Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Sunflower Corporation
126 Comments
Enderluck 11 Oct @ 8:01am 
The graphic issue with Arc Emitter can be solved by removing both instances of MinIntensity in BeamMediaEffects.
I already fixed that in my rebalance (which also rebalances a lot of other stuff): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3441348389 .
Nosnek199 28 Sep @ 10:45am 
Arc emitter seems to be broken visually! The lightning will not appear.
CloudBirb 26 Sep @ 1:17pm 
yeah this'll need an update for compatibility with TDI's advanced missile launcher, switching this one off for now until then
average AI 22 Sep @ 4:23am 
can confirm this might having something to do with the advanced missile launcher from deranged industries
mgunh1 18 Sep @ 2:01am 
This is causing a crash on start up due to some sort of incompatibility with the cluster missiles on 30.1b
dx155 13 Sep @ 4:39am 
ClusterMissilesComponents
dx155 12 Sep @ 8:48am 
Please update
rithicae.monroe 23 Aug @ 3:00pm 
Heya Mod Dev, I noticed something odd with the Heavy Ion Blasters
Last I remembered, they required 2 crew (cuz it had two seats)

Nowadays, only 1 crew member mans the turret
Given that the sprite work suggests otherwise, I think this be a bug

That's all
Cheers for the mod Dev!
Enderluck 5 Aug @ 5:30pm 
I think that Galvanic Armor should create a shield. For Arc Emitter or Arc Blasters there should be a new status effect, electric static that causes damage to tiles and is distributed to adjacent cells. At high electric static value, it starts to drain energy from nearby components and cause random short circuit (fire) and stuns crew. Also, changing Arc Emitter from a beam to a missile that burst into electricity would be interesting. We don't have any modular or deck weapon that shoots missile type projectiles.
Чвк Урурур 5 Aug @ 2:15am 
Arc Emitter, idea 1: Most likely, the following changes will be suitable as an acceleration: striking an area with several discharges, but with less penetration ability

Arc Emitter, idea 2 :Like a magnetic impulse, the tow beam could emit many discharges in different directions, but with less damage and focusing on the area.

(Comment) The Arc Emitter does its job very well and tears apart everything in its path, so it would be fair to add a weaker but more dispersed fire
Чвк Урурур 5 Aug @ 2:15am 
There are several ideas for an update, and one of them might be appealing and technically feasible.

Ion blaster: could have an alternative type of fire as an acceleration: Another volley of three beams with reduced speed, but increased maneuverability
(Comment) This equipment will save the player from building a ship with many Ion blasters, and will also increase its acceleration capabilities without major changes.

Heavy Ion Blaster: Could accelerate in the following way: A shot of many smaller energy beams with greater speed than simple beams and increased maneuverability.
(Comment) This type of fire vision would diversify the approach to combat and look spectacular, a swarm of small, weak but accurate projectiles could distract the PVO.

Galvanic Armor: I don't really know what can be changed, but as an option, add slow energy regeneration.
megaman24779 4 Aug @ 7:04pm 
alot of the overclock parts are more area of effect from what I can tell, going down that angle could be interesting, perhaps making the ion blasters have a surge effect like emp missiles would be fun, given the small and large laser blasters have different effects, I feel the same should hold true for the ion variants. a charge up mechanic could also be cool.
Achronus 4 Aug @ 6:14pm 
Overclocking ideas? GRANTED!
Ion blaster: Super Heated Ions, Now has lights fires on impact (chance?)
Heavy Ion Blaster: Guidance Over Drive, Heavy bolts are now much faster and track harder. (no more range though)
Galvanic Armor: Ground State Super Sink, pulls energy from enemy systems in range (closer=better) but no longer does any damage (actually has small cooling effect on targets.
Arc Transformer: Over current Drivers: can generate charge faster allowing few transformers to be needed to fire full power shots from emitters
Arc Emitter: Forked lightning, fires one blast of lightning at every target in range for half (1/3rd?) damage.

