Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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The Cable Age Continued
   
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Tags: Mods
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235.708 KB
7 Aug @ 12:45am
8 Aug @ 7:58pm
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The Cable Age Continued

In 1 collection by 天月将白
作者模组合集(Author Module Collection)
19 items
Description
Our best archaeologist team has uncovered an exciting antique technology: the cables! The ancient people seems to use them to remotely power buildings without involving batteries. This shiny miracle is however quite easy to reproduce and they are now a fundamental part of space ship structures, ending the age of manual battery delivery.

Reactors and Capacitors can now power buildings within a distance. Reactors can also charge capacitors and capacitors will try to balance against themselves.

Reactors have a flow rate higher than their power generation speed, meaning they will slowly fill themselves if power generation is above power consumption and they will be drained if vice versa. Capacitors have a flow rate of 12/s.

Reactors have a supply distance relative to their sizes. Capacitors have a supply distance of 8. The ship designer will display an icon on buildings that require power and are in range of any reactor or capacitor.

This mod is inspired by MMCT and even goes further than that. You don't need to add anything to your ship to automate the battery delivery. It becomes a fundamental feature.

Do NOT enable this mod and MMCT simulteniously. You don't need both at the same time.

WARNING: This mod significantly breaks the balance by eliminating the need of manual battery delivery, rendering 90% of the crews useless. Your fleet size is also less restricted to the maximum number of crews you may have. It's recommended to tune down the crew cap in career mode, or you will have access to larger ships much earlier than expected. Existing ship designs can still be loaded, but they are probably not designed with Built-In Cables mod in mind, rendering them less efficient designs.

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Since this module hasn't been updated, I uploaded it for others or the author's reference.

Note that I only modified it to make it compatible with the original version, and did not make it compatible with other mods.
10 Comments
Catherine 37 minutes ago 
我发现了一个小问题:正常来说供电速率大于发电速率,但超频后供电速率就跟不上发电了
DLockholm 21 hours ago 
Looks like this mod cannot power Particle Cannons and its subcomponents
I Am Bomb 13 Aug @ 2:19pm 
@Reejery every ship is being affected, that's what makes this mod fun (to me)
Reejery 13 Aug @ 1:10am 
just to make people aware, from my playthroughs of using this mod, I believe there is a high chance EVERY ship is being affected by this not just the player built ones as it takes quite some time for shields to get overwhelmed even with 8 disruptors hitting just one small shield, so keep this in mind when building your weapon platforms as heat weapons will be your best friends
天月将白  [author] 8 Aug @ 8:02pm 
The capacitor and MTR have been repaired, and I have found that the M.R.T. Puzzle Module will display a red dead battery sign when there is no battery. If you need me to remove this sign, please let me know
Silver_Antony 8 Aug @ 7:58am 
Modular Rocket Thruster

@天月将白
天月将白  [author] 8 Aug @ 4:31am 
I also noticed that the capacitor wasn't working, and I was about to fix it, but what is MTR
@s3m989
s3m989 8 Aug @ 3:56am 
Everything seems to work apart from MRT and capacitors. MRT don't get power, shows that it should though and capacitors don't receive or send power to anything. Apart from that works like the original.
SES Dream of War 7 Aug @ 8:38am 
would love mod support for ETT / Star Wars!
Arktoris 7 Aug @ 4:14am 
capacitors don't appear to relay power but otherwise thank you :)