Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Expansion for Adjustable Fighters and Components
183 Comments
RustyDios 2 Sep @ 9:58pm 
Base Mod Meltdown Update is finally out .. you might need to check this one still works correctly ..
RustyDios 1 Sep @ 4:24pm 
I have plans for how to handle thermal/heat on fighters... I think you'll love the idea when seeing it. Alas still stuck in testing and ironing out bugs and issues and crashes before I want to push it live
joemama1512  [author] 1 Sep @ 2:38pm 
Rusty, could you do me a favor and consider adding some of the Subsections like they do with armor? Like put all the Shields into a subsection and same with the Thrusters. Since I have several additional such parts that would be handy. I plan to add an Armor and Structure subsection too probably.

The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?

Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
joemama1512  [author] 1 Sep @ 2:38pm 
Ok, I have updated the mod to work with the thermal update finally. I will have to put some thought into how I want to deal with the thermal overload stuff.

My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.

It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
joemama1512  [author] 29 Aug @ 7:04am 
Thanks for the heads up. Ok, I will update this mod to get basic functionality working and once Rusty has his mod updated, I will see what he did and kind of follow his lead.
RustyDios 28 Aug @ 9:57am 
Just a heads up.. the base Adjustable Fighters mod this one uses will soon get it's Meltdown Update (I've been working hard on it!).. at which point this mod will likely need an update/overhaul too to bring it up to speed anyway

There are many things changing in the base mod, mostly all around the overclocks...
LNOMAD 28 Aug @ 6:53am 
So it seems to work... but a new error for the shotgun comes up about damage per shot:

\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
LNOMAD 28 Aug @ 6:43am 
It has been at startup, yes. Adding the /BaseValue worked, it fixed the disruptor but it is now giving me an error on the shotgun. I will go ahead and add the same line of code to it to see if it works as well.
shephjr15 27 Aug @ 6:09pm 
so a few of the most egregious issues, the damage type "fire" was removed and replaced with a status effect, so ANY weapon that lights fires is going to need adjustment, same for the flyswatter weapon's "areafire"... those were the majority of what I had to adjust in this mod to get it running (and in a lot of others). And of course most damage in general in the base mod being rejigged to "BaseValue" as you already noted with the disruptor, that will keep cropping up.
joemama1512  [author] 27 Aug @ 5:23pm 
I did find one issue with the fighter disruptor where you have to change to this in the stats section:

shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue

This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.

I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.
joemama1512  [author] 27 Aug @ 5:04pm 
Finally, is everything working ok if you DO NOT have the new expansion activated? Is there a way to toggle the DLC? I thought it was pretty much a seamless integration.
joemama1512  [author] 27 Aug @ 5:03pm 
Also, can you tell me exactly what is crashing? Is something happening in-game to cause the crash, or it is something on startup?
I guess I should not be surprised as every tiny update, there's some stupid change to a filename or other crap that breaks a bunch of mods. I was kinda hoping for the best and had not heard anything bad so far. Wishful thinking I guess.
joemama1512  [author] 27 Aug @ 5:02pm 
I havent actually tried out the new heat system, but was under the impression that it was basically optional. You can overdrive components for benefits, but with some penalties and the need to flush heat.
Can you give me a better idea as to how and why it has affected this mod so much?
LNOMAD 27 Aug @ 8:37am 
I have been trying to play this lately but this mod continues to crash the game. With so many of my designs having modded components I would lose them all.

So... will this get updated or do I remove it from my mod list?
shephjr15 26 Aug @ 11:19am 
So, I'm sure you're aware of this, but the Meltdown update changed a lot with how damage types work, and in particular fires. Due to how much of this mod is built on referencing base-game data, it's very very very broken. Are you still actively developing the mod or working on getting it into order, or would I be better off delving into it myself?
joemama1512  [author] 3 Jun @ 7:11am 
I was hoping the dev would have fixed the underlying issue by now, but guess not.

Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter

Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab

Delete LC-105. Copy Mauler and rename to LC-105

Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.

