RimWorld

RimWorld

Ambition of the Cosmic [Continued]
93 Comments
Get Donked On 8 hours ago 
they still need light
MonsterAddict6000 10 hours ago 
The hydroponics in this aren't working for me, the plants just dont grow.
Blackadder 31 Jul @ 2:38pm 
Enjoying the mod, but there seems to be a mismatch between what the crafting ingredients on the tooltip popups say when you hover over the item on the crafting list and what is actually required. For instance, at the Atomic Fabricator the popup when you hover over Pattern Cosmic Alloy says 30 Cosmic Matter is required. In reality, it's 300. There a number of others that have that issue as well.
Curse187 29 Jul @ 2:25am 
Here ist the comment in the old mod from Copper Boltwire:
Explodoboy, my old friend, i got a mod made you might like: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3527443675
"Player's Only Lib "

It keeps the world generation, NPCs and the like from generating with the items/materials.
That way, the NPCs won't suddenly spawn with any of these god like items.
Thought you might actually like this to keep NPCs from not having those catastrophic lancer weapons. This also means you don't have the make the prices of these items outrageously high too. You can balance things again.

If i'm wrong about the usefulness of this mod, sorry. Just trying to help you ^_^

Anyways, see you around, and have a wonderful day/night.
Rook1830 28 Jul @ 1:24pm 
@megawaifu just saw the message (you could do an alternative right now and use "total control" mod I believe that one allows you to restrict factions to specific equipment
GrundleTaint 28 Jul @ 10:48am 
TECHNOLOGIA
Para  [author] 28 Jul @ 12:38am 
@Meguwaifu I need to find a way to do it.
@Rook1830 That's planned.
@FosterTheSheeple The enigmatic bionic forge is in a sub menu on the stellar bionic forge.
FosterTheSheeple 27 Jul @ 12:02am 
Probably one of the mods of all time. Only problem I have encountered is that the Enigmatic Bionic Forge is unbuildable for some reason.
mack 26 Jul @ 9:45pm 
god i fucking love technology
Rook1830 26 Jul @ 8:07pm 
ngl idea would include this mod with the new odyssey and or (sub mod) and have new shuttles per each material or grav cores, it'd be amazing if it'd be available for it (this mod has a lot of potential on future ideas) 10/10 late game mod
Meguwaifu 26 Jul @ 11:37am 
is it possible to disable raiders spawning with this mod's weapons and/or the addon's? i keep getting raids with 70+ raiders where half of them use AOTC weapons, it's pretty much impossible to win. if you or others could point me in the right direction to achieve this, it'd be much appreciated. thanks in advance!
Monbland 26 Jul @ 6:12am 
Or would it be better to automate existing hydroponics?
Monbland 26 Jul @ 6:11am 
It made sense not to waste time on manual sowing and harvesting when it comes to high technology.
Para  [author] 26 Jul @ 6:10am 
@Monbland I don't know, but the idea is potentially interesting.
Para  [author] 26 Jul @ 6:09am 
Made materials airtight.
Monbland 26 Jul @ 5:30am 
Can you please add automatic hydroponics like in this mod with the corresponding textures? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3528490718
MosueTV 19 Jul @ 10:37am 
Thanks for update. One of my favorite mods. :Rubber_Duck:
Para  [author] 19 Jul @ 7:53am 
Updatd to 1.2.0

@Wafflasy It is in a drop down menu on the stellar bionic forge.
@Jeremie I tested, and it should already be done.
@CordialVillain The philosophy is different. BoR is made as a balanced fork of AOTC. This mod, on the other hand, is a continuation of AOTC that keeps a similar philosophy of "let's make things absolutely OP".
fish_heads 19 Jul @ 7:48am 
@Cordial Villain - AotC and BoR are two takes on the same idea. You can technically use them together if you want, though having both at once makes both of them "easier."

