Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

Expansion for Adjustable Fighters and Components
202 条留言
Azmodan 10 月 5 日 下午 4:14 
Thx for the update. The moskito swarm rises again.
A bit curious what happens when (in the far far galaxy where no update was before:-) Walt gets to add carriers to the game.
joemama1512  [作者] 10 月 4 日 上午 11:49 
Apprciate it RustyDios! It appears to be working now with all recipes being unlockable.
RustyDios 10 月 2 日 下午 11:49 
it's correct to do that *on the parts* but the TECH in modes\career\tech still needs a valid group, so you either path to the fighters group//use the line of the parent OR put it in directly

eg; EditorGroup = "Fighter"

this will give it a valid purchase option in the career blueprints purchases
RustyDios 10 月 2 日 下午 11:45 
oh.. noonoo... I see what you've done.. that is not correct at all
joemama1512  [作者] 10 月 2 日 下午 4:09 
Um, Rusty do you know how to fix this?
I replaced the EditorGroups for the parentParts to get them to stack.

Like for the computer, I used this entry in the techs.rules

EditorGroups = []
EditorParentParts = [ "rustydios.fighter_cockpit" ]

How do I refer to your editor group of your cockpit?
RustyDios 9 月 30 日 下午 7:31 
Likely to be an incorrect EditorGroup on the tech template
Azmodan 9 月 30 日 下午 6:58 
Got a similar problem like urlings_55 . Some compoments like the drone cockpit ,the computer addon or the advanced trusters say blueprint not availabel. They also do not apear in the unlock menu at station but enemy fighters have them. Maybe a mod conflict (got half the still working workshop active :-)
joemama1512  [作者] 9 月 30 日 下午 2:33 
I just tested the supplimental computer and it seemed to be fine. What kind of issue are you having? It will be located under Fighter Cockpit category now like how all the thrusters are groupted, reactors, etc.
urlings_55 9 月 27 日 上午 11:55 
Is it possible the blueprints for the fighter cockpit computer are not enabled?
joemama1512  [作者] 9 月 16 日 上午 10:54 
Well that was unpleasant but I believe I have all the sound crash problems resolved. Let me know if theres any sound weirdness and Ill investigate and fix.
joemama1512  [作者] 9 月 15 日 下午 7:53 
But it inconvenienced me so therefore its a screw up. :-)
RustyDios 9 月 15 日 上午 8:52 
It's not a screw up from the dev ... Burst sounds are now rolled into the ThrustEffects as "EndMediaEffects", part of the new sound loop

The entire soundscape has changed in 0.30.1, many things needed new referencing as all the paths have changed.
joemama1512  [作者] 9 月 15 日 上午 8:31 
I was really hoping the dev would fix the screw up instead of requiring everyone to hax out their sound....
daedelus 9 月 15 日 上午 1:12 
It looks like basically every reference to a sound clip or file throws an exception. It's all of them. I started to comment some of them out but yea I'm not doing every single one lol.
daedelus 9 月 14 日 下午 8:38 
Are you sure it's the original mod causing the problem? I crash with the sound error when your mod is enabled but if i disable your mod and keep the original enabled, it works fine. He updated his yesterday.
joemama1512  [作者] 9 月 13 日 上午 10:26 
I think best bet is to let the dev sort things out and come back in a few days.
joemama1512  [作者] 9 月 13 日 上午 10:26 
It looks like the dev screwed up the sound. I fixed my instances but the base mod still has a few issues.

The original thruster small part now has a big chunk of the Burst Effects commented out which was the 30.1a release I guess. I expect he will fix the underlaying issue and reimplement, instead of all of us having to comment out the burst sound then adding it back.

If you are really dying to play, you can modify the files that it tells you are broken.
Comment out from here: : /COMMON_SOUNDS/ThrusterBurst
until the close parenthesis.

The thruster advanced and quantum are affected, but then the base mod's thruster small is affected and likely the rest of his thrusters too.
sharky 9 月 13 日 上午 12:56 
My Game Crash and it Said this 'Unable to find node at path "Sound" relative to "<C:\Program'
joemama1512  [作者] 9 月 7 日 下午 8:10 
Hey everyone! So there have been some significant rebalancing with the base mod for everyones awareness. The reactors have more reach and overclocking is pretty significant. I am still working on overclock stuff for my parts to match his.

