Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Adjustable Fighter Components
138 Comments
joemama1512 7 Sep @ 1:07pm 
Ok. Ill add a note on my page that some designs may need some re tuning due to the heavy thrusters. I did not fully realize that your thrusters did dissipate heat as well so smaller radiators probably aren't necessary tbh. I misread it and thought when they were overclocked they radiated heat elsewhere.

I guess I should change my thrusters to match your heat dissipation as well, except for the vectored internal thruster. (which I guess wouldnt work anyway due to blockage) and the micro-thruster which would lack the mass needed.

No worries about the mining laser, just wanted to make life easier for you. I do really like your sprites and work on it and your unique take on it.
RustyDios  [author] 6 Sep @ 3:52pm 
I'm not going to add a 1x1/1x2/tiny radiator at this time. The Afterburners are working for the purpose of heat expulsion and the idea is a unique thing to the mod as far as I'm aware. I'm not saying there isn't going to be balance changes in the future to them but currently they are working as intended (including running 'cold' with the OC active). In testing designs it is still easy enough to overload the heat dissipation with the other weapons and shield-thermals-on-hit that a poorly designed fighter can catch itself on fire.

Thankyou for your understanding on these points.
RustyDios  [author] 6 Sep @ 3:52pm 
I didn't know your mod had a mining laser in its myriad of new parts, sorry for any overlap caused. Your mod does kind of "do everything", so any new part ideas in this mod are bound to be similar. I had thought the smaller mining laser was a new concept and I kitbashed the new sprites from the ground up.

I'm not going to reduce the prohibit restriction of the heavy afterburner, as that is part of the new balance of the thrust/power/heat. I'm sorry but you'll have to adjust your designs (I'm also tempted to turn the Lights back up - they're just too small and easy to abuse at the shorter range, it's throwing the balance of their power/usage off to me). Please consider I'm just trying to balance this mod on it's own merits and some design changes might be inevitable over time.
joemama1512 6 Sep @ 9:27am 
Oh hey, can you please make the same change for heavy thrusters to reduce them back to 3? They also got bumped up in plume size making a lot of ships illegal.

Also about the radiator, I forgot that your thrusters now act as radiators too which is a cool idea. It's really strong though as you can overclock the thrusters and they can heatsink themselves with extra sinking to spare. Basically thrusters are now 4x more powerful for free. You may consider tweaking the numbers so that overclocking the thrusters is not quite "free" and does build up heat, even if slowly.
joemama1512 6 Sep @ 9:08am 
Thanks for changing the light afterburner. Nice to have legal designs again! :-) No worries on the shields...Ill just go with whatever the base game does.

I saw you made a mining laser which is pretty similar to mine. If you ever want to pull one of my parts into the base mod, just let me know and if you want to tweak it, fine by me.
I don't want to get rid of mine because I don't want to break any designs or save games. I do like how you balanced yours with turret speed and rotation and CPs, vs my method of pulsing it to be 1/3rd strength.

I just uploaded my major overhaul so everything is working again. Overload will take longer.

Do you want to consider making a smaller radiator for the base mod? The big one is kind of overkill and pricey. If not, Ill consider how to make one.
RustyDios  [author] 5 Sep @ 3:13pm 
I spent almost two weeks slaving over those shield designs and effects, so I would rather they stayed in this mod.. for now at least. I'm sure you can understand the effort that goes behind this stuff, I'd like some of it to remain exclusive for more than a week :) :)

The disruptor might need more nerfs, yes. BTW it's 'normal' fire mode is a hybrid of the larger ones non&overclocked modes. it does minimal damage, just the penetrating lingering EMP. It's purpose is to be a purely supportive weapon. If it does need more nerf's the first thing it will get is a slower RoF, before I consider other measures....

I'm not sure when or why I changed the light afterburner to three tiles, it might have been whilst I was getting the radiator heat expel working. I have set it back to ProhibitBelow =1 :) ((for the next update ~ about 1hrs time, just finalising some screenshots :) ))
joemama1512 5 Sep @ 2:31pm 
Do you mind if I use your shield graphics when I get around to adding overclock effects to mine? They are sooo cool.
joemama1512 5 Sep @ 2:30pm 
Oooh. I did not know you could ALT-scroll. That is great to know and makes sense. I only saw the basic reactor stayed at 3. I do see the star reactor bumped to 5. Ill keep the heavy at 4 so it offers more brute force but gives the advanced a valid place as well.

Disruptor still seems crazy to me but you can always adjust as you playtest it. But it is getting a full strength Overclocked disruptor effect all the time with no heat, in a protected tiny turret, with a slight range nerf as the only drawback. With dynamo you can literally stick it anywhere and it doesn't even need power.

