If you're unhappy with a single number like that, couldn't you just go into the code of the mod and change it?Tomik wrote:The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR):
The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot.
The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot.
PFissR is so space and power efficient as to completely forgo using PFussR's in any game with this mod on.
Either modify and boost vanilla PFussRs, or make a second tier of PFussR's with better energy values or nerf PFissRs.
[MOD 0.15/0.16] Fission and Fusion
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Re: [MOD 0.15/0.16] Fission and Fusion
Re: [MOD 0.15/0.16] Fission and Fusion
Wouldn't it be better to make an options menu for the mod to change those variables then?armedwithpuns wrote:If you're unhappy with a single number like that, couldn't you just go into the code of the mod and change it?Tomik wrote:The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR):
The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot.
The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot.
PFissR is so space and power efficient as to completely forgo using PFussR's in any game with this mod on.
Either modify and boost vanilla PFussRs, or make a second tier of PFussR's with better energy values or nerf PFissRs.
Re: [MOD 0.15/0.16] Fission and Fusion
Would it be feasible to make the fission reactor the same size (4x4) as the fusion reactor? it would make the fusion reactor clearly more powerful, and a drop-in replacement for the fission reactor without needing to re-arrange your equipment grid.
Another question is if it would be feasible to make the reactors pull fuel from the player's inventory; with the aid of logistics bots moving fresh fuel in and taking spent fuel away, it would cost one logistics-request slot to make both reactors effectively maintenance-free.
Another question is if it would be feasible to make the reactors pull fuel from the player's inventory; with the aid of logistics bots moving fresh fuel in and taking spent fuel away, it would cost one logistics-request slot to make both reactors effectively maintenance-free.
Re: [MOD 0.15/0.16] Fission and Fusion
The problem is that the Portable Fission reactor is meant as a low-tech version of the Portable Fusion reactor for Modular Armor. Modular armor doesn't have space for a 4×4 reactor. That is the issue here. The Portable Fission reactor's output has to be modded.mrudat wrote:Would it be feasible to make the fission reactor the same size (4x4) as the fusion reactor? it would make the fusion reactor clearly more powerful, and a drop-in replacement for the fission reactor without needing to re-arrange your equipment grid.
Another question is if it would be feasible to make the reactors pull fuel from the player's inventory; with the aid of logistics bots moving fresh fuel in and taking spent fuel away, it would cost one logistics-request slot to make both reactors effectively maintenance-free.
Re: [MOD 0.15/0.16] Fission and Fusion
I've submitted a pull request to Update to 0.17.
I've also uploaded a mod Grid Fuel Manager, that does the other part of my above suggestion; automatically feed your equipment grid with fuel.
I've also uploaded a mod Grid Fuel Manager, that does the other part of my above suggestion; automatically feed your equipment grid with fuel.
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Re: [MOD 0.15/0.16] Fission and Fusion
bobs power mod minor spelling error on factorio mods forum page