Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Borderless Bulkheads
   
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Tags: Mods
File Size
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396.409 KB
Jul 23, 2023 @ 4:42am
Jan 5, 2024 @ 5:47pm
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Borderless Bulkheads

Description
My personal rendition of Doctor Jaska's Bulkheads.

Bulkheads are armoured internal airlocks corridors that prevent fire and damage from spreading while still allowing crew to pass through. Crew move slower through a bulkhead.

Value: 200C (8 steel)
Size: 1x1 meters
Weight: 2 tons
Hitpoints: 2000
Penetration Resistance: 3 meters
Area Damage Resistance: 75%
Crew Speed: 75%

The difference here is that I make them blend seamlessly with corridors and they don't require doors on all sides, if part of a corridor. I also changed the floor and roof sprites a little.

Part is whitelisted for use in Build and Battle pvp mode and will be unlocked by default.

This version can happily run with the original if you so desire.
10 Comments
sir Evans Aug 6, 2023 @ 3:47pm 
Excellent :D
RustyDios  [author] Aug 6, 2023 @ 3:00pm 
Updated to 75% .. you convinced me 66% was too slow ;)
RustyDios  [author] Aug 6, 2023 @ 2:50pm 
Yeah, it's why making good use of corridors and walkways really helps the larger ships.
Even on smaller ships just adding a singular corridor strip can greatly increase crew-routes
sir Evans Aug 6, 2023 @ 2:35pm 
That's crazy, just 50%?
No wonder that operating larger ships is so annoying.
RustyDios  [author] Aug 6, 2023 @ 2:31pm 
From the base_part.rules its 50%
Point Defence and Corridor have 100%
Walkways are a bit weird: Direction 200%, Across 75%, Against 25%
FireExtinguishers: 75%
sir Evans Aug 6, 2023 @ 2:17pm 
Rooms I think have standard 60%, so something along 75-80% should be ok for the crew and pathfinder code :)
RustyDios  [author] Aug 6, 2023 @ 2:13pm 
Maybe I can set it at a 75% reduction, this would make it the same travelling the "wrong way" on a walkway. And would mean taking the corridor with a bulkhead is likely to be a faster route than going through another room ?
sir Evans Aug 6, 2023 @ 1:57pm 
Yeah, I can see the lines of your reasoning, but look:
Cost is increased, right? Well in actual ships bulkhead doors are usually open during normal operations so they do not impede the crew and are only closed in case of emergency like fire and flooding.

My point is: his was a good idea for a mod. Yours can be better :)
Btw, nothing wrong with fireproof corridors :D

But anyway, I'm not gonna tell you how to balance your mods, just thought that original idea was half-finished - at low crew speed crew avoids these if faster path is available, so... these become trully useless on larger ships as they cause crew to zigzac between areas.
RustyDios  [author] Aug 6, 2023 @ 1:22pm 
These are set at speed 66% as a balancing measure.

The original mod had these as standalone 1x1 walled blocks that needed doors on each side. Essentially upping the cost of the bulkhead by price+doors .. and making a corridor section of these be a line of doorways.

By removing the doors requirements (and blending the walls and corridor sprites) I'm already making these much easier to use and "effectively cheat-like" as a fire-stopper, internal-walkable armour .. so the speed reduction is for limiting how many of these you use.

You want the bulkheads to be at key-corridor-intersections, or along the edge of 'that' reactors weakside that needs an access path ... but I don't want these to become to just become "cheat corridor 2.0" ? ... if that makes sense?
sir Evans Aug 6, 2023 @ 8:22am 
RustyDios, I am also using bulkhead mod and I've noticed something - crew speed at 60% was default vanilla for non corridor components.

I think bulkheads are pretty useless with that crew speed (they are after all empty spaces with blast doors on both sides), so maybe it would be good thing to set speed to something corridor-like?

Just saying ^^