Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

MMCT - Power Rework, Cables and Stuff
288 Comments
Kuro 20 May @ 11:29am 
Would love for a version of this for Item conveyors. With loaders to transport items across the ship
Maestro 26 Apr @ 1:19pm 
I recognize this may just be me due to some other mod maybe but I cannot for the life of me get the step up transformer/step down transformer/HV to pull power from the Steam Turbine no matter the orientation of all parts, I found Harbin's guide to reference a "converter" but as of 4/26/2025 I could not locate such a piece. Maybe I am just a ding dong but after 2 hours of reading and trying, Nuc Mod Core-> Pipe -> Steam -> Step Up -> HV -> Step Down -> Distri
LoganDark 30 Mar @ 11:29am 
I also wish for a HV turn block...
Beherot 24 Mar @ 4:29pm 
I like it and I hate it at the same time.

I wish there were more informations about energy generation and transfer than just Power Bandwidth which feels off at times. (I'd love to see in real time how much energy is generated/transfered but I guess it's not a must if it's not already implemented)

High voltage Cable seem useless. In description it's the same PB as basic cables.
Output doesn't seem to change no matter how many converters I connect to the step-up transformers.
(even if it's just me doing something wrong - personally I'm against them)

For substations there should be an option to turn on/off the intake of plasma batteries.

