Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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A Bit More Doors for crew quarters
   
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6 listopada 2022 o 15:38
27 lipca 2023 o 6:25
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A Bit More Doors for crew quarters

Opis
Mod Compatible with [0.20.15+]
JUST IGNORE CONFLICT MESSAGE


Slightly increases the number of doors in a crew quarters and changes the visuals to logically fit them.

I wasn't happy with mods that let you put doors anywhere, it just didn't feel right. So here, through the power of engineering, I present to you a logical increase in the number of doors!

Thanks to the Cosmoteer modding community for make this mod real!

Here is link to git of this mod: https://github.com/LynxZard/A-bit-more-doors-for-crew-quarters.cosmoteer
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11 lipca 2023 o 6:48
PRZYPIĘTE: Bugs and issues
2Cute2Top
Komentarzy: 24
RustyDios 1 godzinę temu 
Yep.. it *technically* has overclocked storages as default (without heat generation), because creating heat to grab bigger battery stacks from a bigger stack of batteries ... is stupid imo

You can remove an all new up to 6 tier battery from the large capacitors!!

-- anyway, this mod's comments is not the place for this discussion ;)
Augoeides 2 godz. temu 
I saw it, but it didn't have Overclocking, and I wasn't sure if you could remove higher "tired" batteries like you can with the normal reactors, but now I have 2 large expensive holes in my ship, so maybe I'll give it a try and replace the old Medium Reactors I was using from the other mod.
RustyDios 2 godz. temu 
I can see that. More Power storage might be causing the crew to 'lock up' trying to get at in-accessible batteries. I made a 'newer' version of that mod called Basic Power Storages, you could give that a try :)
Augoeides 2 godz. temu 
I think I just figured it out; it wasn't any of the door mods I thought it was. I did go through and systematically remove all my mods one-by-one, and my save definitely wouldn't use the Hyperdrive with any of the door mods installed, but I think it was lingering elements of another mod causing issues.

There's a mod called "More Power Storage", that adds more capacitors to the game. It was one of the problem mods that prevented the Hyperdrive from working. However, even thought I removed the mod, I think one of the assets still lingered as a placement in my ship, and that was the cause. Since it was still in my ship when I tried the other mods, I think the glitched asset gave me false feedback. I just discovered this and was about to go back and delete all my other comments.

The problem definitely seems to be More Power Storage, which should have been obvious from the beginning, since it currently has glitched visuals from the Overclocking mechanic.
RustyDios 2 godz. temu 
I keep seeing you pop-op on various mods... a few of which I was using earlier today (such as this one) and I was still able to Hyperjump around. Are you sure you've not got a mod messing with your Hyperdrives??
Augoeides 2 godz. temu 
This mod disables Hyperdrives. It seems that with the Meltdown update, any mod that alters the vanilla Crew Quarters seems to disable the Hyperdrives. The only thing I can think of, is that there are new heat pipe corridors that allow doors to placed on them, so maybe that's messing with this mod in some way?

I desperately want a mod like this to work, so any update possible would be great.
RustyDios 30 lipca o 9:44 
~~ Confirmed working post MELTDOWN update 0.30 ~~
2Cute2Top  [autor] 27 lipca 2023 o 6:31 
@Fire666 updated, but notice, what game has a lot of small bag fixes and patches, that changes version. But mod still works, just enable it, even if game says "it may be incompitable"
Fire666 27 lipca 2023 o 5:43 
can you update this to the newest version of cosmoteer please?
RustyDios 11 lipca 2023 o 7:10 
Yeah :) Out of the few "more doors" mods out there, I found and fell in love with this version. I too wasn't happy with the mods that let you place doors anywhere, seemed to take the fun out of the "puzzle aspect" of where and how to place your crew quarters.

When I was helping Kurim with the re-designs to his mod, this mods concepts were at the forefront of our minds. Add doors logically with consistent rules. Add a few ways to rotate/place the module, to make people think of how to best utilise the module. Make sure the modules have decent access, but not too much.