Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

More Crew Quarters
96 Comments
Benno 6 Jul @ 2:05pm 
nice
RustyDios  [author] 4 Feb @ 8:56am 
Seems fine in my testings, you get both styles to use.
Kurim  [author] 3 Feb @ 12:15pm 
since they are named diffrent by id it might not have any issues
Daniel_USA 3 Feb @ 12:01pm 
The game has 24 crew barracks now by default. Does this cause issues with the barracks provided by this mod?
warbird5656 27 Jan @ 4:14am 
@Syndicate do you have the star trek mod on aswell?
Warhero5566 27 Jan @ 3:51am 
I too am getting the same 1x3 Bed Error with the Star trek mod, it just started happening.
Kurim  [author] 15 Sep, 2024 @ 1:27pm 
Not tried, but i don't think they use the same name ID's.
Give it a try. :actime:
EatTheRich 15 Sep, 2024 @ 8:38am 
does this mod work togher with Galactic Allegiance?
RustyDios  [author] 14 Sep, 2024 @ 3:20am 
Seems like a conflict with another mod using the same name ID.
Syndicate 14 Sep, 2024 @ 2:57am 
Crashing on duplicate ID for 3x1 bed

Crash [pastebin.com]
RustyDios  [author] 19 Aug, 2024 @ 12:59pm 
"The walk through quarters does the same thing"
That is essentially, the same thing from the a different mod
XHU 524 - OFSET 5 19 Aug, 2024 @ 12:57pm 
What is the use of the twin bunk? The walk through quarters does the same thing, from the picture of the twin bunk I thought it would be an upgraded quarters allowing 4 people instead of 2 in a 1x2 space
blobel 29 Jul, 2024 @ 4:57pm 
Thank you for the help. I took this hint as a reason just delete all to old mods and one of the was the one causing the problem
Kurim  [author] 29 Jul, 2024 @ 10:24am 
It seems u have a mod using techT2 mod version which is not available anymore?
Like: Medium Hyperdrive (TechTree)
blobel 29 Jul, 2024 @ 5:57am 
I may have problem with an other mod trying to find a key. (first i can't code and i can't get much informations from the Logs)

Something tries to find the key "kurim.techT2":
The given key 'kurim.techT2' was not present in the dictionary.

The point is I only found this mode from an author named Kurim. So i Hope someone can help me.

Instulling and unistalling this mod doesn't change anything and the Star Treck mods won't even start.

The crash hapens as soon as i want to buy any new weapons at a any station
Knitcap 26 Apr, 2024 @ 4:20pm 
This makes crew logistics really hard, quarters only do jobs you assigned them to and nothing else, but it's rare to have something to do for everyone
Kurim  [author] 9 Apr, 2024 @ 10:31am 
To be honest I don't play it anymore but i'm open to suggetions - can you open a thread to so we can discuss better?
Schrödinger's Cat 9 Apr, 2024 @ 4:40am 
36 is +50% crew per space compared to vanilla, which is balance-breaking change, because Residence cost basically nothing, so mod is unusuable if you want to save vanilla balance =\

A single tier 3 gun requires 30 tri-steel and the bad that saves you 50% space only takes 6, this is basically a cheat mod right now :)
It could be balanced by making it cost 15 tri-steel I guess, but still +50% space/mass reduction is crazy
Kurim  [author] 7 Apr, 2024 @ 12:22pm 
@Schrödigers Cat, check comment from 20. Feb. 2023 um 16:08
it was changed from 30 to 36 to make the room more useful.

@Mercer, I have possible found the root cause, I have update the file maybe it will work now, if not I can rollback this changes
Schrödinger's Cat 7 Apr, 2024 @ 5:39am 
Need nerf Residence to 30, unbalanced atm, +50% is way too huge
Mercer 3 Mar, 2024 @ 12:11pm 
I have a problem, when I use any of the new Quarters, for example, one of 10 crew members, and assig them to a fundition or whatever, only 2 o 3 of them work, the others don't do anything, but when i use the 6 or 2 vanila quarters, they work just fine
Grey Paint 1 Feb, 2024 @ 4:11pm 
I found the root of the issue.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2886361987

This mod requirer -kurims techtree- to run without crashing the blueprint shop.
It even say in the description that it requires -kurims techtree- to function correctly.
There is nothing wrong with -kurims more crew quarters- it was just me clicking the download button to fast.
Sorry for the false alarm.
Kurim  [author] 1 Feb, 2024 @ 11:10am 
This is indeed strange, because this version does not use Techtree.
I have now change from my local to steam workshop version, but only this mod, and it works fine.
So your guess is not wrong, that another mod might be in charge.

Which mods do you have installed?
Grey Paint 30 Jan, 2024 @ 2:30pm 
When i use -more crew quarters- alone and opening the blueprint shop the game crash.
But when I use the tech tree mod in combination with the normal one The blueprint shop dosn't crash the game.
It seems somehow that the game or another mod is causing -more crew quarters- to run as a tech tree mod and creates a requirement error.
But i am not a programmer or mod creator just stating the obeservations.
Kurim  [author] 30 Jan, 2024 @ 12:47pm 
Could it be that you use the TechTree version?
Please dont use it, use the normal one.

'kurim.techT2' is only part of TechTree Version, this one is now hidden to avoide trouble.
Grey Paint 29 Jan, 2024 @ 2:01pm 
Got a crashout when opening station blueprint shop.

