Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Thrusterflame Armor v1.2.3
11 Comments
Dj0z  [author] 31 Jul @ 3:15pm 
And now it actually resists heat
RustyDios 30 Jul @ 6:31pm 
Might need checking over to add the non-flamable Type Category but the mod didn't crash when used, part still built and still tanked shots, so I'll assume its doing its job :)
Dj0z  [author] 30 Jul @ 6:27pm 
Well, thanks Rusty!
RustyDios 30 Jul @ 6:18pm 
~~ Confirmed working post MELTDOWN update 0.30 ~~
hupo.jh 9 May, 2024 @ 6:42pm 
cool
Dj0z  [author] 5 Apr, 2024 @ 10:56pm 
Hi Hazey, I guess i see the point of a 3x3 version. Covering anything bigger could just be done with many small ones. I'll see what I can do
HazeyInDaHead 5 Apr, 2024 @ 8:11pm 
Love this!! could you make different size tiles? If they match thruster sizes, it would be perfect!
Dj0z  [author] 26 Feb, 2024 @ 6:42am 
So i tested it on the Crippler launcher, it works. Anyone can make a mod weapon compatible real quick if they know IntRects.
Dj0z  [author] 19 Feb, 2024 @ 7:16pm 
Now that I think of it, maybe the authors of weapon mods could add the needed code for compatibility themselves. It's string-based, no buffs involved, so it doesn't need to reference anything in my mod directly. I guess I'll add a how-to and wait for feedback to see if it works.
Dj0z  [author] 19 Feb, 2024 @ 7:10pm 
Happy to hear it!
About modded weapons, the issue comes from the single layer used for unbluildability in the game. Walt might just decide to use multiple layers like I did here, and then that issue would be gone overnight.
There are 2 other solutions : Just pretend it's playing nice and hope nobody armors their guns with this (risky), Or i could make a compatibility patch for evey requested mod that has weapons... but with how many there are, this is gonna take ages, and I don't have that kind of time
RustyDios 19 Feb, 2024 @ 6:58pm 
Neat concept. I like the visual design too.
Shame about the known issue though for modded weapons.