Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Ancient Antigravity Engine
57 Comments
WillieSea  [author] 10 Sep @ 7:31am 
Updated to game version 0.30.1a.
Speecker 9 Sep @ 8:31pm 
same here unfortunately - gv0.30.1a broke this mod as well :/
Update/Fix will be apreciated ;)
WillieSea  [author] 25 Aug @ 5:25pm 
Which-ever mod you are using that added the engine room needs to be updated to the new version as the old one does not seem to work anymore. I had to update my engine room in my mod "I Win Button" so it would power engines correctly. Otherwise the modded engine room would NOT power the engines.
GodHatesYou! (EOA) 25 Aug @ 3:23pm 
This mod and the phasor have been in my mod list since the earliest days. Thank you for fantastic mods
GodHatesYou! (EOA) 25 Aug @ 3:21pm 
Possibly a mod conflict as i have the same refuel problem. If i remove the engineering room (modded or regular) they will reload them. The engineering room will also not pass on its charge to adjoining engines. also if there is a door in a hall that is not facing the engineering room they will occasional refuel and this is with a crew with nothing to do and a reactor one hall away with a priority of 10. I use the Star wars mods and the Maltis mod for reference
WillieSea  [author] 21 Aug @ 10:55am 
As I said it works fine for me. Been playing the game the last several days with no issues.
Are you using an engine room? If so, which one and is it from a mod?
My crew has path to the AG engine and path from power to AG engine. The vanilla engine room works fine to power it.
MRKNGTURKEY 21 Aug @ 9:59am 
I do have dedicated and surplus crew I set up as engineers with a priority of 10 on resupplying the grav engine
MRKNGTURKEY 21 Aug @ 9:57am 
Anyone else having a issue where the crew just refuses to power the antigravity engine?
WillieSea  [author] 13 Aug @ 4:33pm 
It must be the way you have your crew priority setup or access to power because on my ship all 6 of the engines in different parts of the ship are powered just fine.
GodHatesYou! (EOA) 13 Aug @ 2:20pm 
To start, I have a lot of mods installed so i cant be 100% sure its this mod. That said for some reason my crew isnt refiling these engines all the time. Anyone else having this problem? I have verified doors and access and even built a reactor right next to them.
WillieSea  [author] 7 Aug @ 12:40pm 
Updated to game version 0.30.0
Hudds 30 Nov, 2024 @ 7:08am 
Heres a fix for the engine room problem. You have to modify this file tess_antigrav.rules and change line 30 from [Engine] to [Engine, EnginePowerDistribution]. Save the file and voila. I opened the files using notepad++. You can find the file at the following path: steamapps\workshop\content\799600\2890714397\tess_antigrav
Skye the Moron 14 May, 2024 @ 6:13am 
I hope this mod gets fixed, its really good
sir Evans 9 May, 2024 @ 1:12pm 
Oddly enough they work fine with my Engineering Bay? O_O
sir Evans 9 May, 2024 @ 1:09pm 
Tesseract works, but when vanilla engineering room is placed next to it, they no longer draw power from it.
I've noticed this happens when engineering room is placed after the thrusters.
Pylo1408 1 May, 2024 @ 9:07pm 
seems to be broken as of the most recent update
Zenethian 29 Mar, 2024 @ 5:33pm 
Does this have to be on an exterior edge of the ship or can it be anywhere?
꧁⎛⎝aliser⎠⎞꧂ 1 Feb, 2024 @ 11:22pm 
thank you! @williesea
WillieSea  [author] 1 Feb, 2024 @ 6:02pm 
@aliser - Sure, done.
꧁⎛⎝aliser⎠⎞꧂ 1 Feb, 2024 @ 12:41pm 
@WillieSea hello!

I've made a Russian translation mod link , would you be able to leave a link to it in the description?
WillieSea  [author] 23 Aug, 2023 @ 6:10am 
I fixed the mod, seems there was some old code that I missed removing. It should work now.
tatsu.s 22 Aug, 2023 @ 11:09pm 
just coming here to say same as domo_hu, game is crashing when loading with this mod enabled
domo_inu 22 Aug, 2023 @ 11:06pm 
Recent update is throwing errors on load for me have had to disable ill send over a log
Pelgerin 22 Aug, 2023 @ 11:58am 
The other problem with small ships is that they have very little rotational inertia, so powerful thrusters tend to set them spinning too easily. The vanilla engines have this problem too. I think it's mainly a problem with the vanilla controls. If there's a way to solve that with a mod, I don't know what it is.
WillieSea  [author] 22 Aug, 2023 @ 11:55am 
@Pelgerin - Thanks for the info, I will give that a try and see how it goes.
Pelgerin 22 Aug, 2023 @ 11:54am 
I think you should be able to lessen the problem with small ships flying unpredictably by balancing the MainThruster location -- right now it's at [1,1], whereas the actual center of the part is at [1.5,1.5]. See e.g. the vanilla Huge Thruster, which has its MainThruster location at [1.5,1.5].
WillieSea  [author] 22 Aug, 2023 @ 2:12am 
@Silverwolfss - Yes. I have experienced no issue with this new engine, but if you do then I need information on the issue from you, such as the log.
Silverwolfss 22 Aug, 2023 @ 2:00am 
just to check does this work with the new crew management
WillieSea  [author] 6 Jul, 2023 @ 9:02am 
The mod does not need to be updated since it is not crashing with crew management turned on. If it is crashing for you then post the first 20 or so lines of the error log.
shephjr15 6 Jul, 2023 @ 7:22am 
Will this mod be updated to accommodate the late June update that added crew construction? As it stands, like many mods that add a part, it just crashes the game when trying to use it now. One of the issues seems to be that several base-game assets were renamed, resulting in failed calls from mods.
Choppah 16 Dec, 2022 @ 9:31am 
Comment too long lol.