One more request: Can you please change the light thruster back to a 2 tail? By now there are a ton of designs out there that expect this and use the light ones backwards and/or internally and this change breaks all these designs which causes a lot of misery for a fairly minor balance change that doesn't seem necessary IMO.
RustyDios  [author] 5 Sep @ 1:43pm 
Also not much I can do about UI issues.. Meltdown improved them alot with ctrl/toggle for overclock and alt/hold for scroll ... but yeah, we're limited to the width walt gives us
RustyDios  [author] 5 Sep @ 1:15pm 
All reactor ranges were increased so people could build slighter bigger fighter designs, with many parts (including yours!) :) I'm hoping the relaxed restrictions from the pre-meltdown settings helps people better utilise the fighters.

And I will re-link your mod, sorry for cutting it out in the description re-write must have slipped past me.
RustyDios  [author] 5 Sep @ 1:13pm 
Thanks for the feedback! That's a lot to take in.
Overclocked afterburners serve two purposes a) massive speed increase, this ships are meant to be darting in and out of combat, they lack health and even the shields get ripped apart in 4-5shots, 1 from a deck cannon.. speed is thier defence.
b) Overclocking the afterburners opens the valves and turns them into a radiator - every afterburner becomes a radiator. Whilst not much, it quickly adds up with the full 'free 8' lights, and some heavies ...

Dynamo on lasers and disruptors are working as intended and you got the right idea with them.. it's so they can sit outside reactor range and still fire. The disruptor bolt is 100% working as a lingering penetrating effect even non-oc. I've already nerfed the ranges down to 150 and the disruptor firing time up by 2/3rds

Thanks for the kind words on the shields, I spent a lot of time on those
joemama1512 5 Sep @ 12:13pm 
Also I noticed you buffed the advanced reactor hugely increasing it to a 6 reach square which is 169 squares. I guess that was intentional? It probably makes sense as basic reactor is 3 but I am surprised you increased it that much. A 5 reach is 121 squares. 4 reach is 81 squares and 3 is 49.

Finally, would you mind re-linking my mod in your description since I have it sorted out and at least functional at the moment. Thanks!
I will start making changes to my mod parts in accordance with what you have going on.
joemama1512 5 Sep @ 12:06pm 
Were you going to do a smaller radiator? Or some kind of heat-exchange alternate part?

Also note that your stats are kind of hard to read if you have GUI magnification on. Be nice if we could widen the info panels a bit.
joemama1512 5 Sep @ 12:02pm 
I like the dynamo effect of your lasers. At first I didn't but I realized you could add them outside the ship and they could still fire at decent efficiency. Its an interesting idea.

Your shield effects on overclock are awesome. I love it! You blew my efforts away by making your arc shield 8x directions pickable.
joemama1512 5 Sep @ 11:59am 
Hey, so Ive looked over your mod and appreciate you cranking it out and including shield,thruster subcomponents for me!
A few things jumped out at me to mention. Thrusters are kinda OP in that overclocking gives the 4x the thrust instead of 2x with a lot less heat than normal thrusters. Probably would want heavy ones to generate more heat than regular ones too.
The Disruptor turret is interesting. Seems OP. Would reduce range and shield dmg. Also, the overlock seems to actually add the penetrating AOE disruptor effect instead of the stated dynamo effect. Which would be fine maybe but it does linger when you turn off the overclock.
RustyDios  [author] 4 Sep @ 3:56pm 
Check the mod requirements .... ....
幻音GHOST 4 Sep @ 3:04pm 
The given key 'roof_pipecaps' was not present in the dictionary.

System.Collections.Generic.KeyNotFoundException: The given key 'roof_pipecaps' was not present in the dictionary.