The light plume is back to 2 blocks, but the heavy thruster will keep a 4 block plume. Since this breaks a lot of my encounter designs, I temporarily overrode this to 3. Otherwise many of my career encounters will just sit there doing nothing and I can't automatically do much since ships are pngs. This override is temporary though until I can fix my ships so please be aware.
RustyDios 9 月 2 日 下午 9:58 
Base Mod Meltdown Update is finally out .. you might need to check this one still works correctly ..
RustyDios 9 月 1 日 下午 4:24 
I have plans for how to handle thermal/heat on fighters... I think you'll love the idea when seeing it. Alas still stuck in testing and ironing out bugs and issues and crashes before I want to push it live
joemama1512  [作者] 9 月 1 日 下午 2:38 
Rusty, could you do me a favor and consider adding some of the Subsections like they do with armor? Like put all the Shields into a subsection and same with the Thrusters. Since I have several additional such parts that would be handy. I plan to add an Armor and Structure subsection too probably.

The plasma gun had to be dropped as they got rid of the RepeatedEffect thing....which caused crashes anyways that they wouldnt fix, so no big loss I guess. Anyone have another idea what to do with it?

Not sure about the heat gun either. With no AreaFire effect, it doesn't do a very good job of setting fires even with a high chance of doing so. Plus it is a bit redundant now with the thermal lance. Any ideas there would be appreciated too.
joemama1512  [作者] 9 月 1 日 下午 2:38 
Ok, I have updated the mod to work with the thermal update finally. I will have to put some thought into how I want to deal with the thermal overload stuff.

My initial thought is that fighters are generally too small and do not have the thermal mass to deal well with higher heat situations. I may have a hard time coming up with overloaded new functionality for all the weapons to be honest. However, RustyDios sounds like he has plans, so I will pretty much wait to see what Rusty does and then do my best to follow his example.

It is odd that normal lasers now act like my Pulse Lasers when overloaded. Such drastic changes in functionality by overloading them seems weird to me. But I guess go with the flow?
joemama1512  [作者] 8 月 29 日 上午 7:04 
Thanks for the heads up. Ok, I will update this mod to get basic functionality working and once Rusty has his mod updated, I will see what he did and kind of follow his lead.
RustyDios 8 月 28 日 上午 9:57 
Just a heads up.. the base Adjustable Fighters mod this one uses will soon get it's Meltdown Update (I've been working hard on it!).. at which point this mod will likely need an update/overhaul too to bring it up to speed anyway

There are many things changing in the base mod, mostly all around the overclocks...
LNOMAD 8 月 28 日 上午 6:53 
So it seems to work... but a new error for the shotgun comes up about damage per shot:

\fighter_shotgun\fighter_shotgun.rules>/Part/StatsByCategory/0/Stats/DamagePerShot" failed.
LNOMAD 8 月 28 日 上午 6:43 
It has been at startup, yes. Adding the /BaseValue worked, it fixed the disruptor but it is now giving me an error on the shotgun. I will go ahead and add the same line of code to it to see if it works as well.
shephjr15 8 月 27 日 下午 6:09 
so a few of the most egregious issues, the damage type "fire" was removed and replaced with a status effect, so ANY weapon that lights fires is going to need adjustment, same for the flyswatter weapon's "areafire"... those were the majority of what I had to adjust in this mod to get it running (and in a lot of others). And of course most damage in general in the base mod being rejigged to "BaseValue" as you already noted with the disruptor, that will keep cropping up.
joemama1512  [作者] 8 月 27 日 下午 5:23 
I did find one issue with the fighter disruptor where you have to change to this in the stats section:

shield_gen_small/shield_gen_small.rules>/Part/Components/ArcShield/ResourceDrainPerDamage/BaseValue

This is cuz they randomly changed the field definition from a single value to a 'structure' so to speak so you have to dereference the field you need. I was able to bring up my mod at least with that change.

I will go ahead and try out my mod ASAP without the DLC installed and just see if I find any other obvious screwups and I will fix them. Anything specific you can mention will be really helpful.
joemama1512  [作者] 8 月 27 日 下午 5:04 
Finally, is everything working ok if you DO NOT have the new expansion activated? Is there a way to toggle the DLC? I thought it was pretty much a seamless integration.
joemama1512  [作者] 8 月 27 日 下午 5:03 
Also, can you tell me exactly what is crashing? Is something happening in-game to cause the crash, or it is something on startup?
I guess I should not be surprised as every tiny update, there's some stupid change to a filename or other crap that breaks a bunch of mods. I was kinda hoping for the best and had not heard anything bad so far. Wishful thinking I guess.
joemama1512  [作者] 8 月 27 日 下午 5:02 
I havent actually tried out the new heat system, but was under the impression that it was basically optional. You can overdrive components for benefits, but with some penalties and the need to flush heat.
Can you give me a better idea as to how and why it has affected this mod so much?
LNOMAD 8 月 27 日 上午 8:37 
I have been trying to play this lately but this mod continues to crash the game. With so many of my designs having modded components I would lose them all.

