Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Jani's Shipyard
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Update: Apr 28 @ 6:15am

Small patch for a bigger update

- fixed armor crash when salvaging
- new roof for blank big thrusters and repulsors
- fixed techs for pike and dirk beams

Update: Mar 14 @ 6:01pm

Added Hauler version of repulsors
added 2 background dock parts, these parts, when activated turns on a circle collider a few blocks away. extremely useful for hinges.
Goldium Factory now can receive gold from eva
explosives and decouplers now can accept logic to automate activation
drone launchers now hopefully works with mods that increase stack sizes
logic tb fixed (1 and 2)
DOG doubled in size. (shh)
Added new "Thumper" Guardian Weapon - by skipydog
Inserters should no longer feed ammo into active chainguns. i'll watch my sub count tank now.
Inserters energy consumption increased marginally
fixed auto storage 4x4 not being inside inserter blueprints
inserters should work on some modded weapons, [[please suggest mods and their parts if you need more]]
Long armed inserters renamed to long handed
Stack inserters renamed to bulk inserters (factorio 2.0 when)
Figher weapons changed slightly to be less generous with hitboxes
Bomb teleporter reload: 5 to 8
Mine teleporter reload: 8 to 10
generic nerfs for bombs
mine bomb: damage 2500 to 2000 per frag, frag count 8 to 7
added new leto missile launcher fighter weapon
added new energy blaster fighter weapon
blueprint patches (?)
renamed splitter to cutter
all thrusters and the thruster fuel room updated with new behaivour after M.R.T update
decoupler being unbuidable should be fixed
nuke silo reload from 15 to 20 sec
logic lights now support inverted input
added logic enemy sensors, useful for automatic bombs and missiles using custom explosives or decouplers
porter logic thrusters for vanilla thrusters excluding boost thrusters and including M.R.T. (original by skipydog)
new improved logic thruster logic allows for ramp up to actually affect them unlike classic's instant thrust.

Update: Mar 8 @ 4:55am

tristeel door fix
big update soon

Update: Nov 10, 2023 @ 10:45pm

Version 1.18 (Rushed from content on hold edition)
Do note that this was quickly updated due to the update that caused this mod to break

- Added a roster of figher to frigate sized weapons. These include:
1x1 laser
1x1 laser (but better)
1x2 laser
1x1 beam, 1x3 beam
1x1 and 1x2 ion weapons (drains power over time as opposed to instantly)
1x2 bomb teleporters (Expensive to keep, but powerful to run)
- Added new Repulsor Thrusters, variants of vanilla thrusters with no nozzle and a prohibted zone shifted by some blocks. useful for smooth shaped ships;
- Kroom cockpit fixed, now shares power if manned even if unpowered
- Kroom cockpit Command Points from 8 > 10
- Hauler thrusters get higher base thrust but do not accept engine room thruster boosts.
- Fusion reactor batteries are now yellow (Compatibility with Space Leviathans Bosses mod)
- Added new useful armor plates. these are 1/4 as thick as the average block.
- Fixed splitters crashing the game
- Kroom cockpit has a small visual change. for more details please type: colon right parenthesis, space, colon three.

Update: Aug 11, 2023 @ 6:48pm

bugfixes and experimental logic tb
removed chance of nebula sun in normal games

Update: Jul 5, 2023 @ 8:23am

Small drone's ranged reduced so PD can target them.
All drones now randomize targetting every couple of shots like FTL drones
Fixed fusion reactor construction and Boss Missions being incorrectly implemented, and implemented in the first place

Mindustry modding binge rn sorry

Update: Jun 27, 2023 @ 3:13pm

- hotfix 2

Update: Jun 27, 2023 @ 2:29pm

- hotfix
- removed dev drone fabricator
- hoppefully fixes other stuff
- might break existing saves

Update: Jun 27, 2023 @ 1:11pm

- patched bug where hyperoid guardians could come in groups of 35 on higher systems. its now locked to max 8
- lightly nerfed most if not all drones one way or another, not by much though
- nerfed eletrocannon and cannon more though
- improved drone creating graphics.
- stell tank has been "removed" (old ships that still has it selected will stay)
- fixed drones not firing once mothership is ded
- kroom cockpit no longer transfers power while not operated
- kroom cockpit now costs 6k
- kroom cockpit transfer time doubled, making it slower

Update: Jun 23, 2023 @ 3:31pm

- Added exausth plumes to drones
- fixed fabricator showing wrong names
- Fabricator renamed to Goldium Synthetizer
- Added new Hyperoid Guardians and reduced spawn rates of hyperoids.
Hyperoids now have missions are are tougher to collect materials from, because of the enemies
Also has a debris field around it. scattered about some abandoned ships.
- Station armor: 15000 to 12000 health
- bfg uses steel to build now (and cosmilite but removed temp.)
- Fusion reactor buffed in power generation and Capacity, Crew can now carry 6x batteries instead of 4x
- Fusion Reactor nerfed in hyperium use and now is bluer
- Fusion reactor has compatibility with Space Leviathans mod ( sprite wise )
- Nerfed Aux Reactor
- Aux reactor costs 8k to research
- Added 4x4 auto storages
- Mining beams made less piss yellow
- Added some Logic Parts as a foundation for newer logic parts. These are ported from Advanced Ship Systems from skipydog in cosmoteer classic
- Nerfed nuke silo. Cooldown and stun.
- Now has a new Nebula sun as a Sun type, it appears in systems rarely as a replacement of the generic sun.
- sheetmetal no longer spawns structure on death


- fixed most if not all problems on crew construction update 0.23.0
- mod CAN FINALLY RUN WITH OPTIMAL STORAGE AS OF COSMOTEER UPDATE

- Boss content and resources removed from beta mod. they will be re added on the next update hopefully with everything fixed.