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(i would love to see someone make a modded faction with Jani's Shipyard-)
Awesome! I'm looking forward to seeing what you come up with!
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.
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.).
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.
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.
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.
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.
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...
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.
The save file itself you can find if you click the hamburger menu on the top right of the load saves screen.
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.
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.
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!
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.
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.
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.
Thanks for the help figuring out what cause the issues <3
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? 🤔
"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.
https://drive.google.com/file/d/1x797GXKCRoHkNKquhniMlLMLtBAwZ8L-/view?usp=sharing
"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.
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...
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.
1:Spawns in extra large asteroids
2:eats ships, can be doged
3: some sort of projectile attack
4:Drops rescources?