Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Modular Laser Beam v2.27a
38 Comments
swefpifh  [author] 6 Oct, 2024 @ 1:02pm 
I'm sorry, but I'm not modelling for Cosmoteer at the moment. I'll update, but I can't give a date at all...
trekkie1701c 22 Jun, 2024 @ 9:35pm 
So for the people (like me) that don't want this to just insta-destroy shields - if you go to steamapps/workshop/content/799600/2902503029 in wherever your steam install is, or otherwise open the mod folder from Cosmoteer, you'll find a "stats.rules" file. This has the basic functions of each size of laser.

For each size of laser there's a line called "TreatShieldAsPart" (and a second XL line in the XL sized laser). This is set to true by default. Change it to false.

You can also change the firing arc and damage done in this file.

Hopefully this helps anyone that was otherwise waiting on the mod author to update it or provide another option.
Medium Bot 9 Jun, 2024 @ 12:49am 
(especially considering this singular aspect of your weapon causes it to be further overpowered when considering how it plays with other mods like oversized shields, power cables (+shield delay) odin shield and many more which are completely countered when facing your weapon causing armor spam to be the only solution late game.

Everything else about this thing is Awesome, the damage is great for its size, the size of the module and amount of people needed to run it is awesome, even the firing arc is just perfect for a weapon like this. Your mod is seriously good and feels just (insert patcha perfect meme here) perfect except for that one thing

As always, keep being awesome man :) your mods adds something which is sorely missing from cosmoteer and are massively appreciated. Hope this reaches you well
Medium Bot 9 Jun, 2024 @ 12:49am 
Hey love the mod concept, just a quick thing the shield busting capabilities is a bit insane, if you have an array of these things even super defensive blocks of shields just crumble to them, Ide suggest to fix the busted shield busting by simply increasing damage to shields similar to the ion beam (maybe 2x - 3x), that way it can work along side vanilla weapons rather than completely tromping them. as others have said the current state of things if this weapon is on another ship, its better to just turn all shields off and try and out dps the other ship. really awesome concept though I love the idea of a laser which EMPs a shield but having it handled as a direct EMP weapon (like the shield busting EMP rockets) or handled like an ion weapon (increased damage to shields) are probably the way to go for balance purposes
AstriaTheFox 31 Mar, 2024 @ 10:04am 
All good just figured I'd mention it. I did also look it up and found a possible fix if you do ever feel like bothering with it as it effects both this and your thrusters.

"The warning just means that some components of the vector are being ignored as it is converted to another type with less components(for example V4 to V3). In a script, instead of writing

float3 a = float3(1, 2, 3);
float2 b = a;

(which will give your a warning) you can simply write

float3 a = float3(1, 2, 3);
float2 b = a.xy;

The behavior is the same, but the warning is gone."
swefpifh  [author] 30 Mar, 2024 @ 6:24am 
At the moment, I really don't have the time to fix the problems with the mods on Cosmoteer. I'm sorry for the inconvenience.
AstriaTheFox 30 Mar, 2024 @ 5:03am 
This has a shader problem(It's doing this with all the colors):

06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (vert):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type

06:25:07 | Output compiling shader 'C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2902503029\laser_beam_deck_small\red\laser_beam\laser_beam.shader' (pix):
06:25:07 | ./Data/common_effects/base_beam.shader(82,30-213): warning X3206: 'calculateWorldVertexLoc': implicit truncation of vector type
06:25:07 | ./Data/common_effects/base_beam.shader(92,24-82): warning X3206: implicit truncation of vector type
Sirpantsless 27 Dec, 2023 @ 10:54am 
The turret wont track while shooting, if the target moves
SpartanB145 13 Oct, 2023 @ 5:51pm 
Figure I'd ask here, but with your turret mods you have is there a way to allow them to fire over one another/through? I managed to build a design that is meant to be using the bulk of it's weapons forwards, but as soon as the enemy ship gets where it needs to be most turrets fire in to one another. Be it the laser beams, or other energy weapon turrets you have.

In other words the projectiles collide with other deck turrets.

If there was a separate mod to enable firing through turrets I'd be grateful, or if you could relay instructions on how to do that!
Mexican 30 Aug, 2023 @ 10:55pm 
Or can you make a option to change the firing ark on the laser like you did with the colors?
Mexican 30 Aug, 2023 @ 10:54pm 
Can you please increase the firing ark? That's the only thing I want other than that i love this mod. It so much fun when i'm building ships for my factions and can have different color lasers for all of them.
Noran 30 Aug, 2023 @ 3:45pm 
Works fine as of this post.
Silverwolfss 22 Aug, 2023 @ 2:01am 
does this work for the new update
swefpifh  [author] 26 Jun, 2023 @ 11:20am 
@shephjr15 : Thx for this information ^^
shephjr15 26 Jun, 2023 @ 11:18am 
@swefpifh All mods that add parts need a construction texture added, crew construction will otherwise crash the game when trying to build the part. The game is trying to reference a path for construction textures and unfortunately it doesn't seem to be able to just use a default, they need to be specified.

