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Better Reactor Boosters for CSS [3.*]
   
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24 Jan, 2024 @ 9:37pm
24 Jan, 2024 @ 9:37pm
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Better Reactor Boosters for CSS [3.*]

In 1 collection by Felalot
Better Mods Collection
7 items
Description
Better Reactor Boosters compatible with Cultural Special Ships with some experimental changes from the original.
This mod can work on vanilla without CSS as well, if you want to try the experimental changes.
Short 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 variant of a reactor booster (unlockable after reseaching dark matter reactor and advanced reactor booster)

Changes for this version:
Tier 1 reactor booster you get as a starting tech and only increases power and daily shield regeneration for a small increased energy upkeep
Tier 2 reactor booster unlocks with a tier 1 "improved reactor boosters" technology with it prerequisite being fusion reactor tech.
On top of it generating more power and daily shield regeneration than tier 1, it gives a small 10% shield nullification protection, so instead of loosing 100% of your shields inside of a pulsar system or space storm for example, you only lose 90% of your shields. Has a medium increase in ship energy upkeep
Tier 3 reactor booster unlocks with a tier 3 "advanced reactor boosters" technology with it prerequisites being animatter reactor, improved reactor boosters and shield hardeners.
Generates a lot of power and daily shield regeneration, adds 25% protection from shield nulification and 20% shield hardening with increased ship energy upkeep
Tier 4 dark matter reactor booster unlocks with a tier 5 "dark matter reactor boosters" technology with it prerequisites being dark matter reactor and advanced reactor boosters.
Generates enough power to fit all of the most power hungry components from vanilla, adds high daily shield regeneration, 50% protection from shield nulification and 25% shield hardening with increased ship energy upkeep

All power, cost, upkeep, daily shield regeneration scales with each ship size. To put it simply: bigger ship - more power, cost, regen and upkeep. With platforms and ion cannons having less upkeep and cost per power generation, since they are stationary.

Orginal version of Better Reactor Boosters for vanilla, link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133146751
12 Comments
Felalot  [author] 13 Nov, 2024 @ 2:09pm 
gl on your run
Elboron 13 Nov, 2024 @ 1:05pm 
Ah, that could be my problem. I did add to an existing save.
I'll try again for my next run.
Felalot  [author] 13 Nov, 2024 @ 12:53pm 
As well as creating new designs
Felalot  [author] 13 Nov, 2024 @ 6:42am 
Clear design works too
Felalot  [author] 13 Nov, 2024 @ 6:41am 
This could happen if you load a save game which didnt have the mod before, the easy fix is to just click Auto-complete in ship designer and it will fix itself
Elboron 12 Nov, 2024 @ 6:24pm 
I must amend my previous comment. It is actually broken mechanically. If I select a Booster, it replaces the hyperdrive, filling its graphical slot and somehow it makes the Hyperdrive count as empty (not the "No FTL" option but a null) leaving the design invalid as a core component is not filled.
Elboron 12 Nov, 2024 @ 6:19pm 
Thanks.

Minor issue, I activated both, and I'm running UI Overhaul Dynamic, and now, everything seems functional, but I'm having a minor graphical glitch.
In the ship designer, every Core Component (Reactor, Hyperdrive, Thrusters, etc) when clicked on instead shows the options for the component above it. Thankfully I can still get to all of them, due to a blank slot (I presume the one intended for the Reactor Booster) at the bottom, so everything works, but it is an odd graphical mis-alignment.
Felalot  [author] 10 Nov, 2024 @ 4:07pm 
Both
Elboron 10 Nov, 2024 @ 8:35am 
If I'm running both CSS and NSC3, which version of the Better Reactors mod should I be using?
KampfTomate007 8 Mar, 2024 @ 5:17am 
Yeah now that i'm thinking about it i'd say nullification protection would be better for reactor boosters, and either also give them shield hardening, or perhaps add a third required component that works similar to shield hardeners,but also gives something like shield hp or something.

The only issue i could see is that if you made more of these mods then you'd run out of vanilla aux modules so you couldn't really specialise since you could only have 1 of each type instead of maybe going for full reactor boosters, or full afterburners, etc