Azic’s Shipyard Meltdown Edition (in Beta. Will be changing)

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Author: azicminar

Last revision: 15 Feb at 21:52 UTC

File size: 260.12 MB

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Description:
Current Version is 1.8.7.3 and if you are getting crashes related to this mod, please verify files.

Azic’s Shipyard started with needing more power and a certain tool man for inspiration. Then it moved onto storage solutions and sections for weapons, engines, and sundiving.

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.

With House Io’s appearance, the Power Trunk Technolog used in the Tofa Extension System is being released.

PTT and TES will allow you to work out new and creative ways to set up power distribution networks and make your ships work for you!

This mod should in theory work even with future updates like nebulas. It will not work with PreMeltdown Cosmoteer.

This mod is to replace the old series of Azic’s Shipyard which was first released as Crewed Power, Sundiver Equipment, Armerments, Engine Selection, Hyperium Chaingun.

While the IDs are the same, there is a chance of breaking the game when you switch from the old version to the new one. If that happens, you just need to buy the early blueprints. The most likely one will be the MiniCore blueprint. It costs 0 in the Crewed Power Accessories of the old shipyard. Worst case will be needing to buy all of the blueprints.


TO BE CLEAR, YOU NEED TO MAKE SURE YOU GET THE MINICORE BLUE PRINT BEFORE YOU LOAD THIS VERSION. IF THERE IS AN OTHER BLUEPRINT, RELOAD THE OLD MODS MINUS THIS ONE AND THEN BUY THE BLUEPRINTS. THEN YOU CAN DISABLE THEM AND LOAD THIS ONE.

Ok, this MiniCore issue has been annoying. Its to be available from the start. Even when unlocked, it still pops up for some people.

Yeet and Yoink will still be separate.

Using this with other power distribution mods could cause weird effects and I highly recommend against that.

Known Issues With Solutions

Strange Power Drain in Network. If you have too many Substations, the network will drain too quickly. Either swap over to a shipwide crewed reactor or make separate power networks for the substations. This doesn’t seam to be an issue with the adjacent power delivery not delivered by buffs. Using multiple solar panels and capacitors for 1-2 crewed reactors or connected to a few substations seams to be fine. This might be fixed. Just uploaded a possible fix that is working on my end. Its probably the hyperdrives!

Noticed that when network gets unstable, sometimes swapping to more single 1×1 solar panels provides greater stability. I tried having two sets of generators in a 1×2 panel and that wasn’t as good as two singles. I’m still discovering networking quarks.

Hyperdrives Drain Power This took all day to work out. I had to disable all "wireless" powering of hyperdrives. Just plant a substtation next to one and it will slowly push power in while active. Any substation will do. Also, you could use a solar panel, placement next to a small or medium PTT power storage or reactor. Large and Gargantuan Crewed Reactors don’t currently support this. That will take a lot of time to do. Just use a Large Field Drive inline with one of them. Thanks to Leviathan Confederation, I have come up with a solution that works in most cases!

Shields or engines not getting power Place a normal substation next to them, or place a specialty substation near them. I’ll add a set of engine substations that aren’t maned as well as a 2×2 that is a maned engine room. Also, placing a networked solar panel/reactor/capacitor next to them will also work. This might be fixed with this update

Adjacent Power Delivery by Solar Panels is Slow. Not 100% sure why this is slow. Didn’t notice when testing small ships, so might be more of an issue with medium and large tier parts.

Had to make the Substations need to receive power from the network. This could be from being connected by power lines or from being placed next to a PTT Reactor or Solar Panel. This is to deal with some issues from having the network feed itself. Your CPU and FPS will thank you. Unless you have a ThreadRipper.

Next to work on.

Next up will most likely be Space Station variants of the LCR and GCR. I’ve been thinking about pushing out these variants for some QoL and symmetrical building easier.

  • Medium and Large Hyperium Growers.
  • Nebula Ore Harvesters
  • Station Impulse Drives inspired by GA. – Half of this is released.


Thanks to some weird issue I can’t resolve, the Engine buff is not displaying correctly. Testing has shown that it is working correctly. I spent hours on this thinking it wasn’t working until I actually manually flew the ships about and recorded speeds using Stock and PTT Engine Rooms. I even went and adjusted the buffs themselves to simulate the network to very the speed increases matched. I also used the Part Deugger to confirm that the bonuses were there even if not displaying right.
Previous Update:
  • Booster Units for Large Sundiving Shields
  • Medium Freighter and Large Station Econ options now have Questionible origin options.
  • New Medium Freighter starter made from two salved Factorums.
  • Powerline Structure. uses less materials than the normal powerline and has slightly less HP. Normal powerline got a slight boost to HP as a result of this.
  • New starter ship, Model-PTT to help give you an idea of how PTT works.
  • A new Logo ship just for the shipyard.
    Current Update:
  • Droid Control Center support so that it can receive power
  • Added support for GA Phase Thrusters to gain bonuses from Field Drives.
  • Turreted Thruster – You have to aim this where you want to go, it will otherwise spin to have the light face enemies and direct thrust in that direction when you target a specific ship.
  • Negative Thrust Impulse Thruster. Slap it on the back of your ship with normal thrusters and it will fire up when you need to slow down or go backwards
  • You never know, there might be something I’m forgetting.