Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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MMCT rework - power cables and stuff
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Tags: Mods
File Size
Posted
Updated
3.556 MB
28 Feb, 2024 @ 3:21pm
10 Sep, 2024 @ 12:32pm
10 Change Notes ( view )

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MMCT rework - power cables and stuff

Description
This is a modified version of yobeefjerky's MMCT Cosmoteer mod.
Uses art assets and ideas from original mod, with permission from original author.
Warning: This is not exactly a drop-in replacement. Some ships will work, other will require complete redesign.
I am publishing this so more people can test and comment, it was troublesome to download and install this manually.


Changes compared to original

- Cables only connect with sides to each other.
- Cables and substations must be touching to connect as well.
- Substations can power everything in their radius, except for cables which have to be touching substations to exchange power.
- Capacitors can connect to cables and substations and push power to them, but then again, must be touching sides to work.
- Capacitors exchange power with all power_storage parts.
- Only wireless transfer is from substations (area around or line in front).

- Fixed larger hyperdrives to not be power black holes.
- Added stats to most parts

- Modular reactors are behind tech tree unlocks.

Mod compatibility

It should work out of the box will all new parts (they need TypeCategory `uses_power` and have BatteryStorage or LocalBatteryStorage Component) and capacitors (with TypeCategory `power_storage` and BatteryStorage Component).
This mod does interact with reactors with new part - connector. It will, among other functions, extract power from reactors and feed power grid without any crew interaction.
If a mod author does not add type category or battery storage is named differently, their part will not be recognized as one that uses power.
Most modded reactors and capacitors should work. If they inherit from base capacitor they will even distribute power between each other (beware of capacitor size differences). I they do not inherit, it will interact with cables in it has `power_storage` TypeCategory.
Most parts that require energy should work, unless their author on purpose or by accident did not made them as outlined above (that is, will not work if it is missing correct type category or has battery storage named differently).

Problems / Challenges

This system is made inefficient by loops in power grid. It will work, but with poor transfer rates as parts of energy will travel back the conduit.
To make it efficient, please make sure that there are no loops in cables (including most trivial case of four cables in a square) and no substation is in range of another substation (with some exceptions that can be found by experimentation).

With proper design, a single conduit line can power indefinitely 12 ions. With some tinkering and pushing power from both ends of line, there can be up to 24 ions constantly firing on a single line (more ions will simply have no power to operate as it will saturate conduit bandwidth).

Parts

- cables: corridor and armor pieces (1x1 and 1x2) - transports power.
- substations: area and line variants - distributes power to parts that use power.
- connector: a one way cable/substation hybrid. Can also drain power from reactors and power storages without any crew help. (design is not final, functionality of this part might change - please comment in a discussion thread!). Requires medium reactor to unlock.
- thermal modular reactor: reactor core, thermal pipes, steam turbine and transformers - can produce massive amounts of power (48 batteries/sec for single turbine setup, up to 4 turbines for single reactor core). Requires large reactor to unlock.

Ships?

Yeah, there is one ship that can be selected as a starter ship in career mode, normal difficulty, available from ship library.
Maybe in future enemy ships will contain parts from this mod to make them properly hard to beat.

Gameplay impact

Base game progress is limited by number of crew members you can have. Since this mod remove most of power delivery crew, it is possible to build much bigger and stronger ships with similar crew size, accelerating progression at mid game. Late game, it reduces crew requirements 2 to 5 times, depending on a ship design.
This mod also allows to create almost indestructible shields (think: large shield that receives 48 batteries every second. This is extreme case but possible), however so far I wasn't able to build something that had no counter (lots of EMP from disruptors or EMP rockets overpower shields quite easily. Also nukes - no way to tank those!).
Some of this is balanced out by additional command point requirements that some parts from this mod have and by logistic requirements (or puzzles) when creating efficient power grids.
Lastly, this mod promotes health among crew members as they no longer need to carry glowing plasma batteries in their bare hands.

Issue tracker if anyone cares is here.[github.com]
Popular Discussions View All (1)
3
29 Mar, 2024 @ 4:35am
New part: one-way connector
Garagoth
71 Comments
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?