X Rebirth

X Rebirth

Fusion Reactors Optimized
19 Comments
buddyspike Dec 17, 2017 @ 2:45am 
Very useful mod. Thx
Singleton Dec 9, 2017 @ 3:03am 
great module, without it I can not finish that stupid task
nidaren  [author] Mar 19, 2017 @ 7:46pm 
Mod is good to go for versions 4.00+
LordCrc Mar 22, 2016 @ 3:07am 
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  [author] Mar 21, 2016 @ 7:32pm 
@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 Mar 21, 2016 @ 7:17pm 
I should have mentioned I also use your Ledda Ship Tech Fab Fusion Reactors mod.
LordCrc Mar 21, 2016 @ 7:16pm 
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  [author] Mar 1, 2016 @ 4:00pm 
@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 Mar 1, 2016 @ 3:38pm 
Empire Builder start here where I branch out to DeVires to make it self suffecent as possible if that helps any.
nidaren  [author] Mar 1, 2016 @ 1:48pm 
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.
Panzerchicken84 Mar 1, 2016 @ 12:26pm 
Thanks for the update!
nidaren  [author] Mar 1, 2016 @ 6:46am 
Working on Larger Hulls and Shields mods updates. For optimized production ones I will need to play the game more in new systems, to ensure proper rate adjustments.
Panzerchicken84 Mar 1, 2016 @ 6:17am 
Any updates on updated mod version, Nid?
superlgx Feb 12, 2016 @ 9:36pm 
就没有中文的注解吗
nidaren  [author] Jan 11, 2016 @ 3:53am 
Hey Everyone, I will be updating all my mods for the game version 4.0. I'm currently checking the beta version in order to determine which of them are still needed.
Bearington Apr 15, 2015 @ 9:26pm 
Fantastic, but please please please make one for reinforced metal plating!!!
ihatebois Apr 15, 2015 @ 3:34am 
Very good. Removes the bottleneck from this resource without breaking the game. Any idea when the reinforced metal plating mod will be completed?
halowave Apr 7, 2015 @ 8:57am 
Too true. I like it as well. Do you plan to update your other balance mod - shields? I think it's the only you haven't updated yet.
76561198127766689 Apr 7, 2015 @ 8:54am 
Nice one - I tried it and feels much much better than vanilla. It seems to me egosoft just never got to balancing wares values versus one another, hence the oddities. Love your mods, keep them up!