Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

The Cable Age Continued
62 Comments
天月将白 22 hours ago 
Please update, I really need him
Cipher 4 Aug @ 3:15pm 
I asked a friend for help and he made a temporary fix for this mod, the files are in his github in the following link.

https://github.com/hvictorino/Cable-Age-Continued-Once-More
drainbuster06 4 Aug @ 11:42am 
Thanks @commissar, I have asked some other modders if they can have a look at it.
Commissar [GSF]  [author] 1 Aug @ 6:38pm 
it's beyond mine as well, if anyone wants to pick it up, they're welcome as far as im concerned.
drainbuster06 31 Jul @ 9:08am 
@commisar any chance of this being update to work 30.0 - I have had a go, but alas it is beyond my coding knowledge
Commissar [GSF]  [author] 2 May @ 5:49pm 
if anyone want to pick this up, feel free. i don't really ahve any desire at the moment. i've poked at it a bit, and it doesn't look too simple.
Maestro 26 Apr @ 8:21am 
I appreciate that you tried to put this together Commissar, hopefully a new or updated mod will come about again.
literal garbage 12 Jan @ 5:20pm 
Is an update in the works or is this mod discontinued?
kokiller 28 Dec, 2024 @ 11:43am 
MODS AKTIVIERT. DIESER CRASH KANN VON EINER MOD VERURSACHT WORDEN SEIN.
BITTE MELDE DEN CRASH BEIM HERSTELLER DES MODS.

An item with the same key has already been added. Key: AephiexPowering
was kann man da machen ? oder giebtes ein pacht
RageDancerWolf 22 Dec, 2024 @ 3:13pm 
I'm curious if there is anyone whom may take up the torch for the Expanded Tech Tree patch mod that gives compatibility to The Cable Age, so they will work with each other. I have made posts on other relevant mod pages related, but it seems those went inactive. It would be nice if someone was able to carry on the mod patch so that compatibility could be restored. I have a server community where we depend on those for our large array of ships we built and cataloged. Any guidance or advice would be much appreciated.
Logan 17 Dec, 2024 @ 9:44pm 
Note that MRTs use LocalBatteryStorage instead of BatteryStorage.
Commissar [GSF]  [author] 7 Dec, 2024 @ 9:24am 
CJWINTY: because they keep changing shit lol
CJWINTY 4 Dec, 2024 @ 11:49am 
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA WHY CANT THERE BE A POWER MOD THAT JUST WORKS
bestLinuxGamer 19 Nov, 2024 @ 11:46am 
It crashes ofen for me with "An item with the same key has already been added. Key: AephiexPowering"
Lobanych 6 Nov, 2024 @ 11:24pm 
Game crashes when this mod and Jani's Shipyard is installed. Modders from Jani's discord says that you need to update some files
AAA!! AHH!! AAAH! 29 Oct, 2024 @ 4:17pm 
game crashes when this is installed, in the crash logs mentions the fusion reactor in Jani's Shipyard
chiron30728 27 Oct, 2024 @ 12:49am 
this mod crashed the game when enabled. please fix.
Foretold Crow 18 Oct, 2024 @ 7:48am 
Hi! Is there a way to use this currently? It's crashing on game launch for me. (I'm not using Jani's mod)
snek 26 Sep, 2024 @ 4:34pm 
i dont think so? im pretty sure if that doesn't work then yeah stick to the following:
on crash look for whats causing the issue, go into this mod's .rule file and just delete any references to the crashing issue
like if its jani fusion reactor just delete those lines (make sure it is every line deleted)
Commissar [GSF]  [author] 26 Sep, 2024 @ 3:56pm 
snek, ive tried your fix, and it doesn't appear to work, did you modify it for additional mods to support?
FlavorTown 24 Sep, 2024 @ 11:02pm 
Personally i consider this an essential part of the game, but it's stopped working for me for some reason. im playing the latest version of the game with 20 mods of which AWT, BleedingGuns Impulse drives, Better Mining Laser, and Internal Shield should be the only ones interacting with power in any way.
palanchukms 24 Sep, 2024 @ 2:57pm 
Found some bug: MTU doesn't charge. With/Without any modules.
snek 12 Aug, 2024 @ 8:08pm 
Commissar, I've tried the fix on a different device, aka on my laptop now as I am at a hotel, and it would appear that rekkie's fix continues to crash, after re doing my own fix it seems to work properly. Once again, I don't know if it works for some and not for others but it my fix seems to work fine on my device. Maybe you could get around to testing each fix on a different device if possible? Thanks.
Darktrooper119 9 Aug, 2024 @ 5:36am 
theres definitely a crash between this mod and jani's
the two mods off and on separately and as long as both were active, CTD
Commissar [GSF]  [author] 7 Aug, 2024 @ 4:40pm 
hi, snek, i think it should be fixed undert rekkie's fix that I applied... let me know if it's not though
snek 5 Aug, 2024 @ 8:13pm 
ps, idk how it works with different modsets and whatnot but it seems to work for me and my friend so im pretty confident its an atleast a semi-decent temporary fix?
snek 5 Aug, 2024 @ 8:07pm 
so me and my friend whipped up a silly fix for the mod, the only issue is that fusion reactor from jani doesnt work, das is fine tho
if you do use this it would be great if you credit MEEPSTERR and me
https://drive.google.com/file/d/1iZENoG6-L8lLg4kzlU6dUpkGa6pIXUTa/view?usp=sharing
that includes the whole mod, just put in the cosmoteer workshop folder
The Laughing God 30 Jul, 2024 @ 9:34pm 
@Mr.Recycle I think your best bet for a workaround is to remove the sections that reference Jani's until it can be corrected, as much as that sucks.
MrRecycle 26 Jul, 2024 @ 4:56pm 
Does anyone have a fix for the jani's shipyard compatibility? I got the cable mod working with everything else but jani's Shipyard
Commissar [GSF]  [author] 25 Jul, 2024 @ 6:05pm 
I tried modifying it liek yall suggested, but it no work, and i lack motivation to dive in and fix it. if somone just wants to send me a working mod.rules, ill patch it in with credit to you.
Pup Sentinel 25 Jul, 2024 @ 2:23am 
@That One Weeb
No,
I got it working like so
<./Data/ships/terran/reactor_small/reactor_small.rules>/Part/Components/BatteryProducer/Interval/BaseValue) *
BaseValue comes before the ) and after Interval.
That one Weeb 25 Jul, 2024 @ 2:22am 
Nvm got it, feel genuinely stupid..... My fault for trying to do this at 4am in the morning lmao
That one Weeb 25 Jul, 2024 @ 2:12am 
So wait.. to fix this @trekkie1701 I do like this, correct?

