Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

The Deranged Industries: Advanced Missile Launcher
83 Comments
AnonaCraffter 11 Oct @ 9:24am 
@Dondelium your mod crashes when loaded with sunflower corporation because both of these mods add cluster missiles
Dondelium  [author] 3 Oct @ 12:25pm 
@salamander2011 You have to give me more info than that. What was the situation? Did you change the missile type between damage and repair? Or was it a rebuild? If you did change the missile types, what version of the missiles did you swap from, and to?
salamander2011 3 Oct @ 10:43am 
crash on repair of the launcher.
No component named 'MissileStorageA' in part 'dondelium.advanced_missile_launcher'.

System.InvalidOperationException: No component named 'MissileStorageA' in part 'dondelium.advanced_missile_launcher'.
Dondelium  [author] 1 Oct @ 6:16pm 
Google Translate : Ce code d'erreur semble faire référence au mod Starship Architect & Commander, pas au mien.
Dondelium  [author] 1 Oct @ 6:15pm 
That error code appears to reference Starship Architect & Commader mod, not mine.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2949628816
lelapindalbi 1 Oct @ 2:15pm 
jai un bug au lancement
lelapindalbi 1 Oct @ 2:15pm 
Reference "/COMMON_EFFECTS/MissileDeliver" at node "<G:\SteamLibrary\steamapps\workshop\content\799600\2949628816\resources\torpedo_part\torpedo_part.rules>/StackReceiveMediaEffects" could not be resolved.
Dondelium  [author] 13 Sep @ 7:24am 
@dx155 I am going to update the rebalance mod and see if it helps with the compatibility with sunflower corporation mod. If it works, and doesn't cause any issues with the ship blueprints I have, I'll push it up to here too.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2887155470
dx155 13 Sep @ 4:42am 
I can reassure you it is not your mod
Dondelium  [author] 12 Sep @ 8:47pm 
@dx155, please for gods sake give me more information than that? Seriously, what am I supposed to do with that? Please... My expectation is you're either too smart to recognize what others need, or don't actually comprehend.... Please, help me help you.
dx155 12 Sep @ 8:47am 
ClusterMissilesComponents
Dondelium  [author] 11 Sep @ 11:59am 
I have pushed up a fix for the mod. For the time being I am using the original sounds as a quick fix. I apologize for the delayed fix.
Lock&Load98 10 Sep @ 3:44pm 
@Dongelium Thanks for keeping it alive all these years! We all love this mod and use it all the time. We made a ship with 50 of them once and called it the "Macross Missile Massacre".

So we appreciate you taking the time to make this, and just as importantly keep it alive.
WillieSea 10 Sep @ 8:46am 
I had to update several of my mods because sound files have changed. I had to copy the 'new' sound folder from the part, and ensure the "rules" file points to it there.
Dondelium  [author] 9 Sep @ 9:24pm 
@Lock&Load98 Ugh, that's unfortunate... Thank you for bringing itto my attention, I will look into it tomorrow, with a sober head.
Lock&Load98 9 Sep @ 7:15pm 
CTD with sound update, log file says:

Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\shots\missile_he\missile_he_hit.wav'.

Among others:
\missile_launcher.rules>/Part" failed.
/ClusterMissilesTDIComponents" failed.
missile_cluster_stage1.rules>" failed
missile_cluster_stage2.rules>" failed.
stage2.rules>/Components/Targetable" failed.
HitFriendly/MediaEffects/2" failed.
HitFriendly/MediaEffects/2/Sound" failed.

Few more but figure you got the idea. Hope it helps. If not welcome to ask for whole log.
Visstick 3 Aug @ 1:53am 
could you maby send me and unupdated version of this mod so i can keep playing? the one where you didnt update it for the thermal update
Visstick 3 Aug @ 1:40am 
could the update maby have broken it for version 0.29 as i could play fine yesterday and now its not working anymore
Dondelium  [author] 2 Aug @ 2:53pm 
I have updated the mod. No longer crashes, now also includes thermal missiles, and is not showing any issues during play testing.
Dondelium  [author] 31 Jul @ 12:02pm 
I am already working on fixing all of my TDI mods at the same time. I have the loading crashes fixed, but need to incorporate the new systems, like the thermal missiles, and play test them to make sure I don't incorporate random crashes into the game.Expect a couple days before I release the full suite of mods.
Fionnlagh 31 Jul @ 2:45am 
This is one of my top favourite mods, will it be updated for the meltdown update?
Glyphid Dreadnought 15 Jul @ 11:17am 
where cluster missles?
Dondelium  [author] 28 Jun @ 10:30am 
@Tsuketsu Oh yeah that's fair. IIRC that's because they use HE parts and the HE Factory is where you see the tool tips. I guess I could just add the cluster tooltips there. I'll take a look, see what I should do to fix that.
Tsuketsu 28 Jun @ 6:36am 
None of the tooltips show info on the cluster missiles...
Nyx (She/Her) 5 Mar @ 9:15pm 
Setting the advanced launcher to cluster, saving the design, and attempting to load it causes a reliable crash
salamander2011 29 Jan @ 8:36am 
Nevermind. Problem on my end. Needed to redownload the mod and switch to current build.
salamander2011 29 Jan @ 8:24am 
Crash on Load
Reference "<./Data/ships/terran/missile_launcher/missile_launcher.rules>/Part/Components/CommonReloadTimerShort/Duration" at node "<G:\SteamLibrary\steamapps\workshop\content\799600\2892943426\missile_launcher_cluster\missile_launcher_cluster.rules>/Components/Indicators/Indicators/1/Delay" could not be resolved.
Fionnlagh 28 Jan @ 2:50pm 
It works! Thanks for being so fast about fixing it, this mod is great and you're awesome
dx155 28 Jan @ 6:05am 
thanks :steamhappy::steamhappy:
MesserSchmitt682 28 Jan @ 5:53am 
thanks man
Dondelium  [author] 28 Jan @ 5:52am 
Already working on it.
MesserSchmitt682 28 Jan @ 5:50am 
Hello i subscribed the mod and i got an error idk whats going on but when i start the game without the mod it works

