Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Remote Power
70 Comments
lobosan 4 Aug @ 5:44pm 
@sir Evans since Chase has not updated it for nearly 3 years - maybe you could post an update as a separate mod ("Remote Power continued"?), add a link to the original, and offer to remove it if requested by Chase (standard RimWorld community mod maintenance practice).
I would love to try your update!
sir Evans 31 Jul @ 1:25pm 
I have my local version working, just need a green-light?
HellsBain 27 Oct, 2024 @ 9:20am 
anyone know a mod that dose the same thing and still works?
Xerbarus 2 Jul, 2024 @ 4:41am 
are we allowed to update and re-upload? considering the last update was a while ago
zoznr 20 Mar, 2024 @ 3:46pm 
pwease update
CoolBreeze_75 13 Feb, 2024 @ 6:34pm 
Could you please update this?
PegLegNavTTV 23 Nov, 2023 @ 11:14pm 
Yo just adding my "please Update" to the pile. Its a great mod and would love to play with it
Salty Biscuit 21 Oct, 2023 @ 10:58pm 
An update to this and the other remote power version to work with chaingun update would be great.
corealing 11 Aug, 2023 @ 6:31pm 
remote power remote power while remote powering remote power?
Shape Enthusiast 8 Aug, 2023 @ 9:29am 
Are you planning on updating this?
RaiderLeader666 5 Jul, 2023 @ 9:20pm 
Needs updated, just one line defining the compatibility with game versions
RaiderLeader666 4 Jul, 2023 @ 5:03am 
Does this still work in the newest version?
Luxira 18 Jun, 2023 @ 9:57am 
Does the battery drain rate in these power hubs depend on how many things drain power in the range? If I want to slow down the battery drain, what should I change in the mod? What do batteryPump and PowerDrain affect in the mod file respectively?
daerek2008 7 May, 2023 @ 9:04am 
This mod is a huge help in the game, thank you for sharing!
sir Evans 26 Apr, 2023 @ 10:49am 
Update it for new Hyperspace Beacon mate.
Good job, I was thinking about creating something like that myself based on capacitor graphics.
Lemniscate 7 Feb, 2023 @ 7:33am 
thank you, this mod is lovely
Lemniscate 7 Feb, 2023 @ 7:32am 
Oh i see, I had the impression that some update broke it.
Chase  [author] 6 Feb, 2023 @ 12:11pm 
@Lemniscate The engine room is a bit annoying to deal with. I did not at the time I wrote this, want to bother.
Lemniscate 3 Feb, 2023 @ 8:02pm 
i dont know why but engine room needs manual feeding :_C
Tantrumus 18 Jan, 2023 @ 5:33am 
I read somewhere that using this mod reduces the lag/stutterfest at end-game as it gets rid of so many crew members trying to run batteries to endpoints in the ship. I've uninstalled the game but would love to know if this is true.
Viper767 28 Dec, 2022 @ 3:02am 
Found 2 problems with the python script.
1) It only checked for the standard install directories. You have to change the target directory in the script, so it runs with a non-standard directory.

2) I got this lovely error after running the script and using the resulting mod file:
System.ArgumentException: Escape sequence "\." not recognized in string
Solved it by changing every backslash (\) in the file to a double backslash, so it was no longer recognized as an escape sequence.

Everything seems to be running as it should be now.
A slightly more verbose How-to might make it easier for people like me without programming knowledge to apply this mod to their game.

And of course thank you for this awesome mod. :D
IAmHardliner 3 Dec, 2022 @ 8:14am 
I just got the game today, so this might be a stupid question, but is it possible to use this across ships?

I think it would be cool to build a fleet that builds on proximity and power distribution. Any idea if this would be possible?
PumpkinKing72 1 Dec, 2022 @ 5:41am 
Not sure which mod it is incompatible with or if any but it causes CTD when I activate this mod sadly. Nice concept though.
Kelmnon 28 Nov, 2022 @ 2:21pm 
Honestly as far as balance I like the way it is. (although I would prefer more efficiency) If you were to reduce the battery capacity it would need to be built next to a power plant and at that point it isn't the most helpful
rojogames371 20 Nov, 2022 @ 11:18am 
hey now that i think about it that's kind of like a modern power grid.
it powers almost everything.
but you have to put all of said power into it.
rojogames371 20 Nov, 2022 @ 11:17am 
i would like one that
powers your entire ship
but you actually have to input all the power needed by the entirety of your ship
into it
Sandmann 19 Nov, 2022 @ 5:08am 
Could you please make it compatable with other mods or make one for that?
Teax 17 Nov, 2022 @ 10:27am 
I see this mod more as a power distribution hub, where power users linked to.
The more tiered up hubs have just better "cables" to transport the power more tiles away.
Just like the engine room but only for other power users like weapons or shields. So balance wise it should be similiar to the engine room. Without the engine boost ;)
I use the hub in early game i.e for my engines too until i get to engine rooms since there is no much difference
[SuCr] Princess of Evil 16 Nov, 2022 @ 10:45pm 
Please leave an unnerfed version somewhere. Some people realize wireless power transfer is unintended by the game to begin with and trying to balance it is silly. :p
Chase  [author] 16 Nov, 2022 @ 2:40pm 
Updated the mod, the previous version was massively unbalanced. I have massively nerfed the efficiency and rate at which the hubs distribute their stored batteries.

Unfortunately it is still quite unbalanced.

Currently the hubs do two things.
First, it allows crew to load other blocks remotely (like Engine Rooms).
Second, it distributes internal power to those same blocks (currently at much reduced efficiency).

So I only see two options to bring these back into balance. The first would be to reduce the battery capacity of the hubs, but bring up efficiency. This means fewer wasted batteries. The second would be to remove remote battery loading entirely, and only distribute what is loaded into the hub.

I personally prefer the latter option. Please let me know your thoughts.
Chase  [author] 15 Nov, 2022 @ 12:20pm 
Yes, that's what I fixed. It should now pull from the hubs internal storage as well as from batteries directly loaded into it.
[SuCr] Princess of Evil 15 Nov, 2022 @ 1:00am 
The main problem was that the power hubs say they have x storage, but all of them actually just have 6, and the storage *shown* is only used for natural energy decay.
Chase  [author] 14 Nov, 2022 @ 9:37pm 
@princessofsalt That was a known limitation. I never got around to fixing it, but it should now work.
[SuCr] Princess of Evil 14 Nov, 2022 @ 1:28am 
There seems to be a bug, that is only apparent when this mod is powered with MMCT's power substations. Essentially, the power hubs don't power other buildings through their shown power storages, but from a hidden 6 battery storage, which MMCT cannot power.
Chase  [author] 12 Nov, 2022 @ 4:57pm 
See the pinned discussion for new details on using this with other mods.
Reejery 12 Nov, 2022 @ 2:39am 
I'm curious, would you be able to create a mod similar to your cheat version of this, that has crew like a engine room does? And in bigger sizes like you have with this mod? That way true Engineering areas could be built on a ship, sorry I've had to post on this one.
Mile 11 Nov, 2022 @ 5:56pm 
Any idea if this will ever work for non vanilla added items?
Salty Biscuit 11 Nov, 2022 @ 3:49pm 
Is it possible that you can make this mod to work with other parts mods such as the galactic alliance?
TruncatedCake 4 Nov, 2022 @ 8:21pm 
I actually read some guides on modding looking for something else, and lafiel says there's something called proxies, and I think that's what a lot of mods use in their power stuff
https://forum.cosmoteer.net/d/6819-advanced-modding
Chase  [author] 4 Nov, 2022 @ 12:41pm 
Cosmoteer relies heavily on crew to load or unload resources. The first thing I tried was power cables. There are a few methods of doing something kind of like that, but they all still require crew.

There are a few methods to 'power' things that would not require crew but they are incredibly boring and not at all fun. These methods are not compatible with cables however.
#IQ is genetic 4 Nov, 2022 @ 10:48am 
Ragnarac 4 Nov, 2022 @ 12:48am 
good mod though besides that
Ragnarac 4 Nov, 2022 @ 12:48am 
Ive been noticing that it only powers vanilla stuff. ie none of the modded items get power from any of them
Chase  [author] 3 Nov, 2022 @ 2:13pm 
I have updated the mod to make it easier for other mods to interact with it.
Bruciez 3 Nov, 2022 @ 8:34am 
Is it possible to combine the functionality of a reactor and the power hub in one? Also, can this function automatically power the ship as long as the reactor/power hub is connected to the ship?
tantananan 3 Nov, 2022 @ 8:12am 
Fantastic mod! I like that there's an icon that pops up in the build screen to show if parts can be reached by power hub. Pretty good QOL feature. cheers!
SolarFlare1234 2 Nov, 2022 @ 11:48pm 
this reminds me of the plasma cables from abh mod
BCslave1 2 Nov, 2022 @ 12:34pm 
Hey. This Mod all connect only Normal. you need try add too Mod them stuff and Weapon lot Mod too.
SwitchyWitch 2 Nov, 2022 @ 4:05am 
You should probably either make a discussion page in the mod page, or just put it in the description on how to add your mod to be compatible. As I've seen people in the official cosmoteer discord server trying to do it but failing.
nice2meetyou 1 Nov, 2022 @ 12:22pm 
Can you make them output more power? I have 2 big ones but they are still not enough to power 8 ion beams, unless I set the crew to also power the ion beams by hand.