Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Balanced Sensor Arrays
38 Comments
TAKA 11 hours ago 
There are some bugs, but I forgot.
Ansemik 25 Jun @ 6:23am 
could we get update for the recent version? its saying wrong version and the host version number is different
RustyDios  [author] 11 May @ 3:19pm 
now that 0.29.0 is stable release I have checked this mod and it still seems to be working fine.

I checked the code and entry 28 of the BnB techs is still the older standard sensors (pointless as an option with the new ones here added in it's place)

The only thing I can think of is you have another mod altering the BnB techs list and removing an option.

Sorry I couldn't replicate the issue.
RustyDios  [author] 3 May @ 12:54pm 
Are you on the BETA branch ? 0.28.3 ?
If so please wait until it goes stable so I can find out what the correct new index is ...
aredja2 3 May @ 12:30pm 
Error Loading.

Unable to find node at path "<modes/pvp/pvp_buildbattle/techs_buildbattle.rules>/Techs/28/FundsThresholdBeforeOffered".

System.Exception: Error loading mod: Balanced Sensor Arrays

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<modes/pvp/pvp_buildbattle/techs_buildbattle.rules>/Techs/28/FundsThresholdBeforeOffered".

at Halfling.ObjectText.OTNode.FindAtPath(String path, Boolean dereferenceFinalNode) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\ObjectText\OTNode.cs:line 180

at Cosmoteer.Mods.ModReplaceAction.ApplyAction(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModReplaceAction.cs:line 28
RustyDios  [author] 16 Apr @ 4:45am 
@Beverly
Thankyou for confirming the new update is working :)
Your detailed report with inclusion of the error log helped me figure out what was wrong.
Beverly 16 Apr @ 4:31am 
Thanks, RustyDios.
Game launches fine after your update.
RustyDios  [author] 16 Apr @ 4:26am 
New update should fix the issue. Sorry for any inconvenience caused.
There was a setting in my Build-and-Battle Extras mod that I didn't copy to this one.
RustyDios  [author] 16 Apr @ 3:37am 
hmm, okay. 100% related to the recent update. I'll do some testing and see if I can find out why.
valentin59171 16 Apr @ 3:25am 
Same here, broke.
SupanovaHS 16 Apr @ 1:39am 
Same here, broke.

The given key 'sensors' was not present in the dictionary.

Halfling.Serialization.DeserializeException: Deserialization from source "<J:\SteamLibrary\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
Beverly 16 Apr @ 1:10am 
Just launched and the game crashed. Disabled Balanced Sensor Arrays and game launched fine.

Here's the first few lines of the error log:

The given key 'sensors' was not present in the dictionary.

Halfling.Serialization.DeserializeException: Deserialization from source "<D:\STEAM\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.

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

---> Halfling.Serialization.DeserializeException: Deserialization from source "<D:\STEAM\steamapps\common\Cosmoteer\Data\modes\pvp\pvp_buildbattle\pvp_buildbattle.rules>/Mode" failed.

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

---> System.Collections.Generic.KeyNotFoundException: The given key 'sensors' was not present in the dictionary.
RustyDios  [author] 15 Apr @ 7:20pm 
I've updated it recently (like today) and then played almost 4hrs on a twitch stream with 3 other people, all using this mod.

I can still load a new game.
I can still load my saved games.
The build and battle changes are working.

Sensor ranges all correctly change as they are upgraded.

Pretty sure it's not broke...
Thunder1 15 Apr @ 4:44pm 
its broke
Hearthead13 15 Mar @ 11:31am 
maybe tiny version? a 1x1 version
RustyDios  [author] 7 Apr, 2024 @ 7:13am 
Thanks for the feedback, I'll consider reviewing the prices
Schrödinger's Cat 7 Apr, 2024 @ 6:02am 
Tested it, yep the large and huge are dirt cheap, large needs x3 price and huge needs x5 price and at least 10 diamons, because 10 diamonds are not a problem by 5-7 already
⇧⇨⇩⇩⇩ 7 Apr, 2024 @ 5:53am 
I think the crafting both should and shouldnt cost double. :3
Schrödinger's Cat 7 Apr, 2024 @ 4:45am 
I think crafting cost should be double for LARGE and HUGE variants for balancing reason: you only needs one sensor array ever per ship, unlike engines and other modules which you usually need more then one, so making them so cheap kinda feels off
RustyDios  [author] 29 Oct, 2023 @ 8:20pm 
((( My own games I actually do the reverse and just remove the vanilla item !! I do this by changing its EditorGroup to = Rock ... this means it still exists and can be used for all the enemy ships, but I'll never see it )))
RustyDios  [author] 29 Oct, 2023 @ 8:16pm 
There were a few reasons I decided to add the Medium vanilla clone;

