Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Increase crew update ticks
32 Comments
brandonewing25  [author] 12 Apr @ 9:53am 
you go into D:\Steam\steamapps\common\Cosmoteer\Data\crew\crew.rules file for the game files

for the mod just open the mod and change the numbers
MattyCakes*:・゚✧♡*♥ 11 Apr @ 10:40pm 
Awesome mod and a life saver for massive ships.Where do you find those files you edited in case I wanted to go in and make my own adjustment to the numbers?
brandonewing25  [author] 2 Mar @ 12:44pm 
changed CompatibleGameVersions from 0.20.35 to 0.28.1b

thx @bestLinuxGamer for the report
bestLinuxGamer 1 Mar @ 11:13pm 
Hello ive "detected" a issue with this mod. I tried playing multiplayer (lan) with this mod and the versions where different even tho i copied the files over. Here's the error it gives me https://imgur.com/btSnpcq
brandonewing25  [author] 1 Nov, 2024 @ 12:21am 
FOR BETTER PERFORMANCE
after testing the mod still helps the crew. Just getting an fps boost, dont need the numbers so high

lowered JobAssignmentsPerSecond from 3000 to 600
lowered LowPriorityJobAssignmentsPerSecond from 3000 to 600
lowered SourceRefreshesPerTick from 30 to 15
lowered ResourceSearchesPerSecond from 250 to 240
brandonewing25  [author] 23 Aug, 2024 @ 5:12pm 
changed

LowPriorityJobAssignmentsPerSecond changed to 3000

SourceRefreshesPerTick changed to 30

ResourceSearchesPerSecond changed to 250
brandonewing25  [author] 4 Jun, 2024 @ 1:42pm 
Due to update 26.1 performance optimizations, I have lowered 3 of the changes back to vanilla as they were causing massive stuttering so i have only changed JobAssignmentsPerSecond from vanilla of 120 to 3000 and the crew still function better with this mod than without on huge ships.

changed:
JobAssignmentsPerSecond: 2000--> 3000
LowPriorityJobAssignmentsPerSecond: 2000--> 30
SourceRefreshesPerTick: 2000--> 10
ResourceSearchesPerSecond: 2000--> 120
brandonewing25  [author] 28 Mar, 2024 @ 7:30am 
LET ME KNOW IF IT CAUSES TOO MUCH LAG
as far as testing it in my end game save with 6 huge ships i saw no negative fps change from increasing the numbers :)

changed:
JobAssignmentsPerSecond: 500--> 2000
LowPriorityJobAssignmentsPerSecond: 500--> 2000
SourceRefreshesPerTick: 500--> 2000
ResourceSearchesPerSecond: 500--> 2000
Oktakon 22 Jul, 2023 @ 9:29pm 
thanks, like you said it not noticeable until you got the 5 flying fortresses with 800-1000 crew each, then i turned this baby on and my fps battles and reconstruction dock yard crews goes from 10-30 before mod to 35 to 45ish, sub and endorsed cheers
Malte 21 Jun, 2023 @ 8:32am 
Okay will test these days, too.
Thx for your reply :)
brandonewing25  [author] 21 Jun, 2023 @ 8:31am 
@MaltepowR99 it should be fine on fps you'll only notice a difference in fps if ya got like 5 huge ships with the huge ships mod on with 1000s of crew each.

you can test my mod by making a huge ship and watching the crew not doing tasks right away then turning my mod on and seeing the crew spring to life faster at doing the task.

also i got an gtx 1660 ti gpu and i7 9700 cpu just an 8 core 8 thread (not even an 6 core 12 thread like gaming cpu's) and my fps is fine
Malte 20 Jun, 2023 @ 3:31am 
So this mod is kinda just for single player / very good CPU’s?
Or by what percentage do it lowers the framerate at the maximum tick usage?
I am not heaving the best but not the worst cpu.
Kinda similar to your‘s I think.
But the cpu is my bottleneck of my gaming pc. But I do know for sure that there are many others that are even using less powerfull cpus.

But yeah idk the game should for me still run at min 120 fps at 4k native.

Specs: Ryzen 7 3800X
RTX 3080
32gb 3200mhz DDR4 RAM
Would Test it myself but do not really have the best setup yet for having such high crews and I think you allready got some testing saves for such things.
Let me know how much it impacts the performance thx!
And keep on working, overall a good idea!
brandonewing25  [author] 28 Feb, 2023 @ 7:46pm 
changed all values to 500 for better fps
brandonewing25  [author] 28 Feb, 2023 @ 2:25pm 
@Good_Oatmeal try it again now, i updated the crew theirs a difference
brandonewing25  [author] 28 Feb, 2023 @ 2:15pm 
changed SourceRefreshesPerTick from 10 to 500 and ResourceSearchesPerSecond from 120 to 1000

yes their will be lower fps with this update
brandonewing25  [author] 23 Feb, 2023 @ 8:18pm 
changed ExtraNuggetCollectDistance from 20 to 250 so crew can take nuggets from farther away
brandonewing25  [author] 8 Jan, 2023 @ 9:18pm 
added a CompatibleGameVersions tag so it wont turn off after the game updates
brandonewing25  [author] 31 Dec, 2022 @ 9:19am 
I got 1500ish crew so the 120 jobs a sec is really limiting if I turn on my mod to make it 500 Jobs a sec I notice a big change. Also their will be lower fps cause I’m telling the game to send job tasks 500 times a sec instead of 120 I have a 8 core 8 thread 4:30 speed CPU
Psyborg 28 Dec, 2022 @ 2:14am 
I guess this mod makes a difference only when the crews are large enough to be bottlenecked by the 120/s task limit.
Psyborg 28 Dec, 2022 @ 2:02am 
I use multiple PCs with different CPUs and I've noticed difference in Cosmoteer performance on the ones using older/weaker CPUs (4 cores only) even without this mod. So I guess it just puts more load on the processor.
Psyborg 28 Dec, 2022 @ 1:34am 
@Good_Oatmeal - what CPU do you have and at what speed are you expereincing fps drops with this mod?
brandonewing25  [author] 28 Dec, 2022 @ 12:45am 
The reason your crew are staying in their quarters is theirs not enough tasks to be done at once, there will be crew just sitting in their bunks but the time it takes for the crew to start doing tasks is improved. Try only going 4x speed don’t go higher. I’ll do testing when I get home and see if I need to lower it
brandonewing25  [author] 27 Dec, 2022 @ 10:54am 
changed it to 500 jobs a sec i think that's as big as ill go due to performance issues and their should be no need to go above 500 job assignments a sec, let me know if it kills fps
brandonewing25  [author] 27 Dec, 2022 @ 10:23am 
@psyborg everyone needs to sub to it, yes it works in multiplayer
Psyborg 27 Dec, 2022 @ 2:19am 
Is the limit setting client side or server side?
Have you tested it with multiplayer?
brandonewing25  [author] 27 Dec, 2022 @ 1:43am 
I think I’m going to make it 500 instead of 360 cause the performance isn’t that bad
brandonewing25  [author] 26 Dec, 2022 @ 3:18pm 
@Good_Oatmeal the game limits job assignments to 120 per sec i made it 360 per sec so the game tells the crew their job faster also with me the whole 2000 down to 360 is cause i have a 8 core 8 thread cpu the game is really demanding asking 2000 job assignments each sec , as for not seeing a difference try 100ish ion beams side by side 2 rows with crew and power right next to the ions. Without the mod on the beam power depletes and shuts off then gets power when the crew get the job assigned . With the mod on the beam power depletes but doesn't shut off cause the crew get the job faster and give it power before it runs out.
brandonewing25  [author] 25 Dec, 2022 @ 7:22pm 
@Good_Oatmeal just sub to it then turn it on thats it enjoy better crew
brandonewing25  [author] 25 Dec, 2022 @ 7:21pm 
changed it from 2000 to 360 for better fps. 360 still makes a difference
brandonewing25  [author] 25 Dec, 2022 @ 6:58pm 
@Good_Oatmeal yes it makes it so the game tells the crew their tasks faster
Einfach Erik. 25 Dec, 2022 @ 9:10am 
I always wondered when i experimented with a bigger ship why 1/4 of the crew chunk by chunk is getting active.
This will help a lot thx mate.
PandaVengeance 25 Dec, 2022 @ 6:34am 
This is what i needed for my monster ships.