Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Tiered Parts
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Tags: Mods
File Size
Posted
Updated
33.164 MB
13 Nov, 2022 @ 1:25pm
29 May @ 3:02am
104 Change Notes ( view )

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Tiered Parts

Description
Adds:
- seven additional tiers of consecutively stronger and more expensive versions of most of the basic parts
- new resources required by the higher tier parts (space stations and traders also carry these)
- refineries from the previous resource tier for those resources

also adds:
- bubble shields in five sizes (and 8 tiers) - both as normal and as (slowly) self-recharging versions
- arc shields as (slowly) self-recharging versions
- large crew quarters
- storage rooms for specific resources
- Hyperium Condenser - a factory that uses a lot of power to create hyperium so you don't get stuck in empty systems
- blueprints, one for each tier allowing all parts of that tier to be built and one for the large crew quarters

modifies large shields to no longer get blocked by parts

compatible with "Bigger Storage (x10) - Cross Mod compatibility"
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3044873510 )

New: Massive Thrusters, Observatory
Popular Discussions View All (2)
106
29 May @ 3:49pm
Bugs
Cend
29
26 May @ 6:20am
Suggestions
Cend
273 Comments
Copper Boltwire 9 Jul @ 11:02am 
You need to add "AllowExternalPickupAndDelivery = true" to BOTH storages on the factories, not just one of the storages. (I did it myself, and it works just fine)
A lot of the time, i can't bulk sell.
光明魔法灵 7 Jul @ 10:22pm 
1.Why can't the warehouse interact with the factory and can only be completed through the supply chain
2. Some components, after being inserted, cannot be constructed by reading the blueprint, appearing as green numbers and normally blue. For example, in a factory that manufactures many red steels, saving the blueprint of the ship and then reading and constructing it may be due to the credit point setting of the blueprint exceeding the original limit
Cend  [author] 26 Jun @ 2:18pm 
Great that that worked.
Ansemik 26 Jun @ 4:24am 
THANK YOU
Cend  [author] 25 Jun @ 12:24pm 
Are you trying to load a save that was made with an older version of the mod?

Because there were some changes in the parts.
If that is the case, it may be an incompatibility. You could try disabling crew building and just redo the whole ship (copying it in blueprint mode and moving it one square up or something like that) before unpausing. You can reenable the crew building afterwards.
Ansemik 25 Jun @ 9:29am 
yes, something has to be with that mod because when turning it off, restarting, loading the save it was asking to reenable the mod since it was used and there was the warning saying ''Wrong version: 0.58.01 (you) vs 0.54.2 (host)''. i have the most recent game version 0.29.0_steam.
Cend  [author] 25 Jun @ 6:42am 
Are you sure it's caused by this mod?
Because i've been using it for a while now and it doesn't do that for me.

Also, error log in the bugs thread would be very welcome.
Ansemik 25 Jun @ 6:19am 
could we get update please? it crashes game when unpausing. its something with crew pathfinding
Cend  [author] 28 May @ 3:22pm 
Unfortunately the cleanup i did broke several compatibility mods.

for those fixing the compatibility patches:
I sorted the parts into folders, plus there are several new MK1 parts (mostly weapons) since i didn't want to outright replace the vanilla parts (which could have broken several other mods).

To quickly find the new paths, take a look at the PartsList.rules.
Cend  [author] 28 May @ 1:40pm 
New version (it's not final but mostly done as a reaction to a bug report) is up which changes a few things

see change log

the buffable T1 vanilla-equivalent parts unlock when you unlock the vanilla parts themselves - did it this way to maintain maximum compatibility with other mods