UFP: Ultimate Fusion Power Fixed


New End Game set of fusion reactors close to IRL, with scalable tera production of electric power, science packs, fuels, weaponry, nukes and power armor equipment for dream bases, from -80GW to 417.6TW and matching production of SPM for vanilla and space age. Bootleg of Romner_set's Realistic Fusion Power. Now with a new Complete overhaul of technology tree, fluids, recipes, machines, sounds, graphics and ups efficiency.

Content
3 days ago
2.0 - 2.1
10.1K
Logistics Combat Armor Fluids Logistic network Circuit network Manufacturing Power

g Research cost

1 year, 1 month ago

want to use this for an SE run but the research cost is abit too unfeasible, is there anyway to bring it down without fucking with game files?

1 year, 1 month ago

I can make options for buffed tech costs. But it will be almost cheating, stuff it crazy op. Default settings is just till white science, so u dont even need to leave earth to star researching.
Im kinda busy, but i will drop it in two weeks at worse.

1 year, 8 days ago

Added in UFP 1.0.26. That code took more time id like to admit

1 year, 8 days ago
(updated 1 year, 8 days ago)

Just as info (Space Age, not SE), no changes being requested, but maybe a suggestion for another higher expense mode: We just finished researching the last of the mod (we added it pretty late as we are having power issues, and spamming 1000+ legendary fusion turbines is not working out well for our UPS issues), on expensive research with all researches needed, so 1 million of each, the last research we finished the entire tech took about 50 seconds to research (we went a bit... mega-base'y across the planets on our server, UPS is not terribly great, lol). Instead of each being the same cost, 1 million for each, perhaps starting at 100k in expensive mode and scaling to 10-100 million for the last few might be more interesting, perhaps with the last few able to take promethium science as well? :-)

1 year, 8 days ago

That's a great idea. The normal mode costs 1million for each technology, while the expensive mode its just that x10, but some mods change all tech costs, some make UFP crazy expensive (ive saw 84million for each tech), while some make it trivial. I'll start thinking about changing that to exponential.

1 year, 7 days ago

Btw theres already mod options to add each science of SA for UFP techs, except prometium. Since its far late game and prometium spm eat too much ups i skipped it, but will add it at some point

1 year, 5 days ago

Exponential tech cost mode added in UFP 1.0.28, rn it caps out at 1 billion tech.

1 year, 5 days ago

Exponential tech cost mode added in UFP 1.0.28, rn it caps out at 1 billion tech.

Nice! Something to work to now. :-)

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