Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Engineering Bay (boosted Engine Room 4x4) with Thermal Capacity and Passive Heat Radiation
34 Comments
sir Evans  [author] 9 Oct @ 9:31am 
Maybe it is time for you to try and go indie dev?
I'll be most likely changing jobs soon, and as a part of my side hustle I plan to finally get around building my own roguealike.
IT jobs may be drying up, but game market is collosal in size right now. May not be a bad idea to cash in on all these gamedev skills ;)
RustyDios 9 Oct @ 7:53am 
Nice! We've just loved it as an upgrade to the vanilla part.

I would have just sent you my redrawn sprites for you to use, but as our only way of transferring files is to upload as mods to steam, I figured I might as well just go and change all the other little bits (not much tbh, as your mod is perfect!) and then with permission just upload as a mod on its own.

I just enjoy doing art/sprites for the game .. and I particularly like re-doing what someone else has already done, but with my own style. I'm thankful I'm in the position where I can handle the spritework and code work myself.
sir Evans  [author] 9 Oct @ 6:16am 
Btw, my inspiration for Engineering Bay mod was the idea of creating modular ships.
Few large rooms that could be welded together to have a complete ship. Drive Assembly, Reactor Chamber etc were planned, but I never had enough time to do them.

Engineering Bay was the only one created, because people complained about lack of symmetry with regular Engine Room :)
RustyDios 9 Oct @ 5:57am 
yeah, thankyou!
Nicely enough if someone wanted too they can use both mods. No clash/crashing :)
sir Evans  [author] 9 Oct @ 5:42am 
It looks awesome :)
Gonna add link here just in case anyone would prefer your version :)
RustyDios 9 Oct @ 4:18am 
It is done; https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3583521371
Obviously full credit and link to here given in the opening statement and credits
sir Evans  [author] 8 Oct @ 3:29pm 
yes you can! :)
RustyDios 8 Oct @ 1:54pm 
I've read the disclaimer.. repeatably.. but I still feel I need to ask if I can upload a slightly tweaked and re-sprited version?
sir Evans  [author] 27 Sep @ 4:56am 
Hmm!

But wouldn't it block construction options?
Btw, maybe it is time to update graphics :) The first iteration was done on a napkin really.

I could overhaul it a little, use remaining layer to display heat capacity bar... Will have to think about it. There is a chance August will be quieter month over here. Fingers crossed.
RustyDios 26 Sep @ 7:03pm 
Loving the meltdown/radiator update.. my only gripe is the thermal ports.
Most vanilla things only have ports where doors are located and I can understand design choices of wanting to break that rule. but here the ports on the corners intrude funnily (sprite wise) over the workstations and cut awkwardly into the wall-corner. I feel this part would work fine with having those corner ports removed.
sir Evans  [author] 21 Sep @ 3:18am 
I can't promise anything till the end of the year. This is weird year, tbh, I'm not happy with how much time I am wasting at my job. Should have maybe invested money into some promising startup.

Anyhow, I'll think about adding thermal capacity indicator, but frankly, I am running out of layers :)
I think Wall Stencil layer is left for this building and that would be it.
RustyDios 20 Sep @ 5:31pm 
Yep being an adult sucks, lol. Can confirm.
Thankfully discord is free to join, you just need an email. I think there's even a button on the cosmoteer main menu that will take you direct to the discord on your browser of choice...
sir Evans  [author] 20 Sep @ 5:24pm 
I don't think I even have a discord, yet alone that any of my old accounts survived ^^,
Seriously, I wish I had time for all this. Adulting sucks :/
RustyDios 20 Sep @ 5:11pm 
They're on the cosmoteer discord, in the #modding section :)
And I fully understand .. normal maps are horrible to make
sir Evans  [author] 20 Sep @ 5:09pm 
Well, lets make it official then: I suck at making normal maps :D

Anyway - if you have them fixed and could post a file anywhere, I would love to add it :)
RustyDios 20 Sep @ 5:04pm 
The new vortex looks good!
Shame about no thermal battery banks though, but I also undertand how much of a pita those are to make!

And still I cry that you're not on the cosmoteer discord.. I've got "fixed" roof normals for this..

I can tell you designed one half and then flipped it, but normals when mirrored need their colour channels inverted for the type of flip. In the case of this mod I copied the top half sections, and inverted the green channel (vertical flip).... this gives the top the blue-green colour it should have.
RustyDios 20 Sep @ 4:46pm 
SWEET !!!!!!
sir Evans  [author] 20 Sep @ 3:52pm 
HVAC functionality added. Engineering Bay now has 20k capacity (1.33x Thermal Battery) and passive heat radiation. When Overclocked it will drain heat from 7 tile radius akin to Heat Exchanger.
sir Evans  [author] 15 Sep @ 2:49pm 
Yeah, I know.
just got a hell at work, could use a 48 hours a day here...

Anyhow. My idea for this one is to add HVAC functionality to it. Large Heat exchanger function coupled with thermal battery and passive radiation.

Apparently my heat sink armor is used by people so extensively, it breaks in game heat network x_X. So I guess it would be fitting to give this one a HVAC function as it was intended as an engineering room.
RustyDios 15 Sep @ 1:24pm 
Appears to be working just fine with the 0.30.1 SOUNDS update btw
Could really do with those meltdown/heat updates though ...
sir Evans  [author] 15 Sep @ 10:02am 
It still works, just doesn't have overclock functionality.
well, it worked before sound update, didn't had time to check it out since then. Busy month :/
264155249 15 Sep @ 12:09am 
这个收到更新影响吗
sir Evans  [author] 11 Aug @ 3:47am 
Ok, I have an idea, based upon my Heat Sink Armor.
Once I update it properly, I'll add Heat Capacity and Heav Radiation to it. And overclock will also drag heat from thrusters in range.
RustyDios 31 Jul @ 5:38am 
~~ Confirmed working post MELTDOWN update 0.30 ~~

Sweet.. noted and adding back into the modlist :0
sir Evans  [author] 31 Jul @ 5:09am 
Seems so :)
RustyDios 31 Jul @ 5:08am 
it's working though, no crashing,no heat generation ?
sir Evans  [author] 31 Jul @ 5:07am 
I don't think I'll add Overclocking to this one. Just assume it has build-in radiator beneath the floor and be done with it!
sir Evans  [author] 5 Oct, 2024 @ 2:12am 
Done!
Sorry for the delay, I lost my workshop id file as it was left on previous pc. Should work with MRTs just fine now.
Discarnate 2 Aug, 2024 @ 2:46pm 
Hello! could you make it work with the new MRT engines.
RustyDios 13 Aug, 2023 @ 1:13pm 
Yeah, I appreciate the fast response time :)
sir Evans  [author] 13 Aug, 2023 @ 1:12pm 
I will eventually ;)
Just wanted to get a nice shot first ^^,
RustyDios 13 Aug, 2023 @ 12:47pm 
Looks decent enough !!
Did you know you can add screenshots to your workshop page?.. side panel over there >>>
Just upload from your PC :)
sir Evans  [author] 13 Aug, 2023 @ 12:25pm 
Initially it was planned to be 5, you might be right about balancing.
But then, I can just increase the cost maybe? And add nuclear explosion when it is destroyed?

As for the roof, it looks something like this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3019749115

Sorry, I suck at making normal maps :/
RustyDios 13 Aug, 2023 @ 12:07pm 
Okay.. this is cool :)
Have you got some screenshots of the roof/blueprints too ?

I also feel, maybe as the 3x3 is only adjacent.. a 7tile range is a bit much.. even half (3) of that would be good.