01/29/2024 22:56:02 | System.Collections.Generic.KeyNotFoundException: The given key 'kurim.techT2' was not present in the dictionary.
01/29/2024 22:56:02 | at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
01/29/2024 22:56:02 | at Cosmoteer.Modes.Career.Comms.CommTechsTab.<>c__DisplayClass8_2.<.ctor>g___GetPrerequisitesText|3() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Modes\Career\Comms\CommTechsTab.cs:line 230
Kurim  [author] 7 Nov, 2023 @ 9:05am 
narf~
will fix it :)
SirCampalot 6 Nov, 2023 @ 10:27am 
Just wanted to let you know I got the message about game version and it being automatically disabled (we know the drill, it's a game version thing).
This mod works perfectly fine otherwise, please never let it die :)
RustyDios  [author] 28 Oct, 2023 @ 11:30pm 
Yes
Tylarious 28 Oct, 2023 @ 8:11pm 
Does this still work with the Chainguns update?
RaiderLeader666 5 Jul, 2023 @ 9:23pm 
Found out through another mod that the issue is just one line defining the compatibility with game versions
Kurim  [author] 2 Jul, 2023 @ 1:58am 
@Samurai - if u have some issues please post a discussion.
I did some basic tests with latest version
Samurai 1 Jul, 2023 @ 4:56pm 
Without wanting to cause stress or to spread bad moods,are there any any news about the update? It´s just because of my 400 h safegame ;)
Kurim  [author] 27 Jun, 2023 @ 10:01am 
Thx for the hint - will check about compatibility
TheBastard 25 Jun, 2023 @ 1:39pm 
May this be updated? to 23.0?
RustyDios  [author] 13 Jun, 2023 @ 12:07pm 
It's intended to be restrictive to make you think about which room to utilise and how to slot them into your build. Lack of door spaces is a minor-balancing point :)
Augoeides 13 Jun, 2023 @ 11:36am 
Any chance the Crew Quarters could get more door access points? Great mod, but the lack of doors is a bit restrictive on builds.
Polybius 11 May, 2023 @ 2:32pm 
Add a 1x1 single bed
SirCampalot 23 Feb, 2023 @ 2:55am 
@Dazz Aephiex, your formula may just be a coincidence. I could propose the 'real' formula is that every time the bunk size doubles, the number of crew it can hold tripples, which would yield a totally different formula.
I did go and apply it to all rooms and it would make the growth of densities in larger rooms almost completely plateau.
Each larger and more costly room is a step up over its predecessor and in this game the advantages to using higher tech are quite steep (take a look at for example the thrusters, each one makes the previous one almost completely obsolete. And then comes in the engine room which is tailored for the huge thrusters).

Personally I think 2,4,6,10,16,24 and 36 is fairly well balanced as each larger room is a similar step-up from the previous one, which I think fits well with how this game works rn.
Dazz Aephiex 23 Feb, 2023 @ 12:04am 
I prefer 24 because it's more beautiful than 22.
Kurim  [author] 22 Feb, 2023 @ 11:22pm 
@Dazz Aephiex, so what's your suggestion here?
Chang 4x3 to 22 instead of 24, or just leave it as it is?
Dazz Aephiex 22 Feb, 2023 @ 10:39pm 
Vanilla crew quarters have crew capacity of 2 * (the grid size -1). However if we keep this 4x3 crew quarter would have a crew capacity of 22, this isn't a great number since it's not a common multiple of 3 and 4.
SirCampalot 22 Feb, 2023 @ 1:35pm 
@Kurim, I just noticed it's been updated, many thanks! ^^
Kurim  [author] 21 Feb, 2023 @ 2:02pm 
@SirCampalot, thanks for feedback, will update it later this week.
SirCampalot 20 Feb, 2023 @ 7:08am 
part 2:
I understand the artwork would not line up perfectly anymore. As thing are now, I avoid building the 4x4 room since spamming 3x4 rooms I can simply fit more people, which is a bit of a shame imo.

Keep up the good work! :)
SirCampalot 20 Feb, 2023 @ 7:08am 
Hi. I've recently started using this mod in my current playthrough and I'm loving it :)
However, I noticed some discrepancies with the densities of the rooms.

The 2x3 and the 4x4 rooms have a lower crew density compared to their predecessors.
Is this done on purpose or is there perhaps some other balancing reason that I am unaware of?

personally I'd suggest to increase the 2x3 room from 8 to 10 and increase the 4x4 room from 30 to 32, 34 or 36.

Relative densities of all the crew bunks (jncluding the default ones) as of now are as follows (I did round a bit to make it easier to read)
1x2 --> 1.000
1x3 --> 1.333
2x2 --> 1.500
2x3 --> 1.333 (setting this room to 10 crew will raise the density to 1.667)
3x3 --> 1.778
3x4 --> 2.000
4x4 --> 1.875 (setting this room to 36 crew will raise the density to 2.250)
Clear_Skies 18 Feb, 2023 @ 4:45am 
You are awesome!
Kurim  [author] 17 Feb, 2023 @ 4:17am 
@Clear_Skies, should be fixed now.
Clear_Skies 16 Feb, 2023 @ 3:23pm 
Is there a fix coming for the barracks? It doesn't allow mirror, so it kidna makes ship design a bit awkward, other than that, awesome work!
Zero Bellum 5 Jan, 2023 @ 2:52am 
I understand I was saying you can just call the different movement speeds within items. You clearly know that, I was just passing through and saw the "And about the movement speed I will analyze it, may be i can do some changes ;)" when I had just seen it myself on my own things.

Figured I would pass it along