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An idea I thought of it is it would be really helpful if a certain 'minimum' for resources was able to be established, maybe as a default the amount needed for maintenance, or a factor of that number (e.g. 2x, 3x) so that a buffer could be kept to make sure maintenance needs are covered but constructions projects don't suck the stockpiles dry. If the construction is delayed, so be it but once things start breaking from a lack of maintenance it's really troublesome.
Sounds like something you can use.
At any given time you could shut it down while playing by turning off the resources that get refilled.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1565295058
Thats actually how the game works now.
IINM you can remove it with a Sanatorium spire building. I don't remember if it's a mod that lets you do it or if it's in an update to the game itself, but it's doable at least.
Edit: it's done (in my saves at least) by a mod called Internal Affairs. Great mod overall.
First of all, do you reckon it'd be possible for you to create a mod that adds, say... 0.05 water/oxygen/power consumption for residences per inhabitant? So for a full apartment complex with 24 colonists living in it, it'd increase overall consumption by 1.2 units. I'm not suggesting it to get a huge increase to difficulty, but more for immersion's sake. It's always bothered the hell outta me that water, power and oxygen production in particular is entirely unaffected by how many people are living in a dome.
Secondly, I suggested last year on a mod collection page thing a feature I think we'd all wanna see in the game, namely the ability to toggle visible roofs on domes with a keybinding, or alternatively just make the roof auto-vanish when you hover your mouse cursor over it. It'd make clicking on things in domes 100% more efficient, that's for sure.
And last but not least (for now, anyway), I was gonna suggest creating a mod that lets you remove certain breakthrough techs from the pool of randomized techs you can get during a playthrough. It always bothers the ♥♥♥♥♥♥♥ hell outta me whenever I get one of the 100% useless breakthrough techs, like Plutonium Synthesis or Nano Refinement, or perhaps the worst one of all, Cloning!
Mind you, I like the overall randomness of breakthroughs, but I just hate how some of them are entirely and utterly useless in every single way, given that they take up a valuable slot that could've been used for, I dunno... Rapid Sleep or something.
Let me try a few that refused to upload again.