Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
12 days ago
2.0
3.43K
Manufacturing

i recipe balance

15 days ago

Hello, cackling.fiend
The power-related buildings, especially solar panels, batteries, and substations, are overpowered.
It's a shame that the balance is broken.
Considering their high performance, I'd prefer if the research techs were unlocked later. It breaks the balance.
Of course, I know there's an option in the settings to disable solar-related buildings, but I want to enjoy all the content in this wonderful mod you've created.
So, instead of unlocking them early, I'd like to see the recipes either become significantly more expensive or the research unlocks delayed to a more appropriate time.
Everyone has different preferences, so adding options to make recipes more expensive or unlock them later would be the best solution.
Even if it doesn't work out, I understand :)
Thank you for making such a fun mod.

15 days ago

Hi. Since I just updated the mod to 2.0 but neither created nor really played it, I don't really know how to balance things. If you tell me exactly the technologies and their prerequisites how you would do it, I'll change it.

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