Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Expansion for Adjustable Fighters and Components
168 Comments
joemama1512  [author] 3 Jun @ 7:11am 
I was hoping the dev would have fixed the underlying issue by now, but guess not.

Sorry you are still having issues. It sounds like you may have done some editing but maybe missed a ship design that had the miner? To reiterate, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter

Delete the following: ExperimentalDroneLab.
Copy HeavyStrikeFleet and rename to ExperimentalDroneLab

Delete LC-105. Copy Mauler and rename to LC-105

Delete Ragnarok. Copy FrigateWithFighters and rename to Ragnarok.

Delete TwinTerror. Copy and rename Foxtrot

Delete UTurn. Copy and rename TriForce


Hopefully I found them all. Surely that should deal with it if all your buddies do this. Also, I recommend making all replaced ships READ ONLY so they don't get 'fixed' by any update!
MysteryKoolaid 2 Jun @ 2:29pm 
Hello, been a while since my last comment here. The problem with the Fighter Antimatter Minelayer in multiplayer still persists. The mines going off still desyncs the entire lobby. The fixes you provided last time also did not work. I could get you a clip about whats happening, if that would makes things easier to debug. We also tried only running this mod and the dependency to see if any of the other mods we had was causing the issue.
Baka yellow 13 May @ 5:50pm 
Fair enough! Preciated.
joemama1512  [author] 13 May @ 5:18pm 
I didn't even know you guys could see the update logs, lol. The new stuff wasnt quite ready for release but I already had it incorporated for testing. Plus I was in a hurry to fix the latest dev update/rename screwup so you guys will just have to somehow live with the 100% compression version of my log update. :-) Hence the manual notes in the comments.
AnAmoeba 13 May @ 1:18pm 
Awesome new update! Love your mod
Baka yellow 12 May @ 7:25pm 
"Update: May 12 @ 9:11pm

"

gg/10, best update log yet.
joemama1512  [author] 12 May @ 6:56pm 
Got some new gas for you guys!

First up is the Energy Relay. It is like a capacitor that extends the energy wiring. It cannot make batteries or be charged by them however.

Got a new burst-fire energy cannon with long reload time. Great for hit and run or depleting shields without needing disruptors.

New SPINTHRUSTER which works like a gun with recoil and can spin your ship in circles. Great for AI, see the animated gif.

Two old fashioned manual drills. Really tough and you can drill through asteroids.. and enemies.
joemama1512  [author] 12 May @ 6:12pm 
Fixed. Dev decided to rename doodads_off1 BACK TO doodads_off....
allankliver 12 May @ 5:17pm 
Same here
Farrowe 12 May @ 7:24am 
It seems that there's a crash when using This, the Asjustable Fighters mod, and the built-in Huge Ships mod. the stack trace says something about being unable to find "doodads_off1.png" in the "thruster_small_ folder, under Terran ships
joemama1512  [author] 28 Feb @ 7:28am 
Good to hear. I dont think you did anything wrong. I think sometimes it poops out before it does the update-mods part, so unless you disable all mods, then restart so they all get updated, then restart after re-enabling all of them, then it doesnt update.

Thats my theory anyways.
Draxiss 26 Feb @ 6:33pm 
I did before but maybe I did something wrong. I decided to just fully delete and redownload all of my mods and now it . . . is working! Okay; I'll mark my patch as defunct.
joemama1512  [author] 23 Feb @ 10:28am 
Try unsubscribing from both my mod AND the original base mod and re-add. I moved my local development version of the mod and just used the public version and it came up fine.

My mod is here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021

I did a search on doodads_off.png and found nothing unexpected.

Anyone else having issues?
Draxiss 22 Feb @ 3:00pm 
All my patch does is replace the replace the relevant 'doodads_off.png' references in fighter_thruster, fighter_thruster_small, and fighter_thruster_3way with 'doodads_off1.png'. You're welcome to see exactly what I did; mod Id is 3431768149.
Draxiss 22 Feb @ 2:57pm 
I just tried again without my patch and got the "Could not find file '. . .\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'." error.
joemama1512  [author] 22 Feb @ 8:49am 
I have fixed the thruster animation so that the 3 way thruster has the OFF animation. If there were crashes this should resolve it. I fixed the light and 2 way thrusters also in my folders, even though they are not actually active (since they duplicate Rusty's parts).

