Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Tiered Parts
341 Comments
VHSSerenity 5 hours ago 
wow
nice
Cend  [author] 15 hours ago 
Yes it is just me.
VHSSerenity 16 hours ago 
is it just you making this mod?
AnonaCraffter 5 Oct @ 7:49am 
I got this error message when trying to place the hyperium maker
No component named 'FullCarbonTrigger' in part 'cend.factory_hyperium'.
Cend  [author] 1 Oct @ 12:06am 
the shield emitter effect should be fixed now (amazing what a missing 'd' does - it stands for degrees, -90d is a very different value than -90...)
i also fixed the (optical) gap in the shield bubble while i was at it

i couldn't find a misaligned battery anywhere though so you'd have to tell me exactly which shield had that.
Cend  [author] 30 Sep @ 10:24pm 
I'll look into the alignment of the graphics.

regarding the exclusion zones:
Because otherwise they'd be much too powerful. I could make the parts themselves that big (or almost as big, as exclusion zones don't exclude other exclusion zones ;) ) but it'd be a lot of work aligning everything and i'd have to redraw or create a lot of artwork - which i'm very bad at.
Midiray 30 Sep @ 6:06pm 
For example I don't have the game open at the moment, but the tier 8 super huge bubble with 3 million hp or something, when you are looking at the outside of the ship (not the inside), all the battery graphics are offset up and to the left. A few other shields also have their battery graphics or shield emitter graphics offset, I believe it was the Medium or Large bubble that did that.

A separate question also, why do the bubble shields have so much exclusion zone? It is difficult to make them look nice in the internals with so much
Cend  [author] 30 Sep @ 11:10am 
Hmm that's weird - the graphis are chained off the shield effect itself so they shouldn't have different locations.
Could you give an example so i can try to reproduce?
Midiray 30 Sep @ 2:59am 
On testing with the high level shields a lot of their graphics appear to be offset from the actual shield, is this a known issue or is this just my system?
44383703 19 Sep @ 3:52am 
Thank you!@Cend
Cend  [author] 17 Sep @ 7:47am 
should be fixed now - they were missing a receivableBuff
44383703 16 Sep @ 3:31pm 
The given key '{cend.thruster_rocket_nozzle_mk8; Location={X=-21 ,Y=48}; Rotation=0; FlipX=False}' was not present in the dictionary.:steamsad:
Cend  [author] 16 Sep @ 11:06am 
should be fixed now - they added a proxy to the emitter... yay
66562940 16 Sep @ 5:21am 
cend.tractor_beam_emitter_mk2-MK7'is not working, it will cause the game to crash with an error!:steamsad:
unlucky 15 Sep @ 7:06pm 
Thank you! I've been waiting for this! I'm also looking forward to the balance adjustments when overclocking.
Cend  [author] 15 Sep @ 4:49pm 
New version is up though i haven't tested it extensively yet.
valentin59171 14 Sep @ 7:20am 
Merci @Cend !
vinternatt 13 Sep @ 6:43pm 
Thanks for your hard work !
VHSSerenity 12 Sep @ 1:35pm 
niceee, cant wait, hope everything goes well
Cend  [author] 12 Sep @ 8:11am 
just a small progress update: the new version takes a s... Lot of work, much more than expected. I'm hopefully more than halfways through now. Almost all sound files got changed...
Speecker 10 Sep @ 7:25am 
ye Cosmoteer seems to like doing changes to their paths a lot :D
some tool that could automatically update paths and namings for modders would be kinda cool :D
would reduce maintenance a lot for sure.

