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( 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. )
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. 🙃
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 :)
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...
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.
Once I get back in the mood for modding I might add more exotic power generation modules if people want that.
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.
Can't say anything about the EC production. That one is hard to balance. Could just limit station storage if it becomes too much.
Changed for myself: 5600 cases and 1500 electronics, 15000 energy, 2500 AM
<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.
Author, please turn up the profit to 200,000 kr.))
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.
Why waste the sun when there is a fusion reactor. ))
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