Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

No Deck Cannon Collision
24 Comments
Semi_Onion  [author] 9 Aug @ 8:20pm 
Right now? No
I'll probably add that to the list in a few days, but I can't be bothered right now
Chronos 9 Aug @ 9:51am 
Does it remove the collision from the new heat beam, the Thermal Resonance Lance?
Semi_Onion  [author] 8 Aug @ 2:54am 
Most vanilla roof parts,
Deck Cannons, Tractor Beam Tops, Beacon and Sensor Tops, Mining Laser and regular lasers too
The actually components still have their collision, just the roof parts no longer have collision, allowing roof guns to fire past them without causing damage.
xXShadowNinjaXx 7 Aug @ 7:25pm 
does this remove the collision from all parts?
vinternatt 5 Aug @ 11:15am 
Is it possible to add the deck cannon from tiered parts ?
Semi_Onion  [author] 3 Aug @ 7:38pm 
It is done, 0.30.0 added
TAKA 3 Aug @ 11:08am 
0.3plz
Semi_Onion  [author] 24 Jun @ 5:53am 
I hath removed it's turret collision
GrauerKnabe 24 Jun @ 5:04am 
I meant the standart big laser. If u place them to close to each other the second shot collide with the laser infront of it
Semi_Onion  [author] 24 Jun @ 1:05am 
I've begun working on adding other modded parts that I'll release as it's own thing. If you want any mods added to that, let me know.
So far, I intend to add General Munitions, Galactic Allegiance and Jani's Shipyard
Semi_Onion  [author] 23 Jun @ 11:31pm 
Sure, but which big laser? I don't think there's a high big laser? If it's from another mod, let me know
GrauerKnabe 23 Jun @ 11:43am 
Can u pls do a mod for no collision for big laser? This is currently the bottleck of my ship
Thx
kOiGuh 21 Jun @ 9:29pm 
Could you make this for the general munitions mod? Dealing with the collision is currently giving me an aneurysm.
cllmsteele 7 May @ 12:55am 
thank you for the confirmation
Semi_Onion  [author] 7 May @ 12:10am 
Yes, it still works fine.
I tested it when they asked, but I forgot to comment it, sorry
just a person ? 6 May @ 8:11pm 
@cllmsteele it still working
cllmsteele 1 May @ 2:45am 
is this working still?
Skye the Moron 26 Dec, 2024 @ 11:25am 
NVM! i fixed it by getting rid of better mining turrets mod
Skye the Moron 26 Dec, 2024 @ 11:21am 
Sadly this is broken
Semi_Onion  [author] 24 Nov, 2024 @ 1:36am 
Hey Nate, I'm sorry about the error, but I cannot recreate it.
If possible, could you send me the full error log? If it doesn't fit in the comment, PM it or send it to my discord semionion
Since I cannot recreate the error, I'd need your error log to attempt to fix it. Without other mods active, I am stumped otherwise without the log, so many thanks.

The only time I've had a similar error is having both the current and old version of this mod active. If this is the case, please disable the older version.
The reason this error occurs is because this mod removes the collider completely, meaning if another mod, even an older version of itself, tries to use, change or even remove the collider, it gets confused as there is now no collider to effect.
Nate 23 Nov, 2024 @ 4:32am 
Does not work. I get the same exact error as MR.X Wereg. I removed all mods and still get the same error. This mod does not work.
Semi_Onion  [author] 3 Sep, 2024 @ 1:15am 
I truly am sorry, but I cannot fix the issue. Unfortunately, I can't recreate the issue or find any problems in the mod that would cause this issue. If you send me a list of the mods you're using, I may be able to fix the issue. Sorry for the inconvenience.
Mr. X WeregλrurumonX 1 Sep, 2024 @ 10:32am 
System.Exception: Error loading mod: No Deck Cannon Collision

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<ships/terran/cannon_deck/cannon_deck.rules>/Part/Components/TurretCollider".

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.ModRemoveAction.ApplyAction(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModRemoveAction.cs:line 27

at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Mods\ModInfo.cs:line 72
Barrett-M82 23 Aug, 2024 @ 6:30am 
This is a rather useful mod for Quality of life, as well as for making overpowered ships, thanks for making it :)