Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Space farmer
97 Comments
Nikolaich  [author] 20 Jul @ 4:41am 
Beever, AnAmoeba and others. For all those who asked why you need a bar, I inform you that now the cannery gets a buff of doubling the loaded production, provided that it is located within a radius of 10 cells from the bar and there is something to drink or eat in the bar. Version 1.5 will contain this and a few other innovations
Nikolaich  [author] 9 Jul @ 4:05am 
Beever - The bar is a place where the crew can drink beer and relax. What did you expect?
Beever 7 Jul @ 6:13pm 
what does the bar do? i cant figure it out.
Nikolaich  [author] 23 May @ 1:06am 
I think the add/change questions are better moved to the mod discussion.
Popeye 22 May @ 6:00pm 
Or banana pudding
Dang 22 May @ 5:51pm 
Canned pears would be what I think of. As for bananas you could make a way to dry them to make something like banana chips.
Popeye 22 May @ 6:42am 
canned pears (most pears in US come in canned form for preservation)
Nikolaich  [author] 22 May @ 4:35am 
Popeye, Dang What to do with pears? The only thing that comes to my mind is pear pie and that's it. I already have a banana tree, but I didn't add it since I'm not quite sure what to do with the banana. I plan to use the apples and peppers for pies and winemaking.
Popeye 21 May @ 3:32pm 
pearto pears
Dang 21 May @ 3:31pm 
Please add pears
Nikolaich  [author] 18 May @ 8:11am 
Schrödinger's Cat спасибо за отзыв. Проблема в том, что цена задается при запуске игры и в дальнейшем ее не изменить. Я обсуждал эту тему с разработчиками, но в текущей реализации такой возможности нет, что печально.
Schrödinger's Cat 17 May @ 5:30am 
Спасибо за ребеланас цен! Стало гораздо лучше!
А регулируемую настройку цен всё же не планируется добавь!
swaggy 16 May @ 7:49pm 
i can try and replicate the crash tomorrow but i think its a pathfinding error, related to changing what a farm produces or trying to pick up crops that i had ejected earlier
Nikolaich  [author] 16 May @ 2:37pm 
swaggy Is there any reason to draw that conclusion?
swaggy 16 May @ 2:04pm 
progression is good but pretty sure causing crashes in multiplayer:witch:
Barbariska 11 May @ 7:31pm 
Сейчас намного лучше:steamthumbsup:
nutobe 11 May @ 6:44pm 
The world needs this...Mod Farm Make your spaceship colorful
You just serve beer and pumpkin pie, your spaceship will come alive
Nikolaich  [author] 11 May @ 2:38pm 
В качестве эксперимента, существенно уменьшил стоимость фермерской продукции в версии 1.1.3. Возможно, что получилась более сбалансированная версия. Пробуйте.
As an experiment, significantly reduced the cost of farm produce in version 1.1.3. It is possible that a more balanced version was obtained. Try it out.
Barbariska 10 May @ 5:08pm 
Мод крутой, но срочно надо менять всю экономику. Я за 30 минут развития ферм уже мог строить 10+млн корабли... Если возможно, я бы добавил возможность регулировки цен. Хотелось бы кропотливого развития фермерского предприятия, чтобы каждая новая теплица приносила чувство какого то достижения)
Schrödinger's Cat 6 May @ 12:45pm 
@Nikolaich для максимальной сложности цену стоит снижать на всю продукции в 5 раз. Если нет возможности сделать модификатор цены продажи настраиваемой опцией, думаю будет резонно снизить цену в 3 на все продукты, т.к. многие игроки всё же играют не на адмирале, а одной или двумя сложностью ниже

Но очень хотелось бы, конечно, видеть настройку :)
Или, возможно, несколько патчей для мода, которые будут оверрайдить только цены, и ставится поверх основного мода
Предлагаю такие модификаторы: х2, х0.5, х0.2, х0.1
AnAmoeba 6 May @ 9:06am 
Thank you, Nikolaich, appreciate the information. There is so much potential with Cosmoteer.

Thanks again for sharing your wonderful mod.
Nikolaich  [author] 5 May @ 11:41pm 
AnAmoeba thanks for the feedback. The thing is that you can not change the speed of the crew dynamically for the entire ship. It can be set initially high, which the mod author does, and then the speed of the crew is determined by the parameters of each part. For the storage is lowered, for the escalator is increased, etc. A little earlier this topic has already been raised.
AnAmoeba 5 May @ 7:16pm 
Love your mod and the new Bar addition is fantastic!

What do you think about giving the crew a slight performance boost after they eat? Perhaps something like this mod does, but just with food? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884076834&searchtext=crew+speed
Nikolaich  [author] 5 May @ 2:31am 
Schrödinger's Cat для какой продукции вы бы хотели снижения цен и какую цену вы считаете сбалансированной?
Nikolaich  [author] 5 May @ 2:29am 
Lobotomy Gaming thanks for the feedback. Added statistics for the Water Generator
Lobotomy Gaming 4 May @ 1:48pm 
Can you add statistics onto the modules so we can see how much water is produced, water used, crops grown, etc., like all of the other stuff in the game? It's hard to eyeball how many water generators I need, how close I need need, and whether or not my production is being slowed.
Schrödinger's Cat 4 May @ 4:55am 
@Nikolach спасибо что прислушивайтесь к отзывам! Мне кажется, снижение скорости роста сделает мод менее интересным, а также может запутать новых игроков - не понятно, они что-то делают не так, или просто долго растёт? Снижение цены продажи выглядит более простым и доступным решением

Идеальным решением конечно было бы добавить кастомную настройку цены продажи, насколько я знаю моды могут добавлять свои опции сложности/настроек
Nikolaich  [author] 3 May @ 2:21pm 
Schrödinger's Cat спасибо за отзыв. Вполне допускаю, что есть дисбаланс вызванный довольно большой скоростью роста растений и как следствие, получение большой прибыли за короткий срок, особенно при использовании фруктовых садов. Я не пробовал сетевой режим и не сравнивал скорости прокачки. Возможно имеет смысл увеличить время роста, растений, что должно исправить ситуацию.
Schrödinger's Cat 3 May @ 7:31am 
Цены продажи продуктов слишком высокие, по сути мод сейчас чит на деньги к сожалению.

