Stellaris

Stellaris

Better Reactor Boosters
82 Comments
Liberator 17 Jul @ 2:14am 
works almost well in 4.0 of course a couple of fixes need to be made. Excellent mod I hope the author will pay attention and spend a couple of hours. easy to add a branch of bioships and add the line required_component_set = "brb_reactor" (if anyone wants)
Mael 8 Jun @ 5:43pm 
I've talked with the mod maker and they've said they plan to update this mod to be more compatible with 4.0 in the near-ish future, but I believe they mentioned that Bioships would not be receiving the in-built Reactor Booster like mechanical ships do.
Android Identity 8 Jun @ 8:09am 
Confirming it does not for now.
fansader25011992 8 Jun @ 2:18am 
Does this mod work with bio ship because all my ship is hunger for power 😭
Android Identity 5 Jun @ 6:11am 
I wouldn't be surprised. This mod is a bit out of date. As the author mentioned before your message, they're working on a new mod altogether. Seems for now we just gotta keep our eyes on this mod and see what they cook.
Asterix (AUT) 4 Jun @ 1:20pm 
I have a problem. This mod prevents me from building defense platforms at the Star Citadel. Does anyone have a similar issue?
Felalot  [author] 29 Apr @ 11:12am 
Yeah I also remember, thank you for suggestion, though with 4.0 around a corner I might freeze this version. With the bioships and new features what are coming and opening new features what make some of my ideas possible to create, I can experiment on something new and more expansive perhaps
Pitlos Tails 29 Apr @ 8:28am 
damn i remember suggesting this (or was it the crystal hull mod?) glad it blew up:spiffo:
Felalot  [author] 3 Dec, 2024 @ 7:31am 
I am thinking of it
Ignat001 2 Dec, 2024 @ 4:06pm 
Could you please make a balanced version? I mean, so that reactors give ONLY power, without shield hardening etc
Felalot  [author] 7 Aug, 2024 @ 8:14am 
Ah, no problem. Thanks for letting me know
М'аiq thе Lаzу 7 Aug, 2024 @ 8:11am 
Oof. I've used a version from 6 Apr 2024, my bad.
I should've grabbed the fresh one with SteamCMD before talking shit, I guess.

I use Irony mod manager + DRM-free Stellaris, because using Steam to manage all my mods and game is bloody retarded and I'm done with corrupted game client/savefiles whenever steam decides to randomly update something in the middle of my playthrough without asking my permission.
Felalot  [author] 7 Aug, 2024 @ 12:39am 
Try to resubscribe to the mod to download the newest version of the mod, from what I am seeing the currently uploaded version is the latest, mby its steam doing some shenanigans?
Felalot  [author] 7 Aug, 2024 @ 12:32am 
huh, it feels like you have an older version of the mod somehow, without colossi, cosmogenesis, star eaters reactor booster variants
М'аiq thе Lаzу 6 Aug, 2024 @ 1:59pm 
Bug. I can't save any colossus designs. I have a field open for reactor booster but can't choose any and it gives me "shipdesigner_savefail_missing_required_components" on trying to save a design.

I think you forgot to fill that slot for colossi, because I see fillers for that slot for titan and then jaggernauts, but no colossi?

I guess the problem lies in
*\3133146751_Better_Reactor_Boosters\common\component_templates\brb_utilities.txt

I slapdashed an edit by basically duplicating the section for battleships, then swapping all "battleship" with "colossus" and it works now.

