Tries to make the bioreactor and plant growing more believable by reducing the charges of fuel items for the bioreactor drastically and requiring energy to grow plants and breed fish inside a base.
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In the vanilla game, the bioreactor can be fueled with three marblemelons which is enough to fully recharge a cyclops. The plants can be grown next to the bioreactor and their energy is created out of nothing. Plants can be grown in the cyclops without any requirement. This mod reduces the charge of bioreactor fuels drastically, uses the the same amount of energy if you plant something inside. Alien containments need energy to function and constantly drain power.
Details
Reduces the charge of most bioreactor fuels by factor 10. Reduces the charge of food items by even more because of point 2. The sea treader feces charge is only slightly decreased.
Indoor plants require the same amount of energy to be planted that they would give when placed inside the bioreactor. The more sunlight the base gets, the less energy planting requires. At sea level, plants require no additional energy. The cyclops is a base.
Alien containments don't work (fish will survive but cannot breed) if they are unpowered. They continuously drain energy (two solar panels are enough to power it).
Optional: The fabricator in the lifepod is slower and requires more energy than the one inside a base. Before it is repaired, it requires even more energy and time. (can be changed in mod settings menu, default: off)
Bases use power sources smarter: Regenerative sources such as solar panels and thermal plants are used before bioreactors and nuclear reactors are activated.