Thank you for the kind words!
I added the colony structure from a player suggestion a couple pages back and again added the upgrade to an industry from yet another player's suggestion. The point of the structure is to help a fledging colony make some extra cash as a head start and the upgrade is to make it worthwhile to keep around once the colony is established. I struggled trying to balance the industry in making it worthwhile to build but not too OP. There is a cost requirement of ship hulls that I thought kept it in line but I'll give it a look see. I have Legacy of Arkgneisis installed, I just never looked over the code. When I have some free time, I will look it over as you suggested. I am currently working on a graphics pack for Hiver Swarm (should be done soon) but I'll add it to my to-do list for JYD.
Thank you again for the well thought out suggestions.
Yeah the Scrapyard is way too strong, on my size six colony it used to make up for half of the colony's income without taking up an industrial slot.
This is the way I have balanced it for my game:
For the workshop: public class JYD_workshop extends BaseIndustry {
public void apply() {
super.apply(true);
demand(Commodities.HEAVY_MACHINERY, 3);
demand(Commodities.SUPPLIES, 3);
demand(Commodities.SHIPS, 3);
supply(Commodities.METALS, 4);
supply(Commodities.FUEL, 2);
Pair<String, Integer> deficit = getMaxDeficit(Commodities.SHIPS);
applyDeficitToProduction(1, deficit, Commodities.METALS);
applyDeficitToProduction(1, deficit, Commodities.FUEL);
if (!isFunctional()) {
supply.clear();
}
}
For the Scrapyard:public class JYD_scrapyard extends BaseIndustry {
public void apply() {
super.apply(true);
int size = market.getSize();
demand(Commodities.HEAVY_MACHINERY, size);
demand(Commodities.SUPPLIES, size);
demand(Commodities.SHIPS, size);
supply(Commodities.METALS, size + 2);
supply(Commodities.FUEL, size - 1);
Pair<String, Integer> deficit = getMaxDeficit(Commodities.SHIPS);
applyDeficitToProduction(1, deficit, Commodities.METALS);
applyDeficitToProduction(1, deficit, Commodities.FUEL);
if (!isFunctional()) {
supply.clear();
}
}
No idea if this is balanced or not for the upkeep cost, I am basing it off of a size 6 planet with a bunch of modifiers.
I removed it scaling to colony size without taking up an industry slot, the ore and rare ore production doesn't make too much sense for a scrap yard, and the transplutonic production is way too strong for something that takes up no industry space.
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