X4: Foundations

X4: Foundations

Fusion Reactor
63 Comments
dmansail 21 Jun @ 10:04pm 
Too expensive for the production output. Good try , but unless the price or the production output are changed the reactor is not worth its money.
raz334 7 May @ 6:20pm 
the half hour build times make it far to painful for any practical use of this. I really tried for months to integrate this into my builds and game play, but honestly, i'd rather build a massive solar array than a single one of these fusion generators because the time it locks up for building the d*mn think costs more in production value of everything else i could be doing with that time, than anything else.
( i admit i use time shortening build mods, but i'm not going to wait 72 real hours to build my stations like i'd done a few times before just because of all the slow build timers and this one really adds alot to it. )
31st 1 Apr @ 5:34pm 
Please post the terran version, its such a nice mod to have
dmansail 2 Oct, 2024 @ 2:56am 
Very expensive for the amount that produce
Duke Flapjack 24 Aug, 2024 @ 7:03am 
Gotcha. I'm friendly enough with the Teladi to be able to buy the zillions of hull plates required so no biggie! It's still really nice work.
Byter  [author] 24 Aug, 2024 @ 1:09am 
@Flapjack

As far as I can remember that's not an adjusted one. I basically tried adding it but couldn't figure out a way to do it at the time. Also it likely needs to be put in a special terran DLC directory with its own wares.xml etc. There were a ton of reasons I left it like that but the major one was that my holidays were over and I had to get back to work. 🙃
Duke Flapjack 23 Aug, 2024 @ 8:15pm 
I was poking around in the wares.xml file and there is a Terran version that's simply commented out. Is there any reason one cannot uncomment it? Is it otherwise complete?
NATOSpyder 26 Jul, 2024 @ 12:01pm 
@Noctis I mean yeah, that's not usually what 'save compatible' means. it means you can add it to a save that was already started, not being able to remove AND add at will. Of course if you remove the thing that added a model and station module it's going to cause errors!
Noctis 7 Mar, 2024 @ 4:50pm 
not save compatible can not uninstall without losing your save
FurryFailure 26 Nov, 2023 @ 4:31pm 
I'd kill to have a Terran version, because goodlord this solves so many problems.
knightphantom420 28 Sep, 2023 @ 3:22am 
ok well maybe u will change ur mind if u have the time.. i will consider adding ur 2 mods ;p
Byter  [author] 28 Sep, 2023 @ 12:21am 
I would prefer to leave that up to some other developer. I made this in my vacation and haven't had time since. Sorry.
knightphantom420 27 Sep, 2023 @ 5:36pm 
will the ai/npc build this station ? jf not can u please allow them to build it it would work well with ur ring mod.. imo :)
Disgruntled Cat 1 Aug, 2023 @ 4:20pm 
Disregard my last message. I'm actually just blind lmao
Disgruntled Cat 1 Aug, 2023 @ 4:19pm 
I installed this but can't seem to buy the blueprints, despite having a high reputation with Argon and Antigone. Am I not supposed to drop this in the middle of an existing save? Do I need a higher rep than 30?
Byter  [author] 27 Jun, 2023 @ 11:51pm 
@Kalisa: yes, you could use the Nexus version or download it directly from GitLab. GitLab will require you to rename some directories to make it work though, so maybe go with Nexus. It's unpacked and you should be able to just edit values in there.
Kalisa 27 Jun, 2023 @ 10:13pm 
really love the idea of this mod, is it possible to easily modify these variables for our own games? when i do my next modded playthrough will definitly give this a try and could offer some balance suggestions as i get a feel for them.
Byter  [author] 4 Jun, 2023 @ 10:39am 
Deuterium is isotope of hydrogen. There's no new resource. The screenshots above list all the required resources per reactor.

