Stellaris
Local Production
댓글 256
Gake 10시간 전 
Excess food no longer increases Pop Growth.
Wakelessrex 2025년 3월 5일 오전 5시 39분 
Fantastic mod, much appreciated.
shadowwarrior132 2025년 1월 10일 오전 1시 26분 
I think this could help minimize lag from consuming trade.
MaxelHaxel 2024년 6월 8일 오후 6시 59분 
arieviloj 2024년 2월 27일 오후 2시 34분 
Still no love for an updated version of this gem?
Lùmi 2024년 2월 9일 오전 2시 46분 
This excellent mod seems to be discontinued, but unfortunately I don't know of any alternatives. Do you know of any other mods that would favour the creation of economically balanced planets rather than ultra-specialised ones?
Potato fish 2023년 11월 22일 오후 5시 24분 
if the lag problem got fixed then i would want this. this would go great with the undersiege mod
raw666 2023년 10월 27일 오전 11시 27분 
I do not seem to suffer a lag issue until late game and that is due to fleet power I believe. Still like the mod and hope you keep working on it.
Vlad_1492 2023년 5월 14일 오전 2시 34분 
Love the idea, but I too see lag issues.
Early game is 30 FPS with, 60 FPS without.
Timerix 2023년 4월 7일 오전 3시 53분 
the mod is lagging every game day so much, that game looks like a slideshow
Crazy_Gaben 2023년 3월 18일 오전 8시 21분 
Yup. For some reason, this mod single-handedly drops perfomance from smooth and relatively fast to freezing every day. Was able to pinpoint it after disabling every mod and enabling mods one by one.
Psycholess's 2023년 3월 3일 오전 2시 15분 
That's is exactly what i do but without your mod! Going to use it on my next playthough!
Crusaderjack 2023년 3월 2일 오전 10시 38분 
having a surplus of alloys should give army starting experience ;)
Elboron 2023년 2월 22일 오후 7시 43분 
I love the idea of this mod, but I too have seen major performance drops, though I cant single out this mod as the only cause, I dropped a few script heavy mods at once to improve performance...
starchitec  [작성자] 2023년 2월 9일 오후 4시 10분 
Yeah, I have some ideas on how I might it only update yearly or when you finish a building/district, but that is a fairly extensive rework so no promises.
Sssaging 2023년 2월 9일 오후 12시 42분 
I just tried to turn this mod on and off on my saved game. And when i play with local production on i experience performance drops. Don't know the exact reason, but can you make more lighter version of this mod? I really love the idea of local production.
starchitec  [작성자] 2023년 2월 8일 오후 12시 16분 
My logic there is that exotic resources are needed in relatively small quantities and are easier to ship, but yeah.
Wilmfe23 2023년 2월 8일 오후 12시 03분 
Maybe add one for exotic resources as well. That something that needs exotic gasses benefits from having an exotic gas plant nearby.
starchitec  [작성자] 2023년 1월 31일 오전 9시 41분 
the only thing there related to this would triggered_planet_modifiers, the rest is something else.
brucethemoose 2023년 1월 30일 오후 9시 09분 
Actually, I don't even see how that could be right... I only ran the script profiler for a year at 2300, there's no way it took 17 minutes of CPU time.

Still, its a bit concerning.
brucethemoose 2023년 1월 30일 오후 9시 05분 
@Scarecrow you may be interested to know this is the heaviest mod in my loadout according to the script profiler, in a quick test galaxy:

"
deposit.d_local_production.triggered_planet_modifiers 1068731.532ms 54599
pop_category.worker.triggered_planet_modifiers 13156.750ms 628484
casus_belli.cb_buffer_zone.is_valid 10920.415ms 54153
CGameRules::PopGeneratesCrime 8250.872ms 1079678
CGameRules::IsSystemBlockingSensorsWithScope 7444.602ms 353803
ethic.ethic_xenophile.country_attraction 3056.348ms 25646
...
"
starchitec  [작성자] 2023년 1월 13일 오전 9시 31분 
I have not done metrics. Its reasonably lightweight, but it is adding a set of planet income compares to every inhabited planet. Personally, I do not notice a slowdown.
Sssaging 2023년 1월 13일 오전 9시 11분 
Just asking will it affect slower computers are calculation light weight or will it make game slower?
starchitec  [작성자] 2023년 1월 11일 오전 9시 07분 
thanks, accepted!
MyresMkG 2023년 1월 11일 오전 6시 45분 
Hey I've made Chinese localization of your great mod, would you like to integrate it? Probably you need to add me a friend so I can send you yml link without being deleted.
winry roquiberu 2022년 12월 31일 오후 5시 10분 
Yeah, it was on the capital, pretty annoying but at least it's not an unknown bug, thanks a lot!
starchitec  [작성자] 2022년 12월 31일 오후 3시 00분 
Is this your capital? If so its because the display for the capital includes your empires base production (which is roughly 10 of each type depending on your background) You can see what comes from empire base in the tooltip for surplus in the planet view. Empire base is not actually produced on the capital, it just is displayed there for some reason, so annoyingly seems like its off when really its just the little extra you have not counting.
winry roquiberu 2022년 12월 31일 오후 12시 11분 
Hey! Really really nice mod, I just wanted to report a possible little bug. From what I understand, I should be getting penalties from a deficit of -10 at minimum, right? So, I'm getting them when having a +9 surplus, no bonus from a resource at +10, and a bonus for +20. It looks like it's shifted 10 for reason, I'll take a look if I can find some sort of compatibility issue here
starchitec  [작성자] 2022년 12월 24일 오전 11시 10분 
They AI does not optimize for it. But it also does not optimize for specialization as hard as a player does in vanilla. But ultimately that is why all the penalties/buffs are in the 5-10% range, its not a game breaking advantage when the AI does stumble through. It usually maintains a few surpluses at least.
Fņŏŕď 2022년 12월 24일 오전 9시 28분 
I love the idea behind this mod. I'm not sure how well the AI will handle it though.
Planets should be self sufficient.
dabeek 2022년 11월 3일 오전 9시 41분 
These buffs are kinda insane, but I do like the new dilemma it offers. No longer should you focus your planets solely on minmaxing resources, you actually need to focus on a colony's self-development. Great mod
Orionox 2022년 10월 14일 오전 1시 46분 
it might be too much, but could the bonuses be based on trade or distance from other planets in some way? Like a planet in the middle of a trade route would receive lower benefits from self sufficiency than one out in the boonies.
starchitec  [작성자] 2022년 10월 11일 오전 9시 37분 
Minor Update- The Local Production deposit is now classified as a rare deposit, which makes it appear at the top of the list, and even more conveniently, the effects show up in the planetary features tooltip on the planet screen without opening the features view.
starchitec  [작성자] 2022년 9월 21일 오후 2시 26분 
Updated for 3.5. Also added some extra support for Hives/Robots (they now have their own version of the Hyperlane Registry to negate mineral deficits)
Olafr_the_Viking 2022년 9월 12일 오전 6시 56분 
I love this mod, I feel it adds to immersion; allows me to think about how they might supply their planet with energy sources, minerals and food - giving the brain some narratives to tell about the struggling societies around the galaxy while I play. I also like that it gives some bonuses, but not too much, so you can choose to try to adapt to it on some planets, but ignoring it and going all-out specialization on others. Totally awesome; I hope this mod will live a long and happy life also after upcoming DLC's/patches, it is a must-have in my mod order now. Thanks a lot; superb mod!
NotNitehawk 2022년 9월 12일 오전 4시 32분 
This is a really cool idea, but I feel like, in a post-scarcity world with planned infrastructure, the empire probably understands the consumption requirements of their planets and is able to plan their shipments accordingly, always delivering new resources before they're needed.

The energy would be even easier, since you could establish a network of microwave-beam relays passing through the hyperlane network and all throughout each system that transfers energy far faster than ships could deliver the physical credits.

The only resource that would really matter is food, since even the fastest ships running through hyper-relays still take months to cross a large empire, so there's no getting around the fact that you'd have to preserve and store them until delivery.

