Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

MMCT rework - power cables and stuff
71 Comments
starqueen 13 Jul @ 4:48pm 
they don't show the 'power' icons but i think it was a mod i have removed that was making them not work
Garagoth  [author] 13 Jul @ 3:00pm 
For capacitors I think I could add support. I will see what is needed, as far as I can remember those capacitors do not extend standard capacitor and thus are not recognized.
Please elaborate on "reactors (...) can be iffy" and your setup, maybe I will be able to improve something.
starqueen 10 Jul @ 4:09pm 
i got the reactors to work but they can be iffy and the improved and advanced Capacitors just don't work with this mod at all
Garagoth  [author] 9 Jul @ 4:09pm 
Starqueen, which ones? If we are talking about blue ones, it does not indeed because that is not plasma.
It would really help if you could describe a bit more: which parts exactly (by name) and how did you connect them. Otherwise it is a bit of guesswork for me.
starqueen 7 Jul @ 12:59pm 
does not seem to work with Extended Tech Tree Mod cells or reactors
Nyx (She/Her) 25 Apr @ 5:20pm 
In further testing, my friends and I cannot get this to happen again for some reason, so you may have fixed it accidentally I guess?
Garagoth  [author] 25 Apr @ 9:21am 
Nyx, you have to provide me something to recreate this.
I have reactor, corridor so crew can carry batteries, omnistation, two grids of empty space, connector, large shield.
All works just fine, there is one crew member carrying batteries with no special haste and dozens of crew members are idling.
In other words, I cannot reproduce your scenario.
Nyx (She/Her) 22 Apr @ 8:57am 
but power-transfer crew with access is required for it to happen*
which may seem weird, with this mod, but it actually does have better throughput sometimes. And more importantly, better ergonomics
Nyx (She/Her) 22 Apr @ 8:57am 
nah, all on the same cable actually, forgot to mention.
Garagoth  [author] 22 Apr @ 4:57am 
Ooh, so you are NOT powering the omni substation with cables but with crew carrying batteries?
No cable between power source (reactor) and omni station, just crew carrying batteries?
Nyx (She/Her) 19 Apr @ 2:40pm 
yep. Easy way to tell something is wrong is to do that, and have the omni substation have crew access with a route to the power source. For some reason you can put any number of crew into moving power and they won't stop with that until ALL of them are occupied going to that substation. This does not occur with the connector beyond range.
Garagoth  [author] 19 Apr @ 11:04am 
So, power source, cable, omnidirectional substation, connector within three tiles powering something. There might be something specific with what is being powered. Could you describe what is being powered by a connector? I will try to recreate this scenario.
Nyx (She/Her) 17 Apr @ 6:02pm 
At the moment I don't have one to toss onto the workshop for reference or anything, unfortunately
Nyx (She/Her) 17 Apr @ 6:01pm 
omnidirectional substation within 3 tiles of a connector powering anything with a passive energy drain. For some reason it just constantly dumps power into it
Garagoth  [author] 17 Apr @ 2:14pm 
@Nyx: connectors should NOT receive power from omnidirectional substations, but i think can be powered by linear one.
Could you please provide your blackhole setup please?
Nyx (She/Her) 24 Mar @ 6:51pm 
Connectors can receive power from substations, creating an infinite energy blackhole
DonBudafuko 12 Jan @ 4:28pm 
@Garagoth i talked to SirCampalot an he said he has tried that for the rule for the capacitors but it crashes. he did say it did work at one point with the advanced caps but has no idea why it does now. he hasn't changed anything. is there something u can look at an see on ur side?
DonBudafuko 12 Jan @ 3:15pm 
push in batteries from vanilla reactors an capacitors* will not push batteries to improved from reactors
DonBudafuko 12 Jan @ 3:13pm 
u can use the one way connector to pull out of improved but cables dont an u can use one ways to push in batteries from reactor as well like u can with vanilla @Garagoth @VII
Garagoth  [author] 9 Oct, 2024 @ 2:25pm 
YEah, so issue with that capacitor is that it inherits "ships/terran/base_part_terran.rules" instead of "ships/terran/power_storage/power_storage.rules".
That causes it to not have "power_storage" TypeCategory and not interacting with cables.

