Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Modular Missiles
152 Comments
syy1125  [author] 12 May @ 10:08am 
Surprised nothing broke in this mod from the new Cosmoteer update.
An update to properly match the new behavior of vanilla missiles will be a bit late, as I'm taking this opportunity to also clean up some internals.
syy1125  [author] 11 May @ 11:17am 
I'll play around with some ideas on adjusting the range of the Heat stream. Likely won't be a module, because I can't think of what it should do for other missile types. A setting on the launcher, perhaps.
Clockwork 6 May @ 10:16pm 
Any way there can be a module that increases the range of the Heat Stream?
Auka Galactic 17 Mar @ 11:39pm 
Thank you very much :)
syy1125  [author] 17 Mar @ 11:37pm 
Sure, go for it.
Auka Galactic 17 Mar @ 8:09pm 
Hello. May I credit this while using this in my ship designs?
Hulk 15 Mar @ 2:16am 
well i found the culprit, it was my incompetence. i had an incompatible mod still actived, that caused the issue. mod works now ignore my previous post.

the mod that was causing this was Better Stats
Hulk 15 Mar @ 1:52am 
hiho any clue what could be the cause of this error im getting with this mod?

Unable to find node at path "<./Data/shots/missile_nuke/missile_nuke_stage2.rules>/Components/BoostAcceleration/Acceleration/0".
syy1125  [author] 27 Jan @ 10:51am 
If you want to play with CRAM cannons, Jani's shipyard beta branch has it. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981499760
A single communist 26 Jan @ 5:08pm 
CRAM mod when?
Wulf Hymir 19 Jan @ 12:27pm 
when you do I will love you greatly for it as for now? I will wait for it with love in my heart <3 take all the time you need my good sir!
syy1125  [author] 19 Jan @ 11:16am 
Yeah I'll take a look at making an ETTM compatibility addon. It will take some time though. Adding new types of missile and missile ammo to the launcher generally takes a good amount of work.
Wulf Hymir 16 Jan @ 8:56pm 
is there a way you could try to make a compatibility for Extended Tech Tree Mod for the advanced HE /EMP/big boi nuke?


mod link just in case you need it https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946411143&searchtext=Tech+tree
renegade_sock 7 Jan @ 11:21pm 
Wait, the maximum range is 400%? It's such a shame that there are some cool mods for this game but the balance for them is all comically bad. Max range should be capped at 600 and it should then be much weaker than the Gauss cannon given that takes up a lot of space to reach 600m range.
syy1125  [author] 6 Aug, 2024 @ 6:00pm 
Glad you are liking the mod!

Yeah range multiplier is capped at 400%, which I think is enough for most purposes. Also, if I'm understanding vanilla code correctly, anything further than 2500m from a player ship gets put into stasis, effectively removing them from simulation. That's pretty much a hard limit on how far your weapons can fire.

If you have suggestions, feel free to make a discussion post, or find me on discord.
Dertin 5 Aug, 2024 @ 7:31am 
i had some big plans with this mod in mind but i had to realize that the range is capped.

i would love to use this mod to make a huge missile with stupid range that i can then fire from a space station somewhere to a ship my scouts are engaging.

i also have some suggestions for new stuff and i would like to help implementing them if i can help somehow.
just contact me if interested. dont need any mentioning in your mod i just want to talk about cool ideas and may make some happen and your mod makes a good base for some of my ideas

