Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

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AI Powered Ships
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标签: Mods
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更新日期
24.368 MB
5 月 17 日 上午 11:58
8 月 30 日 下午 3:18
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AI Powered Ships

在 aredja2 的 1 个合集中
CosmoBreaker
80 件物品
描述
Enhances ships with AI cores that can operate nearby parts autonomously, improving late game fps (especially if you add ships to the pool that utilize these cores). Cut crew size by over half. Optimize your ships.

Features:
- Single AI core that operates parts it points at
-Large AI Core that operates up to 2 crew for each part up to 32 total in a radius
-Behemeth AI Core designed to reduce crew necessity for late game fps. It operates up to 4 crew for each part up to 64 total in a large radius
- Compatible with most vanilla parts that require crew
- Multiple AI cores can work together for parts requiring more crew
- Seamless integration with existing ship designs

Inspired by Aephix's AI Core mod.

Built in functionality for: Vanilla Parts, Galactic Allegiance, Sunflower Corp, Star Trek: A Final Assault mods, General Munitions, The Infernum(excluding radiator overclocks) and my other weapon dense Laser Emporium.

If you find any compatibility issues, please let me know.

For anyone who wants to help make this compatible with more mods, check out https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships
Make a pull request or copy the mod files from the workshop. See the 'README' and the 'how to make compatible.txt'. Then commit/push/comment new files to the github and I will take a look!

Known bug: The brains show a broken buff area. The brain icon shows double what it should at normal range, and always shows the brain at overclocked range even when not overclocked. I'm working on it.

Notice: I just created a ST-AFA mod compatibility patch so now with it, all parts will now work with AI Ships! Check it out here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3559988845
78 条留言
Isekai Knight-Truck 11 月 18 日 上午 6:54 
@aredja2

Behemeth AI Core
"A massive AI control center that operates parts within a 17-tile radius. Provides exceptional crew replacement capabilities and can network with other AI cores for ultimate ship automation."
but in code:
BuffArea = [-15, -15, 37, 37]
TotalBuffCap = 64
Edits to the text:
...a 15-tile radius...
...and a total crew replacement cap of 64

When overclock:
"An incredible boost, overclocking the AI cores well beyond recommended speeds. With the massive heat gains, the Behemeth Core also gains a 13 tile increase in every direction and a total crew replacement cap of 256."
but in code:
BuffArea = [-26, -26, 59, 59]
TotalBuffCap = 128
Edits to the text:
...gains a 11 tile increase...
...cap of 128...
Isekai Knight-Truck 11 月 18 日 上午 6:54 
@aredja2 Hi, bro! can you fix descriptions :lunar2019piginablanket: on your mod, please?
If you have i time, ofc :holyflame:

Advanced AI Core
"A large AI control center that operates nearby parts within a 3-tile radius. Provides four times the crew capability of a standard AI core and can chain with other AI cores for enhanced coverage."
but in code:
BuffArea = [-6, -6, 16, 16]
BuffAmount = 2
TotalBuffCap = 32
Edits to the text:
...6-tile radius...
Provides two times...
...and a total crew replacement cap of 32

limit characters in length 1000, one more message
Anon 10 月 3 日 下午 7:51 
@aredja2 I tried submitting something on GitHub and would like you to take a look.
aredja2  [作者] 9 月 2 日 下午 7:45 
@DLockholm and @Haru I don't use the ETTM but if you scale through the tiers fairly quick and most of your gameplay is with (if I remember right) tier 7 parts, you could pull the mod from github or extract it yourself, then add compatibility for just the tier 6-7 parts, cutting your work down quite a bit.
Theoretically, it would be fairly easy for the base game tier parts, as you could copy the base game counterparts already in the AI ship mod and tweak them slightly (Unless they change more than I realize through tiers).

Haru, you could give the Power distributors mod a shot. It can be a bit strong, but allows you to cut down crew amounts here and there.
Haru 9 月 1 日 下午 7:37 
@pit-s i have 4k+ crew on my station alone so its pretty perfomancy intensive if i make some bounty/mine runs
Haru 9 月 1 日 下午 7:36 
u can if u want to. not a necessity. i can life without it, but thanks for offering :D
pit-s 9 月 1 日 下午 7:34 
@Haru
Sure I would also like to use it with modded content that needs to be crewed but not if that means I have to take the hit to performance again - I dont even want to know how the game would run if I had to run my ships with the suggested 400+ crew instead of the ~60-80 thanks to this mod.
DLockholm 9 月 1 日 下午 7:24 
I could take a look at making a pull in github to add compatibility with ETTM stuff if present in the game/mod list but we'll see, I don't use ETTM tbh but I could try
Haru 9 月 1 日 下午 5:12 
yea just wanted to point out. From my understanding so far to add more compatibility and make pushing updates/patches easier is maybe to go with the suggestion below to make it crew invis and insta move ish i guess. Was just looking for a way to reduce late game lag due to high crew usage.
DLockholm 9 月 1 日 下午 4:19 
@haru i mean to be fair the mod doesn't mention compatibility with ETTM