Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Shields Cooldown [FIXED]
   
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Tags: Mods
File Size
Posted
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39.537 KB
14 Jun, 2023 @ 4:13pm
21 Apr, 2024 @ 5:51pm
2 Change Notes ( view )

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Shields Cooldown [FIXED]

Description
Fixed the way Shields Cooldown patches [Beta] Modular+++ Shields v0.62b if you don't have that mod installed to avoid a crash.
Also added support for additional mods.
I will take this down at the request of the author Dazz Aephiex, or when the mod is fixed (and hopefully the Core Shield and other mods get supported).
Original description below, with added text in bold:


This mod adds a cooldown time to shields that must be waited 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.
  • Tiny Shields: 8 seconds
  • Small Shields: 12 seconds
  • Small Bubble Shields: 16 seconds
  • Large Shields: 16 seconds
  • Large Bubble Shields: 24 seconds
  • Core Shield: 32 seconds


But Why?
The more crew 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 power supply, making them nearly indestructible for they offer no more than a split-second after being taken down and before it's back up. This mod is meant to limit how fast a taken down shield generator can reboot, making them less indestructible.


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.
13 Comments
s3m989 8 hours ago 
This mod still works after the meltdown update
Makerbubu43 17 May @ 5:21pm 
if you could please add support for AWT it would be greatly appreciated

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882082274
bestLinuxGamer 3 Dec, 2024 @ 1:06pm 
Can you add support for star wars shields?
Coitus Maximus 22 Aug, 2024 @ 1:16pm 
nice
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 21 Apr, 2024 @ 5:57pm 
what an active mod developer
I sure hope nothing happens to them.
Blitz  [author] 21 Apr, 2024 @ 5:55pm 
@MisterMdl I've updated the mod to work with the latest versions, although it doesn't seem like any changes needed to be made, you just won't get a version pop-up anymore.

@wyp020610 I'll see about getting that done soon-ish.
Lingluo 28 Feb, 2024 @ 5:58am 
Could you please patch this mod to work with Extended tech tree mod?
MisterMDL 26 Jul, 2023 @ 2:54am 
Can we hope to FIX after 06.2023 update?
I find it very helpful mod to save game balance with mods.
Malte 16 Jun, 2023 @ 7:44pm 
Hey, I like your change :)
Have thought of some similar ways to do like battle shields with much slower recharge rates but higher shield hp.
But might add to the normal shields of mine also some kind of cooldown like you did.
But to be honest haven‘t tested it myself.
But it’s pretty clear on paper ;)

In my opinion it’s cooler to have a shield stay for longer and when it breaks it is broken for a bit and not instant back up and you have to get lucky with some shots between.
But I think a bit better armor should be used with that too, to have overall longer and more satisfying fights.
Blitz  [author] 15 Jun, 2023 @ 4:35pm 
where did my menacing comment go