Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Not enough ratings
Crewed Power Distribution - ETTM
   
Award
Favorite
Favorited
Unfavorite
Tags: Mods
File Size
Posted
Updated
496.162 MB
17 Aug, 2024 @ 4:28am
17 Jul @ 4:01pm
22 Change Notes ( view )

Subscribe to download
Crewed Power Distribution - ETTM

In 1 collection by azicminar
Azic's Shipyard
8 items
Description
This is the ETTM companion mod of my Crewed Power.

You need both Crewed Power and SirCampalot's ETTM.

This mod should in theory work even with future updates like nebulas.

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

08-24-2024 update:
To address the problem of shields getting too much power, I first started from the direction of power production. This was the wrong place to start, but it was a very reasonable starting spot. Next I started messing with transfer rates. After much work, I discovered that once you reach a certain point, an excess of power provided by sending the same power as the larger batteries of the ALR is wasted on many parts, so I decreased the amount, but increased transfer rate to compensate. It took a very long time to hone in on transfer rates that work with heavy engine builds. As I continued working on this, I discovered that there is an issue with whole ship buff and had to revert to grid buff set to 900. Please let me know if this is too small. This also had the side effect of removing the lag spike from hovering over the large reactors. While it was lessened by removing a lot of the sprites, I decided to leave the references to them out from the files, but they should still be there for you if you want to reference them back in. This reworking of the buffs allowed me to have two sets of power transfers. Power to normal, weapons, and engines are set to a higher amount more often (except for vanilla large which feels mostly ok, but code is in place for me to more easily adjust later.) This lead to powering shields with just a ALCR not enough to go sundiving. It took many hours of testing to find an amount from one reactor that would keep 4 shields working at a decent rate. I finally got to a point where the ALCR would not make a ship a replacement for fort knox. My tester ship took some damage from 7 rank 10 ships when I just flew it in and parked it. a fleet of 12 or 18 (I should have counted) did sevear damage and took out 50% of the ship. So I felt like I almost had it right, so I made up some shield substations to address people who make ships as big as a world. This is for you and myself Cade.
Now power generation.
Some people won't like that the generation rates for the large crewed variants are higher than their counterparts. I increased the EU and EL needed for them by the math other reactors used. +8EU/L = 3x more power. I did not do this with the ALCRs because that is a stupid large amount of power. I also build ships that need 4 or more ALCRs set up to give the juice needed to the engines. (This is why engine mod is on my list for later. after weapons, but not sure if before or after sundiving gear.) While limiting the number on ships makes a lot of sense, I'm not going to for the timing being since it would gimp a lot of people who build big.
From talking to other Mod authors, it seams like I can't send only 3 power to each of x number of things at the same moment, it has to be sent on a condition, like the one with least power, then next cycle the next lowest, and so forth round robbin. This is why a few shields makes them strong, but many end up going down and never coming back up in combat. This is also why finding a transfer amount that made sense was very, very hard. I never ran into this with anything that had a transfer rate of 1 battery every 0.01 seconds or slower and wasn't aware of the issue about to happen. The original transfer rate of ALCRs was good for sundiving a mid sized ship. Though my mid sized ships are about 2.5x the size of a space station.

Power Storage: This is factored into size and cost of building the parts. And the ETTM counterparts are close to the same scaling. At first, I wasn't going to make substations to replace capacitors, which was part of why I built them in. The other part being that it looked cool and made sense from a power distribution stand point. If I had one LCR on my ship when without crewed reactors, I'd have 4 or 6, it seamed like a good trade-off. With the substations, it can be a less expensive alternative to a whole ship reactor or 3. While I will probably make 3x3 and 4x4 (I hear someone asking for an 8x8), not right now. I want to see if I need it for the weapons mod or not. If demand is there, sure, I will.

Power distribution radius. I'm happy with the numbers to keep it from being too strong right now. I'll wait to see if there is enough want for it to be increased. ETTM variants will always have more reach.

I'm probably forgetting something, I've worked 75.58 hours the past week and 70+ most weeks, so please forgive me if I accidentally sound mean or impolite here and there.


11-14-2024: Mini-cores, kickers, shield substations, and power stations now have ETTM conterparts. Go have at it. Please update the base Crewed Power if you have any issues! All crashing will most likely be from that not getting updated with this.

Please note the animated gif on how to have the extenders work.
17 Comments
azicminar  [author] 4 Jun @ 2:23pm 
I believe version 1.99 through 1.100 would be the problematic ones.
azicminar  [author] 4 Jun @ 2:22pm 
The fix I pushed out for Yuta would also fix your problem if the core mod isn't 1.102 or higher, you'll have the issues. Also, the ETTM expansion should be 1.8.6
NitroRunner 3 Jun @ 5:54pm 
Hey just wanted to let you know that either the main mod or the EETM mod are causing a crash
and says "The given key 'azic.minicore' was not present in the dictionary" can you look into it?
azicminar  [author] 31 May @ 2:51am 
Welcome!
YUTA_JAP 30 May @ 12:30am 
Looks fine now.Thank you!
azicminar  [author] 29 May @ 2:56pm 
Ok, I did find the issues thanks to the log. I did a quality of life update that made the one blueprint unlocked by default. So if you already had it or was starting a new game, everything would be peachy. BUt if you didn't get it, it would cause the error you are having. So in addition to uploading a fix for a problem that has happened to 2 or 3 people (that I'm aware of since not everyone has gotten me logs), I added the fix to your problem to the update I pushed out a few minutes ago
YUTA_JAP 28 May @ 9:05pm 
Not a specific blueprint.I just did comms station and pushed the "Purchase Blueprints" button and CTD.
I verified the files and redownloaded the MOD,but still got CTD.and version is 0.29.0
I'm sorry, I'm not used to Discord, so I've uploaded the file instead.
https://rg.to/file/e053f1923ec548f8e54b881d4c98c929/log_2025-05-29_12_54_13.txt.html
azicminar  [author] 28 May @ 12:27pm 
Also, which version of Cosmoteer are you on?
If you are in the Cosmoteer discord, upload the crash log file to the modding channel and ping me.
azicminar  [author] 28 May @ 12:21pm 
which blueprint? also, have you tried verifying files?
YUTA_JAP 28 May @ 9:25am 
I got a CTD when I tried to buy a blueprint from the station. (there is no problem in creative mode, or just with Crewed Power.)
Could you tell me what's wrong?