Interval = (&<./Data/ships/terran/reactor_small/reactor_small.rules>/Part/Components/BatteryProducer/Interval) /BaseValue *

Want to make sure i don't brick my game lol
trekkie1701c 24 Jul, 2024 @ 10:33pm 
After every BatteryProducer/Interval in mod.rules, yes. There's one for each size of reactor.
MrRecycle 24 Jul, 2024 @ 10:37am 
Hey Trekkie1701c you added /BaseValue after every BattleProducer/Interval?
FairFly35 24 Jul, 2024 @ 10:06am 
warning: this mod CRASHES game on the new update
trekkie1701c 23 Jul, 2024 @ 7:54pm 
So it *looks like* what changed is the interval field for the reactors, where it changed from just a value to also including some details for the new clouds.

The fix seems to be going to the "CableSubstation" field in mod.rules for each reactor and changing it to add a trailing `/BaseValue` after the BatteryProducer/Interval.

This seems to fix the crash and the brief testing that I've done seems to have the reactor getting drained by clouds like it should, and the ship is fully powered despite the reactor being entirely cut off from crew access.

Sorry if this is a little confusing, I'm a bit tired and I'm not exactly sure how to otherwise properly describe it.
reddogloc 23 Jul, 2024 @ 9:14am 
Yea, playing on an older version till it gets updated.
0519orange 23 Jul, 2024 @ 5:21am 
Are there any plans to update this mod? This one and all other cable mods are now incompatible with the newest version of the game. :D
Nightshade 28 May, 2024 @ 11:41pm 
I'm having an issue with Galactic Allegiance PAC and CIWS objects not being powered either by this mod or by crew.
«Wyvern» 3 May, 2024 @ 10:49am 
you're talking chineese to me :D
Commissar [GSF]  [author] 2 May, 2024 @ 8:40pm 
so essentially, the problem is that the parts other than the thruster for the MRT are essentially just fancy engine rooms as far as this mod is concerned
Commissar [GSF]  [author] 2 May, 2024 @ 7:51pm 
they're manually set by category, basically. if you want to know more, the mod files are just plaintext.
«Wyvern» 28 Apr, 2024 @ 4:51pm 
Thanks for the time you will take :)
Ive got a question, is the range of wired reactors based on a factor, like its power ? or all are manually set by yourself ?
Commissar [GSF]  [author] 28 Apr, 2024 @ 1:13pm 
I am investigating the MRTs. possibly the devs changed how the capacitors are delivered...
Commissar [GSF]  [author] 28 Apr, 2024 @ 12:32pm 
sorry, guys, ive not been paying enough attention lol. ill get this updated soonTM
Commissar [GSF]  [author] 28 Apr, 2024 @ 12:31pm 
hi, wyvern, for compatibility, every mod reactor and capacitor is added individually. i can take a look.
«Wyvern» 26 Apr, 2024 @ 8:12am 
Hello, i would like to report 2 compatibility issues with the Star Wars Cosmos Divided mod:
First problem, all reactors from this mods aren't affected by the wire system, so they aren't automatically providing energy through the ship
And second problem, the "Large Hyperdrive" is draining all power from vanilla reactors. This problem was similar with the original discontinued version of this mod, which is fixed here, thanks for it !
Zen_Is_A_Menace 21 Apr, 2024 @ 3:11pm 
@Zoldorf Da Orknerd I suppose I wasn't at the stage where I was ready to use hypermatter yet anyways and regular reactors are better than nothing. Thanks for letting me know I'll be sure to test it and like once I confirm it's working for me.