So no patch should be needed anymore.

I wonder why dev added an OFF animation but only for light thrusters...
joemama1512  [author] 21 Feb @ 8:42pm 
Ah... right. The 3 way one is mine. The other 2 thrusters do have folders leftover from when my mod was standalone, but they are not referenced anywhere. But thanks, Ill check in a fix for the 3 way thruster tomorrow.
joemama1512  [author] 21 Feb @ 8:41pm 
Issue in THIS mod? I thought it was the underlaying fighter mod that had the issue. Mine works ok, although I did do some global find/replace stuff to fix it.
Draxiss 21 Feb @ 2:20pm 
By which I mean, the issue has not been fixed in this mod, so I created a patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3431768149
Draxiss 21 Feb @ 12:41pm 
This mod still crashes my game so I am confused: was the issue ever actually fixed?
the worm 11 Feb @ 4:31am 
finally got it working and im excited. I had to change 799600\3018217021\terran\fighter_thruster_3way\fighter_thruster_3way.rules too. this is such a small yet annoying issue. might just be me tho cause i'm running ACD
joemama1512  [author] 31 Jan @ 12:27pm 
Ah thats good. Sometimes he is gone for months so I was afraid it might stay broken for quite a while. Thats great to hear and I appreciate him maintaining the base mod so well!
Baka yellow 30 Jan @ 5:17pm 
me, who DID THAT FIX PAINFULLY YESTERDAY: :flandre:

Unrelated: nah bro the guy who did the original fixed his end of things already. You can probaly link it up to his images.
joemama1512  [author] 29 Jan @ 1:35pm 
To fix temporarily, you need to change the .rules files and just change doodads_off to doodads_off1

Do so in these locations: (three instances of each. the 33 and 66 ones too)

C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster

C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_thruster_small


C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2894309211\terran\fighter_thruster


Apparently he only changed the small thrusters. I cant fix as I cannot change teh BASE mod where the issue exists.
joemama1512  [author] 29 Jan @ 1:32pm 
Seriously man...not a single patch can go by without renaming something and breaking stuff. Ugh.

A lot of modders are programmers and like to link to original resources:
i.e. File = "./Data/ships/terran/thruster_small/doodads_off.png"

So, when the dev changes stuff you get the changed stuff automatically. The downside is that when something is renamed, then everything breaks.

The thrusters-off now has an animation instead of a static image.

"./Data/ships/terran/thruster_small/doodads_off1.png"
"./Data/ships/terran/thruster_small/doodads_off2.png"
"./Data/ships/terran/thruster_small/doodads_off3.png"
"./Data/ships/terran/thruster_small/doodads_off4.png"
"./Data/ships/terran/thruster_small/doodads_off5.png"
"./Data/ships/terran/thruster_small/doodads_off6.png"
"./Data/ships/terran/thruster_small/doodads_off7.png"
"./Data/ships/terran/thruster_small/doodads_off8.png"
Baka yellow 28 Jan @ 8:22pm 
@joemama1512 hey im getting a error from the mod. WSomnething about a "Could not find file 'C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'.
". Happens every time i turen your mod on.
joemama1512  [author] 28 Jan @ 10:21am 
Another strategy would be to go to the ship directory under C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\FightersDirectory\enemyEncounters\Fighter and simply delete the offending fighters BUT remember their exact names.

Then copy some other ship and rename it to be exactly the same. That way you will just get something else instead of the minelayer ship.
That weapon was pretty late in the development, so very few ships on the enemy side should have them.

