X Rebirth
57 оценки
Fusion Reactors Optimized
 
Оценяване  
Любим
В любими
Премахване от любими
Размер на файла
Публикуван на
Обновен на
0.002 MB
7 апр. 2015 в 7:24
19 март 2017 в 19:44
3 бележки за промени ( преглед )

Абониране, за да се свали
Fusion Reactors Optimized

Абонирани
Премахване
Описание
Optimized Fusion Reactors Production

Hey Everyone!

Mod is savegame compatible and can be removed / added anytime.

Game version needed: 4.00 / 4.10+ - using it in any older or newer build may cause errors!

This extension has been created to address the complaint expressed by some of you, about Fusion Reactors production ratios not being quite right, while playing in the campaign mode, where gates are still shut. It helps players who would like to branch off from the main story line at that moment and strat empire-building path

I have looked a bit into the files as well as played for a week now, with several lengthy sessions and came up with little something for trade-empire-building oriented players.

Hopefully, this mod will alleviate the need of constant staring at the Trade Offers list and spending hours looking for two digit numbers of reactors to appear somewhere.

I focused on modifying the values in such manner, that it feels natural and balances well the need for fluent gameplay experience and preserves the challenge.

Mod changes:
  • Increases the amount of produce per module to 65 from vanilla 40.
  • Keps the cycle time of 20 minutes and links it to the new output.

Each station will also list you these information, together with its efficiency, for how much long they have goods for to sustain production (in hours) as well as any bonus and optional resources they have present. You can access it via selecting Details in the station info menu. See screenshot here.

I have been experimenting with many other settings but the above feel very natural and balanced to me.

I will prepare the same optional mod for Reinforced Metal Plating.

The reason for releasing this extension as standalone is modularity. Some of you may find vanilla values fine, some may decide that it's too much. Options are always good to have :)

I recommend playing it together with my other mod Ledda Ship Tech Fab Fusion Reactors.

Please, do let me know if there is anything in the mod that needs changing and how it all plays out in your games!

My other X-Rebirth mods:

NEXUS:
< >
19 коментара
buddyspike 17 дек. 2017 в 2:45 
Very useful mod. Thx
Hellscream 9 дек. 2017 в 3:03 
great module, without it I can not finish that stupid task
nidaren  [автор] 19 март 2017 в 19:46 
Mod is good to go for versions 4.00+
LordCrc 22 март 2016 в 3:07 
Ah, well that could explain it :)

I was mistaken, I don't have the TAF mod, but reavealthingz, which places a trade agent on every station in the game. So what I tried to say is that there's a _global_ surpluss of fusion reactors now, at least with the combo of this mod and the extra Ship Tech Fab. There's no locals shortage anywhere.

Is this mod uninstall-safe?
nidaren  [автор] 21 март 2016 в 19:32 
@Lord - this mod is not yet HoL compatible, it will be updated once I see how are the supply/demands factors working out in this version :)
LordCrc 21 март 2016 в 19:17 
I should have mentioned I also use your Ledda Ship Tech Fab Fusion Reactors mod.
LordCrc 21 март 2016 в 19:16 
I did the HoL trader start (with two S/M cargo ships), and it seems fusion reactors are being slightly over-produced. Every buyer is buying at -6% or lower, and all producers have tons of stock (I used Trade Agent Forever for this, so I can see the entire market).

Just my feedback, thanks for the mods :)
nidaren  [автор] 1 март 2016 в 16:00 
@Panz Be sure to check out my other mod that adds up additional, neutral to the player Fusion Ractors Fab link here . Should be updated today or tomorrow, will also add the link to the body section of this mod.
Panzerchicken84 1 март 2016 в 15:38 
Empire Builder start here where I branch out to DeVires to make it self suffecent as possible if that helps any.
nidaren  [автор] 1 март 2016 в 13:48 
No problem. The case with the optimization mods is that it is impossible to re-apply whatever worked in older version (without Home of Light cluster) to the new situation where we have much more producers.

Then you also have to take into account that some people will be playing the campaign and stopping in the middle of it to build up a bit (when gates are still closed) and some others will jump right in to the fully working economy.

Will need feedback from you guys which rates are best.