Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

PreMeltdown. Azic's Shipyard: Engine Selection
34 Comments
azicminar  [author] 16 Jul @ 6:07pm 
Hey, Nacelles are live now. They will be pulling quite a bit of power. I need to get the proxies for the field drives to pull power from the nacelle parts working correctly. Also, as a part of this, I need to get nacelle powercores made that only power the field drives.
TheoreticalExistence 5 Mar @ 7:43am 
Update: I only mentioned datadriven earlier because I somehow forgot railguns existed and used that same error image. oops
TheoreticalExistence 5 Mar @ 2:53am 
You'd think the light would stay where you put it, but no, that'd be too convenient.
azicminar  [author] 5 Mar @ 1:27am 
#3: That's new to me, so it sounds like its with something Datadriven is doing. If I'm not exhausted this weekend I'll take a look at how data driven is working.

As for #1 and #2. I don't know what's going on there. I get them fixed. Then they come back a few months later. I need to do the ETTM edition of the field drives, so when I drop that, I'll look at this again.
Its like that song about the cat came back ... The glitch came back, the very next day.
TheoreticalExistence 4 Mar @ 8:47pm 
Three small issues with this mod, all three purely visual:
1: The outside light effect for small and medium field drives is offset to the top-left corner of the part.
2: The large field drive also has the tiny light effect the others use... also offset to the top-left corner, but clearly not intended for this size to begin with.
3: The large field drive has a missing piece error all the time even though its working fine, this may be a compatibility error with the datadriven mod, though.
azicminar  [author] 12 Jan @ 2:47am 
so basically, if I need to introduce a resource for one mod, I put it in the core mod just in case I need to use it in an other one later. Like my work with suntouched hyperium that is yet to be released. will be used in future releases for the sundiver mod, weapons mod, and maybe in the gargantuan drive should the next tier of power cores work out.
azicminar  [author] 12 Jan @ 2:42am 
all updated
azicminar  [author] 12 Jan @ 2:00am 
Ok, I did a slip up. I forgot to update the core mod. I'm going to upload that and an update for this one.
ERROR_CODE 509 11 Jan @ 5:49pm 
The recent update causes a crash on startup with this mod enabled. Tested with only this and crewed power enabled, same issue. Uploaded the crash report to hastebin: https://hastebin.com/share/olutejocat.yaml
azicminar  [author] 11 Jan @ 12:31pm 
@Kerenga Sorry for taking so long to implement the boost toggle. I also included an other fix and while I am 100% positive the fix works, I've not worked with the boost toggle enough to be 100% sure
azicminar  [author] 30 Nov, 2024 @ 7:38am 
If you experience a crash, please update the core mod!
azicminar  [author] 3 Nov, 2024 @ 2:21pm 
I should say, information about hyperium storage in each part is added
azicminar  [author] 3 Nov, 2024 @ 2:20pm 
Hyperium storage is now added. didn't get to as much this weekend as I thought I would
azicminar  [author] 29 Oct, 2024 @ 4:45pm 
well, its still useful for crew to take batteries from it. Also, to power a field drive next to it for a factory ship. Also, enough juice to power a hyperium condenser once I get around to making it. And to power everything that's not tagged defense or weapon is intentional. Reminds me, I need to see if I can make the buff that's used in chaining the extension carry power or not. That way it will send power down the line to power more things connected to it that are extensions. I do have plans for super weapon that will stun lock the ship for a few seconds after firing, but will .... welll ... dustify what's in that direction.
As for to-do lists .... I have to update that on my discord for the shipyard
Kerenga 29 Oct, 2024 @ 3:46pm 
XD It seams that your todo List gets longer the longer im here. By the way, whats the Reason behind the Tofamax having so much Power generation? Factorys dont use that much Power. It does give Power to Commandstructures that touch directly to it.
azicminar  [author] 29 Oct, 2024 @ 2:11pm 
The large field drive should have 80k thrust as its base. Looks like I missed updating the information.
The .... oh, I just stuck my finger in ketchup reaching for the mouse ... anyway, if you look at the pipes on the top and bottom of the large field drive, they are arranged specifically to have an arrow like pointing in one direction. Just like those up with a LCR and you'll enable the extra power boost. Otherwise, they should still work placed anywhere. Reminds me, I need to do an ETTM edition of this with about 1.5 the thrust for the counter parts.
Here, I'll take a screenshot and upload it as part of this mod and the LCR.
Kerenga 29 Oct, 2024 @ 12:35pm 
A Question regarding the Large Field Drive. Is it supposed to have the same Energy consumption and kiloton propelling as the Medium one? And how does it work with the LCR?