Really neat idea though, will definitely try it out.
starchitec  [작성자] 2022년 8월 30일 오전 11시 28분 
An Ecumenopolis is not likely going to be able to provide enough resources for its consumption, true. But, you can negate penalties from food and minerals and consumergoods by building the necessary starabase infrastructure (you wont get bonuses, but ecu already have enough bonuses). The harder problem is energy, but that can be mitigated by trade value, which ecu are really good at doing. As for starnet, I have not tried it recently.
Olafr_the_Viking 2022년 8월 30일 오전 11시 08분 
Very nice and exciting idea for a mod, but I have two questions: 1) I see the discussion on AI/StarNet a few pages back, and I was wondering if anyone who has used this together with StarNet could add a comment on how this mod tends to impact on AI, will it have a noticeable disadvantage, or is it so small that you will not notice? 2) Ecumenopolis are not mentioned in the description or discussion, as far as I can see - and they tend to lack some basic resource sections, while having high output alloy/unity/consumer goods sections, making it near impossible to balance minerals, food and energy on them - how do they work with this mod? Thanks for your efforts on this mod, and I am also a huge fan of the "Masters of Nature" mod, so thanks for that one, too!
R-TEAM 2022년 7월 21일 오후 3시 17분 
have found an little problem with this mod and the "Ecology Mod" mod ....
The bonuses from the Ecology Mod is not calculated in the end result of this mod ...
example :
If my planet get -4 Minerals .... but get from waste jobs an bonus of 9 minerals .. so at the end it gets +5 minerals .... the local production get my an disadvantage because of mineral negative production on the planet .... which is not true ....
;)
Gatzek 2022년 7월 17일 오전 5시 25분 
Sorry. There were two wars in the galaxy that involved half of the empires. This is what caused the lag. After the wars are over, the game runs slowly but without significant delays. It wasn't your mod that was causing the lag, sorry again.
starchitec  [작성자] 2022년 7월 16일 오후 8시 24분 
Lag tends to always happen as inhabited planets increase with or without this. I dont run anything by a daily check, its all a triggered modifier on the planet which I dont really have any control over how frequently it is checked
Gatzek 2022년 7월 16일 오전 1시 55분 
@starchitec The mod worked perfectly and played well until the mid-game. When the number of inhabited planets increased significantly, lags began. Probably the bonus and penalties are applied every day and hence the delay. Wouldn't it be possible to change the billing to the monthly system?

I am sorry for my English :)
Gatzek 2022년 7월 13일 오후 11시 32분 
@Netist in the local_events.txt file, add lines such that the mod works properly with Planetary Diversity's planetary habitats:

NOT = { is_planet_class = pc_pd_barren_cold_hab }
NOT = { is_planet_class = pc_pd_barren_hab }
NOT = { is_planet_class = pc_pd_frozen_hab }
NOT = { is_planet_class = pc_pd_gas_giant_hab }
NOT = { is_planet_class = pc_pd_hothouse_hab }
NOT = { is_planet_class = pc_pd_toxic_hab }
NOT = { is_planet_class = pc_pd_molten_hab }
NOT = { is_planet_class = pc_pd_asteroid_hab }
starchitec  [작성자] 2022년 7월 8일 오후 7시 43분 
I haven't played with PD in ages, so not entirely sure what those even do. Next thing I mean to look at is doing something with orbital rings, but I've gotten distracted from Stellaris temporarily.
Netist 2022년 7월 8일 오후 6시 49분 
Hey, not sure if this has been mentioned, but this seems to have a very soft incompatibility with Planetary Diversity's planetary habitats (unless I'm misunderstanding something).

Basically, they function mostly like habitats, but this mod seems to recognize them as normal planets, so they suffer from deficit penalties. From a mechanical perspective, this means they're massively debuffed--it's difficult to maintain a surplus on them for the same reasons it's difficult on a normal habitat. Of course the logic behind removing the effects from normal habitats doesn't apply here, they DO have significant gravity, so I'm not sure what the solution should be. Might be an opportunity to add some unique behavior to them?
starchitec  [작성자] 2022년 6월 20일 오후 2시 00분 
Silos might be a good option for increasing the possible deficit before penalties kick in, the same way trade does for energy right now. I also have been thinking about adding something with orbital rings but am still undecided exactly what.
doctornull 2022년 6월 20일 오후 1시 44분 
Having used this for a bit, I'd like to suggest that Resource Silos compensate for all basic resources (food, minerals, and energy), and gives some small extra bonus if you're above the line.

CG can stay associated with Transit Hubs, or can use TV as its compensation proxy (given how TV can be converted into CG anyway, it's a good association).
starchitec  [작성자] 2022년 6월 20일 오전 10시 02분 
The hyperlane registrar does that for minerals. Trade value does that partially for energy but wouldnt work for gestalts. I like that energy at least is essentially forced to have some local production, as being able to negate all penalties makes management too easy.
Crazy_Gaben 2022년 6월 20일 오전 9시 52분 
Maybe allow solar panels and Nebula Refinery to negate energy/minerals deficits?
arieviloj 2022년 6월 10일 오전 9시 57분 
Yes my capital a fresh started game. Hmm... i see. Thank you for the explanation.