@RustyDios
The Great Scribbly One 4 Sep @ 12:33pm 
Odd. If it happens again I'll dig through the crash report and find the exact file route.
RustyDios  [author] 4 Sep @ 11:41am 
Hmm, we played for three hours yesterday with no issues.. and I've had no issues during the hours of testing I've done
The Great Scribbly One 4 Sep @ 10:13am 
Fighter thermal batteries cause crashes even with the coloured pipe caps. Otherwise very much enjoying the update!
RustyDios  [author] 2 Sep @ 9:40pm 
THE MELTDOWN UPDATE IS LIVE
Nyabinghi 21 Aug @ 2:16pm 
Thank you very much. Especially for your pre:steamthumbsup:cious time.
sendme_kaos 8 Aug @ 12:52am 
yeah 99% of mods get broke over the lamest update of basically becoming a firefighter in space. lets crap on the sole reason anyone plays this game and AKA Mods and introduce an update that neither provides nuclear meltdowns or a dyson sphere no lets battle ship fires like we are in the USN. i wish Valve gave store credit at least and allowed us to abandon games that went into the Cleveland Browns pile.
RustyDios  [author] 30 Jul @ 5:19pm 
Yep, it broke 99% of mods .. Unfortunately I'm kinda busy with my kids until the end of August when they go back to school ... but I WILL be spending every free minute trying to do updates as fast as possible.
sagepeacooler 30 Jul @ 4:58pm 
seems the new patch today broke the mod
MysteryKoolaid 1 Jun @ 9:00pm 
Sorry, thank you.
RustyDios  [author] 1 Jun @ 3:49pm 
That is not from this mod, you'll want to seek out :
Joemama1512's Expansion for Adjustable Fighters and Components
Link above in the mod description ...
MysteryKoolaid 1 Jun @ 1:38pm 
Im having problems with the fighter component, 'Fighter Antimatter Minelayer' in multiplayer. Whenever it fires, it causes a desync issue, and the game takes a couple minutes to resync, which upon resyncing, lets a frame pass, then desyncs again. We've had this problem since last year, and just came back to the game hoping it was fixed and it hasn't sadly. We think it's from this mod, if it isn't feel free to let me know and I'll head somewhere else lol.
RustyDios  [author] 7 May @ 6:56pm 
Still working for me...
.. are you on the beta/test branch? Because I can't update the mod for that until the beta/test branch becomes the stable release ...
fernandoqc 7 May @ 3:47pm 
It's not working anymore, it was the best mod ever created, would it be possible to fix it?
RustyDios  [author] 6 Apr @ 11:49am 
Yeah, I tested for about 4hrs after yesterdays changes and most of the thruster issues seemed to be fixed.
Hammerhead 6 Apr @ 9:27am 
Nice! Idk if this will help you, bit I have noticed it's almost exclusively with lateral thrusters. If I only use offset forard/rear thrusters, it seems to handle itself ok, but the moment I put any on the sides it goes haywire.
RustyDios  [author] 4 Apr @ 6:05am 
I've noticed this too.. I'm trying to work out why the thrusters are suddenly not firing correctly
The issues appeared after the main game updates to a)MRT's and b)dynamo thrusters

.. I'm not 100% sure what the game changed to do with thrusters but I'm now comparing the fighter thrusters to base game, and there is a few new/changed things
Hammerhead 3 Apr @ 8:23pm 
Hey, so I love this mod, but I'm having a big problem with thrusters! They're firing incorrectly for maneuvering. For example, I have two rear-facing and two side facing thrusters in the back. One of the side thrusters is just going full-blast when my fighter is trying to fly forward. There are other examples as well where they don't behave like vanilla thrusters.
GreenBugatti 30 Jan @ 11:21am 
i am defo going to be using the unlimited mod but also use only the base mod when my friend makes a op ship
GreenBugatti 30 Jan @ 11:20am 
Thanks (after reviewing, i also realized this and that they were only INTENDED FOR FIGHTERS)
nevertheless, this makes fighter building SOOO much easier and thank you again :D
RustyDios  [author] 30 Jan @ 10:29am 
As weird as it sounds the limits were put in place to stop the exact "abuse" that you use them for, lol, therefore in the base mod here I won't be removing the balancing limits ..

BUT if you wish to do so you can use This Mod Here to do exactly that :)
GreenBugatti 30 Jan @ 10:03am 
in some of my ion beam ships for instance, i used small amounts of shields to protect the innards from shots chain- reacting throughout my ship
GreenBugatti 30 Jan @ 10:02am 
in some of my best ships ik its op but i ues the overlapping design of shields to protect the front or back as a smaller version of small shield
GreenBugatti 30 Jan @ 10:01am 
also
can you add a feture to remove the balancing of 4 reactors?
GreenBugatti 30 Jan @ 10:01am 
Ty rusty yeah it did
RustyDios  [author] 29 Jan @ 2:59pm 
If you mean "should the fighter shields work with normal ship reactors" ... then, no.

I did this (no doors) so the fighter-shields are limited/linked to the fighter reactors, and the fighter reactors are limited to 4 per ship. This is to encourage players to not "spam" their ships with fighter-shields (especially the bubble kind), which is quite unbalanced.

Why are the fighter lasers not restricted like this as well? This is because they are roughly the same power level as standard point defence, so I felt those should have a door/access and the option of a normal battery.
RustyDios  [author] 29 Jan @ 1:54pm 
They should work with all the fighter reactors
JambitPlays 29 Jan @ 1:52pm 
Thank you for the quick response.
Are shields not intended to work with larger reactors?
RustyDios  [author] 29 Jan @ 1:45pm 
They don't require manually supplying power/batteries, so I removed the doors because they were pointless and to give back a little bit of "puzzle element" to building with these parts.
JambitPlays 29 Jan @ 1:41pm 
Is there a reason the shield modules on the previous mod version had door access, and this mod does not?
Specifically for the Arc and Radial shields.
joemama1512 29 Jan @ 1:36pm 
Hey thanks for fixing the doodads_off thing so quickly!
RustyDios  [author] 29 Jan @ 12:06pm 
It "should" work, as I myself done the switch/update many many months ago.
GreenBugatti 29 Jan @ 11:16am 
Does this mod work if i had used the previous mod in my career?

it no longer works because of the update so i was wondering if i changed to this version whether i could still use my ships i had made with the old one in my career
GreenBugatti 29 Jan @ 11:14am 
Hey Rusty