Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Single, Dual and Heavy PD Turrets + energy efficient vanilla PD
176 Comments
Drakengard2099 Nov 1 @ 2:27pm 
Please update this mod for the current version of the game.
sir Evans  [author] Sep 18 @ 9:10am 
Can't steal my mods, I give them away :D

But it seems like someone tried to add translation to it, should have let me know I could add it here :)
RustyDios Sep 18 @ 7:05am 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3258179822 looks like someone tried to clone/copy/steal this mod into another language and fuzzed it up
sir Evans  [author] Sep 18 @ 2:51am 
3258179822 is a different mod, it seems :)
sir Evans  [author] Sep 18 @ 2:50am 
Workshop ids are chronological, so the later one is newer.
Strange thing tho.
mgunh1 Sep 18 @ 2:28am 
Update: Deleting the contents of (what appears to be) the older mod folder (3258179822) seems to fix the issue.
mgunh1 Sep 18 @ 2:25am 
This appears to be creating two identical mod folders with different IDs, causing a crash. The mod file numbers are:
[Workshop ID 2887754416] - evans.point_defense_turrets (1.0.0)
[Workshop ID 3258179822] - evans.point_defense_turrets (1.0.0)
They're both trying to create the same multiplayer key and causing a conflict. I've tried un/resubscribing to the mod, but that only recreates both folders.
RustyDios Sep 17 @ 12:34pm 
I have not followed No Mans Sky at all
Thankyou for the flash reductions :)
sir Evans  [author] Sep 17 @ 12:19pm 
Btw Rusty, have you seen recent changes in No Man's Sky? :D
I just wish I had some time to immerse myself in it right now.
sir Evans  [author] Sep 17 @ 12:18pm 
Uploaded, it is kind of better, I am not sure of longer glow lifetime tho. It should help with disco effect, I just hope it won't be trailing behind when turret moves.
sir Evans  [author] Sep 17 @ 12:15pm 
Really? I found it anticlimatic. Just emission was nice, it made it different.
Anyway, I'll restore old sounds for pd turrets for now.
RustyDios Sep 17 @ 12:11pm 
I wouldn't say gunshot.. I think it's more like a power-up-zap .. but yeah, I actually like the ion one
sir Evans  [author] Sep 17 @ 12:07pm 
yeah, ion crystals are even worse. They have a gunshot when they start firing.
RustyDios Sep 17 @ 12:06pm 
Having just listened to them now.. they do seem very... uzi-like?
Like it's the type of sound effect you expect from a standard b-rate movie firing a minigun
sir Evans  [author] Sep 17 @ 12:04pm 
Well, that is one way of dealing with it :D
RustyDios Sep 17 @ 12:02pm 
I.. um.. for the most part normally play with the game on mute and listening to Spotify/Other music.. so...
sir Evans  [author] Sep 17 @ 11:59am 
Sure thing :)

Btw, what do you think about new sounds? I find new pd sounds toylike, and I am thinking about restoring the old ones for the mod.
RustyDios Sep 17 @ 11:53am 
Cool, No pressure...
I just wanted to know if I can delete the sharer-mod from my workshop :)
sir Evans  [author] Sep 17 @ 11:47am 
Hey Rusy,
I got them. Life happened and I am in the middle of hardcore time at work.

let me have a look now, maybe it won't take long to add and upload.
RustyDios Sep 17 @ 11:44am 
Just wondering if you grabbed those new/changed files yet?
sir Evans  [author] Sep 12 @ 12:04am 
Thanks, I'll look into it today.

Also I am thinking about restoring old sounds to pd turrets, as new ones are... not as good.
RustyDios Sep 11 @ 7:39pm 
@SirEvans
Certainly an unorthodox method for file sharing, but...
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3566555037
sir Evans  [author] Sep 11 @ 5:23pm 
unsub and resub. Game was updated with changes to sounds.
If it crashes still, I'll try to fix it tomorrow :)
eNRAGED Sep 11 @ 4:28pm 
No idea why, but something in the last 24 hours changed and this mod is currently crashing my game. I am playing on the previous version of Cosmoteer, admittedly (for mod compatibility). Working fine yesterday, today it crashes.
First line is that it can't find a .wav file in the terran ships for one of the PD's. A few other errors about rule failing to load.
Odd.
sir Evans  [author] Sep 11 @ 12:37am 
sounds very nice!
How about just posting a temp mod here in workshop, I could get it from there :)
RustyDios Sep 10 @ 8:52pm 
oh! the heavy turret has its own \shots glowSprite values that I reduced as well ... and again in overclock
RustyDios Sep 10 @ 8:38pm 
I'd be happy to share my files with you if there is a method to do so that is convenient for you
RustyDios Sep 10 @ 8:37pm 
I've had the time to look into and there were several things I had to do to get the effect to lower in intensity/brightness.