Best would be to write a commend under ETTM mod with this and ask if SirCampalot (ETTM author) would be willing to fix it on his side.
Otherwise you can alter mod files but that would be lost on update, so...
VII 9 Oct, 2024 @ 3:15am 
@gargoth its the improved capacitor(battery storage lime green, origin is Extended Tech Tree Mod)sorry im not to sure who to talk to as everything else from that mod works fine with everything from this mod i was building a ship and noticed it was not filling with batteries when connected with anything from this mod.sorry i tried to look under the hood myself but i only know basic stuff and cosmoteers coding is somthing i am still learning
Garagoth  [author] 8 Oct, 2024 @ 4:38pm 
What is an improved capacitor? Is it a modded part? If so, from which mod? All capacitors that inherit from stock one should work but I will take a look.
VII 8 Oct, 2024 @ 3:41am 
running this with tech tree.as i am under the impression its compatible 99% but for some reason the only thing i seem to have issue with is the improved capacitor doesn't respond to anything from this mod yet everything else does
objectionist 15 Sep, 2024 @ 8:23am 
Honestly, this should be standard in the game, because having a bunch of people run batteries all over the place doesn't seem futuristic to me.
Garagoth  [author] 10 Sep, 2024 @ 12:30pm 
Regarding GA and "there is a particle cannon (new version railgun) and it has all the available tags, but it does not receive energy. could you please take a look at what is wrong with it?"

It seems that GA author by design forbade inheriting base part buffs (ReceivableBuffs) so only manual delivery works.
It is something that can be fixed on GA side easily (just change `ReceivableBuffs = [RailgunReverseOperation, ParticleCannonNeedsPower]` to `ReceivableBuffs = ^/0/ReceivableBuffs [RailgunReverseOperation, ParticleCannonNeedsPower]`), that could be fixed in MMCT:R as well, but I am not sure if I should. I will think about that, but if you do not want to change enything put a capacitor next to barrel so crew has shortest route and use external barrel, it is powered from loader.
SORA 24 Aug, 2024 @ 12:31pm 
I really love this mod, and at the same time, I am making a mod. One day, I suddenly got an inspiration to make a part, so can I make some parts based on this mod or use some parts of the code of this mod?:steamthumbsup::drewhappy:
DH-XIV 3 Jul, 2024 @ 1:51pm 
thanks, i looked but couldn't figure it out.
Garagoth  [author] 3 Jul, 2024 @ 10:15am 
I will, but in two weeks as I am on holiday with just my phone.
Might be that cannon/railgun uses battery storage with different name thus not receiving power.
DH-XIV 2 Jul, 2024 @ 3:26pm 
i like this mod. and you clearly wrote how to make other mods compatible. and playing with Galactic Allegiance i noticed that some parts do not work, but they just did not have the right tag for energy consumption and after adding it, they received energy from the mod. but also in this mod there is a particle cannon (new version railgun) and it has all the available tags, but it does not receive energy. could you please take a look at what is wrong with it?
Garagoth  [author] 25 Jun, 2024 @ 5:08pm 
Yes there is. Literally mentioned in mod description, very last line of it!
Galzein 20 Jun, 2024 @ 5:24pm 
is there any github repo for this mod?
ZiM(吃Timing高手) 13 Jun, 2024 @ 2:11am 
very good!:steamthumbsup:
Garagoth  [author] 8 Jun, 2024 @ 2:29am 
Cheeky you say :) This is hard science, with BYOB requirement, not a shooting game! Or is it...? :)
Substations loop in on image that says "inefficient designs", but +1 for figuring that out anyway.
Those loops give me bad dreams sometimes as I struggle to code it differently to get rid of loops and still have proper transfer rates.
I am not giving up though.
Flammable Specimen 7 Jun, 2024 @ 5:18pm 
Oh wait I understand the "with some exceptions" part now. Cheeky.
Flammable Specimen 7 Jun, 2024 @ 5:15pm 
This isn't exactly an issue as I understand why it happened, but I tried having 2 substations with one feeding into the other, didn't work, I checked here and saw that you shouldn't do that, but when I looked at the images shown at the top, it has one showing the loops and also said "substations feed into each other." When I first saw that, I thought it meant you could have multiple substations connected to one powering all of them which is why the issue came up. I might just be smooth-brained, but in case I'm not the only one I would suggest putting a thing on that image saying that them feeding into each other is bad, not just saying they'll feed into each other if that's the intention of the image, anyway. Sorry about the thesis on your workshop page.
Industrial_Idiot 15 May, 2024 @ 12:16pm 
Sorry if this was already suggested but what if you could change have different modes for the modular reactor. With every mode it could come with increased or decreased steam generation but at the cost of a much larger explosion or higher chance of overloading transformers.
Garagoth  [author] 10 May, 2024 @ 1:38pm 
@zombuster22: Not sure, this not is all about crew NOT carrying plasma batteries, but maybe you forgot some doors or there is no path for them or it is just priority issue?
Without a ship I really have no idea :|
zombuster22 4 May, 2024 @ 12:42am 
Would you happen to know why my crew sometimes just refuses to start putting power into a newly built segment? Crew powers 2/3 of my ship just fine but to spread the load i made 3 separate power segments that are not all connected into one big power line but my crew just refuses to put any power at all into the bottom segment of my ship.
Celica 12 Apr, 2024 @ 10:07am 
I really don't like this new backfeed/powerloop addition... makes it very punishing having to look for a potentially very minute error in design when the original mod was already prone to minor errors in hooking power up correctly
Garagoth  [author] 31 Mar, 2024 @ 2:04pm 
Yeah, the biggest shield gen is huge and it works with one power supply because during FTL it does not charge enough to cause the glitch.
The SW:ACD developer (SkipperWraith) told me that he is doing some tweaks to shielding system (no ETA for that though), I also created a bug report for this in Cosmoteer as it should work just fine out of the box!
Maybe try to turn off the substation that is charging the shield just before you initiate FTL jump... that should work as well as a workaround (terrible one, I know).