Delete TwinTerror. Copy and rename Foxtrot

Delete UTurn. Copy and rename TriForce


Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
MysteryKoolaid 2 Jun @ 2:29pm 
Hello, been a while since my last comment here. The problem with the Fighter Antimatter Minelayer in multiplayer still persists. The mines going off still desyncs the entire lobby. The fixes you provided last time also did not work. I could get you a clip about whats happening, if that would makes things easier to debug. We also tried only running this mod and the dependency to see if any of the other mods we had was causing the issue.
Baka yellow 13 May @ 5:50pm 
Fair enough! Preciated.
joemama1512  [author] 13 May @ 5:18pm 
I didn't even know you guys could see the update logs, lol. The new stuff wasnt quite ready for release but I already had it incorporated for testing. Plus I was in a hurry to fix the latest dev update/rename screwup so you guys will just have to somehow live with the 100% compression version of my log update. :-) Hence the manual notes in the comments.
AnAmoeba 13 May @ 1:18pm 
Awesome new update! Love your mod
Baka yellow 12 May @ 7:25pm 
"Update: May 12 @ 9:11pm

"

gg/10, best update log yet.
joemama1512  [author] 12 May @ 6:56pm 
Got some new gas for you guys!

First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.

Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.

New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.

Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
joemama1512  [author] 12 May @ 6:12pm 
Fixed. Dev decided to rename doodads_off1 BACK TO doodads_off....
allankliver 12 May @ 5:17pm 
Same here
Farrowe 12 May @ 7:24am 
It seems that there's a crash when using This, the Asjustable Fighters mod, and the built-in Huge Ships mod. the stack trace says something about being unable to find "doodads_off1.png" in the "thruster_small_ folder, under Terran ships
joemama1512  [author] 28 Feb @ 7:28am 
Good to hear. I dont think you did anything wrong. I think sometimes it poops out before it does the update-mods part, so unless you disable all mods, then restart so they all get updated, then restart after re-enabling all of them, then it doesnt update.

Thats my theory anyways.
Draxiss 26 Feb @ 6:33pm 
I did before but maybe I did something wrong. I decided to just fully delete and redownload all of my mods and now it . . . is working! Okay; I'll mark my patch as defunct.
joemama1512  [author] 23 Feb @ 10:28am 
Try unsubscribing from both my mod AND the original base mod and re-add. I moved my local development version of the mod and just used the public version and it came up fine.

My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021

I did a search on doodads_off.png and found nothing unexpected.

Anyone else having issues?
Draxiss 22 Feb @ 3:00pm 
All my patch does is replace the replace the relevant 'doodads_off.png' references in fighter_thruster, fighter_thruster_small, and fighter_thruster_3way with 'doodads_off1.png'. You're welcome to see exactly what I did; mod Id is 3431768149.
Draxiss 22 Feb @ 2:57pm 
I just tried again without my patch and got the "Could not find file '. . .\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'." error.
joemama1512  [author] 22 Feb @ 8:49am 
I have fixed the thruster animation so that the 3 way thruster has the OFF animation. If there were crashes this should resolve it. I fixed the light and 2 way thrusters also in my folders, even though they are not actually active (since they duplicate Rusty's parts).

So no patch should be needed anymore.

I wonder why dev added an OFF animation but only for light thrusters...
joemama1512  [author] 21 Feb @ 8:42pm 
Ah... right. The 3 way one is mine. The other 2 thrusters do have folders leftover from when my mod was standalone, but they are not referenced anywhere. But thanks, Ill check in a fix for the 3 way thruster tomorrow.
joemama1512  [author] 21 Feb @ 8:41pm 
Issue in THIS mod? I thought it was the underlaying fighter mod that had the issue. Mine works ok, although I did do some global find/replace stuff to fix it.
Draxiss 21 Feb @ 2:20pm 
By which I mean, the issue has not been fixed in this mod, so I created a patch: https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3431768149
Draxiss 21 Feb @ 12:41pm 
This mod still crashes my game so I am confused: was the issue ever actually fixed?
the worm 11 Feb @ 4:31am 
finally got it working and im excited. I had to change 799600\3018217021\terran\fighter_thruster_3way\fighter_thruster_3way.rules too. this is such a small yet annoying issue. might just be me tho cause i'm running ACD
joemama1512  [author] 31 Jan @ 12:27pm 
Ah thats good. Sometimes he is gone for months so I was afraid it might stay broken for quite a while. Thats great to hear and I appreciate him maintaining the base mod so well!
Baka yellow 30 Jan @ 5:17pm 
me, who DID THAT FIX PAINFULLY YESTERDAY: :flandre:

Unrelated: nah bro the guy who did the original fixed his end of things already. You can probaly link it up to his images.
joemama1512  [author] 29 Jan @ 1:35pm 
To fix temporarily, you need to change the .rules files and just change doodads_off to doodads_off1

Do so in these locations: (three instances of each. the 33 and 66 ones too)

C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster

C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster_small


C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2894309211\terran\fighter_thruster


Apparently he only changed the small thrusters. I cant fix as I cannot change teh BASE mod where the issue exists.
joemama1512  [author] 29 Jan @ 1:32pm 
Seriously man...not a single patch can go by without renaming something and breaking stuff. Ugh.

