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No current plans for adding the Rebel Flagship.
As for your comment on the unbalanced parts: I designed them with the mindset of “the player has completed a tough challenge, let them have a bit of fun”. So yes, they are significantly stronger than vanilla parts.
If we ever get tools that lets us modders implement feature toggles, I’ll add the ability to turn off reward parts. But in the meantime, you are by no means required to use the post-leviathan parts.
Stellar Energy Remnants can be created using a special mode on the large stellar shield
As a side note, currently there is no way to detect whether a ship is in the radiation zone. I too think it would be a fun idea to have something special for the radiation zone, but that’s just not possible with the modding tools.
Can Star Genesis’ drops be created just like other drops? For example, a factory that can only work in the radiation zone to produce cores.
The description on how to generate remnants is in the tech required to unlock that toggle. But now that I think about it, I should probably add that information in a few more places so it's easier to find in creative...
So I'm going to wait a week before I publish this update. If you are fighting the Assimilator in your save, by update time make sure to either kill it or go far away from it to make the game put it into stasis.
The save file itself you can find if you click the hamburger menu on the top right of the load saves screen.
My first thought is that something weird happens switching in and out of stasis. From what I understand, Cosmoteer puts ships more than 2500m from any player ship into "stasis", where they are taken out of physics simulation, and I'm still fuzzy on how exactly ships function in stasis.
Also, I don't have as much testing as I would like on leviathan vs pirate base interactions, because it's such a pain to set up. So it could be some unforeseen interaction going on there too.
basically, there are 2 nebulas (gas). left one, then a stripe in the center without a cloud and then the right one. the left one holds the dragon, the right one holds the a pirate base at the border in the right cloud.
the dragon was pulled to kill the pirate base (because it can) and then the game desyncs, resyncs and then runs for some time but as soon as a contact inside the engagement vanishes/returns back to sensor range (or something else happens), the game desyncs.
i have no idea what it is but i haven't seen this issue when pulling the assimilator in the same pirate base.
Part: Final Prism | in final_prism.rules , line 587, BeamDamageMultiplier, change:
(&<./Data/shots/ion_beam/ion_beam.rules>/HitOperational/HitEffects/0/HitEffects/0/Damage)
to
(&<./Data/shots/ion_beam/ion_beam.rules>/HitOperational/HitEffects/0/HitEffects/0/Damage/BaseValue)
Great Mod!
Yeah, if you have design proposals for Abyssal Devourer I'll be happy to look at them. Let's continue the discussion in the suggestion thread.
Unfortunately I did get a crash while testing out the update - I think it's due to Cosmoteer itself, but I will be posting it as a discussion here as well in case you want to take a look.
Technically there's also a fourth leviathan, The Abyssal Devourer, but it doesn't spawn in career game modes. I'm struggling to create the right feel for its leviathan hunt. So it only exists in ship library.
Thanks for the help figuring out what cause the issues <3
As far as I can tell the crash is not caused by this mod so there's nothing else I can do here to help you. I don't even know how you managed to make that mod list work in the first place.
Unless you sent the wrong crash log? 🤔
"System.InvalidOperationException: Duplicate part ID: kurim.3x1crewquarters"
This implies that kurim's crew quarter has something going on, or that multiple mods are adding kurim's crew quarters and causing a conflict.
I'll try to reproduce the crash, but in the meanwhile, can you confirm that this mod is the actual cause of the crash? Try to enable the rest of your mods and just disable space leviathans and see if it still crashes.
https://drive.google.com/file/d/1x797GXKCRoHkNKquhniMlLMLtBAwZ8L-/view?usp=sharing
"Flammifer" means torch or light-bearer and is the root of "flammiferous," which means "producing or bright with flame." I added an extra "r" to incorporate "ferrous," meaning "containing or consisting of iron." Thus, it's a pun.
yeah there's not a good way to make worm bosses. even if you do multiple ships if you leave the ships restore to full health/size and etc
my devourer is just a long flat projectile attack for this reason...
Made some solid progress on borg cube boss, feels like it's pretty close to releaseable state.
I've been experimenting with the abyssal devourer boss, though it's not at a place I like just yet.
I was hoping to do v0.3 with both bosses, but that will probably change depending on when the nebula update releases, which is already on the preview branch. Most likely it'll end up with just the borg cube after the nebula update, since the mod needs fixing for the nebulas update anyway.
1:Spawns in extra large asteroids
2:eats ships, can be doged
3: some sort of projectile attack
4:Drops rescources?
If you can, syy1125, please add Supreme Calamitas (Latest non-human model please!) from Calamity Mod. Also, please add at least these three attacks:
1: A simple fireball attack, except unlike other fires, this one must be put out by structures blocking it's path. This fireball cannot track ships and dissipates after not hitting anything for 15 seconds.
2: A fragmentation fireball that tracks the nearest ship. Splits into 2-6 fireballs from the first attack.
3: A charge attack, followed by a shotgun blast of 3-7 of fireballs aimed at the nearest ship. These fireballs cannot track ships and dissipate after not hitting anything for 15 seconds.
The attacks go in this pattern: Fireball, frag fireball, charge, frag fireball. This pattern will repeat until second phase, when the attacks are twice as damaging and twice as fast.
aka borg boss fight?
I will add more uses for the loot from dragon fight in future updates.
And I still haven't come up with a good name for the dragon ._.
Also looking for feedback on the difficulty of the fight. Ideally the leviathan fights are more difficult than a level 18 ship encounter, but still doable especially if you design your ships well and with the specific leviathan mechanics in mind. Are the current fights too hard? Too easy?
Also I finally got the mechanic of converting EMP damage to health damage to work.
Overall it's a lot of changes, so let me know if any issues pop up.
(and the dragon leviathan is almost working properly, hopefully I can release it soon)
Anyway, I think I fixed all the crashes. Let me know if any issues occur during gameplay.