Kerenga 29 Oct, 2024 @ 9:31am 
Setting the supply to 0 is a good workaround. I hope the implementation of the Boost-Toggle isnt giving you to much Trouble.
azicminar  [author] 29 Oct, 2024 @ 2:10am 
I use ETTM, so hyperium is so crazy plentiful that I need ways to get rid of it. Also: Hyperium condenser is planned. Might drop it in this one since its hyperium hungry. If the code for the boost-toggle isn't too weird, I'll be able to add it in this weekend. Until I can get that out, you can go into the crew settings and set the priority of crew to feed hyperium to 0.
Kerenga 28 Oct, 2024 @ 3:06pm 
Take your Time. 12 Hours is mad. But by the love of the eldrich Gods! Ty the use of Hyperium to the "Boost"-Toggle! There needs to be a way of turning the use of Hyperium off. The Engines are allready great with just the Energy use. And as far as i know Hyperium is far to rare for "eating a stack of 15k". And how is someone supposed to feed their Jumpdrives when your Engines eat all mined Hyperium instantly?
azicminar  [author] 28 Oct, 2024 @ 2:49pm 
It uses the hyperium automatically. As long as its not stored in a hyper drive, crew will take it and put it in. I changed up the engines because once you have enough of them, their combined bonus will chew through a 15k hyperium reserve like mad. I'll take a look at how other parts denote hyperium storage and add it in by Sunday. I work 12 hour days and am just now sitting down to eat dinner lol
Kerenga 28 Oct, 2024 @ 2:22pm 
XD. And maybe you should ad the Hyperium-capacity to the Tooltips/Stats/Description. The Game clearly counts it as "in Stock" but there is only an indication for the Energy Capacity. By the way, do the Drives use Hyperium automaticly or is it tyed to the "Boost" toggle?
azicminar  [author] 28 Oct, 2024 @ 2:18pm 
I'll have to look for a misplaced bracket then. I swear every update I have to redo that location because it wants to move around with more zoomies than my dearly departed cat
Kerenga 28 Oct, 2024 @ 2:04pm 
Something else tho. There is a blue gloweffect for the mid Reactors Outside that seams to be misplaced. It should propably be placed in the middle of the rotating, round Part.
azicminar  [author] 28 Oct, 2024 @ 1:44pm 
I think Crewed Reactors finally updated on your side. I should probably wait a week or two before I push out an update to this or one of the other mods that rely on crewed reactors when I do a major update. Well, I'm glad it sorted out ok in the end.
Kerenga 28 Oct, 2024 @ 7:07am 
I dont know what happened. I just wanted to recreate the crash for the log file and now it just loaded without a crash. I literally did nothing to the Game or the Mod. From my Side everything is exatcly the same as with the Crash. It just randomly started to work now.
azicminar  [author] 28 Oct, 2024 @ 3:57am 
I tried running a game with the mods as they are downloaded off of Steam on a different computer from what I created the mods on. I did not have any crashing issues, so try either forcing steam to validate files, or do the trick of unsubcribing until steam uninstalls the files, then resubscribe to get fresh copies.
Validating game files will clear any edits of the game you might have done.
azicminar  [author] 28 Oct, 2024 @ 2:12am 
After the last Workshop ID, just copy the rest as will be allowed. I should only need that. Although, before you do that, check and see if Crewed Power has the Tofamax reactor and the Tofamax Extension. If they aren't present, then steam hasn't updated that on yourside. This would be causing the crashing issues
Kerenga 27 Oct, 2024 @ 9:20pm 
How do i send you that? Its to big for Steams 1000 Letter Rule.
azicminar  [author] 27 Oct, 2024 @ 5:26pm 
I would need to see the log file to know why its crashing
Kerenga 27 Oct, 2024 @ 4:46pm 
My Game crashes if i enable this Mod. I tryed it multiple ways, with and without Crewd Power Distribution, with and without any other Mods. Its definedly this Mod that is faulty.
azicminar  [author] 26 Oct, 2024 @ 4:47pm 
I should mention that I left the original performance as the battery one and added the hyperium as a secondary engine at close to half the electric thrust
azicminar  [author] 20 Oct, 2024 @ 4:49pm 
The engines need both power and hyperium to run, and you need the gold coils from the crewed power mod. I have been thinking about reworking the engines so that they have a lower speed when you run out of hyperium
Strange 20 Oct, 2024 @ 4:12pm 
im not quite sure how this is activated