Everyone would need to do this and do it the same way...i.e. copy the same ship replacement for each one.
joemama1512  [author] 28 Jan @ 10:18am 
Ah, ok I get it now. I think if everyone that plays together hacks out that weapon, it should fix it. Those ships wont be very good as they will be missing that part entirely, but thats the way it works... it shoul just not have the minelayer instead of crashing or causing an issue.
MysteryKoolaid 27 Jan @ 4:35pm 
I'll try what you mentioned, but none of my buddies use that weapon at the moment. The problem has come from AI, world spawned(?) system spawned(?) fighters that use it. We've come across two designs that use it. Will this edit need to be done on the host machine, or on all clients as well?
joemama1512  [author] 26 Jan @ 7:35pm 
Oh. Weird. All the other stuff works fine then? No idea why that would happen. To "fix", just dont use the weapon I guess? Thats kind of like you telling the doctor it hurts when I push here, and he says to not push there... but I have zero clue what could be causing that. I will look into things that could desynch multiplayer and see if I can come up with anything.

I was going to have each mine explode into smaller pieces with penetrating damage or try a damage over time, but I basically just settled for a big explosion. So theres nothing really weird about the mines except that they slightly repel each other to make a minefield and they slightly attract to other enemy ships.



You can also go to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021

and edit mod.rules with a text editor and get rid of the line:
&<terran/fighter_minelayer/fighter_minelayer.rules>/Part
MysteryKoolaid 26 Jan @ 5:28pm 
Hey, having a problem with the fighter E-mines. Playing with friends and every time a ship fires out mines, it desyncs the lobby. Any way to fix this problem? Or a way to remove the weapon/mines?
joemama1512  [author] 24 Dec, 2024 @ 9:49am 
Not sure what the deal is. Works for me. Try removing and re-adding the mod. Maybe one of the files got write protected and won't update??


If that not work, go here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3018217021\terran\fighter_minelayer

Open the fighter_minelayer.rules file with some text editor and go to line 100.

You should see:

MineStorage <--- Here it is, cosmoteer! Right here. Not missing 4real.
{
Type = ResourceStorage
ResourceType = battery
MaxResources = 12*4
...



At first I thought there was some renaming of a resource but MineStorage is arbitrary and can be any name and I dont use actual mine resources as they are energy mines.


Let me know what you find out. Thanks for mentioning it and I hope you can get it fixed.
usupik15 24 Dec, 2024 @ 2:08am 
No component named 'MineStorage' in part 'joemama.fighterMinelayer'.

System.InvalidOperationException: No component named 'MineStorage' in part 'joemama.fighterMinelayer'.

how to fix?
joemama1512  [author] 14 Dec, 2024 @ 3:46pm 
Made a 9.0 update. New encounters. Revamped some other encounters.
Fixed mirror mode for fighter armor wedges!
Fixed power recommendations for several components.
Federex 13 Dec, 2024 @ 2:20pm 
Great! I will try them out soon! Thanks
joemama1512  [author] 9 Dec, 2024 @ 5:52pm 
Yes, check out the gallery of pics. It shows a sample of the new encounters. The idea is to create multiple ships tied together in a squad, or big carrier with smaller ships attached, vs one larger ship the majority of the time.
I did my best to balance them so they are not OP relative to other encounters.

THeres also a folder of ships that I made just for player usage with my more optimized designs.
Federex 9 Dec, 2024 @ 3:55pm 
Hello, I am wondering if this includes a pack of ships/fighters for the AI to use too. Thanks!
joemama1512  [author] 29 Nov, 2024 @ 9:40am 
Thanks for letting me know. I have updated the mod. Apprently dev removed battery files 7 and 8 from the booster thrusters which I linked to. Maybe I shoulda just copied them...

Also, I think the dev fixed the issue with the Heat Rays causing null pointer crashes, so give those another try and let me know what you think.
LunaMoth171 27 Nov, 2024 @ 5:51pm 
Hello, needs updating for 0.28.0
joemama1512  [author] 25 Oct, 2024 @ 2:07pm 
New version! Added a new point defense turret for better fighter interdiction purposes. Its a turret with twin PD and an accurate beam zapper on a roof turret. The idea is fighters can mount these and take out enemy missiles way better than using fixed PD as they always are facing the wrong way.
Also new anti fighter HEATRAY. Uses normal batteries but is automated. Does AOE heat damage that penetrates thin armor and sets fires which is tough for fighters to deal with. Decent damage. Really short range of 80. Meant to be used by larger ships.
joemama1512  [author] 7 Oct, 2024 @ 6:15pm 
New version. Manipulator mods got trashed by another friggin name change in game. So fixed.

