Not compatible with "More Army/Industry & modif.Living standards V`5.1´"


For best compatibility, place at the end of the playset.

Note

You can build an infinite number of them, but you have to be able to afford them. Pay attention to your maintenance cost of the buildings. Standard factories bring no bonuses, only jobs.

The values of upgraded factories/foundries stack with each other.
Popular Discussions View All (2)
4
17 May, 2023 @ 4:41am
Update
Pingu's Revenge
0
13 Mar, 2022 @ 7:37am
Bugs
Pingu's Revenge
34 Comments
Pingu's Revenge  [author] 8 Nov, 2023 @ 1:10am 
the mod remains as it is for the time being. i haven't played for a while & don't have all the last dlc at all. I'd have to read up on everything again first. I don't know how the mod works in the latest update. There are certainly other mods for such empires that give bonuses or tech/buildings. :medkit:
Designer225 8 Nov, 2023 @ 1:03am 
Hi there. 3.9 changed Catalytic Processing and made food even more important for such empires (now refineries require food instead of minerals), in addition to buffing the technicians. Are there considerations for increasing the planet cap on food processing facility-line buildings?
Bassuha 17 May, 2023 @ 5:08am 
Very nice :Gifting:
Pingu's Revenge  [author] 17 May, 2023 @ 4:33am 
Has finally been updated. Only as far as ring worlds are concerned, I haven't changed or adjusted anything.
I do not own the dlc & can not test it.
:medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit::medkit:
When I start the game, everything works as it should.
Factories & foundries can again be built infinitely often depending on the available space.
Farms also work again & the other changes too.
I have tested it in the latest version even without owning the dlc.
Bassuha 18 Dec, 2022 @ 11:17am 
I liked your mod a lot, can't wait for patch:Hire:
Pingu's Revenge  [author] 6 Dec, 2022 @ 3:21am 
You could have reported this under Bugs in the discussions, but thank you. I will look d now soon times:medkit::hardhat:
Douglas Miller 5 Dec, 2022 @ 3:45pm 
This mod needs to be updated for the following issues:
- Update 3.4 removed the requirement of an upgraded capital building for strategic resource production.
- Update 3.4 increased the capacity of Resource Silos.
- Update 3.5 added the Coordinated Fulfillment Center manufacturing building for the new Relentless Industrialists civic.
- Update 3.5 removed the base game script trigger buildings_simple_allow. This mod's definition of Hydroponics Farms still uses that trigger, which now makes Hydroponics Farms impossible to build.
- Update 3.6 increased the costs and bonuses of resource productivity buildings on ringworlds, to match what other planets can get from orbital rings.
- Update 3.6 prohibited building most resource production on a planet with the new Crucible World decision/modifier.

Yes, these are things that this mod did not itself change, but the fact that the mod replaces the entire file that they are in inherently undoes them until the mod is updated to also include them.
Pingu's Revenge  [author] 23 Aug, 2022 @ 11:28am 
:Gifting::Hire::wololo::Tiberium:
mhariz1993 23 Aug, 2022 @ 4:40am 
I have recently found the mod that conflicts with your mod & I have disable it. Your mod works fine now..
Pingu's Revenge  [author] 22 Aug, 2022 @ 4:33pm 
@mhariz1993 I have tested it & everything is running smoothly.
You have 10billion% a mod in the playset that overwrites my mod.

Add it to the end of the playset & it should work.

For everyone else who sees it after the fact. The mod works great, even though it says it's not for the latest game version.
The updates did not change any of the data I modified.
:steamthumbsup::hardhat: