Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Space Leviathans (Beta)
78 Comments
GreenBugatti Sep 1 @ 2:06am 
Yeah i agree fair enough, its just sometimes i find some modded stuff gives the player too much of an advantage, even though the new faction kinda removes that since they are also very overpowered,
(i would love to see someone make a modded faction with Jani's Shipyard-)
Scientistknight Aug 21 @ 8:47pm 
"I took the idea of Pharos Station and ran with it, ended up with a mix of what's in the suggestion and some of my own ideas. I was working on that before meltdown dropped, and I plan to resume work once more of my mods are properly integrated with meltdown (heat mechanics, overclocks, etc.)."
Awesome! I'm looking forward to seeing what you come up with!
syy1125  [author] Aug 21 @ 1:36pm 
@GreenBugatti midgame minibosses are something I'm interested in. But, same as any other boss in this mod, they take a lot of time to make, so I have no idea when I'll get around to exploring that concept.
And yeah, midgame boss rewards will require more careful balancing. The current boss rewards are op because, well, it's the end of the game, what else are you gonna use it on? So I'm ok with letting the player just get out there, be op, have some fun. Same cannot be said if the bosses are meant to be defeated midgame.
syy1125  [author] Aug 21 @ 1:23pm 
Alright, mod v0.3.8 should bring it from "doesn't crash" to "works mostly as expected" territory. Details are in the change notes tab.

Quick update on my current plans for this mod.

Medium term:
Overclocks for existing parts, and new parts to flesh out the rewards for defeating The Assimilator. Currently considering making nanotech control room / bridge.
I also want to phase out stellar reactors and replace them with plasma fusion reactors. Idea being you will be piping plasma directly to parts of your ship, rather than requiring crew for battery transport. Probably should also talk to Jani and see what she's doing for fusion reactor.

Long term:
I took the idea of Pharos Station and ran with it, ended up with a mix of what's in the suggestion and some of my own ideas. I was working on that before meltdown dropped, and I plan to resume work once more of my mods are properly integrated with meltdown (heat mechanics, overclocks, etc.).
GreenBugatti Aug 12 @ 3:01am 
(just read some comments apaprently you have added some weapons but the are op, so in this case maybe if you could balance them)
GreenBugatti Aug 12 @ 3:00am 
Cool idea, would like to see some bosses in lower tier systems like minibosses, and maybe after defeating a boss you obtain a weapon that uses some of the bosses abilities?
MisterMDL Aug 8 @ 9:14pm 
Stellar Ion Prism Beam works worse than standart one + in overheat mod Stallar Pris not working at all...
syy1125  [author] Aug 1 @ 11:59am 
Mod updated to not crash on Meltdown anymore.
Combat numbers tuning is likely off though. Once I get all my mods to stop crashing in meltdown then I'll look at numbers tuning. Let me know what feels particularly out of band.
syy1125  [author] Jul 30 @ 9:08pm 
Aiming for an update sometime within this or next week to stop crashes with meltdown.
Schrödinger's Cat May 30 @ 7:58am 
I see, thank you for your reply!
syy1125  [author] May 27 @ 7:38am 
@Schrödinger’s Cat
No current plans for adding the Rebel Flagship.
As for your comment on the unbalanced parts: I designed them with the mindset of “the player has completed a tough challenge, let them have a bit of fun”. So yes, they are significantly stronger than vanilla parts.
If we ever get tools that lets us modders implement feature toggles, I’ll add the ability to turn off reward parts. But in the meantime, you are by no means required to use the post-leviathan parts.
syy1125  [author] May 27 @ 7:28am 
Stellar Energy Cores cannot be created. That’s by design.
Stellar Energy Remnants can be created using a special mode on the large stellar shield