In my opinion, AotC has slightly more content (such as defense turrets), but BoR is differently balanced, and meshes better with Vanilla instead of simply adding its own version of everything. BoR is also CE compatible out of the box, while AotC needs to be patched.
Wafflasy 18 Jul @ 8:05pm 
It's very likely this is just a bug with my game but I the Cosmic Bionic Forge isn't available in the architect menu for me to place
Jeremie 18 Jul @ 5:13am 
Can you add Airtight to Matters like Eternium and StableMatter ? so that we can use it to make the wall can be used to be a ship wall .
CordialVillain 16 Jul @ 9:02am 
I loved the original AotC, and am super happy to learn it's (been) returned! But I'm a bit out of practice, and beyond the 1.6 compatibility, I'm not quite sure what the difference between AotC and the Beyond our Reach mod is.
Maybe I could be helped out?
Jeremie 15 Jul @ 5:09am 
Hi~ i seem some red error when game start into main menu.
```
Config error in Table_SNS_CosmicDrawer: has costStuffCount but no stuffCategories.
Config error in SNS_Item_BionicLung_GenIV: description has trailing whitespace
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4A' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4B' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Item/Meal/SNS/SNSMealG4/SNSMealG4C' for def 'SNS_Meal_Normal_GenIV' in any active mod or in base resources.
MatFrom with null sourceTex.
```
SirRZN 14 Jul @ 8:08pm 
Oops, looks like someone already suggested the vacuum resists :/
SirRZN 14 Jul @ 8:06pm 
Hello modguy, could you make the materials and armors airtight for Odyssey?

I've dug around in the XML files of Odyssey; you can make the materials airtight by adding this tag to the material:
<isAirtight>true</isAirtight>
It seems that you can also add this tag to make the SNS armors work in space:
<VacuumResistance>YourPercentageHere</VacuumResistance>

I didn't have any luck turning this into a patch mod unfortunately, so I'm hoping you could do it by updating the defs.
sterben 14 Jul @ 11:25am 
and thank you @para for keeping the mod alive its an amazing mod i have loved thru years
sterben 14 Jul @ 11:24am 
for anyone who wants to add vacuum resist add this line under the </statBases> in the files of the gen 1, 2 and 3 that should fix it (remember to do it for both helmet and armor in the same file)

<equippedStatOffsets>
<SlaveSuppressionOffset MayRequire="Ludeon.RimWorld.Ideology">-0.1</SlaveSuppressionOffset>
<VacuumResistance MayRequire="Ludeon.RimWorld.Odyssey">0.67</VacuumResistance>
</equippedStatOffsets>
Para  [author] 14 Jul @ 10:57am 
@Jeremie Oh. I get what the issue is now. I'll fix it in the next update, which should come soon.

@rat ta tat Thanks for the heads up. I'll take care of it.
rat ta tat 13 Jul @ 8:39pm 
Configuration error in Table_SNS_CosmicDrawer: costStuffCount exists but stuffCategories does not.

This error is caused by the phrase <costStuffCount>75</costStuffCount> in the Table_SNS_CosmicDrawer in 1.6/Base/Defs/ThingDefs_Buildings/SNS_Buildings_Workbench.xml. It's okay to delete it because the Workbench is created with a fixed resource.

To summarize.You just need to delete that phrase from the above xml file.
Jeremie 12 Jul @ 5:23am 
seems like Hedonist's Dream lost it's texture ? in 1.6 with new DLC .
Jeremie 11 Jul @ 9:14pm 
thanks for your work , I can't do without this mod on my every game save .
Can you add VacuumResistance for the Odyssey DLC on the Mod and AOTC:TPOC ?
i very love the Cycle Alpha Armor .
Sandevistan 11 Jul @ 7:35am 
insane nice update dude didnt expect it would be updated so soon glad someone actually do something with this mod
Anny 6 Jul @ 6:09am 
Yea, I like idea of researching ur way to OP. it is like AFK game that u getting stronger and stronger the longer u play and thus it is leading to satisfy progression and time to steamroll everyone in ur way. Even V.O.I.D
Para  [author] 5 Jul @ 3:33pm 
I'm just some guy that didn't want this mod to die. In truth, I was only the first one to be here after explodoboy decided to pass the torch.
EliseArtemia 1 Jul @ 5:58pm 
I'm gonna miss the OG author working on this, but i'm glad to see it's being kept alive into the new ages of Rimworld patches. You're a hero Para.
Para  [author] 1 Jul @ 10:50am 
Please note : The update to 1.6 has not been properly tested just yet.

