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The advantage that the full-sized reactor retains over the compact one is that it only requires a single TFG module, which without Eccentric Tech - Core is a quest- and trade-only item. Also, the reality is that the full sized MMFS was created long ago and is simply impractically large for gravship use, so I wanted to have a more compact option for Odyssey.
In addition to the mod setting, all of the power modes are also completely exposed in XML, so if you feel like making a local edit or a personal XML patch, almost every aspect of reactor startup and operation is configurable!
I saw your webcomic and found your mods that way - all very cool stuff! I've had a couple questions i just can't figure out, namely:
- how much fuel does the MMFneed per day in each mode (at 100% output)?
- is there a reason i'd want to build the full sze MMF over the small one? After all, I could fit four small ones inside one full size one...
Lastly, i was very happy to find that you included a slider in the mod settings to reduce the power output from the fusion generators. However, the slider currently only allows a minimum of 50%. Maybe you'd consider reducing the minimum value in a future update? After all, 50% of 100k is still 50k, i.e. one hell of a lot of power...
The plasma charger behaves like another fuel storage.
It has 750/750 and has hidden fuel pipes to all 4 thrusters. But they seem to usechemfuel instead.
♥♥♥♥♥♥♥, thank you for fusion and shield mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2782223134
Currently just extracting deuterium so not fired up a reactor yet.
Any chance the deuterium extractor could be made to collect water through pipes so it can be built on a gravship and just run a pipe out to the water?
I will note that if you tested with regular (fresh) water and do not have the mod option enabled to allow freshwater extraction, then the placeworker will not allow you to place an extractor in a place where it would not function properly.
Will the reactor panels hold longer when I set down fuel consumption too, or will that just effect how much fuel it consumes?
I don't know if that was intentional, lol.
That said, I think it would be better served to increase that output. Drastically even.
As it stands, it is balanced but getting stuck for a quadrum in space is quite dull. We can only so many scythers up there.
By the way, I recall that back in the before times (odyssey), factions used to store fuel. So I would do a shuttle run to stock up on the good stuff for my SoS2 ships. I tried the same but I haven't seen fuel yet. Could it be a mod conflict somewhere? I do use Better Orbital traders but afaik it doesn't touch settlement inventories: https://steamcommunity.com/sharedfiles/filedetails/?id=3009866854
Oh and of course I had three fuel tankers show up in the start when I use still figuring out how to make a chemfuel generator out of scrap iron.
The deuterium extractor uses vanilla static references to water terrains, so if vanilla had changed or removed them then I would have seen that as a build error. Do you have any mods that might be drastically altering biome generation? If you drop your mod list down to only Fusion Power, does it work when powered in a dev quicktest?
The biggest issue with He-3 production ive found is that it produces an insane amount of rubble, which sure you can make into a bunch of statues, but itd be nice to get rid of them to squeeze out that teeny bit of extra that you can
Grav ships with storage mods do allow you to get chunks in bulk, so the initial process isnt that big of a deal, but all that rubble tho...
The current output gives very little per chunk, 'd be nice if that was a mod option
- Tony Montana
If you have a permanent base in addition to your gravship, then you can build on the latter option by having a full-sized reactor core powering your base and connect the power grids together while your gravship is docked, allowing you to use the ship reactor to ignite the base reactor or vice versa!