Here's a section I added inside
https://pastebin.com/YaVq50hP

Here's the entirety of brb_utilities.txt I have now
https://pastebin.com/rwqa1jQe

Cheers.
Felalot  [author] 15 Jun, 2024 @ 4:29am 
alr
Niefar 15 Jun, 2024 @ 4:25am 
I forgot to delete my comment. sorry it since also is mod conflict.
Felalot  [author] 15 Jun, 2024 @ 3:18am 
Probably a conflict with other mods?
Felalot  [author] 15 Jun, 2024 @ 2:51am 
Weird it works fine for me
Niefar 14 Jun, 2024 @ 10:44pm 
Hello again! Today I noticed that the reactor booster of titan current are also missing.
Felalot  [author] 6 Jun, 2024 @ 8:27am 
It seems some mods what add new starbase types need to change ion_cannon ship design for their starbases to support ion cannon construction, which makes reactor boosters not appear in the ship design. If you have that problem you can add this line:
required_component_set = "brb_reactor"
to the ion_cannon ship design in the files of the mod which changes it, for the fix.
Mael 6 Jun, 2024 @ 7:51am 
I don't understand what I'm doing wrong, but my Ion Cannon still doesn't have a reactor booster and I don't have any other mods that effect them. Can you help me out?
Felalot  [author] 6 Jun, 2024 @ 3:29am 
Was thinking of replacing reactor booster's flat energy upkeep increase with a % one for the ship energy upkeep, so, for example, instead of 0.25 energy credits upkeep for the tier 1 corvette reactor booster it will be a 25% ship energy upkeep increase insead. Any thoughts?
Felalot  [author] 25 May, 2024 @ 8:26am 
Update is here! Added support for Cosmogenesis ships as well as for Star Eaters and Colossi.
Titans, Juggernauts, Colossi, Star Eaters, Paradox Titans will get full shield negation protection with dark matter reactor boosters
Felalot  [author] 15 Apr, 2024 @ 7:04am 
Its not much, with simmilar values as upkeep for armor components of alloys per hp gained
Pitlos Tails 15 Apr, 2024 @ 5:32am 
it was fixed by starting an new game and placing the mods at the bottom. :steamthumbsup: anyway, i see you made the hulls have an alloy upkeep...
Felalot  [author] 15 Apr, 2024 @ 3:48am 
hmmm I will check it, I played with them yesterday and everything was fine
Pitlos Tails 15 Apr, 2024 @ 2:47am 
these or hulls are broken on 3.11 and items will be 1 off in order or in other words the lowest slot will be empty, the one above will be hull, one above that again will replace combat computer, chemical trusters replace radar, ect ect
Felalot  [author] 7 Apr, 2024 @ 11:33am 
And you still can get shield hardening on tier 3 and 4, since having shield hardening so early (on tier 1 and 2) was countering any shield pass type weapons pretty hard
Felalot  [author] 7 Apr, 2024 @ 11:30am 
% Shield regen does not apllies to a flat regen it applied to shields total hp (Just like armor and hull regen), and the values I have made are actually a bit lower than before
KampfTomate007 7 Apr, 2024 @ 8:41am 
I do love the 50% shield nullification nullification on T2 reactor boosters for defense platforms though, makes getting shields potentially viable or atleast not outright useless because of all sorts of galaxy shenanigans
KampfTomate007 7 Apr, 2024 @ 8:40am 
Gotta say the recent patch made reactor boosters get stupid high regen in early game because before it gave like 0.50x1.25=0.625 shield regen with 1xT1 shield and T1 booster, while the 2.00 regen now compares to 400% instead of 125%

This seems to be a huge buff for 2armor-1shield setups because the reactor boosters flat buff doesn't increase further with more shield modules afaik, while also buffing missiles because they now don't waste 5% of their damage on shields anymore.

