Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Everything is a Nuke
Showing 1-4 of 4 entries
Update: Jan 28 @ 9:20pm

V1.2.1
So it turns out the mod's been broken for almost a month and I didn't know because steam didn't give me a workshop comment notification.

Bugfixes:
+ Fixed crashes on launch caused by certain AIFirepowerRatings switching from hardcoded to referenced values (those values being obliterated by the mod). This marks the first time that an update has actually directly damaged the mod, rather than simply not integrating with it. I'll certainly take 2.25 years of stability.

Polish:
+ Updated the internal compatible versions.
+ Remembered to increment the mod's internal version number (but this time only because I went to copy the previous line).

Update: Sep 9, 2024 @ 6:05pm

V1.2.0
Bit late to the party, but this update integrates nebula mechanics and fixes a few things.

Mechanics:
+ Ion storm lightning is now a nuke. Good luck.
+ Electron storms now buff the damage and radius of former energy weapons, pairing with vanilla behavior. Note that this does not affect disruptors, since those are excepted from the buff in vanilla.

Bugfixes:
+ Fixed large lasers doing friendly fire if they were targeting an enemy but collided with a friendly ship. I have absolutely no idea why this doesn't seem to be a problem for similar weapons like small lasers and disruptors. I guess if you notice that happening with another weapon please let me know?
+ Added back unlimited concurrent nuke sfx after I apparently deleted it by accident. This fix isn't working on ions due to reasons currently beyond my comprehension.
+ Fixed despawing mines using HitOperational MediaEffects instead of HitFriendly.
+ Fixed true nukes' HitFriendly MediaEffects not being properly scaled up.

Polish:
+ Updated the internal compatible versions.
+ Remembered to increment the mod's internal version number.

Update: Nov 1, 2023 @ 5:32pm

V1.1.0
Yep, the joke mod that nobody asked for is finally getting a facelift that (almost) nobody asked for. V1.0.0 of this extremely back-end aggressive mod has by some miracle survived slightly over a year of game updates without significant problems (despite being held together with duct tape and string), which I'm pretty sure classifies it as an SCP. Hopefully updating it won't awaken an eldritch horror or something.

Mechanics:
+ Added chaingun integration, which was suspiciously easy given how temperamental hitscan is (as evidenced by the bug reports section lol). I guess this adds to the SCP argument.
~ Projectiles now remember if they used to be energy or physical, affecting whether or not flak and point defense can shoot at them. Functionally this means that point defense will no longer be able to target nukes fired from small lasers, heavy lasers, and disruptors, mimicking vanilla behavior.
= Didn't touch TBs since to my knowledge, modding still doesn't properly support what they'd need to work properly.
= Didn't touch resource collectors since they can't be manually fired, and increased damage vs resources is more than a little pointless.

Bugfixes:
+ Fixed flak being entirely unable to register hits on projectiles. Oops.
+ Fixed flak and mining lasers glancing harmlessly off of shields most of the time, due to shield impact mechanics and what I can only guess is floating point imprecision.
+ Fixed flak, mining lasers, and crew mining lasers failing to register hits on structure when no full-height parts are nearby. This mainly meant crew were entirely unable to salvage smaller pieces of debris, but also caused a large variety of "failure to hit" issues in much more niche scenarios.
+ Fixed flak spawning an extra full set of VFX on impact. This was effectively doubling some particles' alpha, and preventing others from disappearing on HitFriendly.
+ Fixed a problem where flak could target and fire at fast-moving projectiles, but wouldn't actually damage them. This involved a completely different conversion approach, 3 hours, and obsoleting all other flak bugfixes. Fun. Note, there's a chance this fix may have caused some esoteric allegiance-related or visual inconsistencies, if you run into anything major please let me know.
+ Stats now use missiles' exclusive "MaxDamage" component instead of the now-obsolete "Damage" component. This removes the errant duplicate damage stat, and shows the correct damage values on the remaining stat.
- At the time of writing this, there seems to be a game engine bug that causes modded mining lasers to desync multiplayer very, very badly. Obviously I can't do much about this, so for the time being I'd recommend simply avoiding mining lasers in multiplayer. I'll try and remember to update this when it does get fixed, but no promises. Should be fixed.

Balance:
+ By popular demand, unarmed mines now detonate like a single nuke on impact instead of dissipating.
+ True nukes' scale multiplier now applies to their healthpool.
- Point defense can no longer shoot at or damage small lasers, heavy lasers, or disruptors due to aforementioned mechanic changes.

Polish:
+ Updated the internal compatible versions, not that it's going to be helpful after another year.
+ Added a blurb to the ingame description mentioning how to view the mod's changelog (hi).
+ Remembered to increment the mod's internal version number.

Backend:
+ Prettied up the mod description's internal formatting so it's a little more readable outside of the game.
+ Alternate procs' basic projectile data now references generic_proc instead of using hardcoded value copies.
+ Assorted true nuke scale multipliers now reference X and Y instead of X and y. Never have I been more upset at case insensitivity.
+ Concatenated inherits now use caret to cut down on a lot of bulk (at the cost of making code a little harder to read).
- Removed some arbitrary code and obsolete action backups.
+ Added herobrine.

Update: Oct 22, 2022 @ 7:58pm

First Version