Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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PreMeltdown. Azic's Shipyard Core
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Tags: Mods
File Size
Posted
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421.764 MB
Jul 29, 2024 @ 3:12pm
Jul 19 @ 11:16am
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PreMeltdown. Azic's Shipyard Core

In 1 collection by azicminar
Azic's Shipyard
8 items
Description
Due to a large number of people who will be staying on 0.29.0 due to legacy mods no longer getting updates, I will be creating a separate version of the shipyard properly updated for Meltdown. This will be rolled into the Meltdown Edition of the Shipyard. For clarity, the Meltdown Edition of the Shipyard will have:
Sundiving Equipment
Field Drives
Shipyard Core, which was formerly known as crewed power.

That said, thank you all for the support and journey to this point. Once the Meltdown version of the Shipyard is ready, please uncheck the two above as well as this one before you enable the Meltdown Edition of the Shipyard. I'll post a link here once its ready! Until then, this works mostly fine with Meltdown!

Everything will keep the same IDs, but some changes will happen to even unlocking conditions of a few items, so game breaking might happen if you don't have all of the current blueprints unlocked. But ship breaking shouldn't happen.


The problem with starships is power. While batteries solves an issue of not overloading cables and causing burning rooms, the alternative is to use crewed rooms to manage the distribution to prevent overloading.

Crewed power distribution comes in small range requiring less crew, or whole ship requiring more crew per reactor.

Each Reactor size comes in two variants: radius and whole ship power.

Small Crewed Reactors are 2x5 and hold 56 power. The area ones provide power in a 10m radius.
Medium Crewed Reactors are 3x6 and hold 152 power. The area ones provide power in a 20m radius.
Large Crewed Reactors are 8x8 and hold 324 power. The area ones provide power in a 30m radius.

Equivalent single vanilla reactor with capacitors to the same floor space (including half values for fairness) for power storage are:
Small +1.5 capacitors = 35
Medium + 2.5 capacitors = 61
Large + 12 capacitors = 240

This mod should in theory work even with future updates like nebulas.

Sprites used for power levels of the substations were created by JadeOfMar,

Please note the animated gif in the mod images that shows how to have the reactor extensions work. The storage ones will not allow retreival of goods unless they are inline with a reactor like the example image and example gif
Popular Discussions View All (1)
4
Sep 3, 2024 @ 6:14pm
Balancing Ratios and Limitations
Choppah
117 Comments
Ditsydoo Aug 3 @ 4:14pm 
Thank you very much for the response and excited to see it when it does come out.
azicminar  [author] Aug 3 @ 4:10pm 
Yes, but it will be a new mod. Same IDs will be used, so you'll just have to disable the old ones and enable the new one. Its currently in testing. There's more info in the description and in an older post
Ditsydoo Aug 3 @ 4:07pm 
Hey boss thanks for making this wonderful mod, if its not too annoying do you plan to update for the meltdown heat mechanics?
azicminar  [author] Aug 3 @ 6:29am 
They will relay area power a small distance without needing gold coils. Kinda like stepping stone power away. Yes, they aren't as useful as the substations that use gold coils, but easier to get materials for early game.
dūcis Aug 2 @ 11:00pm 
thanks for explaining. does the solar substation do anything or for now they are expensive decorative piece?
azicminar  [author] Aug 2 @ 4:22pm 
Solar cells were a thing planned for a future release. They are coming in the Meltdown edition
dūcis Aug 2 @ 3:32pm 
Ive being enjoying this mod and ceeping as must have. But recently ive noteiced there is a interesting core, with info saying, for small sollar station and it got me thinking, what on earth that thing do when tehnicaly we aleady have energy generators.
azicminar  [author] Jul 30 @ 3:44pm 
I'll be releasing a Meltdown version of most of my mods rolled into one once some things calm down in my life. For now, almost everything works. However~! I have discovered a bug in the live version that was not in the beta testing nor was it in the Release Candidate I've been playing on for the past few months. I am not sure yet if the pathfinding bug is one of my mods, an other author's mods, or an unreleased set of testing that I have been doing. If you are able to narrow it down to a specific part, please let me know for I might not have time to look into it this weekend.
azicminar  [author] May 31 @ 2:50am 
Thanks you!
jaxn_equals_cool May 29 @ 6:39pm 
your a great mod maker keep up the good work and have a lovely day