Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Shields Cooldown
   
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Tags: Mods
File Size
Posted
38.957 KB
30 Apr, 2023 @ 5:53am
1 Change Note ( view )

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Shields Cooldown

Description
This mod adds a cooldown time to shields that must be wait until a taken down shield to regain power.

How it Works
Vanilla: Crews will deliver batteries to the shield generator until it is full. After then, the shield regains power immediately.

Modded: Crews will deliver batteries to the shield generator until it is full. After then, the shield has to wait for some time until it regains power. The time it has to wait depends on its size. A cooldown meter appears taking the place of shield hitpoints meter during this period.
  • Small Shields: 12 seconds
  • Large Shields: 16 seconds

But Why?
The more crews to resupply it, the more efficient it will be, this is the logic of many parts in this game. However, mods like The Cable Age or MMCT - Power Rework, Cables and Stuff accidentally buffed shields by offering quick and efficient automated supplies to shields, making them nearly indestructible for they offer no more than once second of chance after it is taken down and before it to regain power. This mod is meant to limit how fast a taken down shield generator can reboot, making them less indestructible in this case.

Supported Mods
Shield generators from the following mods have been patched to work the same way as this mod.


Shield generators not listed above still work the same way as they used to.

FAQ
Q: I think shield generators are taking too long rebooting.
A: I made this mod in a way that the values can be changed easily without needing to know much about modding. Head to the mod files directory and edit "stats.rules". It should be straightforward once you made it there.
11 Comments
Blitz 14 Jun, 2023 @ 4:21pm 
I've uploaded a fixed version that I'll remove at the author's request or when this version gets fixed:
Shields Cooldown [FIXED]
This also supports Galactic Allegiance's Core Shield.
Blitz 14 Jun, 2023 @ 12:58pm 
"IgnoreIfNotExisting = true" is only on the first Action for each shield from that mod. So it crashes because it refuses to just ignore the call for those files from the rest of the patch attempts.
Blitz 14 Jun, 2023 @ 12:52pm 
Er, if you don't have that mod installed.
Blitz 14 Jun, 2023 @ 12:49pm 
It's a patch for [Beta] Modular+++ Shields v0.62a that crashes the game if you don't have that mod enabled.
Mr Nunya 2 Jun, 2023 @ 11:53pm 
this mod will crash game on launch whether you have any other mods enabled or not
Stephan 27 May, 2023 @ 3:21am 
This mod crashes the game for me as well. Even if Cable Age and Shields Cooldown are the only enabled mods.
Tian Huan 13 May, 2023 @ 7:08pm 
Will compatibility be added for the GA Core Shield? Would love to have that also be affected because it's a pretty good shield.
Zackaboy437 11 May, 2023 @ 8:29am 
idk if its just me. but this mod crashes my game when i try to start it.
BrutaTralb 2 May, 2023 @ 6:28am 
You can easily do it with threashold triggers
Dazz Aephiex  [author] 2 May, 2023 @ 4:13am 
May consider after feature toggle is supported.