Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[Unofficial Fix] Take What You Need
22 Comments
brandonewing25 22 Aug @ 11:59pm 
thats fine take your time
its just 3 values you got to change
no rush
ǝuoƆ ǝɹǝW ツ  [author] 22 Aug @ 11:02pm 
Apologies, it’ll take a bit more than expected, I got severely ill, thus it’s hard to do anything. I’ll have to do it later, head’s pounding.
ǝuoƆ ǝɹǝW ツ  [author] 22 Aug @ 12:30am 
Oh? Yea I'll take a look at it later today
brandonewing25 22 Aug @ 12:10am 
you forgot to set the power storage MinResourcesPickUp to 1000 and the InitPickUp to 1000 as well as the PickUpRate to 3000 / 0.1 so the power storage acts like the other reactors and like the original mod did can you fix that plz and thx

// =========================================================================
// === OVERCLOCK-SPECIFIC OVERRIDES ========================================
// =========================================================================
// Power Storage (Overclocked)
{
Action = Overrides,
OverrideIn = "<ships/terran/power_storage/power_storage.rules>/Part/Components/Overclock_BatteryProviderStorage",
CreateIfNotExisting = false,
IgnoreIfNotExisting = true,
Overrides =
{
MinResourcesPickUp = 3000,
MaxResourcesPickUp = 3000,
InitPickUp = 2000,
PickUpRate = 1000
}
}
Sanrai 17 Aug @ 8:45am 
I'd like a version where crew can take smaller batteries out of larger reactors, but not larger batteries out of smaller ones. Keeps the design balance without crew just wasting giant batteries on things that only need a little power.
ǝuoƆ ǝɹǝW ツ  [author] 15 Aug @ 4:44pm 
:steamthumbsup: :captainsmooth: :blight:
DLockholm 15 Aug @ 8:37am 
Oh shit my bad I'm absolutely blind. I forgot to disable Galactic Allegiance which adds a weapon called Particle Cannon Loader and oddly enough just that weapon doesn't work with your mod, everything else does. I'mma reach GA author and tell them about them

sorry for the confusion lol
DLockholm 15 Aug @ 8:31am 
Huh okay that's weird, lemme test something real quick and I'll reach you back in a bit
ǝuoƆ ǝɹǝW ツ  [author] 15 Aug @ 3:40am 
I had checked out [DIGI] Circular Particle Cannons, they load the power just as fine there. Yea, I am outta leads here, as to whenever you could be referencing you, TWYW kinda, tweaks the electric storage's, be it reactors or capacitors, but the hauling function otherwise remains the same (as in they take whichever level they need from the electric storage), so I believe I could help if it's some reactor or capacitor problem, but I am not sure I could fix that weapon?
ǝuoƆ ǝɹǝW ツ  [author] 15 Aug @ 2:44am 
Uhhh, which PAC you imply? If you mean railgun, it seems just fine, be it overclocked or not, if you meant Thermal Resonance it works just fine too for me as well, not seeing, anything broken? Is it from some mod I am unable to locate?
DLockholm 14 Aug @ 3:07pm 
Yeah by subcomponents I mean the PAC Loader, PAC Extension and PAC barrel, the same issue applies to the Large PACs variants.
Just for disclaimer I did test this mod alone with everything else unsubbed.
ǝuoƆ ǝɹǝW ツ  [author] 14 Aug @ 1:18pm 
Particle cannon and it's sub-components? Will take a look at it
DLockholm 14 Aug @ 12:10am 
So it seems that the Particle Cannon and its subcomponents are not recognizing this mod. Crewmen will only deliver batteries that are from large reactors.
ǝuoƆ ǝɹǝW ツ  [author] 10 Aug @ 6:06am 
Fear not, space magic is now working, if you noticed anything else I didn't notice, feel free to report, I'll quickly patch em up too!
Chronos 9 Aug @ 7:16pm 
Because these capacitors work with space magic and can actually multiply the power charged into them!

/j
ǝuoƆ ǝɹǝW ツ  [author] 9 Aug @ 6:17pm 
It just never crossed my mind, why would you overclock a capacitor, it’s just, the incomprehensible horror beyond my comprehension. I’ll fix it up very soon, through, apologies for my mistake
lechkingofdead 9 Aug @ 5:05pm 
lol man never checked to see if capasitors got upgrades too.
ǝuoƆ ǝɹǝW ツ  [author] 9 Aug @ 11:15am 
Overclocked capacitors? Ay caramba! I'll do an update with em, didn't knew you could overclock a storage
Chronos 9 Aug @ 6:10am 
Thank you for the explanation.
And does it apply to overclocked Capacitors too? Since if OCed they also deliver bigger batteries.
ǝuoƆ ǝɹǝW ツ  [author] 9 Aug @ 5:58am 
Note that the reactors are still balanced in the way crew can take only battery already generated in the reactor's battery buffer. So if the crew need a battery of size 3 but none or less is available, they have to wait the time needed for the reactor to generate theses batteries.
Small reactor remains slower than large reactor, the balance didn't change.

That's pretty much it, a really small fix to the original mod..
ǝuoƆ ǝɹǝW ツ  [author] 9 Aug @ 5:58am 
This is just an unofficial fix for it, it allows for the crew to take batteries out of overclocked reactor, which the original mod, given it wasn't update for close to a year, doesn't really do.

As the original description says, actually, summarizing it: there are three batteries, size 1 (1000 energy), size 2 and 3 (2000 and 3000 respectfully. In the vanilla game you get only size 1 from battery and power storage, size 2 from medium reactor, and size 3 from huge reaction. The original mod intends improve that aspect by crew taking the needed side, rather than the "allocated" battery buffer. So that there is niether energy waste, nor a time waste
Chronos 9 Aug @ 5:22am 
Not sure I understand it. For example, a Large Reactor has 24 "units" of a 3 power battery.
If a crewman takes only 1 battery "unit" of 1 charge from it, does it still depletes 1 of it's 3 power batteries anyway?