Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

MMCT rework - power cables and stuff
98 Comments
Zappy The Floof 7 Oct @ 9:07am 
@AnonaCraffter thats how high voltage cables in base MMCT work
Garagoth  [author] 7 Oct @ 2:22am 
@AnonaCrafter I think I found your issue with boiler not producing steam - could you please check and confirm?
AnonaCraffter 3 Oct @ 2:15pm 
I have an idea for a connector that behaves like the original mod's cables it would allow for more complex builds and maybe a high throughout cable as well that requires a transformer to step up/step down the voltage so they can connect with normal cables and my idea for a ranged cable for the high voltage cables
Garagoth  [author] 23 Sep @ 12:49pm 
High voltage cables were added to original mod long after I forked it; they were not ported to my version.
I am contemplating adding new cables (and way more expensive) with instant power transfer, should be something different from original (hopefully) and interesting. I am beefing up the idea at the moment.
Steam pipes will undergo changes similar to how cables look right now, corner piece will no longer be an issue then.
Zappy The Floof 23 Sep @ 9:56am 
Hey your mod is missing the high voltage cables from the orginal version along with the 90 degree pipes (Second one isnt an issue as the 4 way works fine)
Garagoth  [author] 21 Sep @ 6:13am 
Yup, got that as well. I reported bug in game for this, in the meantime I found a workaround that while messing with displaying sprites gets rid of the error. I will upload shortly.
AnonaCraffter 20 Sep @ 12:53pm 
"No component named 'On' in part 'YBJ.MMCTCableAR1'." happened when a part was damaged and it caused a crash
AnonaCraffter 20 Sep @ 6:34am 
the large ones don't produce steam for me
AnonaCraffter 18 Sep @ 2:01pm 
they don't produce steam for me and i have other mods can you check if a mod is causing this?
Garagoth  [author] 18 Sep @ 12:22pm 
I must say that your report is very vague.
In no scenario boilers failed on me and I put several hours of gameplay on accelerated time into that.
Please provide something concrete, screenshot, your setup description, were there any indicators shown, anything that I could use to start investigating.
And please do that in discussion here (not in comments here please) or on Github.
AnonaCraffter 18 Sep @ 9:51am 
the boillers don't work all the time no crash they just stop working after a while
Garagoth  [author] 15 Sep @ 11:09pm 
I do not understand, what that compatibility patch would be for?
This mod and original one cannot be used together. As for adding new parts to original one or altering how it works... Well, for that this mod was created.
I do not see what compatibility you need.
AnonaCraffter 15 Sep @ 4:53pm 
can you also make a compatablity patch for the orginal mod?
Garagoth  [author] 15 Sep @ 4:46pm 
New update posted - I will upload new pictures and update description later tomorrow.
Added 3 new parts, tweaked a bit power transfer mechanics in hope to reduce rare stuck issues.
Also, new cable graphics!
AnonaCraffter 27 Aug @ 7:12pm 
the one way cables that need a step up/down transformers to get power into and from them
Garagoth  [author] 25 Aug @ 10:00am 
@Drakos: what are cable belts? Also, please elaborate on corridors not transferring power but armor block transferring - they use exactly same code (via inheritance) so it is very strange. Do you have reproducible case?
Regarding connector it was meant (after long debate) to be that way. I am trying not to make mod that instantly transfers power everywhere (such already exist). You have similar constraints in base game, for example new part heat absorber that is not inline. However... maybe I will create something to address that need. I need to brainstorm a bit.

@AnonaCraffer: I do not think so. I forked original mod (with permission) when it was inactive, since then my implementation and not again active original mod have diverged. Please describe what functionality you are looking for and I will see what can be done.

@STR4NGER_D4NGER: Totally not my first thought as well :-)
AnonaCraffter 23 Aug @ 6:53am 
can you add everything from the og mod like the high voltage cables and step up and step down transformers?
Drakos 23 Aug @ 5:31am 
Hello
I'm currently using this mod and have noticed that the cable corridors often don't work with the substations.
Despite being connected to a cable corridor, no power is being transferred. Only replacing them with cable armor establishes a connection. It would be great if you could fix that.
Drakos 23 Aug @ 5:31am 
AIs it possible to add the cable belts from the previous version back? That would be great.