I halved the actual sprites brightness and saturation in GiMP

in point_defense_shoot_flash.rules ... I increased the Updaters Lifetime to 0.16, and then in the valueCurve changed the min to 0.5, max to 0.75 .. Lerp fromValue Af to 0.75 and then in the Material _litReflectiveStrength to 8 and _litAdditiveStrength to 0.02 .... and lastly the EmitterDef ScaleFromIntensity ScaleFactor to 1

in shots\pd_turret_shot.rules ... glowSprite .. _litReflectiveStrength to 8 and _litAdditiveStrength to 0.02, _unlit to 0.1

I also then made the fire effect media effect of all 3 turrets point to the files in the single turret instead of the base game one (first lines were still looking at vanilla)

and lastly on the heavy changed its fire effect ChainedTo to the BulletEmitter and location updated to [0.22,0.06] to affix the effects to the gun barrel correctly.
sir Evans  [author] Sep 10 @ 2:29pm 
So I have changed something. Not sure if it is better now, but this glow effect visual transformation is mysterious to me atm, not sure when I'll be able to dig into it.

Rusty, if you have some time to figure it out. There is this color transformation from one to another in rules files, that goes from very bight yellow to transparent. Or something like that. I think setting starting transparency at 50% would be best.
sir Evans  [author] Sep 10 @ 8:55am 
I think tunning down the glow a little will be better. Muzzle flash graphics is less visible than these disco lights.

I will try, if I don't forget, in few hours when I'll be fixing weapon turrets :)
RustyDios Sep 10 @ 8:55am 
The heavy isn't so bad, maybe because of its lower firing rate? (and I haven't used normal PD front-mounted in ages, lol)
RustyDios Sep 10 @ 8:54am 
Either would work I think. The ones causing issues is the PD Turret and Dual Turret.
sir Evans  [author] Sep 10 @ 8:48am 
on which turret?
I belive there is a thing that could help, if just a little.
I could increase alpha on muzzle flash, making it less prominent. Or perhaps reduce glow that accompanies the animation.
RustyDios Sep 10 @ 8:44am 
Is there something you can do to maybe lower the intensity of the muzzle-flash ?
It's almost seizure inducing with how much it flashes due to the firing speeds.
sir Evans  [author] Aug 23 @ 6:25pm 
Check rules files. They probably have autotarget set to crew somewhere there.
TRIGGER9369 Aug 23 @ 5:44pm 
messing around with the HDEB cannons and ive noticed they will shoot at crew that abandoned an enemy ship. any reason why other than the operators being canadian? (edit: spelling)
sir Evans  [author] Aug 20 @ 1:51pm 
Awesome!
Link added to description :)
sir Evans  [author] Aug 20 @ 11:08am 
Yup, this was it.
Uploading fix in a sec.
sir Evans  [author] Aug 20 @ 11:07am 
Nah, thats probably some minor issue with stats formula.
Probably missing *2 somewhere in DamagePerSecond.
Actrazor Aug 20 @ 10:27am 
Why is it, that the single and dual PD have identical stats, the only benefit from a 1x2 to a 2x2 (Twice the size) is 8 power cap instead of 4. Is it stating that each barrel has these stats, or the entire turret?. If so why would anyone not just build 2 singles for literally double firepower?

aesthetically I really like the Dual, but if it's half the firepower, that is a lot to ask for mere cool factor.
sir Evans  [author] Aug 20 @ 7:25am 
Go ahead guys! :)

When you do, I'll link your mod here for other folks who may be interested :)
MrCloista Aug 20 @ 4:41am 
with appropriate credit given ofcourse
MrCloista Aug 20 @ 4:40am 
@sir Evans I'm thinking standalone, don't need more than 1 turret pd for that mode. I've got some balance ideas I want to try out if you don't mind me using your HPD as a base and making a spinoff mod
sir Evans  [author] Aug 20 @ 2:47am 
A stand alone HPD or whole set? :)
MrCloista Aug 19 @ 8:02pm 
Essentially a 'tall' PD turret so it blocks high los would work for B&B
MrCloista Aug 19 @ 7:50pm 
@sir Evans Would you be able to (or mind me or RustyDios) make a variant of the HPD which is better balanced for Build & Battle? These are fantastic for the bigger ship modes but B&BB tends towards the smaller scale and being able to spam build pd turrets makes missile builds pointless.
sir Evans  [author] Aug 16 @ 9:10am 
HPD does more damage and bullets move faster. Maybe I should decrease spread a little?
ALVYBOI Aug 15 @ 2:08pm 
I rather use the dual turret not HPD cause they shoot faster and are more accurate.
sir Evans  [author] Aug 14 @ 7:10am 
I've toned down HPD a little, let me know what you think :)

Also increased overall performance for PD turrets.
Did you know that firing effect was HUGE, even tho nobody ever paid attention? I cut graphics down 4x.

@RustyDios & @MrCloista I think we have a massive potential for performance increase mod right here. I did the same for Weapon Turrets mod and it seems like cutting graphics down makes very little visual difference but works well for improving performance.