"Cross" Steam pipe - There's no need for it. It's just more expensive version with different texture basic steam pipe.
Axelfox 18 Mar @ 12:28pm 
I really like the idea of this mod, but would prefer to have some numbers that I can work with.. Like I have seen in comments that a nuclear core can provide steam to 2 steam turbine.. But how many transformers should I use for one steam turbine for example, does it matter at all?? When should i use HV cable instead of normal cable. The Substation shows 16 power Bandwidth (16 pw/s???), but when connecting 2 Advanced ion beams on continuous fire, that is 2 x 3.75 pw/s , it cannot keep up.. its hard to plan when one is not aware of the baseline power numbers. Thanks!
lechkingofdead 13 Mar @ 7:58pm 
glad to hear. i did give garagoth veriant a test and i do enjoy what they have there in terms of utility. mostly cross mod support with more storage, but the fact i forgot in my comment is how the step up converters can be side loaded the step downs only function as a terminal (end point) it makes feeding off the side of the HV annoying. (and this was with like 3 step up's feeding) not shure the capasity of HV lines but i feel like having a power going in just to not be able to run it to a equal number leaving the line was annoying but i wonder what ya got planed to that in time. eh minor griefs, my one wish to see ya add though is maybe something so when ya use a transformer to turn ya steam power into proper eletric power it shows on the bar. even if its just regeristering the most posable power a transformer can provide.
yobeefjerky  [author] 13 Mar @ 6:56pm 
That's valid, HV right now is just the first version, the next update will likely have a turn block (either only a 90 degree turn, or a 4-way split like steam pipes do), though my true goal is to implement some form of an adaptive turn block, which won't need six different blocks to work.
lechkingofdead 13 Mar @ 2:58pm 
i enjoy the mod my only complaint is with HV there is no ability to turn it. so i cannt say make a centeral power spine that binds around a centeral laser path of a ship.and wondering what ya thoughts and plans are of it.
Semi_Onion 10 Mar @ 11:43pm 
I think the confusion comes from the supply bandwidth still saying 16. If I'm correct, it can transport 16, but at a faster rate? (I'm not sure, but I think that's how it works)
Also, would it be possible for certain parts, namely the reactor cores and turbines, to have some kind of stat or something in their description that details how much steam they produce/how much they can process?
yobeefjerky  [author] 10 Mar @ 9:46am 
High Voltage cables are extremely high throughput, that's... kind of their entire point. But I can say that you're wasting reactor cores, just one can supply enough steam for two turbines.
Morrgoth 10 Mar @ 8:28am 
Is There a Tutorial Video for how this stuff is Supposed to work? Cause it works but... not as intuitive as you think 4 Steam Turbines (Work order: Stepdown Tranf-Highvoltage cable- Step Uptransf,- Cable-Converter- Steam Turbine- steampipe - 3 Reactor cores each) are not enough to power a High Voltage cable adequate? What dos it take then ?
SerciusHaylel 1 Mar @ 6:59pm 
How is the step up/down transformer supposed to work? Aswell as is there a way to have reactors directly have their output put into the grid aside from crew inputing their batteries into capacitors first?
Semi_Onion 25 Feb @ 5:30pm 
Oh, I noticed that, but I thought I just never noticed it called that. Thank you for the quick response, cheers
yobeefjerky  [author] 25 Feb @ 9:42am 
That's because I accidentally pushed a WIP developer build to the public mod, which is something I'm reverting specifically because of things like that, I'm sorry lol
Semi_Onion 25 Feb @ 12:13am 
Heyo, I've noticed a problem with the newest update.
The substations are unable to give parts more than a certain amount of power. Parts with more than ten power won't power themselves fully, such as the large shield generator.
Baka yellow 24 Feb @ 8:45pm 
@Lily Evershine u stoped (Translation: If a item has a power mechanic, then usually it'll work. Surprisingly, hyperion powered items and sulfer powered items also get powered by MMCT i think.....not like you'd use MMCT to explicitly power those things...Right????????????)
yobeefjerky  [author] 22 Feb @ 4:38am 
It isn't intentionally designed for it, but if their mod provides support then, yes?
Lily Evershine 21 Feb @ 12:55pm 
Does anyone know if this mod plays well with SirCampalots Extended Tech Tree mod?
Moon Bandit 20 Feb @ 11:01am 
i mean a substation generator hybrid fueled by hyperium
yobeefjerky  [author] 19 Feb @ 6:56pm 
I'm not sure what exactly you mean by that, substations pull power from the grid.
Moon Bandit 19 Feb @ 5:09pm 
Hello, can there be hyperium fueled substations too?
Refirser[개발중] 28 Dec, 2024 @ 3:28am 
yes! thanks guy!
yobeefjerky  [author] 28 Dec, 2024 @ 3:28am 
I suppose that's fine, but I do want to ask if you could make sure it's clear in the upload that it's a rebalance, and not the main mod.
Refirser[개발중] 28 Dec, 2024 @ 3:16am 
may i upload it?
Refirser[개발중] 27 Dec, 2024 @ 8:46pm 
i rebalanced it, just edit electric transport quantity and tick.
but i just test it on build mod.
yobeefjerky  [author] 27 Dec, 2024 @ 12:51pm 
MMCT is already balanced for campaign, though?
Refirser[개발중] 27 Dec, 2024 @ 4:27am 
may i rebalance it and upload it?
janiTNT 30 Jul, 2024 @ 5:26pm 
i love MMCT
Exxcelius 29 May, 2024 @ 3:55pm 
The Substations don't work properly when used with engine rooms. While the engine room gets supplied just enough power, each connected thruster only gets a single battery worth of power. Once that power runs out, power gets redelivered, but the thruster starts its ramp up time again. Is this intentional?
legislatrice 3 Apr, 2024 @ 7:44am 
Awesome mod. Really like it. How much power is produced by the steam turbine? Would it be possible to add the stat to the item's description (ship builder menu)?
SORA 15 Mar, 2024 @ 11:13pm 
This module can't adapt to the new stack thruster, because the new stack thruster needs to be whitelisted for power supply. Can you take the time to add the module to the whitelist?
Para 14 Mar, 2024 @ 12:16pm 
@rhawin I used Garagoth's version of the mod, but I think the steps to be taken should be the same. Have to edit a couple of the mod files.

