Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Resource synthesizer
19 Comments
Bo| :'( 21 Jun @ 12:29pm 
Thats a bit sad but i understand. thank you for taking the time to consider my request! :selike:
Nikolaich  [author] 16 Jun @ 1:33am 
Bo| :'( It still won't work. I use a storage-type switch where the storage is located deeper than in standard factories, so the inserter simply won't see them, even if the names match. For compatibility with the janiTNT mod, storage units need to be defined a little differently, which means a complete overhaul of the entire mod. I'm not ready for such a feat yet. Besides, I can't run the janiTNT mod on my machine yet. After the update, it started complaining about various incompatibilities with other mods and even with vanilla ones.
Bo| :'( 15 Jun @ 1:30pm 
I asked jani and they said that you should replace the storage names with the vanilla ones such as IronStorage and CarbonStorage etc and it should work.
Bo| :'( 14 Jun @ 2:16pm 
I meant the ability to take out items via the inserters from the synthesizer. (I'm not exactly sure how they work)
Nikolaich  [author] 14 Jun @ 12:46am 
Bo| :'( thanks for the feedback. As far as I know in the janiTNT mod there are no natural resources extracted from asteroids. Please specify what exactly you want to synthesize from janiTNT mod.
Bo| :'( 8 Jun @ 1:06pm 
hi! could you add support for the inserters in janiTNT's shipyard?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880017812
Nice mod btw it feels nice to build factories without worring about running out of asteroids.
VOD 2 May @ 12:55am 
eh its probably cuz cosmos divided is a very old mod
Nikolaich  [author] 1 May @ 10:31pm 
VOD That's roughly how the mod works. I've now published a mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3471366733 that embeds additional resources from the popular ETT mod into the synthesizer, and I could do the same for divided cosmos, but the problem is that all resources get sequential numbers in the selection menu, and if you don't have the ETT mod installed, the divided cosmos mod won't work, but I haven't figured out how to get around this limitation yet.
VOD 1 May @ 3:05pm 
would be epic if you made a pice of code for it to detect raw resources and automatically put them as an option
Nikolaich  [author] 1 May @ 12:19am 
I'll have to see what kind of resourses are being used.
VOD 30 Apr @ 1:33pm 
@Nikolaich

do you think you can add support for divided cosmos so it can generate raw doonium and what not :>
Nikolaich  [author] 20 Jan @ 2:18am 
Dax thanks for the feedback. I don't know how to fix this bug or exactly how to replicate it, but I admit it is there and has something to do with the speed of the game. The higher the speed, the more chances to get it.
Dax 19 Jan @ 4:27pm 
If changing the resource type crashes the game;
1. Power off.
2. Change the resource.
3. Power on.
Nikolaich  [author] 18 Jan @ 1:17am 
jordan040506 I understand you game crashed when changing the resource type? Can you repeat this situation? I don't understand about adding additional factories. Do you want the synthesizer to create other types of resources? The thing is that the other resources are not fossils and they should not be synthesized, but created and for this I have a resource transformer..
jordan040506 16 Jan @ 3:34am 
parhaps you could add multiple factories for each resource.
jordan040506 16 Jan @ 3:33am 
it seems this mod can causethe game to crash, i think it has to do something when a resource has been allocated somewhere and then changing the resource type.
Dax 10 Jan @ 7:21pm 
Love it. High energy cost and slow production speed are great at balancing it. Finally, I can get 'free' resources without it being stupidly cheaty
Nikolaich  [author] 24 Dec, 2024 @ 12:16pm 
Making the cable mod support turned out to be very easy, but it's a misnomer of a mod. It's more like wireless power transfer without any cables.
bestLinuxGamer 24 Dec, 2024 @ 7:44am