Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Azic's Shipyard Meltdown Edition (in Beta. Will be changing)
70 Comments
azicminar  [author] 13 Oct @ 4:50pm 
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
azicminar  [author] 21 Sep @ 9:30am 
But I just tested all of those on a dummy ship. What in the steam is going on -_-
Neru 21 Sep @ 8:08am 
Thank you. Though now both the 30 meter large reactor and the whole ship large reactor are not working instead. Gargantuan still works.
azicminar  [author] 21 Sep @ 7:59am 
ok, uploaded.
azicminar  [author] 21 Sep @ 7:30am 
Ok, I've reproduced the issue. I must have missed this.
azicminar  [author] 21 Sep @ 7:24am 
Check to see if your version is 1.8.3.3
Neru 21 Sep @ 7:13am 
Don't know if you are already fixing it or not but the medium crewed reactor specifically the 20 meter one is not powering anything. The whole ship version and other crewed reactors seem to be working fine. Also this mod is my favorite together with sircampelot's mods thank you for making it.
azicminar  [author] 21 Sep @ 7:05am 
Ok, I did miss doing the network fix to the mini cores. That's just been uploaded. As for the booster cores, I've not had any issues with building them. THough, if you are using adaptive heat pipes and placing a booster core next to one changes the layout, there is a chance for a crash if it tries to write a pipe connection where a door was.
azicminar  [author] 21 Sep @ 6:28am 
There is something different with how buffs work. I had to add in a small storage separate from the network just for power to flow right, and it also had the side effect of fixing the previous 2:3 issue. As for Booster Core, they weren't crashing mine, so let me take a look before I get busy for the day
Doomderp 20 Sep @ 8:39pm 
Also Tofa booster cores crash the game
Doomderp 20 Sep @ 8:20pm 
Did the mini power cores get nerfed in the latest update? a small ship of mine that used to run perfectly fine with them is now having major power problems and i am wondering if that is a bug or if it just means i need to redesign the ship in question
azicminar  [author] 20 Sep @ 5:40pm 
It was hyperdrives. I had to disable sending power to Hyperdrives. Some of the parts will still power hyperdrives if they are right next to them. Large Field Drives seam to be working just fine even though they are also hyperdrives
azicminar  [author] 20 Sep @ 3:14pm 
ok, I'm sorry. I had it working on a medium sized ship, but for some reason it did not transfer over to a larger ship with a gargantuan reactor. Back to the code board.
azicminar  [author] 20 Sep @ 1:40pm 
9 hours of work on this!
azicminar  [author] 20 Sep @ 9:38am 
Mediums will be expanded to 15 on next update. I'm also going to be pushing out the PTT support for LCRs, Tofa system, and Gargantuan Reactors. The other plans are getting pushed back because this fix to work with 0.30.1b is more important and the work to get LCRs, Gargantuan, and Tofa system working again is .... a mess so I might as well add them to the network while I fix them.
azicminar  [author] 20 Sep @ 4:15am 
Pros:
More power storage
Higher power transfer rate (unless I forgot when I pushed out the update to fix 30.1a breaking things)
More surface area to transfer to adjacent parts
Cons:
Take up more space
Sometimes spacing apart smaller ones is better than a larger one in some situations

Considerations:
Might increase medium transfer distance by 5, and then large will be an additional 5 beyond that.
Doomderp 19 Sep @ 4:48pm 
that will be cool, also are there any benefits to using the medium substations over the small ones, because currently the mediums just seem to take up more space and cost more with no real advantages
azicminar  [author] 19 Sep @ 3:04pm 
But overclocking is on my list, but its after getting the other updates done.
azicminar  [author] 19 Sep @ 3:03pm 
I need to get these things done before I can look into that:
Fixing the bugs that popped up with 30.1b.
Getting Large reactors, large crewed reactors, huge crewed reactors, and the Tofa system on the network.
Copy-pasting the network stuff in the meltdown edition of the ETTM shipyard expansion.
Doomderp 19 Sep @ 9:31am 
am just wondering but will the modular reactors ever be overclockable?
azicminar  [author] 19 Sep @ 1:49am 
ok, last night I noticed that the substations stopped working as did the power transfer for engines. Something weird is going on with the code.
azicminar  [author] 17 Sep @ 4:34pm 
So I did some more testing, and at least the 2x2 shield substation works with the sundiver shields, even at a distance. I did, however discover that it looks like I need to do a power pass just for hyper drives. But that can be set at once a minute to reduce stress on ticks per second.
Again, placing a substation or networked solar panel next to one of these also solves the issue ... which is goof for parts that break the 2:3 rule
azicminar  [author] 17 Sep @ 2:43pm 
I've confirmed that things are working different now from 30.0 and that even the Sundiver shields are affected by this.
I solved a similar issue with thrusters by putting in the thruster only power transfer into the small and medium crewed reactors.
This is most curious and I'll attempt this course as well. I was actually thinking one mod wasn't getting powered because its BatteryStorage was a proxy and not an actual resource storage, but now I think not.
azicminar  [author] 17 Sep @ 2:18am 
That sounds like the 2:3 bug in a different form. IF the storage of the host part [2] is sufficiently smaller than the receiving part [3 or larger], it can't fully fill it. This was only an issue with a small number of modded parts. Are you using the small crewed reactor of the medium one? Also, this is why I put proxies in each substation and crewed reactor so that they could still work with problematic parts when put next to them.