And their names come from the actual processes these use to generate power as that is the fuel they consume, however X4 does not have deuterium, so I made the resource hydrogen :)
Greystar 4 Jun, 2023 @ 10:34am 
Am I reading this wrong or do I need a non-existent resource called Deuterium? Or where do I get it, sorry Might be reading to much into this. or do one JUST need Hydrogen and the other needs Hydrogen and Helium? If that's the case it would make more sense to call it Hydrogen-Helium Fusion Reactor and Hydrogen Reactor.
G.A. 2 Jun, 2023 @ 6:49am 
thank you for the answer
Byter  [author] 2 Jun, 2023 @ 6:46am 
This mod was created in my time off. I'm back to working now and barely have time or energy to work on it. I recommend reaching out on the Egosoft Discord for help with that. Or, if you want to do it yourself, you can contribute to the project on the linked GitLab page. I'd do the releasing part for you, as that's not that time consuming. Other than that I'm sorry to say that I likely won't be adding anything until my next vacation or long weekend off. Sorry 🥲
G.A. 2 Jun, 2023 @ 6:41am 
I would like to ask you about a more powerful variant of your fusion reactor. The idea: to use the Argon command center. It would burn antimatter cells, use supercoolant and water or ice for cooling. Of course in some reasonable proportion.
Byter  [author] 5 May, 2023 @ 6:34am 
A solution, yes, but still kind of a hack. I could add the mod as an optional dependency, this would also fix the load order.

I'm not a fan of that solution either, as I'd like to keep the mod clean of any external references except for Egosoft DLCs for example. Hmm...
Carstein 5 May, 2023 @ 3:18am 
so because the other mod seems to overwrite your modules station stats having your mod later in the mod order seemed to do the trick, i downloaded your mod of nexus and changed its id and name to x4_fusion_reactor this caused it to load afterwards and iv tested it on my save and on station editor and the station has returned to normal values simply updating this mods name so it appears later in the load order should do the trick for those encountering this issue in the future.
Carstein 4 May, 2023 @ 3:12pm 
@byter yeah just figured it out iv left a message on their mod page ill let you know if i get anywhere with making a patch, seems to be causing an overwrite gutted im 50 hours deep into a game before i realised haha
Byter  [author] 4 May, 2023 @ 3:06pm 
@Carstein someone reported this before. It turned out that it was an incompatibility with Economy Overhaul. You might wanna unload that mod and see if it works then. I don't know how to make the two compatible and I'd honestly prefer if that mod author did that on their end.
Carstein 4 May, 2023 @ 2:20pm 
im not sure whats wrong but my modules iv just placed are not requiring any hydrogen? its just producing e cells without a requirement for input reading the encyclopedia entry for it also states no hydrogen use?
Byter  [author] 2 May, 2023 @ 2:01pm 
Depends on your definition of "work". Assuming the wares used to construct and feed the reactor are the same, then you can build it. If the mod uses all-new factions, the reactor won't be available for purchase from any faction representative.

If someone wants to make it compatible, by all means open up a merge/pull request or make a patch-mod that depends on this one.
RunWilde 2 May, 2023 @ 1:48pm 
Would this work with SWI?
Byter  [author] 29 Apr, 2023 @ 8:55am 
This actually came up in the design phase but I decided against that because antimatter cells are already produced using energy, so to make it balanced you can't have more EC coming out of them as you put in. And it's a really tiny amount compared to the above fusion reactors.

Once I get back in the mood for modding I might add more exotic power generation modules if people want that.
MajorTom 29 Apr, 2023 @ 8:48am 
Works perfectly with ToA scrapyards built by player in sectors outside the Avarice system, because of extreme size and huge energy usage of scrap processing modules. Allows to build comparatively compact scrapyards. For other cases, 11-15x energy production stations are OP.

Also, it should be rather technology of minor/side factions like explorers and pirates: Alliance of the Word, Pioneers, Scale Plate Pact, Hatikvah Free League, Duke's Buccaneers. Because other factions has access to multiple sunny systems and don't need alternative, dirty and kinda expensive technology. Instead, they probably can have anti-matter reactors that consume anti-matter cells to produce energy, yet not very popular due to risks.
Wilsonatron 25 Apr, 2023 @ 2:09pm 
well i allways thought it was weird that stations only focused on solar, i mean i woulda thought at this point there be fusion or even anti matter reactors etc. anyways just looking out for modss while waiting for the main mods to update for 6.0
Byter  [author] 25 Apr, 2023 @ 11:17am 
I mean, I haven't used solar in ages thanks to it, but you have the requirement of delivering gases. It turns "fire and forget" stations into "have to watch out for miners and traderoutes"-stations, like any other station.

