I like the idea of a food replicator. It would be like a factory for food!
However, the insanity can be far deeper! Let's talk more about this "living" universe...
As far as the "living universe" aspect, the real thing you have to have is AI with needs. Needs give AI motive to perform certain actions. Basic needs could be driven by personalities or "instinct" or some rule set or whatever. Basic needs could drive an AI to do something, and its resulting actions may impose new needs on the AI in addition to providing some in-world behavior.
For instance, a trade faction station AI has a base "need" to get credits. So it considers its options. There are players around - player presence is a resource it can use! It could sell blocks to players. Selling blocks means it needs to get blocks, so it could use its starting capital to buy blocks from players or requisition freighters from the guild to deliver a load of blocks. Freighters deliver blocks, players buy blocks, station AI makes credits. The station AI still has a need for credits, so it orders more Freighter-loads of blocks, especially the ones that sell a lot. It raises prices on high-selling blocks and discounts low-selling blocks based on some basic market model it has.
More freighters come to the station with more blocks. More freighter traffic means more interest from pirates, who "need" to raid ships for goods, or notoriety, or whatever their basic need is. Pirates start destroying freighters, so they never reach the trade station. The station is losing money hiring freighters! Pirate presence is an obstacle that is defeating the station's "hire freighter" command. The station AI's "hire freighter" command is not not meeting its "get blocks" need, so it looks at other ways to "get blocks."
Maybe it uses "hire escorted freighter," which costs more per block, but adds trade guild fighters to the freighter fleets to combat the "pirate presence" obstacle. This means the "sell blocks" + "hire escorted freighter" decision chain meets the AI's need for credits worse than when it was "sell blocks" + hire freighter." Maybe the station AI weighs that decision chain vs. "sell blocks" + "hire freighter" + "create bounty NPC" + "give bounties on pirates". it could be that the credit loss from hiring a bounty NPC on the trade station and giving bounties is expected to be less than hiring escorted freighters.
The station AI makes a bounty NPC and starts offering 10k credit bounties per pirate destroyed. Maybe players take some bounties and kill some pirates. That's good. But maybe the bounties draw spawned AI ships from the bounty hunters faction. They fight and destroy pirates and fly to the station to collect bounties. Now the station AI has another new resource - bounty hunter presence! Neutral or Allied NPC faction presence means it can offer services to NPCs to make credits. So, the station AI uses "hire bartender" + "hire dancers" to provide R&R for the bounty hunters.
There is another resource the bounty hunters bring with them - damaged ships! The station AI weighs the benefit and decides to "sell repair services" + "build shipyard" + "hire ship re-fitter NPC" to repair the bounty hunter NPC ships.
The destroyed pirate ships (and occasional bounty hunter ship) are in the system are resources, too. They attract Salvager NPCs, who want to meet their "salvage and sell blocks" need. The salvagers add more neutral/allied NPCs as resources for the station AI, which build more R&R capacity to accommodate them. The greater presence of low-combat ships with blocks draws more pirates, perturbing the existing system, but it settles into some semblence of equilibrium. The station AI is making lots of credits, and nearing a level where the trade guild might make it a major station instead of a trade hub.
Then the player titan comes. It annihilates the base the pirates were using for their raids, and salvages it all with a massive beam array. It sets to mining the system of its asteroids and planets, then leaves.
No more pirates to prey on freighters means no more bounty hunters. No more bounty fighting means no more scrap for salvagers. The station gets rid of the R&R and bounty NPCs. It keeps the ship refitter, though. Players are still using it. With no pirate presence as an obstacle, the station goes back to "sell blocks" + "hire freighter," with "sell repair services" + "build shipyard" + "hire ship re-fitter NPC" as a sideline.
However, no resources and no conflict in the system means players are less interested. They slowly migrate off to greener pastures. The station AI discontinues its "sell repair services" decision chain because there is no interest. Lower player presence means "sell blocks" is less profitable, too. The station AI slowly stops ordering freighters with new blocks as demand drops. Eventually, the once thriving station goes dormant, and stops meeting its "make credits" need. After a long enough time of this, it downgrades from a trade hub to a small shop, and then to a lowly automated block merchant.
Thus goes the ebb and flow of the living universe.