Added new plasma turret which is really cool. See animated gif. BUT, it causes often null object crashes since the hit-multiple-times feature was recently added to modding and hasnt really been tested yet. So, Im the guiney pig I suppose. (actually modular missiles had it first, so thanks to them as I had no clue how to implement it!)

It stores up a lot of power like xray laser and fires lots of small plasma particles. Each one does some damage on impact and drains/penetrates shields, but STICKS AROUND and does Damage Over Time for 5 seconds. Damage depends on how mobile enemy is and which way they are going. Reliably starts fires too.
joemama1512  [author] 7 Oct, 2024 @ 7:32am 
I did just thing of something. I add my encounters to all 4 factions. I wonder if that makes it 4x more likely for them to spawn, or if each sector just has one particular type of bad guy?
I am actually not sure.
I also saw that the default ship list only has like 5 entries per tier, so yeah if I add 4-5 myself that does boost the chances too much which I wouldn't see if Im using other ship mods.
Foretold Crow 6 Oct, 2024 @ 4:50pm 
I'll grab those too to get more variety. And more additions won't hurt too much. Thanks!
joemama1512  [author] 4 Oct, 2024 @ 8:28am 
Here we go. I have got the following:
a) More enemies variance. Just 29 ships tho.

b) Ship hunter campaign. 537 new combat ships!!

c) maltis mission and enemies pack. enemies with new tech.

d) I did have Upgraded Enemy Fleets for the extended tech mod, but its disabled atm due to some difficulties that Im sure he has resolved by now.
joemama1512  [author] 4 Oct, 2024 @ 8:22am 
That is kind of weird. I have an idea.... how about you add some of the "more enemies" mods? This will effectively dilute the encounters from my mod so they are less common. I really like Maltis mod which adds new tech and also new encounters further out and new missions with new enemies even if you dont want to use the tech. He is kind of my inspiration and helped me a lot with my mods.


Still, I only have about 4 encounters per Tier so I am surprised you are geting a lot of duplicates. Also at higher levels you encounter bigger ships with small fighter escort or multiple bombers, etc so the ships arent as dinky.

But yeah I am not sure how to lessen the chances of encounters without deleting them and like you said that would break people's saves which I am very loathe to do

You are right though... I dont want to overwhelm with fighter encounters...they are supposed to be a nice addition not a replacement practically.
Foretold Crow 3 Oct, 2024 @ 4:51pm 
I love the additions, but I'm getting way too many fighter encounters. I don't want to outright remove them, but maybe make them less common.

Removing the encounters on an existing save makes it so it can't be loaded sadly. :/
joemama1512  [author] 30 Sep, 2024 @ 11:00am 
New version fixes an issue where the fighter missile pod was not working unless you had other research done which was not marked as required. It now requires HE and EMP missile research which makes more sense than needing nothing or needing up thru nukes.

Fixed some encounters where door locations were broken due to me using a more-doors mod. Whoops. Crew can now escape their rooms in several encounters. :-)

Added new encounters. Fixed x-ray laser icon and blueprint since I remade the graphics.
joemama1512  [author] 31 Aug, 2024 @ 11:19am 
I went ahead and uploaded a new version. Fixed the core shield issue. Adjusted minelayer to make it better. Nerfed fighter mining laser somewhat. Fixed some text. Made a few new starter ships.
Checked all my other parts and made their on-death more consistent and checked to ensure nothign else blows up violently when unexpected. :-)
joemama1512  [author] 27 Aug, 2024 @ 1:33pm 
Hmm. Yeah Ill go adjust that right now and have a new version out shortly. I should probably do a sanity check on all my parts explosions.
Choppah 26 Aug, 2024 @ 6:07pm 
The Core Shield is set to explode like a large reactor when destroyed. Turns fighters equipped with these shields into kamikaze missiles. It's not mentioned anywhere so I imagine this isn't intentional.