Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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AI Powered Ships
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Tags: Mods
File Size
Posted
Updated
24.368 MB
17 May @ 11:58am
30 Aug @ 3:18pm
12 Change Notes ( view )

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AI Powered Ships

In 1 collection by aredja2
CosmoBreaker
78 items
Description
Enhances ships with AI cores that can operate nearby parts autonomously, improving late game fps (especially if you add ships to the pool that utilize these cores). Cut crew size by over half. Optimize your ships.

Features:
- Single AI core that operates parts it points at
-Large AI Core that operates up to 2 crew for each part up to 32 total in a radius
-Behemeth AI Core designed to reduce crew necessity for late game fps. It operates up to 4 crew for each part up to 64 total in a large radius
- Compatible with most vanilla parts that require crew
- Multiple AI cores can work together for parts requiring more crew
- Seamless integration with existing ship designs

Inspired by Aephix's AI Core mod.

Built in functionality for: Vanilla Parts, Galactic Allegiance, Sunflower Corp, Star Trek: A Final Assault mods, General Munitions, The Infernum(excluding radiator overclocks) and my other weapon dense Laser Emporium.

If you find any compatibility issues, please let me know.

For anyone who wants to help make this compatible with more mods, check out https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships
Make a pull request or copy the mod files from the workshop. See the 'README' and the 'how to make compatible.txt'. Then commit/push/comment new files to the github and I will take a look!

Known bug: The brains show a broken buff area. The brain icon shows double what it should at normal range, and always shows the brain at overclocked range even when not overclocked. I'm working on it.

Notice: I just created a ST-AFA mod compatibility patch so now with it, all parts will now work with AI Ships! Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3559988845
75 Comments
aredja2  [author] 2 Sep @ 7:45pm 
@DLockholm and @Haru I don't use the ETTM but if you scale through the tiers fairly quick and most of your gameplay is with (if I remember right) tier 7 parts, you could pull the mod from github or extract it yourself, then add compatibility for just the tier 6-7 parts, cutting your work down quite a bit.
Theoretically, it would be fairly easy for the base game tier parts, as you could copy the base game counterparts already in the AI ship mod and tweak them slightly (Unless they change more than I realize through tiers).

Haru, you could give the Power distributors mod a shot. It can be a bit strong, but allows you to cut down crew amounts here and there.
Haru 1 Sep @ 7:37pm 
@pit-s i have 4k+ crew on my station alone so its pretty perfomancy intensive if i make some bounty/mine runs
Haru 1 Sep @ 7:36pm 
u can if u want to. not a necessity. i can life without it, but thanks for offering :D
pit-s 1 Sep @ 7:34pm 
@Haru
Sure I would also like to use it with modded content that needs to be crewed but not if that means I have to take the hit to performance again - I dont even want to know how the game would run if I had to run my ships with the suggested 400+ crew instead of the ~60-80 thanks to this mod.
DLockholm 1 Sep @ 7:24pm 
I could take a look at making a pull in github to add compatibility with ETTM stuff if present in the game/mod list but we'll see, I don't use ETTM tbh but I could try
Haru 1 Sep @ 5:12pm 
yea just wanted to point out. From my understanding so far to add more compatibility and make pushing updates/patches easier is maybe to go with the suggestion below to make it crew invis and insta move ish i guess. Was just looking for a way to reduce late game lag due to high crew usage.
DLockholm 1 Sep @ 4:19pm 
@haru i mean to be fair the mod doesn't mention compatibility with ETTM
Haru 1 Sep @ 3:57pm 
does not work for at least "alot" from my testing with extented tech tree mod. It shows the symbol but it doesnt apply link to the mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946411143
DLockholm 1 Sep @ 3:19pm 
yep you're right, just today steam finally updated the mod, now it works wonders. Thank you so much
aredja2  [author] 31 Aug @ 11:36am 
@DLockholm, perhaps steam hadn't uploaded the changes yet? I see the arrow on mine right now.