Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

PreMeltdown. Azic's Shipyard Core
118 Comments
azicminar  [author] Aug 22 @ 12:00pm 
Meltdown Edition is out of Closed Beta and in Open Beta: https://steamcommunity.com/sharedfiles/filedetails/?id=3540517430
Remember, the premeltdown editions are to no longer be used. Except for Yeet, Yoink, and ETTM Edition
Ditsydoo Aug 3 @ 4:14pm 
Thank you very much for the response and excited to see it when it does come out.
azicminar  [author] Aug 3 @ 4:10pm 
Yes, but it will be a new mod. Same IDs will be used, so you'll just have to disable the old ones and enable the new one. Its currently in testing. There's more info in the description and in an older post
Ditsydoo Aug 3 @ 4:07pm 
Hey boss thanks for making this wonderful mod, if its not too annoying do you plan to update for the meltdown heat mechanics?
azicminar  [author] Aug 3 @ 6:29am 
They will relay area power a small distance without needing gold coils. Kinda like stepping stone power away. Yes, they aren't as useful as the substations that use gold coils, but easier to get materials for early game.
dūcis Aug 2 @ 11:00pm 
thanks for explaining. does the solar substation do anything or for now they are expensive decorative piece?
azicminar  [author] Aug 2 @ 4:22pm 
Solar cells were a thing planned for a future release. They are coming in the Meltdown edition
dūcis Aug 2 @ 3:32pm 
Ive being enjoying this mod and ceeping as must have. But recently ive noteiced there is a interesting core, with info saying, for small sollar station and it got me thinking, what on earth that thing do when tehnicaly we aleady have energy generators.
azicminar  [author] Jul 30 @ 3:44pm 
I'll be releasing a Meltdown version of most of my mods rolled into one once some things calm down in my life. For now, almost everything works. However~! I have discovered a bug in the live version that was not in the beta testing nor was it in the Release Candidate I've been playing on for the past few months. I am not sure yet if the pathfinding bug is one of my mods, an other author's mods, or an unreleased set of testing that I have been doing. If you are able to narrow it down to a specific part, please let me know for I might not have time to look into it this weekend.
azicminar  [author] May 31 @ 2:50am 
Thanks you!
jaxn_equals_cool May 29 @ 6:39pm 
your a great mod maker keep up the good work and have a lovely day
AnAmoeba May 29 @ 5:43pm 
Love it; thanks for the awesome mod
azicminar  [author] May 18 @ 7:11am 
ANd its live. Everyone, update the files, more so if you have the test mod so that the gargantuan get moved over and not doubled up, leading to a crash
azicminar  [author] May 16 @ 2:56pm 
The merging and description fix should happen by Sunday night. I got home from work a little bit ago and am exhausted with a dog who is mad at me for being away from the house.
azicminar  [author] May 16 @ 2:54pm 
As for the existing extensions when converted to Meltdown, I'm going to rebuild them and double down on the power needed to run in exchange for not needing to be in a reactor congo-line to operate. This way they can stay in the core for those who don't want crewed power. I'll drop a link here when its ready
azicminar  [author] May 16 @ 2:50pm 
I'm only 95% sure that I can pull this off, but for modularity of Crewed Power in Meltdown:
I want you to be able to slap down the reactor, and then choose if you want an energy storage next to it, or put down the crewed station to send power.
So in theory you could place a reactor, multiple power storages, and then the transfer station.
