Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Feuerhai's Coilgun Tech
38 Comments
shoot, mb im blind, need to delete some of my unused mods. stop it from cluttering up my sht
is their a factory mod for the AP ammo?
chees burger 19 Oct @ 2:06pm 
GOOD MOD
dx155 12 Oct @ 9:33am 
the ammunition is not shown in the crew management menu
Blank 9 Oct @ 11:24pm 
the projectile is not visible btw

you also have the wrong frame size
FrameSize = [256, 256]
each frame is 128
CloudBirb 8 Oct @ 2:45pm 
worked, the gun itself just has iffy pathing. anyone else having the problem, make sure theres doors on the top left/right of the deck coilgun, doesnt matter if theyre on top or to the side, just make sure theres top doors
CloudBirb 8 Oct @ 2:26pm 
ill *try* using the fix you mentioned in description
CloudBirb 8 Oct @ 1:44pm 
same as below comment, they just get stuck entering and exiting the airlock over and over, making an annoying noise and preventing operation completely
teranto 6 Oct @ 5:49am 
Part of the operator crew of the deck coilgun freezes up for some odd reason.
CloudBirb 4 Oct @ 12:10am 
cause of the settings crash is the mmct patch for this mod
Flodos [47th JOU] 22 Sep @ 2:12pm 
I have the same bug as Ash: when using the coil deckgun crew starts constantly cycling into the airlock for just a moment before going back. this happens regardless of the position of the module, the position of the airlocks, or the number of either. Something about the deck coilgun causes pathing issues. I've not tried the other coilguns, so I don't know if the issue happens for all of them.
Feuerhai  [author] 4 Sep @ 12:56pm 
Sorry for the late response - preview changes a lot about the common effects so I can't make it compatible with both preview and non-preview.

I am/was unable to recreate the bug for opening the settings - perhaps other mods are causing this?
CloudBirb 27 Aug @ 5:09pm 
same as star
starqueen 25 Aug @ 4:19pm 
this mod makes my game crash if you open settings
Zopto 23 Aug @ 12:01pm 
Yo, love the mod, but is there a reason the Deck Coilgun rotates at a whopping 3 degrees per second? It makes them incredibly hard to use, if not nigh impossible.

For reference, the Deck cannon rotates at a speed of 20 degrees per second.
urlings_55 23 Aug @ 4:48am 
The new preview is making the mod crash. Specifically "/COMMON_EFFECTS/ResourcePickup" at node "<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3547461234\Resources\APBullet\APBullet.rules>/StackPickupMediaEffects" could not be resolved.
Feuerhai  [author] 20 Aug @ 1:42am 
I reverted the Railgun changes, for good
Ash 19 Aug @ 9:02am 
interesting bug i found with crew when trying to get into the top 2 seats.... they will constantly try and use the airlock to get there
Lobotomy Gaming 18 Aug @ 11:30am 
Also I've just noticed an issue that since railguns can only function with the mod's AP ammo, NPC ships that use railguns don't work since they are designed to store and create only bullets.
Lobotomy Gaming 18 Aug @ 9:29am 
The ability to swap the ammo the railgun takes would be nice
Please revert the railgun modifications to the original version or split it into two separate versions. Thank you!
Feuerhai  [author] 18 Aug @ 2:15am 
@Lobotomy Gaming this is intentional or are you experiencing any bugs/issues with it?
Lobotomy Gaming 17 Aug @ 9:05pm 
There's an issue where the mod forces railguns to use the mod's AP ammo
Feuerhai  [author] 15 Aug @ 4:19pm 
@ash it took a bit of time, and sleep, I was unable to directly change my mod as it would change how the Deck Coilgun would operate so I made a seperate mod that modifies this mod to make it work with MMCT! Hope you enjoy ^^
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3549663473
Feuerhai  [author] 15 Aug @ 2:01pm 
@Kayra006 and @eragon2017 the stun the deck coilgun causes is intentional. However, (you can try this for yourself) when crew only has access to the bottom compartment of the deck coilgun, 2 crews will freeze and no longer move until you give them access to the top compartment. (Regardless if the gun is shooting or not)
eragon2017 15 Aug @ 5:55am 
yes the crew freezing is a feature of the base game Deck Cannon the wiki says: the cannon firing will stun all crew members around it in a 6 meters radius between 0 - 0.5 seconds,
did you copy the stats of the Deck Cannon for your Deck Coilgun without removing that attribute?
It even lists those exact attributes in its attribute window, below the Crew Speed
Kayra006 15 Aug @ 3:28am 
I think crew freezing when using the deck gun is supposed to happen
obsidianglek 14 Aug @ 2:54pm 
what i can do if when i place deck railgun, crew does not supply him with batteries, but supply him ap ammo?(sorry for my english)
Ash 13 Aug @ 8:11am 
thank you, thing that rly let me down with GA coils and macs were they couldnt interact with mmct
Feuerhai  [author] 13 Aug @ 1:03am 
@ash this crew bug is a bug on Cosmoteers side, it is unfixable and I reported it about half a year ago, sadly its low priority and won't be fixed in the near future. To avoid this bug make sure that the crew has access to all positions when placing down the deck coilgun. I will also be looking into why it doesn't receive power from MMCT power grid ^^
OupiGoupi 12 Aug @ 11:29pm 
amazing thanks for making this
Farello 12 Aug @ 10:29pm 
I tested the mod, and it seems to me that it would not hurt to increase the rate of fire a little, instead of 25 and 20% to 35-40 and 25-35%.

I tried to test the weapon, including in overclocked mode, installing several of its types, such as the deck gun, thermal beam, basic railgun and coilgun, and thermal beam, and in the current modification it has a similar speed to the deck gun, with which it overcame layers of armor, but at the same time the deck gun deals damage in AoE, without having the same accuracy as the deck coilgun, i.e. the gaps in the armor from the deck gun turned out to be much wider.

I think that adding a small increase in the rate of fire would allow this deck coilgun to directly compete with the deck gun.
Ash 12 Aug @ 3:51pm 
not sure if its a mod conflict (highly doubt it is) but the 2 crew spots at the front of the deck variant dont receive crew unless you reset crew, and idk which side this is on but it doesnt receive power from the MMCT power grid
Feuerhai  [author] 12 Aug @ 3:19pm 
I removed the Railgun modifications for now till I add the new factions ^^
Also was unsure how to rebalance the deck coilgun so I just gave it a 50% buff, give me your thoughts on it :3
Farello 12 Aug @ 12:11pm 
I like this mod, but is it possible to make it so that it only adds new ammo for the new weapons, and not for all railguns in general?

This makes the base game ships and all those downloaded blueprints that use railguns useless.

And is it possible to increase the firepower of the deck railgun? It is clearly inferior in destructive power to almost any weapon, default or from mods, and high accuracy seems not enough of an advantage considering such a small amount of firepower.
AnonaCraffter 12 Aug @ 10:52am 
thanks!
leonl0808 (GER) 12 Aug @ 10:36am 
the only problem i have with this mod is the change of vanilla railgun ammo, all enemy ships with railgun type guns became useless now. other than that, its an awesome mod
gemgwapo123 12 Aug @ 8:23am 
so cool:steamthumbsup: