Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Jani's Shipyard
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Tags: Mods
File Size
Posted
Updated
84.819 MB
25 Oct, 2022 @ 7:15pm
17 Aug @ 5:11pm
37 Change Notes ( view )

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Jani's Shipyard

Description
Adds many content for your shipbuilding needs!
Weapons, Armor, Drones, Gigantic asteroids, a Huge Superweapon
and many niche tools!
Soon, even bosses

Main Content:

This is a content mod featuring many niche things, some of them include:

Nuke missile silos (similar to GA's one, but for nukes)

Drone launchers
- Send dangerous drones to shoot down your enemies! (notice: will not stop firing after the ship is dead!)
There will be bigger sizes to them later, currently the mod has 1x2 and 2x4 launchers.

Inserters
- Transfer resources without crew involved! attach a part to both ends of a inserter, add some power, and watch it move Ammo, Steel, even Ores from one part to the other!

THE BFG 10000 from DOOM eternal
- 120x120 insane madness

roof Mining beams and prisms for roof "ion" cores.

Hyperoids, 4x sized Megaroids, that are already 4x sized
Completly Mineable! get insane quantities of resources! just be lucky when finding them around your system!
Just defeat their defenses first

6x6 reactor that consumes hyperium to function.
1x1 Pathethic Reactor

3x1 Crew quarters (different from GA)
4x1, 3x2, also included (more soon ish)
3x4 as well (Legacy, vanilla added a better one, but mine has more doors in only one side.)

2x1 Engine room, Fuel room

Customizable Explosive devices (Create a self-detonating ship missile, Big Boom)

"Station" armor, essentially armor but extremly heavy (30 tons) but useful to protect your ships.

Decouplers, allowing for safe detaching of ship segments.

Some Factories, one which can un-enrich your uranium, for some reason.

Logic Wires, Comparators, Roof logic lights and panels, Thrusters and enemy sensors.

Other misc content.

////////////////////////////////////////////////

Related Mods and Addons/DLC's:

Standalone:

Cruiser/FTL weapons only.

Creative mode Bloons Projectiles Mod
Mod Beta (highly unstable)

Addons:
(planned) Creative mode parts
(planned) No Hyperoid Guardians/More Hyperoid Guardians


More content coming over to modern

- Mod previously known as Juan's Workshop or Juans Shipyard

Relevant Links


Discord: @janitnt


Credits

Skipydog : huge support and inspiration, friend, permission to port a lot of logic parts, new Occult parts, code help, and more.
Ultranova : missile silo roof sprite editing permission, plus some bits of code, possibly some Blatant *inspiration*, and more.
Kroom : permission to port their 1x1 Cockpit from their classic mod, Kroom's forge.
Aephiex : Slight Compatibility with their advanced storages + AI core mod's code (just used the name for compatibility)
syy1125 : Code from leviathan boss "Stellarborn" in order to use in this mod's Bossfights. Spritework and whatnot for batteries in order to ensure compatibility.
Block shading's sprites were taken from the game Mindustry by Anuke
Some Assets were taken from Calamity mod for Tmodloader, A Terraria Mod loader. These Assets were taken from the Wiki and/Or the Public Sprite Resource. (not currently implemented)
Popular Discussions View All (1)
143
31 Aug @ 3:48am
PINNED: Help and bug reports
janiTNT
638 Comments
skizzoskillz 2 Sep @ 3:33pm 
No component named 'PlasmaStorage' in part 'janiTNT.FusionReactorLarge'.

System.InvalidOperationException: No component named 'PlasmaStorage' in part 'janiTNT.FusionReactorLarge'.
janiTNT  [author] 31 Aug @ 3:37pm 
yeah
Locutus von Borg 31 Aug @ 2:52pm 
sry for posting it here and in bug reports discussion, its the same.in bugreports there the limit is a bit higher, so there is more, but that is it.
janiTNT  [author] 31 Aug @ 10:40am 
will investigate
Locutus von Borg 31 Aug @ 3:33am 
building a fusion reactor in play testing a design works, but in career mode it crashes the game with:

System.InvalidOperationException: No component named 'PlasmaStorage' in part 'janiTNT.FusionReactorLarge'.

at Cosmoteer.Ships.Parts.Part.GetComponent[T](ID`1 id) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 780

at Cosmoteer.Ships.Parts.Part.AddComponentsNoQueue(IList`1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 1425

at Cosmoteer.Ships.Parts.Part.AddComponents(IList`1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 703

at Cosmoteer.Ships.Parts.Part.<.ctor>g___InitComponents|149_0(<>c__DisplayClass149_0&) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 464
Midiray 24 Aug @ 8:25am 
ah, unfortunate. thanks for the help
janiTNT  [author] 24 Aug @ 7:00am 
Unfortunate. in that case it's that mod that has non-standard internally named storage names i believe, and so the inserters don't see it.
Midiray 23 Aug @ 8:34pm 
I was referring to the normal factories, 4x4 steel, diamond, etc. None of them work, unfortunately, I had to replace them all with vanilla factories.
janiTNT  [author] 23 Aug @ 8:36am 
They should work by default with every factory as long as they have the correct names.
exeptions are of course, the missiles, if that's what you're saying i can easily fix it!
Midiray 23 Aug @ 8:00am 
is it possible for you to make the inserters compatible with standardized 4x4 factories?