Would it be possible to adjust the connector so that it can transfer power from all three sides to the front, not just from the back to the front?
I use the Functional Solar Generators mod to build micro ships. Unfortunately, the connector only works when the back is connected to the solar cell, not when it's attached to the side, so I can't build around corners with it. It would be great if that were possible ;)
STR4NGER_D4NGER 19 Aug @ 11:51pm 
"Planned/to do:
- heat management: heat consumers and producers!"

Turning heat into standard power would be so cool (Totally not imaging self powered OC shields)
Garagoth  [author] 19 Aug @ 5:16pm 
Hi!

I just updated the mod adding a bit of support for scorched status, overclocked capacitors (and reactors too), updates some part descriptions.
I am also working on new parts that interface with new heat system in base game, stay tuned!

If you notice any issues, please let me know!
M0DFAN1000 18 Aug @ 1:45pm 
@Garagoth Sorry I should have worded that better, I didn't do any real testing but just based off the numbers provided I came to the conclusion of a bottleneck as the large reactor has a twenty point twenty five generation rate and the cables state they can do fifteen a second if this actually isn't a bottleneck I apologize for the misunderstanding.
Garagoth  [author] 17 Aug @ 3:14pm 
@M0DFAN1000 "unable to support large reactor in overclock" - how so? What is your setup and outcome and what you expected to happen?
As far as I can see overclocked reactor generates batteries faster and produces batteries of bigger size (but size is not important for cables anyway).
You can connect more cables to reactor / connectors / feed more substations using crew and still max it out.
If you need to write more or attach screenshots you are welcome to do that on GitHub (link at the bottom of description).
Anyway, I am playing with heat and overclocking right now trying to test and asses what changes are needed or possible to keep things interesting, I am debating whether to create reactor turbine that feeds from heat or add steam boiler as alternative to reactor core and a new heat sink.
Any other suggestions for changes / improvements are welcome, but please to describe the use case in detail - and possibly on GitHub, it is much easier to track things there.
M0DFAN1000 16 Aug @ 7:23pm 
Quick question. Do you plan on increasing the power transfer rate because of the new overclocking feature, currently this mod is unable to support the large reactor in overclock?
Garagoth  [author] 16 Aug @ 5:37pm 
@JajajTec, could you please elaborate on "substations sometimes compleatly loose power and stop working until rebuilt" ? Any repeatable scenario?
Garagoth  [author] 16 Aug @ 5:23pm 
Thanks for report @JajajTec, I will try to fix it once I figure out how to handle overclocked parts.
JajajTec 14 Aug @ 8:14am 
works with 0.30
WITH SOME BUGS.
when overclocked parts increase power capacity, the mod doesent register it and wont fill the part more. Excample: overclocked capacitors
Larger hyperdrives spin up instantly
substations sometimes compleatly loose power and stop working until rebuilt
starqueen 13 Jul @ 4:48pm 
they don't show the 'power' icons but i think it was a mod i have removed that was making them not work
Garagoth  [author] 13 Jul @ 3:00pm 
For capacitors I think I could add support. I will see what is needed, as far as I can remember those capacitors do not extend standard capacitor and thus are not recognized.
Please elaborate on "reactors (...) can be iffy" and your setup, maybe I will be able to improve something.
starqueen 10 Jul @ 4:09pm 
i got the reactors to work but they can be iffy and the improved and advanced Capacitors just don't work with this mod at all
Garagoth  [author] 9 Jul @ 4:09pm 
Starqueen, which ones? If we are talking about blue ones, it does not indeed because that is not plasma.
It would really help if you could describe a bit more: which parts exactly (by name) and how did you connect them. Otherwise it is a bit of guesswork for me.
starqueen 7 Jul @ 12:59pm 
does not seem to work with Extended Tech Tree Mod cells or reactors
Nyx (She/Her) 25 Apr @ 5:20pm 
In further testing, my friends and I cannot get this to happen again for some reason, so you may have fixed it accidentally I guess?
