Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

AI Powered Ships
75 Comments
aredja2  [author] 2 Sep @ 7:45pm 
@DLockholm and @Haru I don't use the ETTM but if you scale through the tiers fairly quick and most of your gameplay is with (if I remember right) tier 7 parts, you could pull the mod from github or extract it yourself, then add compatibility for just the tier 6-7 parts, cutting your work down quite a bit.
Theoretically, it would be fairly easy for the base game tier parts, as you could copy the base game counterparts already in the AI ship mod and tweak them slightly (Unless they change more than I realize through tiers).

Haru, you could give the Power distributors mod a shot. It can be a bit strong, but allows you to cut down crew amounts here and there.
Haru 1 Sep @ 7:37pm 
@pit-s i have 4k+ crew on my station alone so its pretty perfomancy intensive if i make some bounty/mine runs
Haru 1 Sep @ 7:36pm 
u can if u want to. not a necessity. i can life without it, but thanks for offering :D
pit-s 1 Sep @ 7:34pm 
@Haru
Sure I would also like to use it with modded content that needs to be crewed but not if that means I have to take the hit to performance again - I dont even want to know how the game would run if I had to run my ships with the suggested 400+ crew instead of the ~60-80 thanks to this mod.
DLockholm 1 Sep @ 7:24pm 
I could take a look at making a pull in github to add compatibility with ETTM stuff if present in the game/mod list but we'll see, I don't use ETTM tbh but I could try
Haru 1 Sep @ 5:12pm 
yea just wanted to point out. From my understanding so far to add more compatibility and make pushing updates/patches easier is maybe to go with the suggestion below to make it crew invis and insta move ish i guess. Was just looking for a way to reduce late game lag due to high crew usage.
DLockholm 1 Sep @ 4:19pm 
@haru i mean to be fair the mod doesn't mention compatibility with ETTM
Haru 1 Sep @ 3:57pm 
does not work for at least "alot" from my testing with extented tech tree mod. It shows the symbol but it doesnt apply link to the mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946411143
DLockholm 1 Sep @ 3:19pm 
yep you're right, just today steam finally updated the mod, now it works wonders. Thank you so much
aredja2  [author] 31 Aug @ 11:36am 
@DLockholm, perhaps steam hadn't uploaded the changes yet? I see the arrow on mine right now.
DLockholm 30 Aug @ 9:31pm 
I just unsubbed from the mod, restarted the game, subbed again, restarted the game and entered a new game in creative mod, and maybe is my keratoconus in my left eye (not joking) but I swear to god I'm not seeing the arrows you mentioned in the patch notes. Even if I rotate the part inside and outside blueprint mode I still can't tell which way the core is facing (What I'm currently doing is rotating each core until the building works)

I'm leaving a screenshot in imgur to show you
https://imgur.com/a/MWzeDqK
aredja2  [author] 30 Aug @ 3:21pm 
@DLockholm Just pushed a update for the Single core to make it easier to understand which direction it buffs.

@Coldfire2345 That's a fun idea, but a bit too much work for my casual modding time. It would be interesting to see if someone could create a much more optimized crew variant capable of this without a large hit to performance.
DLockholm 27 Aug @ 11:11pm 
also it is VERY difficult to know which way are the single AI cores facing, for the love of me I cannot see any visual guide when placing them (both inside and outside blueprint mode)
DLockholm 27 Aug @ 11:08pm 
Yeah there is a weird bug where this mod makes Manipulator Beams behave as if they themselves give AI connections, they even show up the interface and all the effects
coldfire2345 26 Aug @ 12:31pm 
Idea for AI Mods:
Make the AI blocks function like a bedroom in code, which holds crew that are invisible (no sprite).

These blocks would always spawn with crew.

If possible, make them not count toward the crew counter.

For balance, the invisible crew would still need a pathway to the stations they operate. This prevents ships without walkable paths from working.

Optionally, increase their speed so they can move instantly, ensuring they don’t slow down gameplay.

This setup would make the mod more balanced and also allow it to be compatible with every in-game mod available.
aredja2  [author] 25 Aug @ 7:32pm 
@Dead_Kavaiol There is a list of functional mods in the description. It is on github if you want to try your hand at adding your favorite mod items.
scripper2002 25 Aug @ 1:38pm 
@aredja2 i want to know if its still updated and compatible with the meltdown update
Dead_Kavaiol 25 Aug @ 11:49am 
Sorry to put it that way but from my experience it does not supprot ANY modded rooms, making it useless in modpacks.
Also no clue how to chain AI cores, could not get it to work...
Chronos 21 Aug @ 5:59am 
@Sorayuki
Not an experienced player myself, but I was having similar issues. In my case I had to to make sure the crew had access to the core to supply power to it, and it was not working with some of my modded parts, but it does with the base game ones.
Sorayuki 21 Aug @ 5:48am 
Sorry to ask here, but I've been trying for hours and still can't fully understand how the AI core of this mod makes ship components operate without human intervention. My crew still seems to operate facilities that require manual control as usual, while the AI core doesn’t appear to be functioning at all. Is there any experienced mod player who could teach me how this works?
Nardi 🐾 21 Aug @ 3:02am 
Why does Manipulator Beam act as +1 AI Core on left side of it?
Mrbread 20 Aug @ 4:53pm 
@VF-HUNTER

