MMCT rework – power cables and stuff

If you liked this item, please rate it up on Steam Workshop page.

Author: Garagoth

Last revision: 28 Mar at 22:32 UTC (1)

File size: 3.58 MB

On Steam Workshop

Description:

This is a modified version of yobeefjerky’s MMCT Cosmoteer mod.
Uses art assets and ideas from original mod, with permission from original author.
Warning: This is not exactly a drop-in replacement. Some ships will work, other will require complete redesign.
I am publishing this so more people can test and comment, it was troublesome to download and install this manually.

Changes compared to original

– Cables only connect with sides to each other.
– Cables and substations must be touching to connect as well.
– Substations can power everything in their radius, except for cables which have to be touching substations to exchange power.
– Capacitors can connect to cables and substations and push power to them, but then again, must be touching sides to work.
– Capacitors exchange power with all power_storage parts.
– Only wireless transfer is from substations (area around or line in front).

– Fixed larger hyperdrives to not be power black holes.
– Added stats to most parts

– Modular reactors are behind tech tree unlocks.

Mod compatibility

It should work out of the box will all new parts (they need TypeCategory `uses_power` and have BatteryStorage or LocalBatteryStorage Component) and capacitors (with TypeCategory `power_storage` and BatteryStorage Component).
This mod does interact with reactors with new part – connector. It will, among other functions, extract power from reactors and feed power grid without any crew interaction.
If a mod author does not add type category or battery storage is named differently, their part will not be recognized as one that uses power.
Most modded reactors and capacitors should work. If they inherit from base capacitor they will even distribute power between each other (beware of capacitor size differences). I they do not inherit, it will interact with cables in it has `power_storage` TypeCategory.
Most parts that require energy should work, unless their author on purpose or by accident did not made them as outlined above (that is, will not work if it is missing correct type category or has battery storage named differently).

Problems / Challenges

This system is made inefficient by loops in power grid. It will work, but with poor transfer rates as parts of energy will travel back the conduit.
To make it efficient, please make sure that there are no loops in cables (including most trivial case of four cables in a square) and no substation is in range of another substation (with some exceptions that can be found by experimentation).

With proper design, a single conduit line can power indefinitely 12 ions. With some tinkering and pushing power from both ends of line, there can be up to 24 ions constantly firing on a single line (more ions will simply have no power to operate as it will saturate conduit bandwidth).

Parts

– cables: corridor and armor pieces (1×1 and 1×2) – transports power.
– substations: area and line variants – distributes power to parts that use power.
– connector: a one way cable/substation hybrid. Can also drain power from reactors and power storages without any crew help. (design is not final, functionality of this part might change – please comment in a discussion thread!). Requires medium reactor to unlock.
– thermal modular reactor: reactor core, thermal pipes, steam turbine and transformers – can produce massive amounts of power (48 batteries/sec for single turbine setup, up to 4 turbines for single reactor core). Requires large reactor to unlock.

Ships?

Yeah, there is one ship that can be selected as a starter ship in career mode, normal difficulty, available from ship library.
Maybe in future enemy ships will contain parts from this mod to make them properly hard to beat.

Gameplay impact

Base game progress is limited by number of crew members you can have. Since this mod remove most of power delivery crew, it is possible to build much bigger and stronger ships with similar crew size, accelerating progression at mid game. Late game, it reduces crew requirements 2 to 5 times, depending on a ship design.
This mod also allows to create almost indestructible shields (think: large shield that receives 48 batteries every second. This is extreme case but possible).
Some of this is balanced out by additional command point requirements that some parts from this mod have and by logistic requirements (or puzzles) when creating efficient power grids.
Lastly, this mod promotes health among crew members as they no longer need to carry glowing plasma batteries in their bare hands.

Issue tracker if anyone cares is here.[github.com]

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.