Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

AI Powered Ships
52 Comments
aredja2  [author] 11 Aug @ 8:01am 
@GreenBugatti I'm not sure how to implement that to be honest. I have an idea on how to automatically make attack patterns that are hands off, but if I was to work on that It wouldn't be anytime soon.
GreenBugatti 11 Aug @ 5:04am 
is it possible to make this 'ai' mod have a control block that allows you to make your ships ai controlled? os you dont have to control them?
GreenBugatti 11 Aug @ 5:03am 
hey
aredja2  [author] 10 Aug @ 3:32pm 
@Chronos, just the larger cores. I thought the smaller were fine as is. The upgrade is auto unlocked as the AI cores are quite expensive to research already.
Chronos 10 Aug @ 12:49pm 
Can you overclock the small cores, or just the bigger ones?
And is it a separate research?
AnonaCraffter 10 Aug @ 11:42am 
oh, OK
aredja2  [author] 10 Aug @ 11:41am 
@AnonaCraffter My Laser Emporium mod, the General Munitions Reupload version mod, the newly updated Galactic Allegiance mod, and I think the ST - AFA Core and Federation mods. Might be something else mixed in there. I have 60+ mods at any given time haha.
AnonaCraffter 10 Aug @ 11:37am 
what mods are used for the title picture?
aredja2  [author] 9 Aug @ 11:32am 
@chronos I'm glad you like it! I'm currently trying to fix a handeful of bugs across my mods, but am also setting up a local AI coder than I may be able to train to add mods easily! If I can get this working I will check out deranged industries.
If you want to give it another shot, you can download soemthing like cursor and use their free trial to have claude added your mod. No experience needed. Maybe a youtube video. I'd use Claude if you do this. It can also interact with git for you.

@Arkcane The indicator on small cores is a great idea! I totally forgot to add that. And as for the larger range, I just added overclocking for just that purpose! If you can take the heat, you can take the battle!
Chronos 9 Aug @ 5:35am 
I really love this mod, thank you!
Now, if it is not much trouble, I would like to suggest to add compatibility to Dondelium's The Deranged Industries weapons, like the Ion Bean PD and Advanced Missile Launcher.
I tried learning how to do it from the Git but I have no coding or modding experience.
Arkcane 8 Aug @ 8:54pm 
I think it would be helpful to have the small cores to have a direction indicator or them or make them effect all adjacent squares. Also I feel like the rooms should have a much bigger range for how large they are. the advanced core only having a 3 tile range for it being as large as a bridge. maybe its because I am in mid game and not late.
aredja2  [author] 5 Aug @ 8:07am 
@Nixdorfer There is now a git repo! https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships
timmy 5 Aug @ 3:26am 
Well, don't know what it was, a few restarts and trying other mods and now it works ;). Before it was not showing the "brain"-icon anywhere. Since this shows up, it works with everything.
Thanks for the work.
aredja2  [author] 4 Aug @ 10:37pm 
@timmy The last update broke it's interaction with the Star Trek A Final Assault, but it's still functional with the other listed mods in it's description. The general munitions re-upload just got updated, and it works great!

@SES Dream of War Looks like the issues were elsewhere, and this mod is good to go if you want to create versions with your textures.
timmy 4 Aug @ 10:23am 
Well, does really only work with base-game items. E.g. not with the Star Trek Mod phasers or impulse engines.
p0hil. 4 Aug @ 4:03am 
Not sure, from what I trued it does not work with any weapon mods. Might be due to the update, did not work with Advanced Missile Launchers and not with More Deck Cannons
aredja2  [author] 3 Aug @ 12:23pm 
@Чвк Урурур thanks!

@Snensgams, I'm working on a fix for the new update!