1) In case I needed to adjust the scaling balance without effecting the vanilla item
2) The added medium will remain the same scaling if the default vanilla item is changed
3) It adds to the tech tree/editor/buildbar in the correct place
4) Other mods that adjust the vanilla item do not affect this mod

You are obviously welcome to remove/adjust it locally for your own game ... but I won't be editing this mod to do so by default :)
Virkful 29 Oct, 2023 @ 1:21pm 
4. in mod.rules add -> {
Action = Overrides
OverrideIn = "<modes/career/techs.rules>/Techs/39"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
Overrides
{
ID = cosmoteer.sensor_array
NameKey = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/NameKey
DescriptionKey = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/DescriptionKey
Icon = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/EditorIcon
EditorGroup = &<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/EditorGroup
PartsUnlocked = [&<./Data/ships/terran/sensor_array/sensor_array.rules>/Part/ID]
Cost = 10000
Prerequisites = [rustydios.sensor_array_rusty_s]
}
}
5. Now vanilla sensor serves as medium sensor instead of need of adding medium sensor which is identical.
Virkful 29 Oct, 2023 @ 1:21pm 
Had a thought of if Medium is the same with vanilla, then why add medium?
Did a little fiddle around with no knowledge on modding, and made a success.
1. Remove all the Medium related.
2. in tech.rules, removed Prerequisites for small sensor.
3. in en.rules, add -> SensorArray = "Sensor Array (Medium)"
RustyDios  [author] 27 Oct, 2023 @ 11:15pm 
Well, at least problem solved :)
Thankyou for dedicated the time to investigate the issue, I appreciate that.
Virkful 27 Oct, 2023 @ 11:13pm 
Alright, found the problem by doing creative mode => 1 crew hopping on and off the scanner.

Though I had dedicated crews on the scanner, some of my general crews beat the dedicated crews to the seat, and from time to time they hop on and off, causing the scanner to shutdown when not fully crewed, either have to set priority to general crews to totally not touch the scanner seats, or isolate the area XD, it has nothing to do with other mods, my bad, but problem solved.
Virkful 27 Oct, 2023 @ 10:41pm 
I was thinking if it was a capacity vs power consumption thingy, but seeing huge only eats 0.2/sec with 12 on capacity, shouldn't be an issue.
Since my ship is mainly built on mining lasers, turning off "weapon upgrade" mod will make me have to restart a new game to test the issue, gimme some time to see what the results are.
RustyDios  [author] 27 Oct, 2023 @ 9:25pm 
Weird. I'm sorry you are running into this issue :( I can't reproduce any stoppages on my end, so it is most likely to be something conflicting. I'm interested to know what the problem mod is though if you find it.
Virkful 27 Oct, 2023 @ 9:09pm 
nop.. not related to "Saving crew".. I guess it's weapon upgrade then..
Whenever I fire mining laser lv3, scanner stops working, there's still batteries and crew are operating, dunno what's causing the issue.
Virkful 27 Oct, 2023 @ 7:09pm 
Nop, power is totally fine, it's way above requirement, and the power supply is right next to the scanner, crew rooms are also directly adjacent, so there's no distance issue.
If it works totally fine at your place... then it must be a mod conflict :(

Probably "Saving crew".. I'll try disable that mod and see what happens.
RustyDios  [author] 27 Oct, 2023 @ 12:06pm 
Sounds like you might have a power supply issue ?
The scanners will shut down when it runs out of power, or the command room is off.
Virkful 27 Oct, 2023 @ 11:14am 
The scanner seems to keep shutting down when firing weapons.
Super Space Kid (ft. NORO) 1 Oct, 2023 @ 9:28pm 
Sommething is wrong, I installed this mod and now my game has been improved with community made content. :(
RustyDios  [author] 30 Sep, 2023 @ 4:46am 
Well, thankyou for that delightful feedback. It must feel amazing to be happy.
⇧⇨⇩⇩⇩ 30 Sep, 2023 @ 3:16am 
Sommething is wrong, I installed this mod and now Im suddenly gay. :(
万里高空无伞跳伞运动 26 Aug, 2023 @ 1:13am 
很好用:steamthumbsup:
RustyDios  [author] 11 Aug, 2023 @ 9:17pm 
I'll check the numbers but the medium one should be a 1<>1 vanilla clone.
I included it so I could easily replace the sprites at a later time, (if I wanted too)
JossOwX 11 Aug, 2023 @ 4:25pm 
Why is the medium one just a normal sensor but much cheaper, I feel like it should cost the same or be removed since its just an overlap on vanilla.
Wandering Stars 31 Jul, 2023 @ 6:25am 
finally something for the non centralised ship designs that need you to put a sensor on a dedicated side and make the ships mass umbalanced.