I'll edit the part texts to let you all know that the substations can be placed next to stubborn parts.
Koraki Ouranos 16 Sep @ 7:06pm 
Might have found something. Built a new ship from the ground up, and everything but the shields were powered immediately. The shields did receive power, but the wholeship reactors only supplied 5 out of the 6 batteries they needed, and the shields only power on for the first time when they are fully charged. As soon as I put a little hyperium solar panel behind each one, they turned on fully and the reactors were suddenly able to fill up past the 2-3 batteries they were stuck at.
I'm thinking something is going on with the wholeship reactors in that they aren't able to completely fill the shields, and because of that the shields try sucking more and more power until the reactors can't supply anything else.
azicminar  [author] 16 Sep @ 1:27pm 
I've reread your report about the overclocked shields and I have to admit that OC shields worked in the first testing of Meltdown before I brought the mod out of closed Beta, but that was before I added the reactors to the network. I'll start messing with OC shields since the time being has been focused on getting updated parts and networking working across the entire crewed reactor line up.
azicminar  [author] 16 Sep @ 2:07am 
ok, the base game does have phantom power generation for small thrusters to not leave you dry away from a station. I have been wondering if things are working differently in 30.1 or if it was my imagination. Try more single 1x1 solar panels. I've noticed that with some modded shields, putting the panels or a one of the PTT units next to it works to push power into it. Last night I did push forward an update that solved the issue with thrusters not getting power, so I suspect something changed that I'll have to do some more tweaks
Koraki Ouranos 15 Sep @ 10:33pm 
Ok, this is maybe unrelated, but I did some testing now with a purely vanilla reactor ship, and I'm noticing that my thrusters on the edge of my ship, ones that have no doors or any connection via corridor, are getting powered by something. They'll run out of energy briefly, then get recharged by some ghost for a few seconds. I tried both overclocked and non-overclocked, and they both get this invisible energy, but the time between recharges is shorter when not overclocked.
My personal theory is that somehow one of the wide area reactors got bugged into the ship, and is forcing everything to regenerate at the same extremely slow rate (solar panel rates?) regardless of the actual power network
I have no idea how modding works in really any game, but I hope this bit of testing can help find what the problem is. I can do more if you need something else, more than willing to troubleshoot because I really want to see this mod succeed, it's one of my core mods in every run.
Koraki Ouranos 15 Sep @ 9:58pm 
Having that 'strange network power drain' thing still. I noticed it first appear when I switched from regular crewed power (10m) to a wholeship reactor, and I added several PTT compatible cores to supplement. The new design had more power generation than the old, but I noticed that specifically the 2 overclocked small shields on the front of my ship were flashing that they were empty, and the reactors were all losing power faster than they could make. Not sure if the issue is that the reactors are leaking power and none is getting to the shields, or if the shields are the ones sucking all the power. Either way once the problem began, I can't get the network to stabilize, even when switching back to the old design of (10m) reactors.
azicminar  [author] 12 Sep @ 4:54pm 
That's something I forgot to remove from the wholeship reactors but left in on the area ones. Since once I got the area fixed, I just changed a few lines of code in them for the whole ship. I'll add it to my list
BigMac 12 Sep @ 12:22am 
Are crew meant to be taking batteries from the large crewed reactors (wholeship)? Is this a bug or are they working differently from the pre-meltdown shipyard mod?
azicminar  [author] 11 Sep @ 4:28pm 
Good point. I should add the current version to the description to help people out!
Sangheili 11 Sep @ 2:49am 
Just a heads up. If you're still CTD-ing on start up verify files because the hotfix WR put out didn't install right on my end and was causing problems.
azicminar  [author] 10 Sep @ 5:35pm 
Updates are done. Modversion should be 1.7.beta. Enjoy the unfinished Medium parts
azicminar  [author] 10 Sep @ 12:21pm 
I've been made aware that today's update broke the mod and I'll be updating things after work. Please be aware this update will also include the unfinished medium part update
azicminar  [author] 3 Sep @ 4:31pm 
I'll consider it after I finish the list of priority items. Which is a list of about 30-40 items right now.
DLockholm 1 Sep @ 3:21pm 
it would be nice to have compatibility with AI ships mod, this explains how to do it

https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships/blob/master/how%20to%20make%20compatible.txt
azicminar  [author] 28 Aug @ 4:19pm 
use the non-ettm. I'll roll the two of them into one mod for meltdown with a few other things I have in the works eventually
cyRix 28 Aug @ 4:08pm 
wich yeet and yonk works with this?
azicminar  [author] 27 Aug @ 5:46pm 
And I just realized that I accidentally made the overall stored power higher, but the stored power in the network smaller. Since I had to set up a two-stage storage to fix the one issue, I'm going to play around with the storage values a bit until I find a good balance between network storage and local storage before sending out a rebalance for this.
Current options:
[list]
[*]50/50
[*]Local Storage is twice transfer rate and network is previous value - the new local storage.
[*]25/75 or twice the transfer rate; whichever of the two is higher.
[/list]
Makes me glad I put "in Beta" in the title.
azicminar  [author] 27 Aug @ 4:41pm 
Ok, the strange power drain in the network might be fixed! While doing my 14 hour shift today, I had sudden inspiration on how to fix it, and it seams to work. At least at the scale I discovered the issue. There is a possibility I only pushed the failure point back a good ways which might be a reasonable distance for once I work on the medium parts.