Garagoth  [author] 25 Apr @ 9:21am 
Nyx, you have to provide me something to recreate this.
I have reactor, corridor so crew can carry batteries, omnistation, two grids of empty space, connector, large shield.
All works just fine, there is one crew member carrying batteries with no special haste and dozens of crew members are idling.
In other words, I cannot reproduce your scenario.
Nyx (She/Her) 22 Apr @ 8:57am 
but power-transfer crew with access is required for it to happen*
which may seem weird, with this mod, but it actually does have better throughput sometimes. And more importantly, better ergonomics
Nyx (She/Her) 22 Apr @ 8:57am 
nah, all on the same cable actually, forgot to mention.
Garagoth  [author] 22 Apr @ 4:57am 
Ooh, so you are NOT powering the omni substation with cables but with crew carrying batteries?
No cable between power source (reactor) and omni station, just crew carrying batteries?
Nyx (She/Her) 19 Apr @ 2:40pm 
yep. Easy way to tell something is wrong is to do that, and have the omni substation have crew access with a route to the power source. For some reason you can put any number of crew into moving power and they won't stop with that until ALL of them are occupied going to that substation. This does not occur with the connector beyond range.
Garagoth  [author] 19 Apr @ 11:04am 
So, power source, cable, omnidirectional substation, connector within three tiles powering something. There might be something specific with what is being powered. Could you describe what is being powered by a connector? I will try to recreate this scenario.
Nyx (She/Her) 17 Apr @ 6:02pm 
At the moment I don't have one to toss onto the workshop for reference or anything, unfortunately
Nyx (She/Her) 17 Apr @ 6:01pm 
omnidirectional substation within 3 tiles of a connector powering anything with a passive energy drain. For some reason it just constantly dumps power into it
Garagoth  [author] 17 Apr @ 2:14pm 
@Nyx: connectors should NOT receive power from omnidirectional substations, but i think can be powered by linear one.
Could you please provide your blackhole setup please?
Nyx (She/Her) 24 Mar @ 6:51pm 
Connectors can receive power from substations, creating an infinite energy blackhole
DonBudafuko 12 Jan @ 4:28pm 
@Garagoth i talked to SirCampalot an he said he has tried that for the rule for the capacitors but it crashes. he did say it did work at one point with the advanced caps but has no idea why it does now. he hasn't changed anything. is there something u can look at an see on ur side?
DonBudafuko 12 Jan @ 3:15pm 
push in batteries from vanilla reactors an capacitors* will not push batteries to improved from reactors
DonBudafuko 12 Jan @ 3:13pm 
u can use the one way connector to pull out of improved but cables dont an u can use one ways to push in batteries from reactor as well like u can with vanilla @Garagoth @VII
Garagoth  [author] 9 Oct, 2024 @ 2:25pm 
YEah, so issue with that capacitor is that it inherits "ships/terran/base_part_terran.rules" instead of "ships/terran/power_storage/power_storage.rules".
That causes it to not have "power_storage" TypeCategory and not interacting with cables.

Best would be to write a commend under ETTM mod with this and ask if SirCampalot (ETTM author) would be willing to fix it on his side.
Otherwise you can alter mod files but that would be lost on update, so...
VII 9 Oct, 2024 @ 3:15am 
@gargoth its the improved capacitor(battery storage lime green, origin is Extended Tech Tree Mod)sorry im not to sure who to talk to as everything else from that mod works fine with everything from this mod i was building a ship and noticed it was not filling with batteries when connected with anything from this mod.sorry i tried to look under the hood myself but i only know basic stuff and cosmoteers coding is somthing i am still learning
Garagoth  [author] 8 Oct, 2024 @ 4:38pm 
What is an improved capacitor? Is it a modded part? If so, from which mod? All capacitors that inherit from stock one should work but I will take a look.
VII 8 Oct, 2024 @ 3:41am 
running this with tech tree.as i am under the impression its compatible 99% but for some reason the only thing i seem to have issue with is the improved capacitor doesn't respond to anything from this mod yet everything else does