@Gremlin We already have new textures for the mod. I don't intend to continue the retextures myself.
@maulkye I'm interested. Could you tell me more about this bug? Does it always happen? I can't seem to reproduce it just yet.
@decom70 I should be able to fix it by next update.
@this is a name yes I need to check the balance, yeah...
Winetoo 28 Jun @ 6:22am 
AOTC and SNS have become such a staple of my every gameplay, i dont think i can play the new patch until i get one of these up.
This line of mods single handedly added 1k hours to my playtime of Rimworld.
I thank you for you hard work on it and pray you have time and will to update it for 1.6
Gremlin 19 Jun @ 2:12pm 
are you gonna also keep the reskin "continued", or just the mod with its' addon?
Anny 14 Jun @ 12:31pm 
1.6 plz
lucasthewoof 10 Jun @ 1:49pm 
i love how i can add this mod and remove the original and nothing gets deleted, Thank you!
maulkye 5 Jun @ 2:12pm 
Has anyone had their CHARON armor seem to mess up the storage selection UI? Right after the "Marksman Armor" there's a giant space and you can't go past it without jumping way down for me,

The tooltips also act weird and get truncated within the UI popup box, where none of the other items do (like there's some sort of invalid character or something).
GodHatesYou! (EOA) 26 May @ 12:02pm 
@decom70 well your already modding your game... add a mod to help you?
decom70 12 May @ 9:50am 
So, the Cosmic Power armor blocks the Utility slot. However, without the Utility Slot, I cannot wear a (modded) backpack, meaning I do not have enough carry weight for both weapons and armor from this mod. Even with a crazy cybernetically upgraded pawn.How are you expected to carry it all?
this is a name yes 11 May @ 7:38am 
The stellar shotguns have about 5x the dps of the second highest dps stellar weapon and the pistols have a higher dps than the stellar rifle even though they cost less.
xyf1111 30 Apr @ 8:29pm 
Thank you very much! I hope you can add more recipes compatible with the new items from versions 1.4 and 1.5.
Para  [author] 30 Apr @ 2:38pm 
It should be possible, yes. I'll try to look into how, since I don't want to just add the recipe.
xyf1111 10 Apr @ 8:36pm 
Would it be possible to implement new recipes compatible with version 1.5 for Utopia Devices and other similar equipment? For example: Transcendent Capsules, Slumber Expansion Serum, and some items from the Phenomenon DLC?
Para  [author] 4 Apr @ 11:50am 
@Matathias Thanks for this, I'll look into it.

@DreadNog You can get them rarely from traders, or you can sometimes get them from ancient dangers.
If you can, try to trade with imperial settlements, they can have them.
@Get Donked On I will
DreadNog 31 Mar @ 1:55pm 
@Matathias thanks for suggestion.


Another question. how to get parts for The Call of Cosmos ?
Matathias 30 Mar @ 10:40pm 
@DreadNog The Cosmic Manipulator does indeed take ages to make anything, even with high-speed pawns. Not sure if it's intentional on the devs' part, but it looks like many of the recipes are missing a workSpeedStat. Namely, the recipes in the SNS_Recipe_PinnacleFabricator.xml have a workSpeedStat, but I don't think any of the others do. For those that don't, you can add

<workSpeedStat>GeneralLaborSpeed</workSpeedStat>

right after any lines that say <workSkill>*something*</workSkill>. You can find the recipe definitions in the RecipeDefs folder in the mod directory.