Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Tags: Mods
File Size
Posted
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109.567 KB
Nov 18, 2024 @ 1:14pm
Nov 25, 2024 @ 2:38pm
6 Change Notes ( view )

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GLOBAL UPGRADE

Description
0.27.2a Update

MIXED MOD FOR FASTER CAMPAIN

Reworked many in-game stats to improve QoL and Frame Rate
(a lot of love for mines, cannons and DeathStar)

Major


- Increase All Storage x10.
- Increase amount of mining ore drop X20 and X40 for uranium, carbon and gold.
- Divide by 5 the resource cost of all parts=> 5 times less waste during combat, much smoother end game (Framerate++ in salvage mode).
- Adds colors to each resources icons base on scarcity (Commun= light, Rare = bright).
- Hyperdrive beacon, resource collector, sensor array, and engine room works without crew!
- Resource collector use 0 energy (Always active !)
- Deck cannon use only 4 ammo by double shot and large canon 2 by shot now.
- Increase Chaingun ammo box to 15 (less space required to have a good DPS) and increase starting rate of fire.(same range, better DPS ≈+45%)
- Reduce energy consumtion by 10 for shield, hyperdrive jump, thruster and sensor.
- Railgun, Mines and laser projectiles are now untargetable by flak cannon and defence point but defence system win 50% range.
- Fix late game point defence shot: damage X30, rate of fire /30 (Framerate)
- Ion Beam combination factor remains at 1 (Deathstars design works now !You can build unoptimized lasers, and they still work!)

Minor


- Great reduction of the corpses lifetime (60 to 3 sec), much smoother end game (Framerate++ in battle).
- Increases starting money on Builder difficulty to 200,000 credits.
- Increases money and fame rewards on Builder difficulty to 300%.
- Increases drop rate and salvage efficiency, significant increase in the speed of transfer resources and ammunition by the crew (X100).
- New crew member cost 50 cr ALWAYS
- Reduce reactor explosion and make it more progressive between each size (5-8-14 now // 6-8-18 before).
- Increase sight range by 50% .
- Increase crew oxygen by 100%, acceleration by 100% and salvage damage by 100%.
- Increase ship speed by reducing the drag by 50% and increase thrusters acceleration by 100%.
- Improves railgun buff accelerator from 20% to 25% and allows the crew to walk over railgun accelerators.
- The railgun no longer has a damage/range limit if you stack it
- Upgrade all cannon velocity and range to counter end-game Beam Ships...
- Improves missile he and emp tracking. Nuke missile have +50% radius and little more range but less HP)
- Improve mine : visibility, repulsion and lifetime.
- Increase mining laser damage and range by 100% and 50% (Faster mining).
- Mining laser and deck cannon now have 360 ​​degrees of rotation.
- Increase the output of the power capacitor to 3 power cells
- Increase shield angle for small (90->360) and large (160->360) shield generator.
- Increase factory production by 100%, remove conveyor reduction.
- Set hyperdrive Jump effeciency from 50% to 100% and effeciency range from X4 for each size.
- Change tractor beam fx (Framerate++)
- Change fire tick update damage and spread update (Framerate++ in massive battle)
- Remove the collision between deck guns, sensor array, tractor beam emitter and hyperdrive beacon (you can build deck cannon wagons)
- Remove useless game speed (X¼ | X2 | X4 )
- Asteroids with rare resource are little more regular and small Asteroids less regular.


Add standard Mods:
- HUGE SHIP
- HUGE CREW (only on "MAX" setting)

To reload your save/blueprint in vanilla without crash, after loading, while your game is paused, put back in build mode the following elements on your ship:
Hyperdrive beacon, resource collector, sensor array, and engine room to reset energy value. Crash is caused by driverless function

Feel free to copy the mod into your "standard Mod" folder and play with your own settings.
Just open mod.rules with notepad++, put C++ language and change the values you want
4 Comments
Billy  [author] Nov 24, 2024 @ 9:46am 
Indeed, I have noticed the issue with the airlocks and corridors that lead nowhere when construction by the crew is active. No one seems to understand where this problem comes from on the game's Discord, and I'm still waiting for a response. :steamsad:
HiddenIsme Nov 23, 2024 @ 7:09pm 
Yeah unless I turn off crew construction or am in creative, I can't build corridors.
HiddenIsme Nov 23, 2024 @ 7:06pm 
Also thanks for your hard work going into this mod. :steamthumbsup:
HiddenIsme Nov 23, 2024 @ 7:05pm 
It seems that I can't build corridors while this mod is active unless I'm in creative