Or place a large storage station with multiple smaller reactors. You know, adjust your power plant to your ship's needs.
azicminar  [author] May 16 @ 2:47pm 
So for the Meltdown edition; the ship yard core will have engines, weapons, more reactor types (like huge and gargantuan), shields, and some other missilanious stuff. Of course, some of this stuff will be rebuild and redesigned for balance reasons.
azicminar  [author] May 16 @ 2:41pm 
I could have opted for the faster transfer rates, but with the ETTM edition of the mod, I can't outpace the similar level. Now I will be merging the gargantuan reactors from the test mod into this with the description fixes. Also, I will be doing a new version of the Ship Yard and Crewed Power for post Meltdown. There are enough people who are hesitant on that update, some not wanting to learn a new system, others because of the speed change, that I plan on making a version break. I do plan on rebuilding this from the ground up to be more modular and more user friendly
Mighty Cupcake May 16 @ 1:08pm 
It's cool, mate. On thqt note, i noticed the cores for the entire ship struggling to supply enough power even if they do produce ten times the power in large ships.
azicminar  [author] May 12 @ 4:31pm 
ALso, I'm sorry if I accidentally came across as a jerk
azicminar  [author] May 12 @ 4:29pm 
I've never tried a supply line. But, I'll see about updating the descriptions then. I'm surprised they aren't pulling from the storage since it works every time I try it..
Mighty Cupcake May 12 @ 3:58pm 
I suggest expanding and changing the descriptions to be more user friendly and make it more clear as what is required for and used for because as it is now, it doesn't exactly make it clear what everything is used for or how it can be used like.
Also, yes it is in line, they still refuse to do so. Must i manually set up a supply line manually instead of them doing it automatically?
azicminar  [author] May 12 @ 12:44pm 
Check to see if your extended storage is in line like the image above that shows thelarge field drive and a Tofamax core in line with a large reactor. If they aren't in line, crew will not be able to gather resources. This is a balance choice because the storage is huge and game-breaking if not a small hassle to use. I'll see about getting a new screen cap and adding it to the above images.
Mighty Cupcake May 12 @ 3:19am 
my crew is not picking up materials from the extended storage to deliver it to factories. what do I do?
azicminar  [author] Apr 13 @ 5:54am 
can confirm that they are working as intended. if they are not lined up with a crewed large reactor, they will not allow goods to be retreived. this is more of a balance pass than anything else
azicminar  [author] Apr 9 @ 2:01am 
are they inline with a reactor? they are meant to be a little difficult to use due to storing a stupidly large amount of space. I'll test it this weekend to see if something broke in an update and I missed catching it.
38846999 Apr 8 @ 5:42pm 
how the save stock extend worked? . goods inside can't be take out .
azicminar  [author] Mar 27 @ 4:00pm 
If the item has the defense tag and uses_energy tag, then it should get excluded from the normal power pass and then get it only from the defense power pass. I don't use SW, but so long as the shields have that tag then it should work as you imagine. It does work as intended with a few other mods with shields. The gargantuan reactor in the test mod has a separate pass for engines as well as weapons.
As for balance, it does need work, but its not as easy as using a cable age type mod since you still need something crewed to supply command points.
Dragonlord Mar 27 @ 3:30pm 
Also i see in the large reactor you have "code" for it to supply more slowly energy to defensive items. Do you happen to know if it includes the shields of the star wars mod? And if you don't know how can i check it? Look into a file to see it's category or something?
Dragonlord Mar 27 @ 9:49am 
Great concept since i hated the whole battery carrying and path finding but it needs alot of balancing. I see you have to do add Command points which would be nice but overall no impact since cp are easy to get. One thing i noticed it's that the crew requirements are really low. A small one should have like 8 crew required, a medium 12 to 16 and a large one 24+ since they replicate the crew carrying batteries. Otherwise you just have 4 crew member powering an entire battleship with a large one. Costs seems okayish since tristeel is hard to get in the beggining but later one irrelevant. Anyway great work and thanks for all your time and effort.
azicminar  [author] Feb 24 @ 3:20pm 
I actually like crew construction. Until I have harvested 3 or 4 systems with all of SirCampalot's merchant raider mods installed. Then I just have too much to sit through that. I can push out an unstable version of the storemaxes this weekend that risk crashing
Captain George Zappy Feb 24 @ 3:47am 
Well, your idea works well enough. I lost nothing this time.
Still, I wish you good luck with resolving that ID problem.