Сделали новый забег, смотрим о прикольный мод, поставили, тем более что у нас есть человек который фанатеет от подобного.
В итоге мы пока все квесты сделали в первом секторе наш фермер поднял 300к (играем на макс сложности бтв), скупил всю блюпринты и построил боеовой корабль обгояющий все наши вместо взятые, на котором полетел в 2-4. Ну, такой себе геймплей получился.
Schrödinger's Cat 3 May @ 7:06am 
Very nice. Unfortunelly its extremely unbalanced and breaks progression completely. This mod drastically needs a slider that allows to configure farm goods sell price, and said price should be about 4 times lower than it is by now, if you want it be a fan farm mode and not just money cheat it basically now is
OmegaEntertainment 1 May @ 9:25am 
Ah, okay, good to know, then.

I'll make sure to save before doing so, just in case.
Nikolaich  [author] 1 May @ 7:38am 
OmegaEntertainment this bug appears sporadically in all mods with the switch. It is not possible to cause it deliberately, but you can reduce its appearance to almost 0. You need to disable the greenhouse, change the type and re-enable it. Same with the cannery and other parts.
OmegaEntertainment 1 May @ 12:52am 
So the crash is entirely random chance, then? Or...?
Nikolaich  [author] 1 May @ 12:24am 
OmegaEntertainment,MicMacius There is a glitch when switching resources and unfortunately it is a game glitch and only developers can fix it. I have already written to tech support about it.
OmegaEntertainment 30 Apr @ 7:51pm 
Crashed for me when I tried to change production back to all in the big orangery (it did fine when switching production to specifically wheat, at least?).

Might unironically be random chance, for all I know, though I doubt it until proven otherwise.
MicMacius 29 Apr @ 5:18am 
crashed when i tried to change the type of production in the small orangery (weird translation?)
Nikolaich  [author] 29 Apr @ 12:17am 
We can, I already have the animation of the animals, but how the barn and chicken coop will look like I don't have a clear idea yet.
Hagon Wyvon 28 Apr @ 11:21am 
can we hoard cows for milk or chickens for eggs?
Nikolaich  [author] 22 Apr @ 12:10pm 
Juckslasher The bar is made purely for fanfiction, it has no impact whatsoever.
Juckslasher 21 Apr @ 6:22am 
what does the bar do outside of consuming resources?
Nikolaich  [author] 20 Apr @ 2:36am 
Zandrax you must be asking about sugar. You can get sugar from beets in a factory.
Zandrax 19 Apr @ 3:30pm 
is there another way to get auger other than buying it?
Nikolaich  [author] 13 Apr @ 1:22pm 
NeverKlever thanks for the feedback. Making 3 inputs for sugar makes no sense, it will not speed up production, but will slow it down. The thing is that the crew will fill the bunkers not sequentially, but in parallel and production will not start until one of the three bunkers has the required amount of resource, and when it does and the bunker is empty the crew will start filling the empty bunker again, not paying attention to the almost filled remaining ones.
NeverKlever 13 Apr @ 8:13am 
Nice mod!!! Two things i think of to make it better is the stack size is not effected by any other mods. And when making sugar the cannery has 3 input and one out, could you make it so all 3 inputs can be used not just one to make sugar faster? thank you for this mod
Hammerhead 10 Apr @ 7:44am 
That's fair! The reason I used the desired amount (again, not the limit but desired) is so that they will produce an excess and carry it to the storages. This makes it so that when there's a production imbalance I can produce an excess of hops, then switch to only producing wheat for a long time. At the time, I couldn't afford properly scaled facilities lol.
Nikolaich  [author] 6 Apr @ 10:56am 
Thanks Hammerhead. That is some interesting information. I have never even tried limiting anything for a greenhouse. Generally you have to consider that unlike in production where you can turn off the power and it stops, plant growth will continue as long as there is water in the ground, so limiting the crop to an exact number is unlikely. The only way to completely stop growth in a greenhouse is to switch to another plant species.
Hammerhead 6 Apr @ 9:49am 
Nikolaich, I think I've found it! Able to re-create this issue without any other mods. The problem seems to be that if you set the desired (NOT the limit, but the desired amount) of wheat to be lower than you have currently, the cannery will stop producing beer, even if the desired amount of beer is higher than what you currently have, and it's fully loaded.

You can recreate this with a ship that is producing hops, wheat, and beer, wait until you have a good amount of all three in their grow houses/cannery, then set the desired amount of beer to say 1000, and wheat to 1. The desired behavior would be for the grow house to stop producing wheat and the cannery to continue using the wheat until it's made 1000 beer, but the cannery stops altogether even after being loaded.
ivanishappy 6 Apr @ 8:54am 
This mod is a dream for me lol
Nikolaich  [author] 5 Apr @ 11:16am 
Yatten glad you like the mod.
Nikolaich  [author] 5 Apr @ 11:13am 
Hammerhead thanks for the feedback. I checked, everything is working fine. Beer is being produced. Perhaps some of the 3rd party mods you have are causing this conflict. Try disabling everything you can, leaving only the farming mod.