@SES Dream of War, thats fine by me, but I would wait until I've got a fix for the newest game release
SES Dream of War 3 Aug @ 11:08am 
hey there!

would you be OK if i made an addon to your mod that simply resprited the AI cores? I love the functionality, but the brain aesthetic really icks me out a bit.
Snensgams 3 Aug @ 2:18am 
It works for only base game weapons for me and it only works on old ones not like the new heat laser beam
Чвк Урурур 3 Aug @ 1:11am 
Thank you for your response, and I want to compliment you on the high-quality textures, which look great.
aredja2  [author] 2 Aug @ 4:01pm 
@Чвк Урурур If I understand you right, that is my Laser Emporium mod.
Чвк Урурур 2 Aug @ 2:27am 
Please tell me, from which mod is the building to the left and above the reactor?
aredja2  [author] 1 Aug @ 3:10pm 
@Everyone, it's been a bit since I looked at cosmoteer. Looks like the newest update wrecked just about everything on many many mods. Ill see if I can use an AI to help me fix the code faster when I get time.
@Nixdorfer I didn't have a git project for it, but If I can get it running smooth again after any update issues I'll create a repo for it.
Kokorocodon 1 Aug @ 2:43pm 
does it still work?
loh 30 Jul @ 2:12pm 
starsector vibe
Nixdorfer 29 Jul @ 7:04pm 
hi, i just made a patch for the mod extended tech tree. do you have a github project? how can i submit a pull request?
Mr. X WeregλrurumonX 25 Jul @ 9:07pm 
Reference "~/Part/Components/PartCrew/Crew" at node "<F:\SteamLibrary\steamapps\workshop\content\799600\2888343841\Parts\Misc\sensor_array\sensor_array_mk1.rules>/Part/Stats/CrewRequired" could not be resolved.
SES Dream of War 14 Jul @ 10:17am 
Heya, any chance for Jani's shipyard support? would love to automate those parts too, Jani's mod is pretty neat ^^
Nytemare3701 6 Jul @ 1:44am 
>I can't promise adding support for more of those mods myself.
If support for those mods doesn't happen, is there any chance we can get a more thorough writeup on how to add compatibility? The guide hiding in the mod files is written for people who already know how these systems work. Just a picture pointing at the fields and giving examples for each step would be a huge help.
iorek 29 Jun @ 2:44pm 
same issue with tiered parts

crash on startup "2888343841\sensor_array\sensor_array_mk1.rules>/Part/Stats/CrewRequired""
Guschado Fring 23 Jun @ 7:01pm 
ai really taking over everything these days smh
TBCN 14 Jun @ 4:21am 
@aresja2 found that the problem was related to the fact that I tried to operate some non stock parts that I have and that caused the problem. On stock parts it seems to be able to operate them from any direction
aredja2  [author] 12 Jun @ 12:27pm 
@TBCN The Single AI-Core needs to be pointed at the part. Normally the AI buff icon appears on the part when it is going to be buffed in build mode, but for some reason, occasionally the Single AI-core isn't showing the buff icon. It does however still function. I'll take a look at it.
TBCN 12 Jun @ 5:26am 
Apperantly it only works from certan angles?
TBCN 11 Jun @ 5:44am 
Are there any special interactions that need to occur? I put down the ai part and it shows the little brain icon over the part but does not operate it
aredja2  [author] 7 Jun @ 1:08pm 
@WikolSk I can't promise adding support for more of those mods myself. Thanks for the manipulator beam info, I'll take a look to see if this mod is causing the problem. I am reworking base game ships and others to utilize this mod for the sake of late game performance. If I get enough done, I'll release them in a ships mod.

