Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Adjustable Fighter Components
113 Comments
MysteryKoolaid 1 Jun @ 9:00pm 
Sorry, thank you.
RustyDios  [author] 1 Jun @ 3:49pm 
That is not from this mod, you'll want to seek out :
Joemama1512's Expansion for Adjustable Fighters and Components
Link above in the mod description ...
MysteryKoolaid 1 Jun @ 1:38pm 
Im having problems with the fighter component, 'Fighter Antimatter Minelayer' in multiplayer. Whenever it fires, it causes a desync issue, and the game takes a couple minutes to resync, which upon resyncing, lets a frame pass, then desyncs again. We've had this problem since last year, and just came back to the game hoping it was fixed and it hasn't sadly. We think it's from this mod, if it isn't feel free to let me know and I'll head somewhere else lol.
RustyDios  [author] 7 May @ 6:56pm 
Still working for me...
.. are you on the beta/test branch? Because I can't update the mod for that until the beta/test branch becomes the stable release ...
fernandoqc 7 May @ 3:47pm 
It's not working anymore, it was the best mod ever created, would it be possible to fix it?
RustyDios  [author] 6 Apr @ 11:49am 
Yeah, I tested for about 4hrs after yesterdays changes and most of the thruster issues seemed to be fixed.
Hammerhead 6 Apr @ 9:27am 
Nice! Idk if this will help you, bit I have noticed it's almost exclusively with lateral thrusters. If I only use offset forard/rear thrusters, it seems to handle itself ok, but the moment I put any on the sides it goes haywire.
RustyDios  [author] 4 Apr @ 6:05am 
I've noticed this too.. I'm trying to work out why the thrusters are suddenly not firing correctly
The issues appeared after the main game updates to a)MRT's and b)dynamo thrusters

.. I'm not 100% sure what the game changed to do with thrusters but I'm now comparing the fighter thrusters to base game, and there is a few new/changed things
Hammerhead 3 Apr @ 8:23pm 
Hey, so I love this mod, but I'm having a big problem with thrusters! They're firing incorrectly for maneuvering. For example, I have two rear-facing and two side facing thrusters in the back. One of the side thrusters is just going full-blast when my fighter is trying to fly forward. There are other examples as well where they don't behave like vanilla thrusters.
GreenBugatti 30 Jan @ 11:21am 
i am defo going to be using the unlimited mod but also use only the base mod when my friend makes a op ship
GreenBugatti 30 Jan @ 11:20am 
Thanks (after reviewing, i also realized this and that they were only INTENDED FOR FIGHTERS)
nevertheless, this makes fighter building SOOO much easier and thank you again :D
RustyDios  [author] 30 Jan @ 10:29am 
As weird as it sounds the limits were put in place to stop the exact "abuse" that you use them for, lol, therefore in the base mod here I won't be removing the balancing limits ..

BUT if you wish to do so you can use This Mod Here to do exactly that :)
GreenBugatti 30 Jan @ 10:03am 
in some of my ion beam ships for instance, i used small amounts of shields to protect the innards from shots chain- reacting throughout my ship
GreenBugatti 30 Jan @ 10:02am 
in some of my best ships ik its op but i ues the overlapping design of shields to protect the front or back as a smaller version of small shield
GreenBugatti 30 Jan @ 10:01am 
also
can you add a feture to remove the balancing of 4 reactors?
GreenBugatti 30 Jan @ 10:01am 
Ty rusty yeah it did
RustyDios  [author] 29 Jan @ 2:59pm 
If you mean "should the fighter shields work with normal ship reactors" ... then, no.

I did this (no doors) so the fighter-shields are limited/linked to the fighter reactors, and the fighter reactors are limited to 4 per ship. This is to encourage players to not "spam" their ships with fighter-shields (especially the bubble kind), which is quite unbalanced.

Why are the fighter lasers not restricted like this as well? This is because they are roughly the same power level as standard point defence, so I felt those should have a door/access and the option of a normal battery.
RustyDios  [author] 29 Jan @ 1:54pm 
They should work with all the fighter reactors
JambitPlays 29 Jan @ 1:52pm 
Thank you for the quick response.
Are shields not intended to work with larger reactors?
RustyDios  [author] 29 Jan @ 1:45pm 
They don't require manually supplying power/batteries, so I removed the doors because they were pointless and to give back a little bit of "puzzle element" to building with these parts.
JambitPlays 29 Jan @ 1:41pm 
Is there a reason the shield modules on the previous mod version had door access, and this mod does not?
Specifically for the Arc and Radial shields.
joemama1512 29 Jan @ 1:36pm 
Hey thanks for fixing the doodads_off thing so quickly!
RustyDios  [author] 29 Jan @ 12:06pm 
It "should" work, as I myself done the switch/update many many months ago.
GreenBugatti 29 Jan @ 11:16am 
Does this mod work if i had used the previous mod in my career?

it no longer works because of the update so i was wondering if i changed to this version whether i could still use my ships i had made with the old one in my career
GreenBugatti 29 Jan @ 11:14am 
Hey Rusty
RustyDios  [author] 29 Jan @ 8:38am 
As far as I know ""yes"" ((I've never tried it))