Ion blaster, gets some handy fire DOT.
Heavy Ion, gets faster damage to target (more reliable against fast movers)
Galvanic armor becomes a disable
Arc Transformer becomes just better (probably better make this one a pretty nasty heat source)
Arc Emitter becomes a swarm crusher that is actually worse vs single targets
Fariel  [author] 4 Aug @ 5:10pm 
Thanks to the patch, we're up to date. Sorry for the delay. I've not had an opportunity to assess implementing overclocking for any of my parts. If anyone would like to offer suggestions, I'm open to ideas.
dx155 4 Aug @ 12:12am 
Please update
Чвк Урурур 3 Aug @ 1:19am 
Thank you for your response and for this amazing mod.
Fariel  [author] 2 Aug @ 7:13pm 
Currently affected by what seems to be a bug with collider generation. I'll update as soon as I can. Sorry!
Junior the Pegasus 2 Aug @ 5:14pm 
Needs an update :c
Чвк Урурур 2 Aug @ 2:08am 
Is there any plan to add overclocking mechanics to existing weapons in the near future?
Salty Biscuit 31 Jul @ 7:14am 
update needed
GreenBugatti 29 Jul @ 2:54am 
This is great, but can you please add compatibility for meltdown?
Ghost Taker 24 May @ 6:20am 
This might just be my favourite weapon mod for Cosmoteer atm
shephjr15 8 May @ 11:28pm 
I'm trying to figure out the exact cause, but for some reason with only this mod enabled, ion beams cause impulse when firing into prisms, and it ramps with their intensity. this causes ships to move very strangely, constantly need to apply thrust to counter, or in some cases with particularly strong prism arrays, just spin wildly.
GreenBugatti 9 Apr @ 9:06am 
Great, please add more since this adds a perfect addition to the game
(maybe career enemy ships with these. id be cooked)
e. 23 Mar @ 2:38pm 
Man, the ion blasters are amazing, they look just like SBY shock cannons, except they aren't because they aren't busted. Great mod, though, lol.
Tensei Necron 19 Feb @ 1:42am 
love your mod, but could you make a version of the ion blaster that has a bigger arc so it can be fired from the back of the ship
Fariel  [author] 2 Feb @ 12:30pm 
@Sparky @corealing Your issues should be resolved. As always, please let me know if you have any issues.
corealing 2 Feb @ 6:38am 
Just to let you know Fariel I'm getting the same thing as Sparky!
Sparky 28 Jan @ 2:46pm 
Just a heads up @Fariel your cluster missiles cause a crash. They reference CommonReloadTimerMed, which doesn't exist in the vanilla missile_launcher.rules anymore.
Fariel  [author] 12 Oct, 2024 @ 8:17pm 
lol I'd be happy to give anything from the mod to the base game if Walt wants. I don't even know what his opinion is on the mod.
silentseeker1985 11 Oct, 2024 @ 3:05pm 
wish walt would put stuff like that in the game, just some missiles :c
Alexey 8 Sep, 2024 @ 10:27am 
@Fariel thanks, now the heavy ion blaster works without a drop in fps! For those who have nothing changed try to re-subscribe to the mod, steam for some reason did not update it for me
Fariel  [author] 8 Sep, 2024 @ 8:36am 
@codex5512 - I've reproduced and fixed the issue you're reporting. The effect seems to be broken entirely, so I've removed it. Hopefully it will improve performance of the heavy ion as well.

@will to live - can you please make sure you're on the latest version (1.8.1) and let me know if you're still having issues? What part you're hitting? Maybe your log? I'm not having any issues with the heavy or regular ion blasters. There WAS an issue with the version before the latest update that crashed on launch with the ion beam, however. That has been fixed.
will to live 7 Sep, 2024 @ 5:05pm 
@TubeSock they use the base game launcher
Alexey 7 Sep, 2024 @ 10:10am 
In the sandbox with turned off setting “create planets and the sun” heavy ion blaster works normally without a drop in fps.If you turn it on then when hit fps drops very badly and appear very small lines from the sun to the place of hit but it is visible only on pause, maybe this information will help Fariel
TubeSock 7 Sep, 2024 @ 12:31am 
Been going through the comments to see what part the cluster missiles use but, I am at a loss. Can someone point me in the right direction? Thanks!
will to live 6 Sep, 2024 @ 9:36pm 
more accurately the hit effect broke
will to live 6 Sep, 2024 @ 9:34pm 
ion blaster broke (according to the log) and it crashed on launch
Fariel  [author] 6 Sep, 2024 @ 5:29pm 
@Zyk Updated for compatibility with the latest.
Zyk 6 Sep, 2024 @ 4:24pm 
its broken with the latest update :(
Funnypig 2 Sep, 2024 @ 2:12am 
I will try some A/B testing with mods and see if I can find the culprit. Should hopefully not take too long with 40 mods
Fariel  [author] 1 Sep, 2024 @ 1:43pm 
Hey everyone, I put in a lot of effort today towards reproducing the issues with the heavy ion blaster. I've tested a multitude of ship sizes and quantities in single and multiplayer with other people. I am unable to reproduce.

I'm going to continue digging, but if anyone has any means with which to reliably reproduce the frame drops, or if you happen to have common shared mods that aren't interacting well, please let me know!
Misty 29 Aug, 2024 @ 1:25pm 
Same here, fix the HEAVY ION Please
Funnypig 28 Aug, 2024 @ 6:26am 
Same here
Jelly Pony 11 Aug, 2024 @ 9:58am 
Yeah im also having an issue there, it tanks the game on contact with anything other than a shield.
Doctor Entropy 30 Jul, 2024 @ 11:08pm 
This issue is not isolated
NuclearFoot 24 Jul, 2024 @ 12:56pm 
Edit of the previous comment:

While there is still a reduction in FPS in singleplayer, it doesn't seem to practically affect the gameplay. However, in multiplayer, it is absolutely unplayable when a heavy ion blaster shoots. So this seems to be something specifically connected to multiplayer.
NuclearFoot 24 Jul, 2024 @ 12:46pm 
Love the mod! I do have one problem, though. The Heavy Ion Blaster significantly slows down the game whenever it "explodes" upon hitting a target. By significantly, I mean that my fps gets reduced from 60 down to around 8, until the secondary effect stops firing.

I absolutely love the visuals of the heavy ion, but it's just unusable in its current state. Is there any chance you could take a look at it when you have the time?
Fariel  [author] 5 May, 2024 @ 3:02pm 
@Kuvo01 Thank you for providing an easy fix. I've updated the mod accordingly. If there are any issues, please reach out.
Kuvo01 4 May, 2024 @ 11:15am 
For those having issues with this mod's Cluster Missiles not being available in the missile Launcher the error for that is due to the following line of code in the Mod.rules file

// Add new missile type toggles
{
Action = AddMany
AddTo = "<gui/game/parts/part_toggles.rules>/PartToggles/6/Choices"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
ManyToAdd = &<gui/game/parts/missile_types.rules>/Choices
}

swap with this and the missiles should be an valid option again.

// Add new missile type toggles
{
Action = AddMany
AddTo = "<gui/game/parts/part_toggles.rules>/PartToggles/7/Choices"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
ManyToAdd = &<gui/game/parts/missile_types.rules>/Choices
}