Please fix this nug the mod is really nice:steamthumbsup:
dx155 28 Jan @ 12:46am 
update quickly
Dondelium  [author] 25 Jan @ 3:49pm 
@SporBel, thanks for the heads up. I do keep this mod active for stable branch though. When the update drops, I'll fix it.
SporBel 19 Jan @ 12:48pm 
@Dondelium Yeah, if you startup the game (running beta ofc) with the mod, it crashes.
Dondelium  [author] 19 Jan @ 9:15am 
@SporBel I am unable to replicate issues. Are you running one of the beta versions?
Dondelium  [author] 19 Jan @ 8:57am 
@SporBel Thanks for the heads up. I'll see what's up.
SporBel 19 Jan @ 7:34am 
So apparently the new update now breaks this weapon, just to notify you.
A91ish 16 Sep, 2024 @ 12:04pm 
Final update. It only crashes if any of the launchers has cluster missiles selected. I changed them to any of the stock missiles and they all load fine in playtest. You can add launchers after it loads and it fires fine but will crash if you back out and try to load the ship again (with the cluster missiles)
A91ish 15 Sep, 2024 @ 6:31pm 
Ok did a lot more testing. I cannot replicate the issue as well.
-I left my one and only save file alone that caused the crash and saved as a new (in case you want the file).
-I created a basic ship with with your mod on a new game and the ship loads no problem. So...
-I deleted your MLs from Mk.5 in my career mode, saved as Mk. 6 in ship library, closed without saving, and that loads fine in playtest.
-While in playtest, I built the same MLs from your mod and saved as Mk.6. LOADS FINE!
-Mk.5 still crashes the game.

I'm just about to call it quits and say there was a glitch in the code for that save but waiting if you still want to see the error.

I 'm moving forward with my saved as new career and Mk. 6 (even if they look exactly the same)!
A91ish 15 Sep, 2024 @ 3:21pm 
No sir but I am using a but load of mods. Let me know how to share both with you and maybe you can tell me what mod is conflicting.
Dondelium  [author] 15 Sep, 2024 @ 5:21am 
Ok, so far unable to replicate. Uhhh are you using Digi's modular missiles by any chance? We had some intermitten issues with that mod but have been unable to pin down the exact source of the error. Would you by any chance happen to be able to provide me the blueprint of your MK4 and MK5 and maybe the save your using them in?
A91ish 14 Sep, 2024 @ 10:05pm 
Sorry, too many abandoned mods. I didn't think I was going to get a response!

To add, when I first built it on my ship, I could not change what type of missile. I had to close and reopen the game then I was able to change the type. Love the cluster missiles!
A91ish 14 Sep, 2024 @ 10:02pm 
Sure thing! I replaced all my launchers on my ship with your launchers and saved it as Mk.5 since I always save my ships when I update them for anything. Mark 4 opens fine in the play test area (More, Ship Library, Playtest) Mark 5 says: That does not appear to be a valid ship file. Error: Object reference not set to an instance of an object. It does this on all my save files. Testing later if it does this on a new game.
Dondelium  [author] 14 Sep, 2024 @ 4:56am 
Hi @Tonker, could you elaborate on the issue you are having? I'll need to reconstruct the problem to be able to fix it. Thanks.
A91ish 14 Sep, 2024 @ 2:54am 
Also, makes ship file unusable in play test.
psanni 6 Aug, 2024 @ 4:33pm 
Excellent mod. Really enjoying it. Thanks.
Aimy 28 May, 2024 @ 4:38am 
"Might* add cluster missiles. These would work similarly to nukes, but there would be 2 in the launcher at a time, and they would separate, after launch, into several dumb-fire sub-munitions that would do minimal penetrative damage, but be a great distraction for other missiles." that idea sound fucking phenomenal!!!
apples 11 May, 2024 @ 10:16pm 
*For loading other missile types.
apples 11 May, 2024 @ 10:16pm 
There is no crew role capability for other missile types. Is this intentional?