Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Azic's Shipyard Meltdown Edition (in Beta. Will be changing)
   
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Tags: Mods
File Size
Posted
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803.842 MB
2 Aug @ 10:49am
13 Oct @ 4:48pm
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Azic's Shipyard Meltdown Edition (in Beta. Will be changing)

Description
Current Version is 1.7.beta and if you are getting crashes related to this mod, please verify files.

Azic's Shipyard started with needing more power and a certain tool man for inspiration. Then it moved onto storage solutions and sections for weapons, engines, and sundiving.

The problem with starships is power. While batteries solves an issue of not overloading cables and causing burning rooms, the alternative is to use crewed rooms to manage the distribution to prevent overloading.

With House Io's appearance, the Power Trunk Technolog used in the Tofa Extension System is being released.

PTT and TES will allow you to work out new and creative ways to set up power distribution networks and make your ships work for you!

This mod should in theory work even with future updates like nebulas. It will not work with PreMeltdown Cosmoteer.

This mod is to replace the old series of Azic's Shipyard which was first released as Crewed Power, Sundiver Equipment, Armerments, Engine Selection, Hyperium Chaingun.

While the IDs are the same, there is a chance of breaking the game when you switch from the old version to the new one. If that happens, you just need to buy the early blueprints. The most likely one will be the MiniCore blueprint. It costs 0 in the Crewed Power Accessories of the old shipyard. Worst case will be needing to buy all of the blueprints.


TO BE CLEAR, YOU NEED TO MAKE SURE YOU GET THE MINICORE BLUE PRINT BEFORE YOU LOAD THIS VERSION. IF THERE IS AN OTHER BLUEPRINT, RELOAD THE MOLD MODS MINUS THIS ONE AND THEN BUY THE BLUEPRINTS. THEN YOU CAN DISABLE THEM AND LOAD THIS ONE.
Ok, this MiniCore issue has been annoying. Its to be available from the start. Even when unlocked, it still pops up for some people.

Yeet and Yoink will still be separate.

Using this with other power distribution mods could cause weird effects and I highly recommend against that.

Known Issues With Solutions
Strange Power Drain in Network. If you have too many Substations, the network will drain too quickly. Either swap over to a shipwide crewed reactor or make separate power networks for the substations. This doesn't seam to be an issue with the adjacent power delivery not delivered by buffs. Using multiple solar panels and capacitors for 1-2 crewed reactors or connected to a few substations seams to be fine. This might be fixed. Just uploaded a possible fix that is working on my end. Its probably the hyperdrives!

Noticed that when network gets unstable, sometimes swapping to more single 1x1 solar panels provides greater stability. I tried having two sets of generators in a 1x2 panel and that wasn't as good as two singles. I'm still discovering networking quarks.

Hyperdrives Drain Power This took all day to work out. I had to disable all "wireless" powering of hyperdrives. Just plant a substtation next to one and it will slowly push power in while active. Any substation will do. Also, you could use a solar panel, placement next to a small or medium PTT power storage or reactor. Large and Gargantuan Crewed Reactors don't currently support this. That will take a lot of time to do. Just use a Large Field Drive inline with one of them.

Shields or engines not getting power Place a normal substation next to them, or place a specialty substation near them. I'll add a set of engine substations that aren't maned as well as a 2x2 that is a maned engine room. Also, placing a networked solar panel/reactor/capacitor next to them will also work. This might be fixed with this update

Adjacent Power Delivery by Solar Panels is Slow. Not 100% sure why this is slow. Didn't notice when testing small ships, so might be more of an issue with medium and large tier parts.

Had to make the Substations need to receive power from the network. This could be from being connected by power lines or from being placed next to a PTT Reactor or Solar Panel. This is to deal with some issues from having the network feed itself. Your CPU and FPS will thank you. Unless you have a ThreadRipper.

Next to work on.
Next up will be the medium parts and a few additional items.
  • Engine Room - buff system via power network
  • Engine Substation - tiny buff that also gets bigger with power network
  • Sensor update: Triangulation Relays
I'm adding the Sensor update: Triangulation Relays to the medium part list because the work I have to do to finish up the Engine Room and the Engine Substation is about 85% the same as the work I need to do for the sensor triangulation system. So once I figure out the Engine room an Engine Substation stuff, it should be simple to cop, past, and edit the same code for this.
Ok, 0.30.1b required a full rework of how power is sent out, so I pushed out the LCRs, GCR, and Fofa system parts.I actually need to redo the LFD's naccell parts and work in the hypercharge system, but I don't want to risk crashing the entire game by seeing what happens when two network ports overlay at the same time.
70 Comments
azicminar  [author] 20 hours ago 
Oh. hey. I added a hyperium grower that works in nebulas. Just built it and fly into a nebula. Perfect for when you need to take a break for a few minutes. Park your ship in a nebula and come back to some hyperium reserves. I'll add something special to the large and maybe medium ones.
azicminar  [author] 6 Oct @ 2:39pm 
You have a good point. I should make some example ships and set them as starters for the different economic difficulty levels.
DLockholm 5 Oct @ 4:31pm 
honestly i've been tinkering with this mod for a few days now and I have no idea how a lot of things work, prime example being Field Drives and its extensions, but it still is pretty cool nonetheless
azicminar  [author] 23 Sep @ 1:55pm 
Thanks for pointing it out
azicminar  [author] 23 Sep @ 1:47pm 
That might be an accident on my part from copying the corrected code in.
stardust000 23 Sep @ 11:29am 
It seems that MCR, LCR and booster supply energy to whole ship instead of 20m/30m range, while SCR seems to work correctly
azicminar  [author] 21 Sep @ 10:40am 
So Steam happened. Remember, sometimes you just need to connect more energy production to the system
Neru 21 Sep @ 10:14am 
Apparently my mod version changed back to 1.8.3.1 from 1.8.3.3 for some reason. So after deleting the mod file it is now working fine.
azicminar  [author] 21 Sep @ 9:36am 
Also, has your side updated to 1.8.3.4?
azicminar  [author] 21 Sep @ 9:35am 
If you are on Discord; please get to the cosmoteer discord modding channel, upload a screenshot of your ship, and ping me. I just tested those reactors with command center, ion beam, and two different mining beams from stock and ETTM with things working correctly