Stellaris

Stellaris

Food Transfer Mod - No longer supported
24 Comments
Bellator 11 Nov, 2016 @ 3:31am 
I have heard future plans for Stellaris is to make food global for empire, so I hope in time we will have it in vanilla game :)
Axelius  [author] 28 Sep, 2016 @ 12:20pm 
I should make an offical declaration that I am putting work on this mod on more or less permanent hiatus because of various reasons. A silent limitation that prevents the creation of strategic resources from space port modules makes this mod not actually work as intended and the upcoming changes in the 1.3 Heinlein patch will change the entire strategic resource system meaning that any update made would be rendered null and void soon.

Furthermore, I will start working at Paradox in October and while there is no conflict of interest between this mod and the company any work done on this mod will be done in my spare time, in which case I'd probably rather not spend that time doing the same stuff I do at work.

Anyone who wishes to use the concept or any code used in this mod for their own project is free to do so.
Sentry Ward 28 Sep, 2016 @ 12:07pm 
@Exterminieren do you upload mode?
Sentry Ward 28 Sep, 2016 @ 12:05pm 
Can you add more modules after some research/vanilla, for example +10 transfer, +50 etc ?
I wanna make some food planet with this stuff. And i know i can make food on planet with more that +60.
bananenklumpen 18 Sep, 2016 @ 9:35am 
please update
Axelius  [author] 1 Aug, 2016 @ 3:00am 
Sure, no problem. This goes for pretty much anyone for that matter.
Exterminieren 31 Jul, 2016 @ 7:06pm 
Hey I have combined your Food transfer mod and anothers Bread Basket ( adds buidlings that do pretty much the same thing ) together ( for personal use only right now) so they are work "with" eachother. Can i get you permission to upload it to steam? i will credit you
Gustuv Wynd 23 Jun, 2016 @ 1:13pm 
I did sort of the same thing. Except I made the food strategic resource get made by the farms and then consumed by the shelter/admin/capitol building and then upped the amount of the food they produced to match the level of "sr-space-twinkies" they consumed.

I like the idea of putting it on the starbase. Have you looked into how we could get the AI to build the station modules? I am not sure if the AI ever builds any modules in vanilla. They will upgrade it to the max, but all the module slots will be empty on my sector run stations. Though I haven't done much messing around with modules. When I say "AI" I mean both sectors and enemy AI.


The Eye 21 Jun, 2016 @ 1:42pm 
Love this, subscribbedand rated up. However I have an idea. I have no clue if it is even possible, if not ignore. make food a globle resource like energy and minerals. those in your core planets get equal share, and secters need and give just like the other two.
Axelius  [author] 19 Jun, 2016 @ 9:40am 
It should.
5 19 Jun, 2016 @ 6:16am 
does it work for 1.1?
Ryan 12 Jun, 2016 @ 7:49am 
aaaannnnnddddd subscribed
Anton Vabel 27 May, 2016 @ 1:24am 
This should be implemented in vanilla !!!!!!!!!!!!!
Axelius  [author] 22 May, 2016 @ 10:46am 
Making a new sector goal, maybe, but that would require GUI modding, which is not something I'm able to do at the moment. Easier would be to replace a sector goal (most likely military) to prioritise building food, which would easily be possible. As for making the AI build the modules and have foodstuffs to sell, sure, but I wouldn't want to do that unless I also made the AI capable of using it for its intended purpose, and that would be something entirely different.
FroyOi 22 May, 2016 @ 6:05am 
Or trading AI?
FroyOi 22 May, 2016 @ 6:05am 
Would it be possible to make that a sector goal, making bread basket sectors?
T. 20 May, 2016 @ 8:06pm 
Damn you beat me to it. I was going to create special buildings to do this but in the same way, create and use strategic resources.
LAJ-47FC9 19 May, 2016 @ 6:44pm 
Nice and simple! I like it.
Wolfang 19 May, 2016 @ 4:42am 
like this mod
MosueTV 18 May, 2016 @ 12:50pm 
Neat.
Axelius  [author] 18 May, 2016 @ 10:40am 
The cutting off is a bug on descriptions on Steam workshop from what I've seen. I'll try to rewrite it so it doesn't get gimped.

Yes, but this can be used in conjunction with that for a total of +7. That said I have considered various numbers and may very well change it in the future. Among considered feartures is being able to have multiple export and import modules and efficency that can be improved.
BladeofSharpness 18 May, 2016 @ 9:12am 
I forgot to add: 4 is perhaps not enough, because you have a module giving +3 for free. So removing 4 on one side to get 4 on the other has little interest. Perhaps 6 would be a better value.
BladeofSharpness 18 May, 2016 @ 9:10am 
Your description is incomplete but I understand what you did... It is a very cool work around and I salute you for the originality in the approach!
Cannon_Fodder 18 May, 2016 @ 1:17am 
Hell Yes! Absolutly think this should be part of the base game.