Most of my mods utilize your Tiered Parts mod as library - not sure if it was you i discussed this with but as long as you keep this mod up to date im ok with referencing to it instead of making a fork ;)
Cend  [author] 10 Sep @ 6:48am 
I made one big folder structure change to make it easier for me to navigate at the start of meltdown and have no intention to change it again (was a lot of work to fix the references *shudder*).
The path problems you see in the errors currently are because the main game changed files and file structure.
Speecker 9 Sep @ 8:20pm 
Also keeping file/folder-hierarchy as similar as possible between versions would make other modders life easier :)
Other than that keep up the good work :)
Speecker 9 Sep @ 8:18pm 
same here unfortunately - gv0.30.1a broke this mod as well :/
Update/Fix will be apreciated ;)
Cend  [author] 23 Aug @ 3:07am 
It may have something to do with the priorities assigned to crew, e.g. priority to put resources into the storage is as high as, or higher, than the part that should get resources. The easy way to fix it is to just make a supply chain.
CarbineAction 22 Aug @ 11:47pm 
How does the tiered storage work? Cant seem to have people take ores from them
VHSSerenity 18 Aug @ 7:21pm 
yooo, thermal batteries are now here
Cend  [author] 10 Aug @ 5:31am 
It is intentional that the bubble shields only project to the sides when overclocked, yes.
VHSSerenity 10 Aug @ 4:47am 
what shields exactly?
if its the small shields, theres options to expand them, or make them smaller and reinforce it
Arkcane 9 Aug @ 8:58am 
I am not sure if its intended or if the update messed something up but when you overclock shields it only projects to the sides not forward.
Corum 9 Aug @ 5:10am 
Toggle Tier Icons sticks per ship, so thats perfect! Thanks! I just realised.. going through all my ships made it seem like it didn't. I love this mod! Might be ages before I ever use it, but I wanna make sure my Build remains compatible with it so when I can, I can make higher tech ships! Thanks!
Corum 8 Aug @ 6:29pm 
Looks lovely! Is there a way to toggle the default off, for displaying Tier icons, or making it stick? Every time I switch ships to look at it, they all come back?
VHSSerenity 7 Aug @ 2:18pm 
using the thermal parts in my ship rn is like trying to use stock civic parts in a fighter jet xD
VHSSerenity 7 Aug @ 7:19am 
aaah, thats fair, hope it goes well
Cend  [author] 6 Aug @ 4:49am 
It's planned, and i started with the amp a while back but since the development was still ongoing and they were changing things around all the time i put it on hold.
I currently have little time unfortunately, so it may take a while.
VHSSerenity 5 Aug @ 1:43pm 
at some point, are you able to create mk1 through 8 variants of the thermal resonance lance, the dilation pump, the amplifier pump, and the thermal battery? if your not doing that already
VHSSerenity 5 Aug @ 1:05pm 
thanks, i absolutely love this mod, def a must have for any save
Tralalero Tralala 5 Aug @ 8:35am 
yeah im stupid sry, its working perfectly now
Cend  [author] 5 Aug @ 8:07am 
Did you do the unsubscribe-resubscribe?
Tralalero Tralala 5 Aug @ 7:56am 
i loaded in and rebuild the mk2 arc shield, still blocked by armor and other stuff in the way😞
Cend  [author] 4 Aug @ 3:51pm 
should be fixed
VHSSerenity 4 Aug @ 2:06pm 
yeah, non of the large shield varients can project through armour anymore, needs to be fixed
Tralalero Tralala 4 Aug @ 1:57pm 
so the arc shield mk2 dont funktion like normal, you cant put it inside your ship the shield just isnt there if you put it inside your ship
Cend  [author] 4 Aug @ 1:51pm 
normal bubble shields, normal arc shields, sr bubble shields, sr arc shields
VHSSerenity 4 Aug @ 1:09pm 
me not finding some might just be me
i might just overlook them
but the organisation of the shields are confusing
Cend  [author] 4 Aug @ 11:40am 
which shields aren't showing up?
VHSSerenity 4 Aug @ 7:22am 
yeah, i looked at the blueprints without spawning, those parts literally do not exist anymore
VHSSerenity 4 Aug @ 7:20am 
after building a bit using the shields
ive noticed they.. kinda broken, nothing feel right with them, its difficult to find arc shields (i cant even find some varients at all), and they no longer pass through blocks, and the spherical shields have some graphical glitches
i think this is why the game is having a fit about me trying to load pre update worlds/ ships
VHSSerenity 4 Aug @ 4:22am 
the error message mentions something about not being able to parse the file
VHSSerenity 4 Aug @ 4:19am 
sorry, i was wrong, not disabled