Stellaris

Stellaris

Better Reactor Boosters for CSS [3.*]
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
Felalot  [author] 7 Mar, 2024 @ 1:53pm 
The logic behind giving nullification protection to reactor boosters, would be something like having reserve power to sustain the disruption from hazards. Though it could be given to shield hardeners as well, to give them more purpose, especiialy in late game
KampfTomate007 7 Mar, 2024 @ 1:48pm 
Absolute genius idea!

I didn't even know that "shield-nullification-nullification" was possible, i always basically ignored shields because they are so unreliable compared to armor because of things like neutron stars/pulsars, space storms, missiles, torpedos, disruptors, strike craft, arc emitters, shield disruptors, etc.

I would love to see shield nullification nullification in some ship component in the future, although idk if it would make sense to put it on reactor boosters, or if they might need their own kind of required component that might be a replacement/equivalent to shield hardeners, and maybe have something similar for armor for the rare case of your ships being in that weird toxoid system where armor is nullified instead of shields?