Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Space farmer
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Tags: Mods
File Size
Posted
Updated
40.908 MB
Feb 7 @ 3:14pm
Sep 17 @ 6:39am
17 Change Notes ( view )

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Space farmer

Description
The mod gives you the opportunity to try yourself in the role of a space farmer.
Grow crops in a small, medium or huge greenhouse. A couple of batteries, a bucket of water, a little patience - and you can sell your harvest.
Process it at a cannery for even more profit. Whether you become a “vegetable tycoon” or a “beer baron” in your star sector is up to you.
A little tip - don't forget to look in the mission log, maybe your products are already needed by someone.
A special ship model <Star Farmer> has been added to the start menu.

Мод дает вам возможность попробовать себя в роли космического фермера. Выращивайте урожай в маленькой, средней или огромной теплице.
Пара батареек, ведро воды, немного терпения - и вы сможете продавать свой урожай. Переработайте его на консервном заводе, чтобы получить еще больше прибыли.
Станете ли вы «овощным магнатом» или «пивным бароном» в своем звездном секторе - зависит только от вас.
Небольшой совет - не забудьте заглянуть в журнал миссий, возможно, ваши продукты уже нужны кому-то.
В стартовое меню добавлен специальная модель корабля <Звездный фермер>

Version 1.5
- I decided to add a change log
- A new resource, Carrots, has been added to the greenhouse
- A new feature has been added to the bar, which doubles the resource load on the cannery. The conditions for activating the buff are as follows:- The distance between the bar and the cannery must be less than 20 meters, and the bar must have beer or pies.
- Greenhouses and cannery can accumulate a 25% performance boost from neighboring factories
- Added a new Crystallizer factory for growing crystalline resources - salt, (citric acid is still under development)
- Changed icons for Sugar, Salt, and Flour
- Changed recipes that use salt in the canning factory
- Changed the animation of plant growth in greenhouses and added volumetric shadows.
- Changed the animation and added a general light effect to the water generator
- Improved the system for generating smoke on the roof when it is damaged
- Changed sound effects for version 0.30.1a
Popular Discussions View All (1)
39
Sep 15 @ 3:51am
What didn't you like and what would you like to see more of in farming fashion?
Nikolaich
131 Comments
strongheart7833 Sep 21 @ 10:54am 
Ok, I'll give it a try, thanks for the response!
Nikolaich  [author] Sep 20 @ 11:42pm 
strongheart7833 this is an in-game error that occurs when using the resource switch. The error is old and only developers can fix it by handling the situation with an empty resource value, but they haven't gotten around to it yet. To reduce the likelihood of its occurrence, you can turn off the factory/greenhouse, change the resource type and turn them on again.
strongheart7833 Sep 20 @ 6:58pm 
Value cannot be null. (Parameter 'supplier')

System.AggregateException: A FastParallel task threw one or more exceptions. (A FastParallel task threw one or more exceptions. (Value cannot be null. (Parameter 'supplier')) (Value cannot be null. (Parameter 'supplier')))

---> System.AggregateException: A FastParallel task threw one or more exceptions. (Value cannot be null. (Parameter 'supplier')) (Value cannot be null. (Parameter 'supplier'))

---> System.ArgumentNullException: Value cannot be null. (Parameter 'supplier')

Something to do with the tomatoes.
Nikolaich  [author] Sep 19 @ 9:31pm 
Kasper i deliberately made a small resource shortage in the mod, which forces the player to look for ways to overcome it and does not give too much advantage in an online game. Usually, one huge beet greenhouse and two sugar processing plants are enough for stable production, and taking into account the mechanics of buffs from nearby factories and the progressive bonus from the bar in the latest version of the mod, production has increased even more.
Kasper Sep 19 @ 4:21pm 
Cheers, I been using this mod extensivly, Questions tho, Are sugar production suppose to be a bottleneck for production? no matter the amount of harvesting the factories which produce sugar are just not enough to produce logical amount 18 beats >1 suger when most recipes require 1 sugar means you need 10 or more cannerries working around the clock to product even a modest amount (this is all tested so far i have mega huge farming ships)
Nikolaich  [author] Sep 17 @ 6:15am 
Kasper That's what I did, of course. I completely forgot to add carrots to the medium and large greenhouses. Thank you for paying attention to this bug.
Kasper Sep 15 @ 8:10pm 
After Update the Carrot's Seem not to work any more, Just a empty Hole in the farm
Cantusavem Sep 13 @ 5:11pm 
if you seen the bioship mod i think you could make a ship that is like that but nature base and i think if you can do this mod you can do that with the other one instead of bodies you use power and grow your ship
Smurf_man128 Sep 11 @ 8:18pm 
oh ok, that helps thank you.
Nikolaich  [author] Sep 11 @ 12:42am 
Smurf_man128, thank you for your feedback. This error can occur when using the resource switch in any mod, not just the farming mod. I reported this error to the developers over a year ago, but it has not been fixed yet. I can only recommend a solution that minimizes the likelihood of this error occurring. Before changing the resource type, stop the factory using the power button, change the type, and then start it again.