A lot of modders are programmers and like to link to original resources:
i.e. File = "./Data/ships/terran/thruster_small/doodads_off.png"

So, when the dev changes stuff you get the changed stuff automatically. The downside is that when something is renamed, then everything breaks.

The thrusters-off now has an animation instead of a static image.

"./Data/ships/terran/thruster_small/doodads_off1.png"
"./Data/ships/terran/thruster_small/doodads_off2.png"
"./Data/ships/terran/thruster_small/doodads_off3.png"
"./Data/ships/terran/thruster_small/doodads_off4.png"
"./Data/ships/terran/thruster_small/doodads_off5.png"
"./Data/ships/terran/thruster_small/doodads_off6.png"
"./Data/ships/terran/thruster_small/doodads_off7.png"
"./Data/ships/terran/thruster_small/doodads_off8.png"
Baka yellow 28 Jan @ 8:22pm 
@joemama1512 hey im getting a error from the mod. WSomnething about a "Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'.
". Happens every time i turen your mod on.
joemama1512  [author] 28 Jan @ 10:21am 
Another strategy would be to go to the ship directory under C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter and simply delete the offending fighters BUT remember their exact names.

Then copy some other ship and rename it to be exactly the same. That way you will just get something else instead of the minelayer ship.
That weapon was pretty late in the development, so very few ships on the enemy side should have them.

Everyone would need to do this and do it the same way...i.e. copy the same ship replacement for each one.
joemama1512  [author] 28 Jan @ 10:18am 
Ah, ok I get it now. I think if everyone that plays together hacks out that weapon, it should fix it. Those ships wont be very good as they will be missing that part entirely, but thats the way it works... it shoul just not have the minelayer instead of crashing or causing an issue.
MysteryKoolaid 27 Jan @ 4:35pm 
I'll try what you mentioned, but none of my buddies use that weapon at the moment. The problem has come from AI, world spawned(?) system spawned(?) fighters that use it. We've come across two designs that use it. Will this edit need to be done on the host machine, or on all clients as well?
joemama1512  [author] 26 Jan @ 7:35pm 
Oh. Weird. All the other stuff works fine then? No idea why that would happen. To "fix", just dont use the weapon I guess? Thats kind of like you telling the doctor it hurts when I push here, and he says to not push there... but I have zero clue what could be causing that. I will look into things that could desynch multiplayer and see if I can come up with anything.

I was going to have each mine explode into smaller pieces with penetrating damage or try a damage over time, but I basically just settled for a big explosion. So theres nothing really weird about the mines except that they slightly repel each other to make a minefield and they slightly attract to other enemy ships.



You can also go to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021

and edit mod.rules with a text editor and get rid of the line:
&<terran/fighter_minelayer/fighter_minelayer.rules>/Part
MysteryKoolaid 26 Jan @ 5:28pm 
Hey, having a problem with the fighter E-mines. Playing with friends and every time a ship fires out mines, it desyncs the lobby. Any way to fix this problem? Or a way to remove the weapon/mines?
joemama1512  [author] 24 Dec, 2024 @ 9:49am 
Not sure what the deal is. Works for me. Try removing and re-adding the mod. Maybe one of the files got write protected and won't update??


If that not work, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_minelayer

Open the fighter_minelayer.rules file with some text editor and go to line 100.

You should see:

MineStorage <--- Here it is, cosmoteer! Right here. Not missing 4real.
{
Type = ResourceStorage
ResourceType = battery
MaxResources = 12*4
...



At first I thought there was some renaming of a resource but MineStorage is arbitrary and can be any name and I dont use actual mine resources as they are energy mines.


Let me know what you find out. Thanks for mentioning it and I hope you can get it fixed.
usupik15 24 Dec, 2024 @ 2:08am 
No component named 'MineStorage' in part 'joemama.fighterMinelayer'.

System.InvalidOperationException: No component named 'MineStorage' in part 'joemama.fighterMinelayer'.

how to fix?
joemama1512  [author] 14 Dec, 2024 @ 3:46pm 
Made a 9.0 update. New encounters. Revamped some other encounters.
Fixed mirror mode for fighter armor wedges!
Fixed power recommendations for several components.
Federex 13 Dec, 2024 @ 2:20pm 
Great! I will try them out soon! Thanks