And?
VF-HUNTER 18 Aug @ 7:39am 
the core images look ai generated like.. i dont know if im wrong
aredja2  [author] 11 Aug @ 8:01am 
@GreenBugatti I'm not sure how to implement that to be honest. I have an idea on how to automatically make attack patterns that are hands off, but if I was to work on that It wouldn't be anytime soon.
GreenBugatti 11 Aug @ 5:04am 
is it possible to make this 'ai' mod have a control block that allows you to make your ships ai controlled? os you dont have to control them?
GreenBugatti 11 Aug @ 5:03am 
hey
aredja2  [author] 10 Aug @ 3:32pm 
@Chronos, just the larger cores. I thought the smaller were fine as is. The upgrade is auto unlocked as the AI cores are quite expensive to research already.
Chronos 10 Aug @ 12:49pm 
Can you overclock the small cores, or just the bigger ones?
And is it a separate research?
AnonaCraffter 10 Aug @ 11:42am 
oh, OK
aredja2  [author] 10 Aug @ 11:41am 
@AnonaCraffter My Laser Emporium mod, the General Munitions Reupload version mod, the newly updated Galactic Allegiance mod, and I think the ST - AFA Core and Federation mods. Might be something else mixed in there. I have 60+ mods at any given time haha.
AnonaCraffter 10 Aug @ 11:37am 
what mods are used for the title picture?
aredja2  [author] 9 Aug @ 11:32am 
@chronos I'm glad you like it! I'm currently trying to fix a handeful of bugs across my mods, but am also setting up a local AI coder than I may be able to train to add mods easily! If I can get this working I will check out deranged industries.
If you want to give it another shot, you can download soemthing like cursor and use their free trial to have claude added your mod. No experience needed. Maybe a youtube video. I'd use Claude if you do this. It can also interact with git for you.

@Arkcane The indicator on small cores is a great idea! I totally forgot to add that. And as for the larger range, I just added overclocking for just that purpose! If you can take the heat, you can take the battle!
Chronos 9 Aug @ 5:35am 
I really love this mod, thank you!
Now, if it is not much trouble, I would like to suggest to add compatibility to Dondelium's The Deranged Industries weapons, like the Ion Bean PD and Advanced Missile Launcher.
I tried learning how to do it from the Git but I have no coding or modding experience.
Arkcane 8 Aug @ 8:54pm 
I think it would be helpful to have the small cores to have a direction indicator or them or make them effect all adjacent squares. Also I feel like the rooms should have a much bigger range for how large they are. the advanced core only having a 3 tile range for it being as large as a bridge. maybe its because I am in mid game and not late.
aredja2  [author] 5 Aug @ 8:07am 
@Nixdorfer There is now a git repo! https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships
timmy 5 Aug @ 3:26am 
Well, don't know what it was, a few restarts and trying other mods and now it works ;). Before it was not showing the "brain"-icon anywhere. Since this shows up, it works with everything.
Thanks for the work.
aredja2  [author] 4 Aug @ 10:37pm 
@timmy The last update broke it's interaction with the Star Trek A Final Assault, but it's still functional with the other listed mods in it's description. The general munitions re-upload just got updated, and it works great!

@SES Dream of War Looks like the issues were elsewhere, and this mod is good to go if you want to create versions with your textures.
timmy 4 Aug @ 10:23am 
Well, does really only work with base-game items. E.g. not with the Star Trek Mod phasers or impulse engines.
p0hil. 4 Aug @ 4:03am 
Not sure, from what I trued it does not work with any weapon mods. Might be due to the update, did not work with Advanced Missile Launchers and not with More Deck Cannons
aredja2  [author] 3 Aug @ 12:23pm 
@Чвк Урурур thanks!

@Snensgams, I'm working on a fix for the new update!

@SES Dream of War, thats fine by me, but I would wait until I've got a fix for the newest game release
SES Dream of War 3 Aug @ 11:08am 
hey there!

would you be OK if i made an addon to your mod that simply resprited the AI cores? I love the functionality, but the brain aesthetic really icks me out a bit.
Snensgams 3 Aug @ 2:18am 
It works for only base game weapons for me and it only works on old ones not like the new heat laser beam
Чвк Урурур 3 Aug @ 1:11am 
Thank you for your response, and I want to compliment you on the high-quality textures, which look great.
aredja2  [author] 2 Aug @ 4:01pm 
@Чвк Урурур If I understand you right, that is my Laser Emporium mod.
Чвк Урурур 2 Aug @ 2:27am 
Please tell me, from which mod is the building to the left and above the reactor?
aredja2  [author] 1 Aug @ 3:10pm 
@Everyone, it's been a bit since I looked at cosmoteer. Looks like the newest update wrecked just about everything on many many mods. Ill see if I can use an AI to help me fix the code faster when I get time.
@Nixdorfer I didn't have a git project for it, but If I can get it running smooth again after any update issues I'll create a repo for it.
Kokorocodon 1 Aug @ 2:43pm 
does it still work?
loh 30 Jul @ 2:12pm 
starsector vibe
Nixdorfer 29 Jul @ 7:04pm 
hi, i just made a patch for the mod extended tech tree. do you have a github project? how can i submit a pull request?
Mr. X WeregλrurumonX 25 Jul @ 9:07pm 
Reference "~/Part/Components/PartCrew/Crew" at node "<F:\SteamLibrary\steamapps\workshop\content\799600\2888343841\Parts\Misc\sensor_array\sensor_array_mk1.rules>/Part/Stats/CrewRequired" could not be resolved.