1. Go to the mod directory (\steamapps\workshop\content\799600\2885124288\ for this mod). The files to be edit are the respective substation.rules.
2. Look for "CombinedBatteryStorage" and change this line "ComponentID = BatteryStorage" to "ComponentIDs = [BatteryStorage, LocalBatteryStorage]"
rhawin 14 Mar, 2024 @ 9:09am 
Anyone got it to work with the new thrusters?
GaliGaloGalile 11 Mar, 2024 @ 5:42pm 
Thanks @yobeefjerky, are you still active with modding here? Unfortunately I can't find Modular Reactors .

--Modular Reactors - This is a set of parts that allows for the creation of larger scale reactors that can directly feed energy into the grid at excessive rates.
yobeefjerky  [author] 10 Mar, 2024 @ 5:35am 
@GaliGaloGalile The mod as it is right now is functional, the only WIP elements currently are the Transformer's textures, and the Steam Turbine lacking damage textures.

@ApocoHorse Transformers must sit adjacent to the crew side of an active turbine in order to send power to the cable grid.
GaliGaloGalile 9 Mar, 2024 @ 3:57pm 
Hello, find the approach ingenious and hope you stick to the mod could be the best mod I find, unfortunately most of it is still WIP "Work In Progress" and therefore without function ?
Nirahiel 29 Feb, 2024 @ 7:45pm 
Can someone post a screenshot of a working setup ? So I can have an example of how to build things
Nooben 15 Jan, 2024 @ 2:51am 
Dev can't use the transformers
The Barrage 18 Dec, 2023 @ 10:35am 
@Isis: That's what I've been able to figure out, also. I also wasn't able to get the wireless substations to work, until I realized that they project 10m in a straight line, unlike the normal substations projecting in a radius. (Which I would have understood if I looked more closely at the alt information, which clearly says "10 meters forwards."
Isis 17 Dec, 2023 @ 2:26pm 
So just to clarify? The vanilla reactors can't power the transformers correct? Only the substations work with vanilla reactors, fed by plebs? And the transformers only work with the Nuclear Core+Turbine setup? And may I also ask what the power generation is in second of the turbine system please?
yobeefjerky  [author] 8 Dec, 2023 @ 5:22pm 
Due to the way the mod was made, it should in theory be compatible with any mod by default. Mods that it is incompatible with are usually that way as a decision made by the mod developer, like with GA's PAC.



Reactors hook up to pipes which hook up to turbines, which hook up to transformers, those then connect to cables which send power to substations, which deliver power to parts.
Coffee Elemental 8 Dec, 2023 @ 8:12am 
this is a really neat mod, any plans to make it compatible with the AI cores mod?
LilyanaKabal 17 Nov, 2023 @ 2:52am 
Something more clear about Transformers, yes. Do you need to hook your Reactors up to cables linked to the transformers, that then link to Substations? Is there pipes involved?

Also, I have figured out that Substations don't work unless you connect the cable to their head, directly opposite the door.
yobeefjerky  [author] 16 Nov, 2023 @ 4:53pm 
Hmm, sounds like there should be some indication of transformer placement then, because that appears to be recurring.
LilyanaKabal 16 Nov, 2023 @ 9:08am 
I tried using this. The cables light up, Substations are active, everything seems to be working. Only, everything stays unpowered. Wireless Substations do not, or can not, provide any power to the blocks surrounding them. I've about a dozen turbines over the ship (because I can not for the life in me figure out how Transformers work) but the cables stay red and my ship stays unpowered.

Which sucks, because the idea is great.
Elec0 27 Oct, 2023 @ 4:06pm 
The mod does currently still work.
Tempestus_L'Cie 24 Oct, 2023 @ 4:08am 
I bought this game yesterday and my first thought was. " Did anyone hear of cables in this universe? " And here I am. Unfortunately the mod was not updated in a while.
Sound Expert 21 Oct, 2023 @ 4:04am 
ok no uhhh... it does work? maybe only if you replace the whole setup
Sound Expert 20 Oct, 2023 @ 3:38am 
ok yeah the transformer doesnt work anymore
Sound Expert 20 Oct, 2023 @ 3:03am 
are you using the transformer, not the substation?

substations (1x1)(1x2) dont pull power from the turbine