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Suggestions / Re: Hypershunt tap problem
« on: May 17, 2024, 01:39:45 PM »How does that makes sense? Not a single planet can jamp 10 volatiles or trans.
Show me a planet jamming out 10 transplutonics?
Not to mention, we basically consume in entirety the output of 2 industries... to buuild one more industry?
This mod is trash, sorry. Needs rework.
It is extremely niche and not worth the effort, which is a bit disappointing, but I do want to clear up a couple things.
I don't think the game does a good job explaining how industries work, which is evidenced by how many people don't know how it works despite being pretty simple. It does not "consume" the output of an industry. You don't add and subtract inputs and outputs of industries. Every unit higher is meant to represent 10x the production in universe. This means you can't add two planets with 5 units together to meet the demand here, but it also means that if you do meet the demand you don't "lose" any output from installing it. That 10 output planet can still supply all your little requirements for other planets because those numbers are trivial in comparison.
Speaking of which, I think the maximum output you can reach is exactly 10. A size 6 colony produces 4 transplutonics. Any planet with no atmosphere can use a catalytic core to boost output by 3. Add 1 each for admin, alpha core, and spending story points to "improve" the industry. It's still way too much effort for one extra industry, but you never have to worry about a stability penalty.