Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Jani's Shipyard
กำลังแสดง 1-10 จาก 38 รายการ
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อัปเดต: 23 ก.ย. @ 12: 32pm
โดย janiTNT

New weapon: particle blaster mk1

patched stack inserter power consumption inconsistencies
increased ramp-ups of hauler thrusters
fixed repulsor haulers not having increased ramp-up time
fixed repulsor haulers displaying 0% engine room effectiveness
repulsor ramp-ups lowered to 1.5x longer instead of 2x longer
inserter lights lightly modified
tristeel splitter now compatible with inserters
Thermal canister missiles added to inserters and storage blocks
reorganized the order so ammo should be the first entry now
1 pixel offset on eletronic circuit stack sprites to fix inconsistency
changed resource costs for electronic circuits: 1/5th of a steel and coil per one circuit.
changed resource costs for advanced circuits: now 1/6th of a hypercoil instead of 1/10th.
both changes should make circuits not have any mark-up per produced material.
sped up advanced circuit factory
advanced circuit factory now blocks travel ontop of functional tiles
doubled heat production of overclocked circuit factory (it was already halved)
added electronic circuits to the station and trade ship item pool
changed resource costs of most if not all cruiser weapons, some may feature circuits in their costs.
added much more agressivier homing for leto missile, but made it kick in at halfway in flight. (its still not really significant)
slightly increased advanced circuit factory tech cost, but removed hypercoil factory requirement
slightly increased price of some cruiser weapons
reduced cost of defense laser
doubled power consumption of bomb teleporter
slightly increased spread (0.5 to 0.75)
increased power consumption of mine teleporter from 2 to 3
slightly increased spread (0.75 to 1)
reworked bomb/mine teleporter code to use ion overclock rules for teleporting, now should spawn slightly outside of the ship instead of a set distance from where it spawned. also allows it to teleport to right place even if it was grazed, but the radius is just 1 so its not really significant (this might mean slightly less damage buuut not really since it was already made far)
fixed mine shrapnel from the teleporter not causing fires
doubled steel sheetmetal health
removed 1/10th of a battery EMP resistance on steel sheetmetal
reduced steel sheetmetal penetration resistance from 0.25 to 0.2
copper sheetmetal health increased by 50
copper sheetmetal pen resistance reduced like steel
increased tristeel sheetmetal hp to 1000
increased tristeel sheetmetal penetration resistance by 1 so it shows up as 10 in-game
fixed hauler thruster 8x7 being wrong center of thrust
increased how much defense lasers can tilt
reworked defense and burst laser mk1 firerates and damage and etc
changed fire rate of cruiser weapons that have burst shots to accurately reflect total rate of fire instead of reload time
increased/doubled firerate of ion blasters, heavily increased power power consumption, halved power drain to compensate for firerate, leaving to longer drain duration
fixed ion blasters not having lightning bolt effects from center of effect
changed how burst 3 shows its colors, should now be red instead of green when idle and full
buffed dirk turret rotation speed by 1.25 (its still very slow so nothing changed)
slightly increased fire delay
-5 degress of turret rotation arc of dirk, should'nt really impact much unless you're building a wall of dirks
slight leto targetting upgrade: now can fire even if the target is up to 45 degress off from aim

อัปเดต: 17 ส.ค. @ 5: 11pm
โดย janiTNT

fusion reactor fixed, properly updated to using meltdown features, added tech requirements.
Mining laser fixed as well.
Added steel sheetmetal Wedges, structure wedges, tris, etc.
Added copper sheetmetal Wedges, structure wedges, tris, etc.
Added tristeel sheetmetal Wedges, structure wedges, tris, etc.
Added WallMass sheetmetal Wedges, structure wedges, tris, etc.