Removing the armor hardening means that it is very unreliable because it blocks things like mass drivers and lasers, but is completely useless against stuff like missiles, swarmer missiles, and strike craft, which i guess is how vanilla handled it anyway, but iirc in vanilla reactor boosters didn't increase upkeep costs at all like most other aux slot modules.
Felalot  [author] 7 Apr, 2024 @ 5:51am 
Try loading this mod last in mod order, should fix it
Felalot  [author] 7 Apr, 2024 @ 2:40am 
Its working on my end, so the problem may exsist if you have a mod which modifies ion_cannon design in ship sizes, which will overwrite the required_component_set = "brb_reactor" in its design
Felalot  [author] 7 Apr, 2024 @ 2:36am 
Do you have any other mod which modifies ion cannons?
Mael 6 Apr, 2024 @ 12:13pm 
Unless something is wrong with my mod, I don't think you understood what I meant. For me, when I first posted, the Ion Cannon wasn't included in the mod like every other ship/defense platform was. There is no reactor booster.
Felalot  [author] 5 Apr, 2024 @ 12:30pm 
First you need to add this to a defense platform file in ship_sizes folder: required_component_set = "brb_reactor"
Second you need to either:
a) create a new component with values you want which include your defense platform in size restrictions
b) update size_restrictions in one of the existing reactor booster components
ḞℝḜÐ50₦ 5 Apr, 2024 @ 12:07pm 
how do i fix conflict with more starbase slots mod?(defense platform loses reactor boosters)
Felalot  [author] 5 Apr, 2024 @ 10:23am 
As for the update, I am testing it to see how it feels. It will have some changes from the test version. I think I will move tier one booster from starting tech to tier 1
Felalot  [author] 5 Apr, 2024 @ 10:19am 
well tier 3 reactor booster gives 1000 power and dark matter one gives 1500 power for ion cannon, it should be enough
Mael 4 Apr, 2024 @ 9:37pm 
As far as I know, the Dark Matter Reactor is the only reactor that enables you to do so. If you don't have Dark Matter tech you literally can't put shields on your Ion Cannon. I'd personally just add the Ion Cannon to the mod, but if you don't want to/have a reason not to, I understand.
KampfTomate007 4 Apr, 2024 @ 3:27pm 
I must admit i'm not quite sure if i like the T1 reactor booster upkeep costs, since 0.25 energy is atleast 25% of the maximum energy upkeep for corvettes at that stage, seems not worth it in the early game where you don't have a solid economy yet.

It can be somewhat made up for if you go 1 armor 2 shields instead of 2-1 since then you pay 0.05 energy and 0.01 alloys less upkeep for the second shield, but even then it doesn't quite cut it imo.

What i think would balance it out is either if you reduced the energy upkeep from 0.25 to something like 0.20 or maybe lower if you increase the build cost from 5 alloys to 10 or something.

Or implement the change you did in your other version where you give it shield dampener resistance
Felalot  [author] 4 Apr, 2024 @ 10:20am 
Seems to have enough with dark matter reactor booster and reactor (with total of 2500 power which is enough for perdition beam, 6 psi shields, 3 advanced shield hardeners, sapient combat computer and tachyon sensors).
You might not unlocked the dark matter technologies yet
Felalot  [author] 4 Apr, 2024 @ 8:11am 
I will look into it, Thanks!
Mael 3 Apr, 2024 @ 8:34pm 
Just a heads up, but it seems like you forgot to have the do the Ion Cannon, as it is you can't build one with 3 shields and 3 armor because there isn't enough power
Felalot  [author] 3 Mar, 2024 @ 1:59pm 
Horrifyingy, for NSC3 version it has 128 reactor boosters total (8 tier types for each of 16 ship sizes)
Felalot  [author] 3 Mar, 2024 @ 1:56pm 
And yeah pretty much, the only thing it changes in ship sizes is adding a new required component slot. And as for the reactor boosters technically its adds 36 variants of reactor boosters or 4 tier types per each of 9 ship sizes
Felalot  [author] 3 Mar, 2024 @ 1:50pm 
Starbases non affected, collossus reactor booster slot does exist
KampfTomate007 3 Mar, 2024 @ 12:47pm 
I'm sorry if this is a stupid question, but does this only alter the 3 booster technologies/add the 4th, and then add the component slot to all ship classes (corvette, frigatte, destroyer, cruiser, battleship, titan, juggernaut, defense platforms, ion cannons) or does it also affect things like star starbases, or colossi?