Stellaris

Stellaris

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Better Reactor Boosters for NSC3 [3.*]
   
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15 Jan, 2024 @ 7:41am
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Better Reactor Boosters for NSC3 [3.*]

In 1 collection by Felalot
Better Mods Collection
7 items
Description
This mod moves the Reactor Boosters from auxiliary slot to being a required component (just like reactors, thrusters etc.) with different cost, upkeep and power values depending on the ship size. Also adds a dark matter and enigmatic variant of a reactor booster (each unlockable after reseaching dark matter reactor and optimized enigmatic reactor)
Each reactor booster also increases shield recharge rate and adds a bit of shield hardening depending on tier of a booster:


Load after NSC3, dont load with vanilla version of the mod

Compatible with Better Improved Hulls for NSC3 (mod which reworks Improved Hull technologies), link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3128860257
Compatible with Better Crystal Plating for NSC3, link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236989502
Original mod for vanilla: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133146751

Will conflict or not work with mods that change vanilla and NSC3 ship designs (Anything involving modifing 00_ship_sizes.txt)
11 Comments
Bluetail 13 Jun @ 11:56am 
I have no clue I think this mod doesn't work on 4.0 since I go to build a ship design and the UI says "Missing required ship part" despite having everything.
LauraTons 10 May @ 4:09pm 
One or multiple of your better - series of mods for nsc causes the nsc explorer science ship to not be allowed to be built.
Felalot  [author] 29 Nov, 2024 @ 2:54am 
havent tested it in a while, perhaps I can look into it on weekends
Lowstringer 28 Nov, 2024 @ 1:18pm 
I'm having an issue where the icons to slot the components in ship designer aren't showing is this still compatible with the latest NSC3?
Felalot  [author] 24 Jan, 2024 @ 5:27pm 
It should be fine
the least toxic bugdiver 24 Jan, 2024 @ 9:48am 
So I assume that something like this doesn't play nice with, say, ACOT?
Felalot  [author] 22 Jan, 2024 @ 9:39am 
Found the problem its because shield regen only cares about shield max hp so if you have 1800 shields and 100% shield regen it gives additional 18 regen per day or 1/100 of total shields. I think I am just gonna replace % regen with a flat one for each ship size
xDanilor 22 Jan, 2024 @ 8:42am 
i see. Thanks for the info!
Felalot  [author] 22 Jan, 2024 @ 8:21am 
If you look at shield components they have base shield regen value like for example small psi shields which give you +2 shield regen per day for each, having 5 of them would give you 10 daily shield regen per day.
Though looking more into into it I found what 100% shield regen instead of making it to 20 shield regen a day, which I wanted, gives you 28 regen per day or 180% percent in actuallity, basically twice as worth..., so I might reduce the regen by half to match the intended values.
xDanilor 21 Jan, 2024 @ 12:31pm 
How's the balancing with this mod? The shield regen percentages sound really powerful but i might be wrong