Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Auto Ranged Suppressant Extinguisher
   
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Tags: Mods
File Size
Posted
Updated
15.740 MB
22 Sep @ 7:09pm
18 Oct @ 2:52pm
3 Change Notes ( view )

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Auto Ranged Suppressant Extinguisher

Description
What is this?
This mod adds the Fire Control Bunker POD to the game. This is a 3x3 size part which is essentially an oversized Ranged Fire Extinguisher.
Designed to help combat large scale fires and thermal issues, without needing loads of fire extinguishers and crew.

Features
The Control Room Bunker is a housing frame for an under-slung Personal Operations Deck (POD), equipped with highly specialised defensive equipment.

The Activated Ranged Suppressant Extinguisher utilises fire extinguishers as ammo. It will slowly charge with foam, which can then be spread over a large surrounding area when directed to 'shoot'. Can charge faster if receiving a buff from any adjacent factories.

The Armoured Sight Shell acts as an EMP lightning rod reducing the effect. Also makes the part extremely durable.

The POD has limited command and control capabilities, providing sight and radar, and is dynamo powered to be fully self-sufficient. The part helps to keep shields/thrusters active with command points so you can limp the ship back to a base, possibly after a surrender, for extensive repairs.

Mod has Tech unlocks for both Career and Build & Battle modes.
ALT-K has been set as a default keybinding to force fire the part.

If you want lots of FIRE based weapons to pair with this mod I advise using my Plasma Weapons Redux ..

See screenshots for pricing...
Screenshots may contain other mods.
Screenshots might not be up to date with actual game code.

~~ Confirmed working post MELTDOWN/SOUNDS update 0.30.1 ~~
Overclocking slightly changes the parts behaviour.
The POD no longer needs fire extinguishers delivered and can instead fabricate its own much like a normal fire extinguisher station. Unlike most overclocked parts the POD can fully regulate it's own heat production, remaining heat neutral when overclocked.
Overclocking also allows it to funnel thermal heat through it's detached vacuum-tunnel construction, rapidly cooling the fumes and harmlessly expelling to space. However, this comes at the price of not being able to connect to any and all other heat networks (via pipes for example) and making the foam storage charge slower.

Known Issues
Occasionally gets 'stuck' after Overclock is turned off, where no new Fire Extinguishers are requested/delivered. This will be because there is foam still in storage and should be able to be resolved by utilising the Force Fire button to empty the tank. When the foam is gone the part should start requesting again.

Targeting parts does nothing. The Fire Mode toggle is there basically for setting to continuous fire or off and was required as part of the force-fire/overclock and extinguisher-weapon setup.
It can not auto-detect fires. It needs to be set to continuous fire, or manually activated by force-fire. I highly recommend assigning these to a "weapon group" (Ctrl+#number to set, #number to select).

Credits
Many thanks to Kroom for the sprites I kitbashed.
HUGE appreciation to AzicMiner for helping me resolve the range fire reduction issues
Many thanks to the MEME and Cosmoteer discords for help, advise and suggestions.

~ Enjoy !! and please buy me a Cuppa Tea[buymeacoffee.com].
14 Comments
rafalsitar 30 Sep @ 5:22am 
you misread my tone. I ain't disappointed. In fact I'm already subscribed because the mod itself is in fact a neat addition. Just the fact it's called "Fire Control Bunker". Neither am I confused about what it does. Just that in the navy, and space is inspired by navy quite a bit, "Fire control" in naval applications usually means in fact a system designed to detect, track, and engage targets, whether they are in the air, on land, or on the sea. [en.wikipedia.org] I'm sorry if it sounded belligerent, I was trying to not make it sound so but it seems like I failed. Also, I made that comment before subscribing and oversaw that it wasn't called "fire control bunker" but instead "Control Room Bunker." That was an oversight on my side and I apologize. Honest mistake. We do not need to get all fired up because of it.
RustyDios  [author] 28 Sep @ 9:11pm 
Nah.

If you looked at the mods actual name, or read any of the description there would be no confusion over what this mod does. Plus the mod does *exactly* what it says fire control, as in the big orange flame stuff [fire] being suppressed/put out [control].

Of course if all you did was look at the 1 preview image, and got disapointed, then I can't help that....
rafalsitar 28 Sep @ 12:04pm 
Mate, fire control usually in the navy (and spaceships are inspired a fair bit by navy) means a bunch of sensors and computers to make accuracy of weapons better. My suggestion would be to either rename the thing or maybe use your supreme coding skills to make a fire control system mod that increases fire rate, accuracy and range how about that man
RustyDios  [author] 26 Sep @ 7:19pm 
A smaller ship should not need one of these, a dedicated crew room for a fire-team and ample extinguishers should suffice.

The size is part of the balance.
Blank 26 Sep @ 7:12pm 
possible for a smaller version? 3x3 is quite difficult to fit on smaller ships
RustyDios  [author] 26 Sep @ 11:29am 
No. That is why is called "Activated" Ranged Suppressant Extinguisher.
It can however be set to continuous fire, where it will cycle it's charge-up-deliver always. Or force-fired where it will spread once and then sit idle again.
xxkilersxx 26 Sep @ 9:52am 
the actitivation shold be atomatic? for some reason mine one just does nothing wen my ship is in fire
VHSSerenity 25 Sep @ 2:22pm 
yes
just
yes
perfect
my life is complete now
Aurora London 24 Sep @ 7:38am 
damn give me 10 more mods like this, author good job
dx155 24 Sep @ 12:28am 
The error always occurred during a specific mission and only after I had switched on the overclock. I will now try it without the overclock mod with a different mission.