Added scorch and fixed hiteffects for nuke silo
Fixed hiteffects for mining prism and laser, fixed crash on placement, added scorch to emitter, fixed merging beams.
Fixed hiteffects for tiny drones and health inheritance
Reduced radius of fusion reactor explosion radius
Fusion reactor automatically turns off during contruction as if overclocked
fixed power port scorched, increased power consumption slightly, added indicators
fixed no crew indicator on pike beam
all cruiser weapons have scorched now
bfg 10k also fixed and added scorched
fixed ion cruiser weapons not showing their beam color
slight internal rework with goldium factory (your resources that are inside will vanish on updating.)
FIXED COLLIDERS (RE-ADDED THEM)
changed pulse thrusters stats bar to be like vanilla thrusters with overclock tab
dirk beam is now styled like laser overclock
added stats to goldium factory and its overclock
fixed splitters not having destruction effects
added splitter scorch effects
new dedicated icons for splitters
fixed circuit sprite in circuit factory clipping under the belt
fixed circuit factories not being buffed by factory buff
added overclocks to circuit factories
Nerfed long and stack inserter prices, new prices are as follow:
Long inserter: 2k
Stack inserter: 5k
Should use less storage space from materials marginally
lowered sheetmetal density
tristeel sheetmetal buffed from 8 to 10 penetration resistance
changed how stack inserter consumes power (should be the same per second but doesnt eat your power if it fails and swings back repeatedly)
nerfed power consumption of normal and stack inserters: now 0.25 power per second
Added inserter overclock mechanics:
choose between either double speed or 65% self powering (wip stats that can be changed later)
increased circuit costs for drones
fixed drone launchers scorched
nerfed 1x1 reactor a bit (interval of 1.85 to 2), now 6 tiny reactors equals 1 small reactor in production speed.

อัปเดต: 30 ก.ค. @ 11: 39am
โดย janiTNT

Releasing this early so you can still use some of your new ships, BUT this is very broken in general and missing a lot of features.
This is just the minimum product

(UNFINISHED) added circuits to storage and inserters
bulk inserters has 2 less batteries
All inserters now has been resprited
hauler thrusters no longer get diminishing returns for high engine room values
?????
hauler thrusters grouped into a mini tab like the rest of meltdown parts
put a lot of other parts that have several variants into their own groups
(UNFINISHED) changed fusion reactor to use vanilla heat system

อัปเดต: 12 พ.ค. @ 4: 18pm
โดย janiTNT

fixed nukes crashing game on update

Custom explosives crashing on build should be patched
reduced the fake range of laser drone projectile
redesigned laser drone sprite
drones are now much more floaty
drones have significantly less drag
laser drones have 20% velocitycompensation and from my testing it basically helps them aim ahead more
halved firerate of laser drone
decreasted firerate of combat drones
removed penetration resistance of hullmass
logic not gate changed slightly in order to cause ever so slightly less lag when off
removed fade02_ROSEtints.png
removed mindustry paint, adding to a new paint mod instead


added Electronic circuits, cheap 25 credits mass produced circuits
added Electronic circuit factories, uses 0.2 steel plates and 0.15 coils per electronic circuit
logic wires now use electronic circuits and should be overall cheaper
removed logic parts explosion absorption (not resistance)
fixed logic thrusters turning off and etc
severe speed nerfs to all inserters
inserters now are slightly cheaper, but require the new circuits to build.
fixed crash with placing down logic piston in crew construction
tiny drones now require circuits to launch
added circuits to all tiny drones and the laser drone, other drones will not use circuits and will keep old drag changes, until reworked (one day :tm:)
added better stats to inserters

upcoming: circuits in stations, and more
this isn't the full update i wanted but its mostly complete

อัปเดต: 7 มี.ค. @ 1: 44pm
โดย janiTNT

fixed hauler repulsor thrusters 7/8 having wrong doors
potentially fixed flaw in stack inserters causing lag
increased command point usage of nuke silo to 15 points
nerfed handling of the nuke itself
projectile based cruiser weapon rebalance (again)
leto missile launcher now a rapid fire waster
reduced inaccuracy of bomb teleporters
added toggle to disable ugly roof of the 1x1 quarters
Logic thrusters blueprint reduced to 1k credits
removed up to 4 render layers (actually mostly just two, older ones already got removed but not on beta)
removed BFG render layer (see above)

fixed drones strings
ramp down added to thrusters. 0.6, 0.8, 1, 1.25 and 1.75 for largest hauler thrsuter
rarity added to some resources (this is for resource dots in career)

fixed career having tons of tristeel bars in stations (important)

fixed bug of storages having wrong sprites

small fix to small repulsors to pull the changes of small thrusters with 0.28.1_rc1
split bosses and guardian ship folders
removed "Jani's shipyard" tag on parts.
changed color of burst thumper and thumper (guardian weapons)

buffed burst thumper
new burst rapid shot weapon for guardians
made guardian weapons flippable (now the spinny bits could rotate in the other way!!!)
Reduced tier of guardian ships

removed the weird cube stuff of the ancient thruster
Added Comparators, these blocks detect power, operational or reactor explode level on connected blocks.
Resource filtered variant of these, for keeping track of resource levels on parts.
Added Gauge Comparators, letting you precisely choose the percentage for when the signal activates
Resource Filtered Gauge comparators, a combination of the last two.

