Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Not enough ratings
Thrusterflame Armor v1.2.3
   
Award
Favorite
Favorited
Unfavorite
Tags: Mods
File Size
Posted
Updated
275.812 KB
19 Feb, 2024 @ 12:25pm
31 Jul @ 3:10pm
3 Change Notes ( view )

Subscribe to download
Thrusterflame Armor v1.2.3

In 2 collections by Dj0z
Dj0z' Racing collection
9 items
Base-game-Balance mods
21 items
Description
Updated for 0.30.0 (Meltdown release).

A tritanium-woven heavy armor block designed for use within thruster exhaust flames without obstructing them.
- Can be built in thruster flame zones, but not weapon exclusion zones.
- More HP than 1 armor block. Lower explosive damage resistance.
- Heat resistance. Thrusters do no damage but some weapons do.

Balanced for base game.
Must be unlocked.


Known issues
- Will not be properly restricted by weapons added by mods **unless** the compatibility technique below is used.

Weapon mod compatibility
* If a mod you want to use adds any weapons to the game, and it has an exclusion zone (if not, everything's ok), this armor could be buildable in there.
* To avoid this, copy-paste this code in each affected weapon's ".rules" file, below "ProhibitAbove" or "ProhibitLeft" or whatever equivalent it uses :

ProhibitRects
[
[dj0z_weapon_exclusion, [0, -1, 1, 2]] // This one fits the small laser blaster. Edit the numbers for other weapons.
]

* NOTE : If the weapon already has any ProhibitRects, just add the long line to its existing list. If you don't know what numbers will make it perfect for your weapon, see this wiki page[cosmoteer.wiki.gg]. If anything went wrong, let me know.

Roadmap
- A small amount of passive dissipation.
- Maybe other size variants, still with custom sprites, still not fully obstructing thruster flames.
11 Comments
Dj0z  [author] 31 Jul @ 3:15pm 
And now it actually resists heat
RustyDios 30 Jul @ 6:31pm 
Might need checking over to add the non-flamable Type Category but the mod didn't crash when used, part still built and still tanked shots, so I'll assume its doing its job :)
Dj0z  [author] 30 Jul @ 6:27pm 
Well, thanks Rusty!
RustyDios 30 Jul @ 6:18pm 
~~ Confirmed working post MELTDOWN update 0.30 ~~
hupo.jh 9 May, 2024 @ 6:42pm 
cool
Dj0z  [author] 5 Apr, 2024 @ 10:56pm 
Hi Hazey, I guess i see the point of a 3x3 version. Covering anything bigger could just be done with many small ones. I'll see what I can do
HazeyInDaHead 5 Apr, 2024 @ 8:11pm 
Love this!! could you make different size tiles? If they match thruster sizes, it would be perfect!
Dj0z  [author] 26 Feb, 2024 @ 6:42am 
So i tested it on the Crippler launcher, it works. Anyone can make a mod weapon compatible real quick if they know IntRects.
Dj0z  [author] 19 Feb, 2024 @ 7:16pm 
Now that I think of it, maybe the authors of weapon mods could add the needed code for compatibility themselves. It's string-based, no buffs involved, so it doesn't need to reference anything in my mod directly. I guess I'll add a how-to and wait for feedback to see if it works.
Dj0z  [author] 19 Feb, 2024 @ 7:10pm 
Happy to hear it!
About modded weapons, the issue comes from the single layer used for unbluildability in the game. Walt might just decide to use multiple layers like I did here, and then that issue would be gone overnight.
There are 2 other solutions : Just pretend it's playing nice and hope nobody armors their guns with this (risky), Or i could make a compatibility patch for evey requested mod that has weapons... but with how many there are, this is gonna take ages, and I don't have that kind of time