Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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AI Powered Ships
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Tunnisteet: Mods
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24.362 MB
17.5. klo 11.58
21.8. klo 9.51
11 muutosilmoitusta ( näytä )

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AI Powered Ships

1 kokoelmassa, tekijä aredja2
CosmoBreaker
78 luomusta
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Enhances ships with AI cores that can operate nearby parts autonomously, improving late game fps (especially if you add ships to the pool that utilize these cores). Cut crew size by over half. Optimize your ships.

Features:
- Single AI core that operates parts it points at
-Large AI Core that operates up to 2 crew for each part up to 32 total in a radius
-Behemeth AI Core designed to reduce crew necessity for late game fps. It operates up to 4 crew for each part up to 64 total in a large radius
- Compatible with most vanilla parts that require crew
- Multiple AI cores can work together for parts requiring more crew
- Seamless integration with existing ship designs

Inspired by Aephix's AI Core mod.

Built in functionality for: Vanilla Parts, Galactic Allegiance, Sunflower Corp, Star Trek: A Final Assault mods, General Munitions, The Infernum(excluding radiator overclocks) and my other weapon dense Laser Emporium.

If you find any compatibility issues, please let me know.

For anyone who wants to help make this compatible with more mods, check out https://github.com/CosmoBigBrainers/Cosmoteer-AI-Ships
Make a pull request or copy the mod files from the workshop. See the 'README' and the 'how to make compatible.txt'. Then commit/push/comment new files to the github and I will take a look!

Known bug: The brains show a broken buff area. The brain icon shows double what it should at normal range, and always shows the brain at overclocked range even when not overclocked. I'm working on it.
61 kommenttia
coldfire2345 10 tuntia sitten 
Idea for AI Mods:
Make the AI blocks function like a bedroom in code, which holds crew that are invisible (no sprite).

These blocks would always spawn with crew.

If possible, make them not count toward the crew counter.

For balance, the invisible crew would still need a pathway to the stations they operate. This prevents ships without walkable paths from working.

Optionally, increase their speed so they can move instantly, ensuring they don’t slow down gameplay.

This setup would make the mod more balanced and also allow it to be compatible with every in-game mod available.
aredja2  [tekijä] 25.8. klo 19.32 
@Dead_Kavaiol There is a list of functional mods in the description. It is on github if you want to try your hand at adding your favorite mod items.
scripper2002 25.8. klo 13.38 
@aredja2 i want to know if its still updated and compatible with the meltdown update
Dead_Kavaiol 25.8. klo 11.49 
Sorry to put it that way but from my experience it does not supprot ANY modded rooms, making it useless in modpacks.
Also no clue how to chain AI cores, could not get it to work...
Chronos 21.8. klo 5.59 
@Sorayuki
Not an experienced player myself, but I was having similar issues. In my case I had to to make sure the crew had access to the core to supply power to it, and it was not working with some of my modded parts, but it does with the base game ones.
Sorayuki 21.8. klo 5.48 
Sorry to ask here, but I've been trying for hours and still can't fully understand how the AI core of this mod makes ship components operate without human intervention. My crew still seems to operate facilities that require manual control as usual, while the AI core doesn’t appear to be functioning at all. Is there any experienced mod player who could teach me how this works?
Nardi 🐾 21.8. klo 3.02 
Why does Manipulator Beam act as +1 AI Core on left side of it?
Mrbread 20.8. klo 16.53 
@VF-HUNTER

And?
VF-HUNTER 18.8. klo 7.39 
the core images look ai generated like.. i dont know if im wrong
aredja2  [tekijä] 11.8. klo 8.01 
@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.