So... will this get updated or do I remove it from my mod list?
shephjr15 8 月 26 日 上午 11:19 
So, I'm sure you're aware of this, but the Meltdown update changed a lot with how damage types work, and in particular fires. Due to how much of this mod is built on referencing base-game data, it's very very very broken. Are you still actively developing the mod or working on getting it into order, or would I be better off delving into it myself?
joemama1512  [作者] 6 月 3 日 上午 7:11 
I was hoping the dev would have fixed the underlying issue by now, but guess not.

Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter

Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab

Delete LC-105. Copy Mauler and rename to LC-105

Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.

Delete TwinTerror. Copy and rename Foxtrot

Delete UTurn. Copy and rename TriForce


Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
MysteryKoolaid 6 月 2 日 下午 2:29 
Hello, been a while since my last comment here. The problem with the Fighter Antimatter Minelayer in multiplayer still persists. The mines going off still desyncs the entire lobby. The fixes you provided last time also did not work. I could get you a clip about whats happening, if that would makes things easier to debug. We also tried only running this mod and the dependency to see if any of the other mods we had was causing the issue.
Baka yellow 5 月 13 日 下午 5:50 
Fair enough! Preciated.
joemama1512  [作者] 5 月 13 日 下午 5:18 
I didn't even know you guys could see the update logs, lol. The new stuff wasnt quite ready for release but I already had it incorporated for testing. Plus I was in a hurry to fix the latest dev update/rename screwup so you guys will just have to somehow live with the 100% compression version of my log update. :-) Hence the manual notes in the comments.
AnAmoeba 5 月 13 日 下午 1:18 
Awesome new update! Love your mod
Baka yellow 5 月 12 日 下午 7:25 
"Update: May 12 @ 9:11pm

"

gg/10, best update log yet.
joemama1512  [作者] 5 月 12 日 下午 6:56 
Got some new gas for you guys!

First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.

Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.

New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.

Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
joemama1512  [作者] 5 月 12 日 下午 6:12 
Fixed. Dev decided to rename doodads_off1 BACK TO doodads_off....
0-ID 5 月 12 日 下午 5:17 
Same here
Farrowe 5 月 12 日 上午 7:24 
It seems that there's a crash when using This, the Asjustable Fighters mod, and the built-in Huge Ships mod. the stack trace says something about being unable to find "doodads_off1.png" in the "thruster_small_ folder, under Terran ships
joemama1512  [作者] 2 月 28 日 上午 7:28 
Good to hear. I dont think you did anything wrong. I think sometimes it poops out before it does the update-mods part, so unless you disable all mods, then restart so they all get updated, then restart after re-enabling all of them, then it doesnt update.

Thats my theory anyways.
Draxiss 2 月 26 日 下午 6:33 
I did before but maybe I did something wrong. I decided to just fully delete and redownload all of my mods and now it . . . is working! Okay; I'll mark my patch as defunct.
joemama1512  [作者] 2 月 23 日 上午 10:28 
Try unsubscribing from both my mod AND the original base mod and re-add. I moved my local development version of the mod and just used the public version and it came up fine.

My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021

I did a search on doodads_off.png and found nothing unexpected.

Anyone else having issues?
Draxiss 2 月 22 日 下午 3:00 
All my patch does is replace the replace the relevant 'doodads_off.png' references in fighter_thruster, fighter_thruster_small, and fighter_thruster_3way with 'doodads_off1.png'. You're welcome to see exactly what I did; mod Id is 3431768149.
Draxiss 2 月 22 日 下午 2:57 
I just tried again without my patch and got the "Could not find file '. . .\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'." error.
joemama1512  [作者] 2 月 22 日 上午 8:49 
I have fixed the thruster animation so that the 3 way thruster has the OFF animation. If there were crashes this should resolve it. I fixed the light and 2 way thrusters also in my folders, even though they are not actually active (since they duplicate Rusty's parts).

So no patch should be needed anymore.

I wonder why dev added an OFF animation but only for light thrusters...