some feedback would be nice and i love your mod. keep it up
syy1125  [author] 4 Aug, 2024 @ 4:17pm 
I've certainly thought about other modular weapons. But I feel that we already have quite a few modular systems (railguns, ions, and this mod, as well as MRT), and I don't see what other weapon systems need a modular variant, so for now I'm not planning more modular weapons.
Strickove 30 Jul, 2024 @ 12:06am 
This is so dope, can you possibly do this kind of cofigurable-modularity for other ship components? This basically brings up the missiles and mines to the flexibility in handcrafted ship personality that ions have in vanilla.
syy1125  [author] 23 Jul, 2024 @ 3:42pm 
Can you share a design, or what modules you are using?
Payload modules decrease missile range, so having too many of those will cripple your missile stats. That's the only reason I can think of for missile range to stay at 10%.
Vank 19 Jul, 2024 @ 8:42pm 
Hey i have an issue with missle range being stuck at 10% no matter how many fuel parts i add
Malte 9 Jul, 2024 @ 3:14pm 
Ah okay. Thanks for the detailed response! :)
DOBBY 9 Jul, 2024 @ 2:20pm 
YES!!! YES!!! THANKS FOR THE UPDATE SIR! ; )
syy1125  [author] 9 Jul, 2024 @ 10:46am 
Save loading issues should be fixed in v1.7.2
syy1125  [author] 9 Jul, 2024 @ 10:44am 
@Malte yeah the buff icon priority system is pretty weird. Based on what I've been able to figure out, here's how it determines which buffs to display.

For the part you are hovering over, it only shows the highest priority buff, no way around that.
For other parts that it's buffing, it goes by buff providers. For each buff provider on the current part, it finds the highest priority buff on the target part and displays the icon for that buff.

What this means is if you have multiple buff providers on the current part, each one sort of gets its own "channel" for displaying buffs, and on other buffed parts all of the channels show up at the same time.
I abused this system by using dummy buffs and chaining them from the loader and through the segments to the launcher. In the launcher, final values for missile buffs are still computed using the actual buffs, but I set the ChainsFromBuffType field to the dummy buffs.
syy1125  [author] 9 Jul, 2024 @ 10:28am 
Sorry for the save loading issues! Working on a fix. Should be ready soon.
DOBBY 9 Jul, 2024 @ 9:15am 
hello i'm really enjoying your mod, but having some issues when loading my save.
I don't experience crash but can't load my save with this message,

"An item with the same key has already been added key: HEMissileSpritesA"

is there any solution? or work it out on my on?
plz..sir this mod is way too good for me.. I don't wanna throw it away.. OTL
terran space police 8 Jul, 2024 @ 8:26pm 
after last update mod causes crash when loading ship using mod in creative mode
Malte 8 Jul, 2024 @ 3:58pm 
hey quick question, how did you manage to show multiple buff pictures at once? Got the same issue and currently writing with some devs but if there is already a solution I guess that would speed that up a bit :).
syy1125  [author] 7 Jul, 2024 @ 4:36pm 
Again, if you can send me the full crash log I may be able to find out more about the crash. You can find me on Cosmoteer discord.
Also, if anyone else is using the compatibility patch, please let me know if it's working as intended.
ZzZombo 6 Jul, 2024 @ 9:35pm 
If that's the case then how may I ever play with all these mods?
syy1125  [author] 6 Jul, 2024 @ 9:54am 
When I tested I have this in my logs as enabled mods

07/05/2024 09:55:27 | Enabled mods:
07/05/2024 09:55:27 | [Workshop ID 2942207280] - cosmoteer.mag_mines (1.1.7)
07/05/2024 09:55:27 | [Workshop ID 2886141879] - syy1125.modular_missile (1.7.0)
07/05/2024 09:55:27 | [Workshop ID 3012942417] - syy1125.modular_missiles_mag_mines (1.0.0)

So magnetic mines, then modular missiles, then the compat patch.
AFAIK there is no way to affect the mod load order though.
ZzZombo 5 Jul, 2024 @ 8:24pm 
OK, could it be that thr mod order is incorrect? What is yours?
syy1125  [author] 5 Jul, 2024 @ 10:06am 
Huh. That's the crash log you see if you don't have the compat patch enabled. I'm testing it on my computer, and everything is working.
The crash log snippet doesn't tell me much beyond that. If you can send the full crash log, I may be able to glean more information.
ZzZombo 5 Jul, 2024 @ 3:55am 
Sorry, but it still crashes at startup: Halfling.Serialization.DeserializeException: Deserialization from source "<...\cosmoteer.rules>" failed.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\ships\terran\terran.rules>/Terran" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<...\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part/StatsByCategory/0/Stats" failed.