Captain George Zappy Feb 24 @ 3:24am 
Admittedly, I'm not one of those who "hate" crew construction, so I've always kept in on. But I can try to rebuild my vessel with this option off and see for myself if it works.
azicminar  [author] Feb 23 @ 2:24pm 
I should mention that until I get to a certain point, I tend to always have crew construction on, then turn it off once things get too massive
azicminar  [author] Feb 23 @ 2:24pm 
Have you tried it with crew construction off and having enough storage available for everything? Also, try this while in blueprint mode.

The long explanation:

I thought I had that worked out.
So here's the problem: If when they get destroyed, they have a decent chance of causing the game to crash from trying to generate too many IDs for the resources at one time. So for being destroyed, I disabled that.
Now when I get to the point I need those, I turn off crew construction and I've not noticed that, since with it off, stuff just appears to get moved instantly. I also tend to have so much stuff, that if it was going away, I just didn't notice it.
Now I'll have to look into this and see if there is an alternate way of preventing a crash.
Captain George Zappy Feb 23 @ 10:56am 
Hi there. I've just discovered an issue. If I disassemble any Storage Max Extension that I'm using, I'll get back only the resources needed for its construction. Every resource that I am storing in those storages will vanish without a trace :/. Surely I don't have to point out that it greatly complicates things when I need to redesign my whole ship.
azicminar  [author] Feb 18 @ 3:53am 
that got released early as I was pushing out a set of fixes. Its a lower radius substation that doesn't use gold coils. I'm going to make various sizes of solar panels for use on early mining ships. I admit that I got sidetracked from that plan and dropped the test with gargantuan reactors
core_nxt Feb 18 @ 3:48am 
What's the use of the solar substations found in the accesories tab?
azicminar  [author] Feb 16 @ 7:57am 
The ones that use gold coils are the whole ship reactors. This increased cost and rarity is for balancing. Otherwise it feels too cheaty. I admit I'm off the mark in balancing some of the parts between all of my mods, but removing most of the crew requirement from power distribution really does make things easier.
core_nxt Feb 16 @ 6:33am 
what's the reason that the medium reactors in this mod requires a gold coil instead of simply using hyper coils?
azicminar  [author] Feb 8 @ 11:17am 
So major update hidden inside a small update! I have figured out how to not have front to back matter any more with the extension system!
Daniel_USA Feb 6 @ 8:24pm 
ty for responding, just downloaded both
azicminar  [author] Feb 6 @ 1:42am 
There is the companion mod that yopu can download with this
Daniel_USA Feb 5 @ 9:00pm 
is the extended tech tree compatibility being released?
azicminar  [author] Jan 11 @ 2:14am 
@Icywhisker would a video be good? I had put some common issues as images up above to scroll through.
azicminar  [author] Jan 11 @ 2:13am 
@PytoFlojo to provide a less cheaty solution like you'd like, I'll have to do a lot more testing. I've come across a problem that happens when you have two many reactors at once that would also happen with doing too many layers for the lower power as you go away. As it is, for monster ships, I will have to release huge grade reactors 0.o.
The corridors and armor parts seam like they could be the best way to go. Same time, A simpler fix of doing a large radius distribution to just substations might avoid the same pitfall. I'm going to do some more testing
Icywhisker Jan 10 @ 9:10pm 
Please pin a quick tutorial for this mod. I did end up figuring out how everything works but I had to experiment a little. just the basics would really help new subscribers.
CHALAZO Jan 8 @ 8:01pm 
Mr. software developer, your answer is correct, this mod can continue to cause problems even after being disabled.
azicminar  [author] Jan 8 @ 2:58pm 
Sorry for responding late. I work long hours.
Perdón por responder tarde. Trabajo muchas horas.
azicminar  [author] Jan 8 @ 2:55pm 
That part is in this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2911126638
I don't reference it in my mod.
Esa parte está en este mod.
No hago referencia a ello en mi mod. Usé el traductor de Google para esto. Lo siento si no es exacto.