As a side note, currently there is no way to detect whether a ship is in the radiation zone. I too think it would be a fun idea to have something special for the radiation zone, but that’s just not possible with the modding tools.
柒玖幺 May 26 @ 9:33pm 
星裔的掉落物能和其它掉落物一样可制造吗?比如一种只能在辐射区工作的工厂,用以生产核心之类的。:meepstarry:
Can Star Genesis’ drops be created just like other drops? For example, a factory that can only work in the radiation zone to produce cores.:meepstarry:
Schrödinger's Cat Apr 21 @ 5:52pm 
Sadly this mod not only adds boss ships, but also a ton of unbalanced upgrades/parts. Sadly you can't use this mod if you want a balanced game.
Schrödinger's Cat Apr 21 @ 4:34pm 
Think you can add Rebel Flagship from FTL?
syy1125  [author] Mar 31 @ 10:11am 
Thank you :)
The description on how to generate remnants is in the tech required to unlock that toggle. But now that I think about it, I should probably add that information in a few more places so it's easier to find in creative...
janiTNT Mar 30 @ 3:14pm 
(i do wish it was on the description i could'nt find it until i placed the large shield)
janiTNT Mar 30 @ 3:12pm 
i really like how this method to get more remnants works
janiTNT Mar 17 @ 7:37pm 
ooo nice
syy1125  [author] Mar 17 @ 12:30pm 
Leviathans update v0.3.5 lets the player create their own stellar energy remnants, using what I hope is an interesting mechanism.
syy1125  [author] Mar 16 @ 11:08am 
The crash with Cosmoteer v0.28.2 should be fixed now.
syy1125  [author] Jan 14 @ 10:51am 
Patch is out. You can see what's changed in the "Change Notes" tab.
janiTNT Jan 7 @ 10:58am 
Nice!
syy1125  [author] Jan 7 @ 10:19am 
I'm finishing up a patch with various balance tweaks, small fixes, and minor improvements, but there's a potential save break there. Specifically, a save made before the patch with an active Assimilator will crash after loading. Assimilator in stasis is fine.
So I'm going to wait a week before I publish this update. If you are fighting the Assimilator in your save, by update time make sure to either kill it or go far away from it to make the game put it into stasis.
AlFaraS'ulTane Aug 10, 2024 @ 12:51pm 
feedback: the Assimilator could be faster in engaging (like 150) and engaging a bit closer. for some reason, it's flying only 30m/s towards a back flying railgun ship in my save while it's not shooting the railgun ship with any of its weapons.
AlFaraS'ulTane Aug 8, 2024 @ 10:10am 
i added you in discord just now to send you a msg
syy1125  [author] Aug 8, 2024 @ 9:57am 
You can find me on Cosmoteer discord and send me a save that way. Alternatively, you can use an online file hosting service like google drive and post a link here.

The save file itself you can find if you click the hamburger menu on the top right of the load saves screen.
AlFaraS'ulTane Aug 8, 2024 @ 3:27am 
how can i send you a safe file?
syy1125  [author] Aug 7, 2024 @ 10:28am 
If you can, send me the save file so I can investigate this with debug tools.
My first thought is that something weird happens switching in and out of stasis. From what I understand, Cosmoteer puts ships more than 2500m from any player ship into "stasis", where they are taken out of physics simulation, and I'm still fuzzy on how exactly ships function in stasis.
Also, I don't have as much testing as I would like on leviathan vs pirate base interactions, because it's such a pain to set up. So it could be some unforeseen interaction going on there too.
AlFaraS'ulTane Aug 7, 2024 @ 4:13am 
there might be a potential multiplayer desync issue, but very difficult to track down.

basically, there are 2 nebulas (gas). left one, then a stripe in the center without a cloud and then the right one. the left one holds the dragon, the right one holds the a pirate base at the border in the right cloud.

the dragon was pulled to kill the pirate base (because it can) and then the game desyncs, resyncs and then runs for some time but as soon as a contact inside the engagement vanishes/returns back to sensor range (or something else happens), the game desyncs.

i have no idea what it is but i haven't seen this issue when pulling the assimilator in the same pirate base.
syy1125  [author] Jul 23, 2024 @ 1:02pm 
Ok, mod should be updated to work with game v0.27.0. Let me know if you encounter further issues.
Shluggo Jul 22, 2024 @ 11:55pm 
Update 0.27.0 Fix:

Part: Final Prism | in final_prism.rules , line 587, BeamDamageMultiplier, change:

(&<./Data/shots/ion_beam/ion_beam.rules>/HitOperational/HitEffects/0/HitEffects/0/Damage)

to

(&<./Data/shots/ion_beam/ion_beam.rules>/HitOperational/HitEffects/0/HitEffects/0/Damage/BaseValue)

Great Mod!
syy1125  [author] Jul 3, 2024 @ 11:04am 
@Scientistknight thanks!

Yeah, if you have design proposals for Abyssal Devourer I'll be happy to look at them. Let's continue the discussion in the suggestion thread.
Scientistknight Jul 2, 2024 @ 5:23pm 
This update looks amazing! I like the early draft of the Abyssal Devourer. If you'd like, I could design you a few different Devourers and upload the ship.pngs. Just leave a comment on the suggestion thread, I would be glad to help out.


Unfortunately I did get a crash while testing out the update - I think it's due to Cosmoteer itself, but I will be posting it as a discussion here as well in case you want to take a look.
janiTNT Jul 1, 2024 @ 9:21pm 
this is nice.
syy1125  [author] Jul 1, 2024 @ 7:26pm 
Mod v0.3.0 is out with compatibility for game v0.26.2. It also has a new leviathan, The Assimilator, inspired by Borg from Star Trek.
Technically there's also a fourth leviathan, The Abyssal Devourer, but it doesn't spawn in career game modes. I'm struggling to create the right feel for its leviathan hunt. So it only exists in ship library.
syy1125  [author] Jul 1, 2024 @ 12:55pm 
0.26.2 currently breaks the mod (as it probably breaks every mod that does anything with sysgen). Working on a fix.
Neo Jun 26, 2024 @ 11:59am 
wellll i be dammed, today i re installed everything by anger after the message, and the Gamebalance-MP is the one what causing the problems in the end, fml :'D
Thanks for the help figuring out what cause the issues <3
syy1125  [author] Jun 25, 2024 @ 1:09pm 
@Neo Tried to match your mod list exactly and just disable space leviathans, game still crashes. I'm pretty sure it's coming from the conflict between the two mods I pointed out earlier.
As far as I can tell the crash is not caused by this mod so there's nothing else I can do here to help you. I don't even know how you managed to make that mod list work in the first place.
Unless you sent the wrong crash log? 🤔
syy1125  [author] Jun 25, 2024 @ 12:56pm 
That's weird. I've tracked down the cause of the crash to a conflict between Gamebalance - MP and Kurim's More Crew Quarters , and my game crashes with just those 2 enabled.
Neo Jun 25, 2024 @ 11:19am 
Without your mod i already started a campaign with multiplayer and there is no issues, everything is working fine, i tried to re enable the leviathans after new game start but the game still can't load in :/
syy1125  [author] Jun 25, 2024 @ 9:14am 
@Neo Judging by the crash log, the actual cause of the crash is this:
"System.InvalidOperationException: Duplicate part ID: kurim.3x1crewquarters"
This implies that kurim's crew quarter has something going on, or that multiple mods are adding kurim's crew quarters and causing a conflict.

I'll try to reproduce the crash, but in the meanwhile, can you confirm that this mod is the actual cause of the crash? Try to enable the rest of your mods and just disable space leviathans and see if it still crashes.
Neo Jun 24, 2024 @ 3:23pm 
hello, sadly it's keep crashing the game, can you check what can be the problem with the mod ? here is a log from my side
https://drive.google.com/file/d/1x797GXKCRoHkNKquhniMlLMLtBAwZ8L-/view?usp=sharing
Scientistknight May 30, 2024 @ 4:40pm 
I have a suggestion for the dragon's name: the Flammiferrous Beast.

"Flammifer" means torch or light-bearer and is the root of "flammiferous," which means "producing or bright with flame." I added an extra "r" to incorporate "ferrous," meaning "containing or consisting of iron." Thus, it's a pun.
janiTNT May 28, 2024 @ 3:09am 
haiiiii
yeah there's not a good way to make worm bosses. even if you do multiple ships if you leave the ships restore to full health/size and etc

my devourer is just a long flat projectile attack for this reason...
syy1125  [author] May 21, 2024 @ 10:44am 
Regarding worm bosses. I would love to make them, I know some others in the modding community would love to make them too (looking at you jani), but afaik no one has figured out a good way to make them work just yet.
syy1125  [author] May 21, 2024 @ 10:31am 
A bit of a status update:
Made some solid progress on borg cube boss, feels like it's pretty close to releaseable state.
I've been experimenting with the abyssal devourer boss, though it's not at a place I like just yet.
I was hoping to do v0.3 with both bosses, but that will probably change depending on when the nebula update releases, which is already on the preview branch. Most likely it'll end up with just the borg cube after the nebula update, since the mod needs fixing for the nebulas update anyway.
hupo.jh May 9, 2024 @ 7:44pm 
Space worm:
1:Spawns in extra large asteroids
2:eats ships, can be doged
3: some sort of projectile attack
4:Drops rescources?
SneakySnek Mar 21, 2024 @ 3:19pm 
That prism will be a fine addition to my collection :skuttle:
janiTNT Mar 9, 2024 @ 5:03pm 
i love space lieviathans mod