Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

RE:GMPW (deprecated)
49 Comments
Conniday  [author] 23 Sep @ 8:42pm 
Yay!
Panzer_61 23 Sep @ 7:06am 
The mod worked, thank you so much. I'm so glad I stumbled upon this mod—it's become a real gem for the game! Thank you for your hard work. :)
Conniday  [author] 21 Sep @ 10:34am 
mod updated, check if it works now
Panzer_61 21 Sep @ 7:55am 
I don't know if it might be it or not, but it gives me this : "Unable to find node at path "Sound" relative to" and \steamapps\workshop\content\799600\3472566018\Parts\Weapons\SandevistanDrive\sandevistan.rules>/Part/Components/BoostOffComponents/Components/BurstEffects/MediaEffects/0".
Conniday  [author] 21 Sep @ 5:52am 
currently working on the mod again, anyone care to send me the crash logs as to why the sandevistan isn't working?
Conniday  [author] 20 Sep @ 1:08am 
i guess ill do that for now
names[] 18 Sep @ 7:45pm 
its a kinda half-assed solution but you can comment out the sandevistan drives from mod.rules and techs.rules
Conniday  [author] 18 Sep @ 9:02am 
dont want to work on any cosmoteer mods right now
mgunh1 18 Sep @ 2:45am 
No longer compatible as of 30.1b
sandevistan.rules appears to be the issue
Azrael Arouvotz 17 Sep @ 11:43am 
Considering when everyone started reporting problems, I'm guessing 0.30.1's sound update is what broke this, just like how it broke most mods.
Kanna Kamui 17 Sep @ 9:04am 
The mod throws an error when launching. Is there a solution?

Or are you working on it? Because I see many people have a similar error.
CrankySmurf 15 Sep @ 10:04am 
Crashes on boot
{+} TheKorpsemen {+} 13 Sep @ 8:04am 
Im also having issues when booting it up
Willbj 11 Sep @ 6:17pm 
yes me too there is a issue with the mods with this recent update
kOiGuhn 10 Sep @ 9:56pm 
It appears that there has been some kind of unannounced patch that has bugged out this mod.
Conniday  [author] 8 Sep @ 7:02am 
@kOiGuhn

I actually brainstormed a particle-based spinoff of this mod, yeah, but I didn't do it because life is already pre-occupying enough on me as it is.
kOiGuhn 8 Sep @ 2:48am 
I'd personally name it "Practical Particles",
kOiGuhn 8 Sep @ 2:47am 
Hmmm, Have you thought of doing an energy centered mod like this? Particularly in the anti shield department, I'm using those spinning bubble shields and they seem invincible beyond railguns.
rithicae.monroe 19 Aug @ 9:58pm 
@TheRyderShotgun
Think something along the lines of an amped-up booster thruster that can be placed inside your ship that is specifically designed with combat in mind
TheRyderShotgun 15 Aug @ 9:03am 
what do the sandevistan drives do?
Ulern 10 Aug @ 3:32pm 
exelent
Conniday  [author] 10 Aug @ 7:47am 
Yea
VII 10 Aug @ 5:48am 
oh wait it seems to be the "long" variants(ones "under the ship") can fire past one armor block the roof versions are fine.i kinda like this makes all 3 versions of the guns has a style of use...was this intentional?
Conniday  [author] 10 Aug @ 5:23am 
oops
VII 10 Aug @ 5:04am 
did something happen? this mod was working fine the other day came back and there is no bullets leaving the barrels,no damage inflicted or anything.
Conniday  [author] 7 Aug @ 2:59am 
幻音GHOST I would like as much help as I can get, actually! I've got a lot on my mind but I don't tend to do much with it, hehe. Thanks you plenty.
I will also consider the spare magazine option you have provided me, though I do not know when I will or if I will implement it.
幻音GHOST 6 Aug @ 2:18pm 
@Bonible

Therefore, if you could designate a spare ammunition storage location for all your magazine-fed weapons and strictly enforce the empty magazine before reloading, just like the original chain gun, I believe this problem would be greatly improved.