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "^/0/DeployDeath".
syy1125  [author] 4 Jul, 2024 @ 9:37am 
@ZzZombo Yes, the two mods are incompatible. There is a compatibility patch for it to make them work together. It's linked under the "Compatibility" section of the mod description.
ZzZombo 2 Jul, 2024 @ 6:03am 
Incompatible with "Magnetic Mines".
syy1125  [author] 19 Jun, 2024 @ 12:13pm 
@sebaskebab13
I don't plan on adding rotatable launchers since vanilla missile launchers aren't rotatable. I want modular missiles to be an extension of vanilla missile launchers. To me, rotating missile launchers feels too far out there.
Unguided missile launcher is something I want to add, but they would only be able to fire straight ahead. I imagine they would be similar to railguns in their role. Of course they would have high damage output because it's much harder to aim.

As for the technical feasibility of your suggestion, I think the difficulty there would be only reloading on 0 degree. As far as I know there isn't a way to detect whether a turret is at 0 degrees rotation.
syy1125  [author] 19 Jun, 2024 @ 11:57am 
New missile type: electroshock missiles. An alternative form of EMP missiles. On impact, it creates a lingering field that lasts for several seconds, draining energy and dealing minor damage.
Let me know if you encounter any issues.
sebaskebab13 20 May, 2024 @ 2:16pm 
Idea: to put it in line with the Torpedo's and other larger deck cannons mods, there should be a rotating part like the deck cannon can aim. Balancing: torpedoes are unguided, can only reload on 0 degree angle and rotation speed can be lowered, Please let me know your thoughts!
janiTNT 16 Apr, 2024 @ 9:30am 
annoyingly, the MRT update broke the strings that show stats and there's little that can be done about it. limited to only 1 buff icon per part, and no more self part buff icon
syy1125  [author] 20 Feb, 2024 @ 11:01am 
I've thought about swarm missiles. I like the idea, but I think cluster missiles would work better in this mod and still fill a similar use case. So I'll get around to implementing cluster missiles at some point.
And I've been considering kinetic missiles too. I would like their damage to scale with impact speed but so far haven't found a way to do that. Might just make them scale off of missile engine power.
KingOfFriedChicken 18 Feb, 2024 @ 2:27pm 
ive bin lookinf for a mod that adds more and interesting missiles this is close really wanted some swarm missiles, i thought it would be cool if instead of 3 larger missiles it fired 9 smaller missiles, honestly with point defence able to handle missiles so easy they almost feel to expansive to use. a missile takes 3 parts and probably wont hit. i have used them to snipe a few pirate bases but overall eh
Maybe ill give this a shot though cuz i love me some missiles.
Charlie Kilo 27 Jan, 2024 @ 2:46pm 
Ya know, to be fair on my side i havent used missle launchers in A VERY long time (more of a Cannon guy) and i just figured it out :p my bad Syy XD
Charlie Kilo 27 Jan, 2024 @ 2:41pm 
Im Confused how do you use the Nukes or Emp? Why even have them as options if there is no Explanation? (I looked thru the comments and read the Description and got Nothing)
Saddog 22 Jan, 2024 @ 4:56pm 
Future Idea: Kinetic missiles. No explosive power but extremely high penetration/damage and a lot of health
kOiGuh 5 Jan, 2024 @ 9:52pm 
:(
kOiGuh 5 Jan, 2024 @ 9:49pm 
Damn I'd ask for a backport for 0.22.1 for my friends and I but I don't want to place too much weight on this creators back.
RustyDios 5 Jan, 2024 @ 5:21pm 
Mod got updated for game version 0.25.0 which overhauls how the Missile launchers work.
Working fine for me, looks like you will need to update your game.
kOiGuh 5 Jan, 2024 @ 5:19pm 
Is the mod working for everyone or is it that I'm playing on 0.22.1?
RustyDios 5 Jan, 2024 @ 3:28am 
The new Frag Missile Tech has no icon, it looks really out of place.
I would rather see the nuke-icon as placeholder rather than a huge gap ;)