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And is it a separate research?
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!
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.
Thanks for the work.
@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.
@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
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.
@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.
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.
crash on startup "2888343841\sensor_array\sensor_array_mk1.rules>/Part/Stats/CrewRequired""
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.
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!
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"
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.
im one step closer to fully Ai Ships!!!
@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.