I've seen many modders mention they had to ask Walt specifically on how to update their mods, so confusion surrounding it seems common.

I really look forward to when your suite comes into the newest update.
swefpifh  [author] 26 Jun, 2023 @ 11:06am 
@Bluestreakslash : Same error for few players on the Laser Bolt too. But i dont understand this problem. Turret is already in file. I try to check for solve the problem.
Bluestreakslash 26 Jun, 2023 @ 8:59am 
some parts have been crashing when building them in the updated version of Cosmoteer. e.g.

-----------------------------------------------


06/26/2023 16:52:36 | System.InvalidOperationException: No component named 'Turret' in part 'swefpifh.laser_blaster_small_modular_roof'.
shephjr15 18 Jun, 2023 @ 11:10pm 
If possible, is there a way to make the weapon so it does sheild drain, and does some kind of chip damage to the shield module? something like it drains shields at the same rate it would drain armor HP, but it damages shield modules at like 1/5th power? that way it serves as a shieldbreaker over protracted battles, but doesn't instantly destroy shield generators and then the rest of the ship immediately after.

In this way, it forces a few recharges out of shields before the modules get destroyed, so it's not just basically beating on shield module HP instead of armor, which is how it acts currently.
daerek2008 7 May, 2023 @ 9:01am 
Love the mod, thanks for your hard work!
Konrad 13 Feb, 2023 @ 6:09am 
well in that case i guess its fine, but there are still better options such as railgun and emp missles, its abillity to overload shields is uniqe i see, but i find it really unbalanced to destroy a large shield generator that costs a lot more than the laser itself in around 5-10 seconds so i would like if u change value treatsshieldaspart to false for the small laser, that way it will become more balanced and it might even be logical that a miniature laser cant overload a shield generator.
swefpifh  [author] 12 Feb, 2023 @ 2:06am 
@Baka Yelow :
a deflector shield if you prefer ^^
Baka yellow 11 Feb, 2023 @ 9:06pm 
what's a energy deflector again
swefpifh  [author] 11 Feb, 2023 @ 4:39am 
@Konrad :
Thank you for your feedback. I had seen that they were powerful, but I didn't see anyone reacting, so I didn't make any changes. So I'm going to review this in a future update ^^ Please note that these lasers are specially designed to fight against energy deflectors. ;)
Konrad 11 Feb, 2023 @ 4:36am 
hey, i want to mention that the laser makes the kebechet shields completly useless, maybe balance it out a bit (small laser takes like 6 seconds of constant firing to break the module)
swefpifh  [author] 2 Feb, 2023 @ 11:13am 
@Velth :
Thank you for your feedback. I had seen that they were powerful, but I didn't see anyone reacting, so I didn't make any changes. So I'm going to review this in a future update ^^
Velth 2 Feb, 2023 @ 6:42am 
I'd also agree that the shields are destroyed too fast (the module, not the forcefield) - XL forcefields or that circural STL module are killed within seconds too - against ships like vax beyong you just have to manually disable shield because it will surely die unless you massievly outgun them...

currently, even the small laser makes disruptors completely obsolete, and L and XL are massievely outclassing Ion beams
swefpifh  [author] 23 Dec, 2022 @ 3:06am 
@Choppah :
I just checked, the turrets are doing the right damage. After that, it is normal to destroy small shields quickly with L or XL class :)
swefpifh  [author] 22 Dec, 2022 @ 11:37pm 
@Choppah :
yes, that is done expressly. the overload generated by the laser makes the module explode. But the fact that a laser can break several in a short time is not normal, I'll see when I get back. thanks to you ^^
Choppah 22 Dec, 2022 @ 6:18pm 
Firing the laser turrets at shields destroys the shield generator, even behind armor. Was this intentional? I mean it would be a cool mechanic, but to be balanced it shouldn't be able to cut through 10 layers of shields in a few seconds.
RustyDios 21 Dec, 2022 @ 11:10am 
Sweet Update :)
swefpifh  [author] 21 Dec, 2022 @ 10:45am 
Major update available ! :)

@RustyDios : I thanked you a week ago and I thank you again for giving me a way to think about beam colour modularity myself :)
RustyDios 17 Dec, 2022 @ 4:30pm 
Awesome, thanks for the info :)
swefpifh  [author] 17 Dec, 2022 @ 4:21pm 
@RustyDios:

There are still adjustments and balancing to be done.

You will be able to mine with it, but it is not a native feature, you will have to select the turret and aim the asteroid yourself.

For the stats, they will be noted when the balancing is done :)
RustyDios 17 Dec, 2022 @ 1:27pm 
Also, can you post some stats on the lasers ?
RustyDios 17 Dec, 2022 @ 1:24pm 
Can these be used to mine with?
Are they/can they be.. a colour-change replacement for the mining laser?
swefpifh  [author] 17 Dec, 2022 @ 8:53am 
But they will not inflict damage normally.
Diamondhero253 17 Dec, 2022 @ 8:40am 
the turrets seem to hit other modded turrets on the same ship
AwsetWraeCZE 16 Dec, 2022 @ 8:44pm 
I was so waiting for something like this.