3. Increase ramp-up time to at least match the Huge Thruster (4 seconds) or higher. The ramp-up time is the same as the 2x1 standard thruster, allowing antigrav engines to make 1,000+ ton ships able to quickly alter course as if they were a fighter. If these antigrav engines are for larger ships, then they should have stats that reflect that.

Overall, it's a good mod but it just needs some tweaking to prevent all the other engines from becoming pointless.
Choppah 16 Dec, 2022 @ 9:31am 
This is a really interesting mod, but it is massively unbalanced. I would suggest 3 things:

1. Remove the thrust bonus from the Engine Room. With no exhaust zones to worry about you can put 6 around a single engine room. The speed boost is hilarious but makes any long-range focused ship completely uncatchable. In addition, the cost savings are tremendous, a single engine room turns the thrust of 6 antigrav engines into 9, saving 210,000 credits by not having to buy extra engines.

2. Increase power usage to 1.1/sec or higher. A single medium reactor and 8 crew can keep 8 antigrav engines running with only a few hiccups here and there. And all of that fits in a 9x9 grid, making armoring the section incredibly easy. Compared to vanilla engines, the reduced costs for smaller reactors and less manpower makes the overall cost difference not matter as much.
WillieSea  [author] 4 Dec, 2022 @ 9:59am 
Central engines will be a bit wobbly. Put your engines in the corners and it should stabilize your ship.
WillieSea  [author] 4 Dec, 2022 @ 7:59am 
@Good_Oatmeal - Glad you like it, smaller ships would need extra stabilizer vanilla engines, this is really made for the very big ships. I put one in each corner of my factory/storage ship and it gets around just fine.
maomaotu 25 Nov, 2022 @ 11:15pm 
这为游戏添加了古代特瑟拉特技术。



Teseract是来自银河系中心的能量生物。



+添加Tesseract反重力引擎。

--具有360度推力。

--两倍于人族巨大推进器的力量。

--使用比人族巨大推进器多25%的功率。

--具有50%的电力储备和更快的再补给阈值。

--从相邻的引擎室获得奖金。

--这种发动机适用于大型船舶,因为小型船舶可以不可预测地飞行。

--antigrav引擎是一个3乘3的房间,由于人族推进器的排气,没有建造限制。

--构建要求:

80钢

20个超级线圈

20三钢

12个处理器

8钻石

--Blueprint从车站的暗网中获得12.5万个积分(扣除折扣)。



包括Teseract船纹理和Teseract贴花,有3种尺寸,每个尺寸有3种变化,因此您可以堆叠彩色贴花。
Shuri-Sama 22 Nov, 2022 @ 4:37am 
black holes for example :D
WillieSea  [author] 21 Nov, 2022 @ 8:36pm 
@Sap - Gravity whether positive or negative is still a force. And space is hardly lacking gravity to push against that gravity. The massive gravity well of the star alone keeps planets circling it. And the even bigger gravity well of the galaxy that keeps billions of stars circling it. It is hardly a lol topic.
Sap 21 Nov, 2022 @ 7:58pm 
?? antigravity in space ok seen it all lol,, guess it culd work on a planet hehe
WillieSea  [author] 21 Nov, 2022 @ 4:11am 
@Shuri-Sama - That mod is a cheat mod. No blueprint needed, same resources that huge thruster requires, uses a lot less power, everything else about the same.
Shuri-Sama 20 Nov, 2022 @ 8:41pm 
is there a difference? because this one is already so strong ont think a better version is needed.
WillieSea  [author] 20 Nov, 2022 @ 7:53pm 
@Shuri-Sama - Yes, the cheat version of this engine is now part of the "I Win Button" mod.
Shuri-Sama 20 Nov, 2022 @ 7:39pm 
ps: i think not compatible with the i win mod (cause you added it there as well)
Shuri-Sama 20 Nov, 2022 @ 7:34pm 
if you have the giant reactor from janis shipyard there is no energy problem. with that solve all my problems ^^
WillieSea  [author] 20 Nov, 2022 @ 1:39pm 
I could lower the power usage to the same as the Terran Huge Thruster but I felt there needed to be a payoff for the 'double' thrust these give.
sir Evans 20 Nov, 2022 @ 1:36pm 
Thanks.

2 of these next to engineering room were draining my large reactor :)
WillieSea  [author] 20 Nov, 2022 @ 1:34pm 
@Evans - Like any energy hungry component, you need crew and reactors very close to them. But I have modified the drive a bit.
WillieSea  [author] 20 Nov, 2022 @ 1:33pm 
Modified the drive a bit. Increased resource cost, increased battery storage, lowered recharge threshold, less power usage.
sir Evans 20 Nov, 2022 @ 12:37pm 
So, my feedback:
I would double the building costs of special resources, but actually lower the energy requirements.

RIght now these seem to very often run out of juice mid-flight :)
rojogames371 20 Nov, 2022 @ 11:12am 
yeah that's really the only benefit.
rojogames371 20 Nov, 2022 @ 11:12am 
ammo.
ammo based is.
cool though.