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remosito

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remosito

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About this mod

Adds new Manufacturer with:
- Augmented Tech Habs (Engineering Bay, Control Station, Computer Core, Battle Station) that boost diverse ship stats.
- Equipment Boosters for diverse ship stats

Boosted Stats: Thrust, Power, Weapon Damage, Shield, Cargo (incl. shielded), Recharge Rates, Boost, Speeds, Turn Rate, Scanners...

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Changelogs
There's a new Manufacturer in town for the discerning Spacehip Builder!

Using the best Engineers, a lot of expensive tech and materials.  And a lot of painstaking manual work they are able to offer:
- Augmented Tech Habs (Engineering Bay, Control Station, Computer Core, Battle Station) that boost diverse ship stats.
- Individual Stat booster equipment in the form of conduction grid look-alike nubs.


Boosted Stats 

A lot of different stats can be boosted. Each one by up to 6 levels.

Levels from different modules are additive. So if module1 adds 2 levels. And module2 adds 1 level. Then corresponding stat is boosted by 3 levels.

Higher levels profit from positive feedback loops. Where adding more levels adds more and more boost.




Most stats get +50% at level 4 and +100% at level 6.  

Exceptions are Shield strenght and typed weapon damage (em,energy,....) with double that.
Plus Scan which is linear from 7-42% extra Planet Trait discovery chance.
(So full Perk boost plus this boost nets 92% Planet Trait Discovery Chance)



BoostR - Augmented Tech Habs

I always like having Tech Habs on my ships. As they look cool. Add character and immersion.
Just hated that they did pretty much nothing.

So I fixed that :-)
Check the table to see which Tech Hab boosts which stats by how much.



Boost levels and stats were chosen so:
- Tech Habs using more space boost more stats by more levels.
- Similar sized Tech Habs which grant more Crew Stations get a bit less stat boost
- When installing largest version of every Tech Hab
  • each stat should have 4 boost levels (+50%)


All this boosting work requires power. They will lower your base reactor output by 0.5 per 1x1 size:
  • 2x1 modules use 1 power
  • 3x1 modules use 1.5 power (dont ask me which way SF rounds that one)
  • 2x2 modules use 2 power
  • full contingent of max sized module types results in 7 power use.

DevNote:
As Bethesda did not have the foresight to add a neutral power consumption AVIF. 
But only weapons, shields, engines, grav drive. And I did not want to shoehorn people into having to use
the power limit extender mods. (By adding above power consumption to one of these channels and exceeding the max 12). 
I only had the choice of reducing reactor output.

Which means above usage values are affected by Reactor Power Boost Level!
  • You have a 40 reactor. And use each max size tech hab. 
  • Your reactor produces 7 energy less. -> 33
  • 4 levels of reactor boost gives +50% -> 33x1.5 -> 49.5 power.
  • Or looked at it another way. Cost is boosted by 50% as well. 7x1.5 = 10.5
  • If 2 reactor power boost nubs are added to bring level to 6 and boost to +100%. 33x2 = 66 power generated. Not 40x2-7=73.

 

BoostR - Individual Stat boosters (equipment)

Sometimes all you want is a smaller ship.
Or just boost a select couple of stats.
Or you want to bring some/all those boosts through the techhabs from level 4 (+50%) to level 6 (+100%).

That is what the Individual Stat Booster nubs are for.
(re-used the model for the conduction grid from Crimson Fleet Questline fame. Hence "nub")


  • There is a nub for every stat that can be boosted. 21 in total (above 16 from Tech Habs. Plus 5x typed weapon)
  • No combined stat boosters.
  • Per stat there are nubs that add 1,2,3 and 6 levels of Boost. 
  • The 1 Level Boost Nubs do not require power
  • 2,3 and 6 Level Boost Nubs do use power! (Like an overclocked CPU/GPU uses more power than an underclocked one)
  • Price increases with Boost Level (at a certain point. You gotta have better board and add Nitrogen to the equation)


Idea was to make it a balance between using less attachment points vs cost and power consumption.
You want a lot of boost on a small ship. It's gonna cost you both in Credits and Available Power.

That DevNote from Previous Section applies here too! Power cost is affected by Power Boost Level.

In the Builder there are 2 variant groups per Boost Level. As Starfield can't handle 20 Variants.


How to find out what level my ships boosts are at:

There is a craftable chem that comes with the Spaceship Stats Booster Framework. If you pop it current levels will be displayed.