Can't say anything about the EC production. That one is hard to balance. Could just limit station storage if it becomes too much.
Wilsonatron 25 Apr, 2023 @ 10:31am 
this isnt OP and renders solar power obsolete does it?
Readtext 24 Apr, 2023 @ 5:03pm 
I play with the mod "Starbright: Variable sector sunlight levels". Too expensive construction. Loses the whole point of the factory.
Changed for myself: 5600 cases and 1500 electronics, 15000 energy, 2500 AM
Lord High Inquisitor Vitiate 23 Apr, 2023 @ 7:52pm 
makes it easier for people who start as a terran to get to since most factions that sell the blueprints wont deal with terran starts
Byter  [author] 23 Apr, 2023 @ 7:45pm 
I might get to it in May. 3 weeks vacation should give me plenty time :) other than that, I don't really know what would make them worth it though, given that these here are already pretty OP.
Lord High Inquisitor Vitiate 23 Apr, 2023 @ 7:32pm 
any update on a terran variant?
aladinaleks 22 Apr, 2023 @ 9:18am 
@two13

<ware id="energycells" name="{20201,701}" description="{20201,702}" factoryname="{20201,704}" group="energy" transport="container" volume="1" tags="container economy stationbuilding">
<production time="60" amount="175" method="default" name="{20206,101}">

Now the reactor per hour gives = amount="1920"

What did you think there?

was - amount="428"
became - amount="1920"

At 428. the reactor gave 2.5 times more batteries.

You count how many batteries per hour from one panel. If 10 panels are replaced by one reactor per station, then the reactor must be multiplied by 10. If we assume that the reactor is instead of one panel, then something needs to be changed for sure.

I would advise replacing the production of 10 panels with a reactor.

Where does the cost of the panel * 10 + 25% of the cost and = the cost of the reactor
Output = 10 panels (1750) reactor = 2500

Now it turns out that 1 reactor replaces 12 panels. Need more batteries, add a 2-100 reactor.
Byter  [author] 22 Apr, 2023 @ 8:50am 
@two13 I updated the mod to produce 6 times the EC output. This is quite a lot, and if it were a real fusion reactor I would likely have to go even higher, but we don't know how many MWh one EC is to make it "realistic". Instead it now produces roughly 154k EC per hour. I tried to build a massive scrapping station and noticed that not only was it not viable in terms of costs but the EC output was barely usable at best. :)
Byter  [author] 20 Apr, 2023 @ 12:35pm 
Intent of this mod wasn't really to be competitive with solar. It was to have an alternative. I could raise the production of EC by about 4, but that feels way too OP :bbtcat:
aladinaleks 20 Apr, 2023 @ 12:14pm 
You can always offer the author to turn the profit up to 200,000 kr. ))

Author, please turn up the profit to 200,000 kr.))
two13 20 Apr, 2023 @ 11:31am 
The profit rate of this module is no better than vanilla solar panel, which I think is against the very point of energy production based on minerals.
On average prices, the D-H Reactor, for instance, consumes (44+58)*3,240=330,480 cr/h, producing 25,680*16=410,880 cr/h, which leaves a profit rate of 80,400 cr/h. But for vanilla solar panel it is 168,000 cr/h.
And the construction cost is not yet taken into account. A D-H reactor takes more than 10 times the resources to build than a solar panel. It makes no sense to choose this module against solar panels, even if in low solar energy sectors, you need less money to build transporters to buy energy cells than to build fusion reactors.
I think an appropriate profit rate should be above the profit rate of solar panels, covering mining expenses, and myb a bit more on that basis to make this choice somehow competent against solar panel.
BeerKegBob 16 Apr, 2023 @ 9:05am 
Awesome Mod
Kampher 16 Apr, 2023 @ 2:49am 
@mmoeschl hope you are joking
aladinaleks 13 Apr, 2023 @ 4:32pm 
@M4

Why waste the sun when there is a fusion reactor. )):steamhappy:
Byter  [author] 13 Apr, 2023 @ 2:02pm 
"propaganda" :bbtcat:
mmoeschl 13 Apr, 2023 @ 1:41pm 
the solar panels have been nonsense from the start. ridiculous renewable energy propaganda.
M4²⁰ 13 Apr, 2023 @ 1:29pm 
this is just a ramble but

why build a fusion reactor when the nearby star is already a fusion reactor
just use solar panels

but yea good mod, makes game better