By the way, my friend and I have recently been working on balancing numerical changes and optimizing mechanisms for your mod, but we encountered a lot of coding problems. If possible, I hope you can help me. I will write another article to tell you in detail about our ideas and changes.:os_sun::os_niko:
幻音GHOST 6 Aug @ 2:18pm 
@Bonible

In fact, during my two days of testing, I discovered that you've already provided a solution; it just needs to be applied to other weapons. For example, the large autocannon is very similar to the original chain gun. They both have magazines, a fire dead zone, and spare ammunition. When the magazine is empty, the large autocannon draws on the spare ammunition to refill it, and the crew carries the ammunition to the spare ammunition, which is actually a normal logistics cycle. A major reason other magazine-fed weapons have logistics issues is that they skip the spare ammunition step. They integrate the spare ammunition with the magazine. While the crew appears to be loading the spare ammunition, they're actually also feeding the magazine, resulting in incorrect ammunition requirements and ammunition waste.
Conniday  [author] 6 Aug @ 3:14am 
@幻音GHOST

I kind of suck at math, and this mod was made with my badness involved haha, sorry!
If you look at the mod code it is atrocious, probably. The stats seem fine but then when you have to translate them to in-game stat displays it really does fall apart. And also, I haven't figured out how to make crew *not* reload while the gun is firing, so, 'ah, that's also pretty bad XwX
幻音GHOST 5 Aug @ 3:30am 
Hi, I really like your work, but I've noticed a few issues I'd like to see addressed. First, all the cannon weapons have unclear descriptions. For example, the large autocannon has a 20-round magazine, which requires 10 rounds to reload after emptying it, meaning two rounds are equivalent to one ammo. However, you didn't clearly describe this, simply giving a vague 80ammo capacity. This makes it difficult for first-time players to understand how these weapons work. Second, these autocannon weapons' unique reload logic disrupts the original game's logistics system. Personnel will relentlessly reload these autocannons, even after firing only a few shot. This results in significant ammunition waste and logistical challenges. I hope you can improve this aspect.

Thank you for reading this review. I'm a Chinese player, and I apologize for any misunderstandings caused by my grammar and spelling, but I sincerely hope this mod can be improved. :os_niko::os_niko:
Conniday  [author] 4 Aug @ 6:31pm 
Updated for Version 0.30.0.
Should work, hopefully, but the projectiles won't set anything on fire until I get towards making them do so.
CHALAZO 3 Aug @ 9:02pm 
Will there be an update to version 0.30.0..?:steamthis:
Doridos 3 Aug @ 6:48am 
ok ok
Conniday  [author] 3 Aug @ 6:28am 
I have COLLEGE
Wait a bit man!
My other mods might work though. Rooftop chaingun works but currently doesn't have an overheat function.
Doridos 3 Aug @ 5:19am 
not workin update when
AnonaCraffter 2 Aug @ 4:48pm 
and no you can't be my friend on steam, sorry!
AnonaCraffter 2 Aug @ 4:48pm 
why yes you do @ulern
Ulern 2 Aug @ 12:46pm 
hmmm do i see a fellow space engineer down there?
Baka yellow 13 Jul @ 9:46pm 
That. And it's better he do the update after the stress testing has finished. xp.
Conniday  [author] 12 Jul @ 10:45pm 
I know, I'm just lazy.
AnonaCraffter 12 Jul @ 9:01am 
@Bonible the heat update(meltdown) is out for preview the code is previewpreview
Baka yellow 15 Jun @ 5:50pm 
oh okay. FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Conniday  [author] 14 Jun @ 8:23pm 
The curse approaches. As soon as the update strikes, all your modlist will be Null.
Baka yellow 14 Jun @ 6:32pm 
i feel attacked for some reason. It's prooobaly nothing....why is the update looking at my local mods like that?
Conniday  [author] 14 Jun @ 5:11am 
But I'll wait for the next Cosmoteer update that adds Heat because then I'll be able to fix everything that crashes the game
Conniday  [author] 14 Jun @ 5:10am 
Maybe, those have been in mind
the scallywag 14 Jun @ 12:24am 
would you add stuff like casemates and large-calibre broadside guns?
Conniday  [author] 9 May @ 2:06am 
Roof cannon
Baka yellow 9 May @ 12:46am 
uhhhh what's been updated