Added logic jump wires, a highly requested logic component
Renamed roof sensor to LIDAR sensor (You should play Swirl W@tch)

Inserters can now be disabled by Logic.
Heavily nerfed inserters:
Ammo inserters: -1 point cost
Long ammo inserters: -1 point cost
Stack ammo inserters: +1 point cost
All other inserters changed to match the cost of the Ammo Variant, including command point cost.
nerfed port range
increased power usage of inserters per swing.
base inserter does not require goldium to make; Other inserters require the goldium tech as well.
Tech price reduced for inserter, increased for non-basic inserters.
fixed typo in inserter tutorial
reworked inserter tutorial
repulsor thruster (small) cost is not 5k as entry level for repulsor thrusters

updated goldium resource description
new ball weapon for guardians
new thumper variant
new shield variant for guardians

tweaked hyperoid spawn chances and types that can spawn.

Added 8 new Guardian combat ships: Fascinator, Withering Starship, Truffleblaster, Great Abolisher, Blasphemic Tater, Altar of Leprosy, Sapper Spiderling, Traincoiner

อัปเดต: 17 ส.ค. 2024 @ 3: 46pm
โดย janiTNT

- fixed hyperoids not spawning only on specific multiple_asteroid_belts systems like aftermath systems (i forgot to enable)
- changed inserter storage to not have crew stuff on blueprints
- Logic Bulb has words now
- Tiny Reactor Blueprint cost: 8000 to 3000
- Skipy docks no longer crash when mined
- made goldium not be on trade ships
- added SW small missile launcher support for inserters
- nerfed burst laser mk3 to have 15 batteries instead of 16 to avoid shooting 1 shot and dying on third fire
- Mod tag format change
- possibly fixed crashes when mods that change vanilla nukes
- removed herobrine

อัปเดต: 22 ก.ค. 2024 @ 6: 49pm
โดย janiTNT

Quick patch to get the mod working asap

New vanilla changes applied.
WIP logic bulb
Several Small Changes
Weapon rebalance
New Cruiser weapon (missing blueprints)

อัปเดต: 2 ก.ค. 2024 @ 8: 04am
โดย janiTNT

Fix crash when loading without a optional mod.

Added light panels

อัปเดต: 1 ก.ค. 2024 @ 6: 52pm
โดย janiTNT

custom explosive should now scale radius properly

new drone health stats:
laser: 2500 hp
cannon: 3000
eletro cannon: 2000
laser (tiny) : 800
laser (tiny2): 1000

pike beam innacuraccy reduced slightly

blank roof for repulsor and hauler thrusters now have a small bevel like a thruster

cruiser weapon damage rebalance
leto missile more visible
fixed armor wedge crash

tristeel bars added to build type storages

bfg 10k now has 3x reload
bfg 10k now uses 80 uranium instead of 50 per shot
crew now have to travel to the center of the bfg to feed power
nerfed sheetmetals
added new big coil block
added new hull mass block
added steel block
hauler thrusters now support engine rooms......
hauler ramp up buffed....
hauler 7x6 added
hauler 8x6 added (stats are a bit different)

bfg velocity reduced to only 1.5k m/s out of 3k

goldium factory now eats 6 gold and outputs 5 gold. also supports resource limits
hyperoids are rarer.
radiators now have a different functionality. still work basically the same but spreads equally
dirk beams now consume 2 command points instead of one
repulsors no longer have lateral thrust

mining beam range nerfed
mining beam damage increased
(note: not accounting for new balance changes yet.)
ammo inserter command points +1
ore inserter command points +1
tristeel splitter price 2k to 4k

inserter mechanics rework. they now can grab any amount, only moves to the other side once hand is full, and puts resources into the desired storage asap. this makes a much more smoother and better functionality. this means stack inserters might be cracked now.
power uses:
inserter: 0.15 to 0.2
long inserter: 0.25 to 0.3
stack inserters: 0.5 to 1 batteries
stack inserters now behave differently and go back if storage is already full, and will only arch to if storage is not full

BOES chainsaw and sparagasmos deals reduced damage to guardians (and bosses)
fixed empty megaroid block crash
new barracks sprites for roof
removed barracks blueprints

อัปเดต: 28 เม.ย. 2024 @ 6: 15am
โดย janiTNT

Small patch for a bigger update

- fixed armor crash when salvaging
- new roof for blank big thrusters and repulsors
- fixed techs for pike and dirk beams