The general munitions re-upload mod should work, and I believe is the current functional version of general munitions. Anyhow, I'm glad you like the mod! If I end up with enough time and motivation I'll try to add some more items, and I'll make sure to update the mod/description with any new compatible items.
WikolSk 3 Jun @ 8:13am 
Hi may i ask if there are plans for compatibility patches for ETTM , Azics (well all his mods pretty much :D ) shipyard and crew power distribution, The deranged industries, General Munitions, sir Evans´s turret mods (2887754416,2891248440)
Yes i know its long list :D i tried to make it go by popularity and downloads. But except ETTM and azics its allways like 3 4 items. If i knew how to do it i would...
Also found out manipulator beam is bugged probably coz of this mode since when i try to place it it has that brain icon in little square next to it and is not working.
Also mby consider making AI ships mod? Would look really awesome to fight gant brain composed of smaller brains :D
Anyways love the mod! Thx for your work really!
Maestro 31 May @ 1:18pm 
Its incompatible with popular mod "Tiered Parts" for the mk 1 sensor, workshop id 2888343841 likely due to an update the author made causing a pointer failure. not the end of the world but maybe I'll figure out how to update this mod.
aredja2  [author] 26 May @ 8:31pm 
@Maestro That sensor may be a mod part. Perhaps tiered parts? I didn't see it's file in the base game or AI Ships files.
Maestro 26 May @ 7:56pm 
Crashing due to what seems to be an invocation of the mk 1 sensor (no sensor mods enabled):



05/26/2025 19:47:13 | Halfling.Serialization.DeserializeException: Deserialization from source "<C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
05/26/2025 19:47:13 | ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
05/26/2025 19:47:13 | ---> Halfling.Serialization.DeserializeException: Deserialization from source "<C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\Ships\Terran\terran.rules>/Terran" failed.
05/26/2025 19:47:13 | ---> System.Reflection.TargetInvocationException: Exception has been
05/26/2025 19:47:13 | ---> Halfling.ObjectText.OTNavigateException: Reference "~/Part/Components/PartCrew/Crew" at node "<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2888343841\sensor_array\sensor_array_mk1.rules>/Part/Stats/CrewRequired"
Bluestreakslash 23 May @ 5:29am 
getting crash with the mods i have. on think i have narrowed it down one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950011579 coloured corridors, would you be able to make it compatible with it if possible?
Baka yellow 22 May @ 2:32pm 
@aredja2: that explains alot *CRASHING WHEN I USE MY (toitally not stole and mildly edited) PERSONAL VERSION OF HIS MOD*. Also fair enough, when i see "compatable", i think "wait this works on most other ship parts too?"
aredja2  [author] 22 May @ 6:40am 
@Medium Bot @gigglinggoatgardens Thanks! I'm glad you guys are liking it. I'll probably look at getting more mods in the functionality list, but if you guys want to look at how the automation parts are set up in the mod file, you can copy pasta for a mod like tech tree then send me the files to merge in and I'll do testing and toss your name in the description so people know who to thank.
aredja2  [author] 22 May @ 6:36am 
@Baka yellow Not a stupid question. I looked at how his was set up, then began changing it to fit my needs. Mostly the same. Main difference is the way some of the Automation Components are set up. Tried various ways to get it to work.
Yeah, it's compatible in the sense that it won't crash the game or give errors with mods that aren't supported, just not functional with them.

If you or anyone wants to do some copy pasta work with automation components with another mod's parts and send them to me in a PM let me know. I'll update this mod with it and let people know you helped.
Medium Bot 22 May @ 3:34am 
I really love your stuff, if it worked with the tech tree mod it would be literally perfect, for now you mod makes great automation for early game craft
gigglinggoatgardens 22 May @ 12:02am 
Nice Mod With The Crewed Power mod
im one step closer to fully Ai Ships!!!:check_mark:
Baka yellow 21 May @ 7:12pm 
unrelated to the two statements below: oh nice finally someone who's making a mod that actually feels like it could fit more in cosmoteer without actually being vanilla rather then refurberishing a old mod.
Baka yellow 21 May @ 7:11pm 
also, compatibility with most mods kind of technically deconfirmed (Mostly in the fact that compatibility has to be hardcoded in. Source: you're not connecting to my version of general munitions.).
Baka yellow 21 May @ 6:30pm 
stupid question, are you using code from aephix's ai core mod?
aredja2  [author] 21 May @ 9:20am 
I appreciate the kind words!

@PrincessSunnyButt I can take a look at the tiered parts, but if each tier requires it's own automation file it will take a lot of copy pasta work. I may work on it when I get time, but no promises.