Although the fighter components won't actually benefit from normal cable age reactors.. as they run either from fighter-reactor-proximity or normal batteries
FEMBOY 29 Jan @ 8:22am 
does this mod work with cabel age?
RustyDios  [author] 28 Jan @ 6:38pm 
Yeah, I fixed that. Try un-subbing from the mod.. waiting 5-10 seconds .. and then re-subbing.
boomdude67 28 Jan @ 4:10pm 
Its saying "Could not find file 'H:\SteamLibrary\steamapps\common\Cosmoteer\Data\ships\terran\thruster_small\doodads_off.png'."
RustyDios  [author] 28 Jan @ 1:58pm 
I'm not having any issues and just finished a 2hr long co-op session with my friends..

What is your new error message and are you sure it's from this mod?
boomdude67 28 Jan @ 1:24pm 
I'm still having issues, but the error is different now.
RustyDios  [author] 28 Jan @ 4:02am 
Thanks! Should be fixed now. :)
Darth Ryan 28 Jan @ 2:21am 
+1 its borked
boomdude67 27 Jan @ 9:48pm 
0.28.1 Broke this mod
RustyDios  [author] 27 Jul, 2024 @ 3:30pm 
Last time I checked the mod was still working fine. Certainly some updates issue that could be pushed onto the laser weapons (like the extra damage in energy clouds etc) -- but I honestly don't feel the little fighter supports need this.

Also, I couldn't replicate your issue from June - sorry :( I forgot to report this.
A 27 Jul, 2024 @ 12:12pm 
Is it just me or does the game developer update this game way too frequently on the main branch of the game? I feel like these updates could be quarterly releases with the frequent updates being used for the experimental branch... (where most testing should be happening anyways). As a mod dev I would feel very overwhelmed with this update schedule. With that being said, it's been over 6 months... without update support. Will this mod be continued or does someone need to start a fork? Is everyone ok?
Apollo-ello-ello 15 Jul, 2024 @ 3:25pm 
Great mod! the game really needed parts to fit the Fighter role. But i think i found a bug with the Fighter Thruster Twin, it looks like one of the thrusters isn't working, although from testing it appears to just be visual
tyrosr  [author] 9 Jul, 2024 @ 7:42pm 
This is next level! Great work
joemama1512 30 Jun, 2024 @ 8:34am 
Hey Rusty.... it looks like they just massively buffed laser cannons by 50% damage and increased range. It looks like I will need to consider rebalancing all my energy items as I base it off the basic laser cannon pretty much.
I would suggest you look at the latest patch notes and maybe buff your basic laser as well and I will follow suit.
A 29 Jun, 2024 @ 10:50am 
Great! Thanks for the quick response. This is by far my favorite mod on the workshop. :steamthumbsup:
RustyDios  [author] 29 Jun, 2024 @ 12:10am 
Thanks for the report! This might be something to do with the 'lateral thrust' changes the game recently had. I will check on this when I can find to do so :)
A 29 Jun, 2024 @ 12:09am 
Whenever a fighter cockpit is destroyed the game locks up and I have to force the game to close.
SpartanRage 28 Jun, 2024 @ 2:31pm 
done a bit of testing, and it seems the fighter two-way thruster can actually only thrust from one direction.
RustyDios  [author] 27 Apr, 2024 @ 8:14am 
I just tested this, no crashing for me with any of the parts this mod provides. Built a small test fighter in a career mode game, waited on it to build, sent it to its death against a pirate base. All parts exploded correctly ?
/人・ω・人\ 27 Apr, 2024 @ 5:31am 
Game will crash if fighter cockpit (mod) or turret(mod) being destroyed, stuck at the explode moment.
RustyDios  [author] 28 Mar, 2024 @ 9:04pm 
Well, you would need doors, and maybe a second bunk+crew. Or have the pilot-job with a higher fire priority than cockpit priority.
Icecoldfreezer 28 Mar, 2024 @ 6:51am 
How do i put out fire, even though the cockpit has a built in fire extinguisher, the ai doesn't seem to use it
RustyDios  [author] 3 Jan, 2024 @ 12:23pm 
Try unsubbing and resubbing to the mod to force Steam to update the files, the Steam auto-downloader/updater can be funny sometimes ... I'm using this version myself in 0.25.0 so it should be working fine
BizonBalls 3 Jan, 2024 @ 5:59am 
Hey @RustyDios,

Firstly, great mod and I really appreciate your work!

Unfortunately, I still seem to be having issues with 0.25.0 - Cosmoteer crashes at launch because it is unable to find the hyperiumX_Y.png files.

I seem to have fixed it by pasting all the hyperiumX_Y.png files from an old Cosmoteer version into the "SteamLibrary\steamapps\common\Cosmoteer\Data\ships\terran\hyperdrive_small\" folder.

Not sure whether this is an issue on my end or not but thought I should let you know!
Cheers!
RustyDios  [author] 23 Dec, 2023 @ 4:40pm 
@LoganDark
Should be all working with 0.25.0 now.... sorry for the delay