Thanks for the rewards!
Dark Raider SD 31 Mar, 2024 @ 7:17am 
Your mod was lacking rewards for how good it is and helpful you are. So have some to awards.
Dark Raider SD 31 Mar, 2024 @ 7:13am 
Let me finish the ship more and figure out the exact mods it is running before I post it. to here. Was not sure if the scale of it was part of the issue. What is funny is the Large shield surperpewpew uses is not the biggest in that mod if he is using the same mod as me lol
superpewpew 30 Mar, 2024 @ 5:38pm 
Thanks for checking it out I really appreciate it! Considering how strong it makes shields I'd say medium shields should work just fine for now lol.
Garagoth  [author] 30 Mar, 2024 @ 2:52pm 
I reproduced the issue on large shield generator from SW mod - it should work! I have no idea why it does not, seems like power level trigger in the shield does not turn on.
It seems that substation is charging shield too fast and during FTL jump it crosses 50% threshold but does not activate after jump despite being fully charged.
The only way for shield to reactivate is to discharge it below 50% and charge again.
I wrote to SW:ACD mod author, maybe we will think of something as a workaround.
Small and medium shields are unaffected by this issue due to being coded differently.
Garagoth  [author] 30 Mar, 2024 @ 11:41am 
@Dark Raider SD: That is big. However, since this is a screenshot not a ship file I cannot help you with specifics.

@superpewpew: I will install SW mod and test this.
superpewpew 30 Mar, 2024 @ 1:16am 
The shields in Star Wars CD mod are not working. For some reason after warping they don't come back online. I have 2 large shields on my ship, both are connected with cables correctly and activate after being built. Once I warp either 1 or both shut off and wont come back online. The shield health bar is stuck right under full power.
Dark Raider SD 29 Mar, 2024 @ 7:17pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3205882133

that is the ship and the yellow circle is around an 8x8 size weapon to give the scale of the ship. The scary thing is that is NOT the largest ship in the mod. Just the largest I can use and not crash my computer or take 3 hours for a fight vs a ship of similar size. As is that is a 30 min plus fight vs itself...
Dark Raider SD 29 Mar, 2024 @ 6:54pm 
Ok that is the issue. The ship I am converting to use your mod is a Battleship with a starting crew of over 3,000. And all weapons need power plus it is shield heavy. The lines could not handle the power draw from the power areas. Next time I log in I will get the ship name and link the ship I am trying to convert to use your mod. Right now the default has a ton of power plants that tend to chain reaction off if one gets hit.
Garagoth  [author] 29 Mar, 2024 @ 2:33pm 
There should be no limit on how far power will travel, I have a test ship for that that has over 100 cables in a circle and a single charge travels there indefinitely.
Can you provide a screenshot of your power grid?
Make sure that there are no bad patterns (see fourth image) and you have enough power. Also make sure that total power draw from single line does not exceed 15 batteries/second as that is max that cables and substations can transfer.
Dark Raider SD 29 Mar, 2024 @ 12:24pm 
So this does work with most items from Star Wars: A Cosmos Divided Main Mod. My question is. Is there a range limit that power will be sent down the cables. As I have my ship all wired up to one grid with power plants in key area then 3 big clusters of power ment to be my main power. But I have noticed even with no damage to the lines some areas will lose power even as other areas are still just fine.