Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Remote Power
 This topic has been pinned, so it's probably important
Chase  [developer] 12 Nov, 2022 @ 4:56pm
How do I use this with other mods!?
So I get this question A LOT. Like probably the most common question I get. A lot of people don't like this mod, other mod authors in particular. I have no desire to make patches myself, as that requires me to keep them up to date, which I do not have time for. Particularly if the author of the other mod DOES NOT want compatibility with this one.

However, if you just want to do it for personal use, here are the methods to do so:

1. Find a patch mod for that particular mod. This is the lowest skill required for this. However it also is the most unlikely way that exists.

2. Use the included "compat.py" python script to generate a patch mod and put it in your mod folder "Saved Games/Cosmoteer/<some number>/Mods/" in your user directory. This script is not perfect, but has been tested against a few complex mods.

3. Directly alter the other mod to accept the Buffs from this mod.

4. Create a patch mod by hand (see my Remote Power Patch Example mod).

Also, you can of course have someone else do one of the above for you.

I have no desire to walk everyone through the process of making a patch, and mod authors can make trivial modifications to their mod to prevent this from working with it. So therefore I will not be walking anyone through the process.

However you can ask questions here about this, and maybe someone else will be willing to help.

P.S. While I cannot stop you from posting a generated compatibility patch, keep in mind this may prompt authors of other mods to change their mod to prevent compatibility, which the tool may not be able to handle.
Last edited by Chase; 12 Nov, 2022 @ 5:05pm
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Showing 1-4 of 4 comments
Salty Biscuit 12 Nov, 2022 @ 7:03pm 
Did option 3 after brute forcing it because I can't mod, got it working thanks
ᗩᗰᗩᑎᕮ 8 Jan, 2023 @ 3:23am 
With this change in /mod.rules it should also work with modded parts:
// Add PowerPlacebo buff to all parts, should work with other mods { Action = Add AddTo = "<./Data/ships/terran/base_part_terran.rules>/Part/ReceivableBuffs" ToAdd = PowerPlacebo OnlyIfNotExisting = false }
Chase  [developer] 8 Jan, 2023 @ 2:04pm 
The problem with modding the base part is that it applies to all parts, like armor or drives. This causes some bad interactions which makes the mod stop working properly.
Last edited by Chase; 8 Jan, 2023 @ 2:05pm
sir Evans 27 Apr, 2023 @ 1:21pm 
You need to clean up mod after adding this to base part.

Basically:

// Base_part Buff to make buildings consume power
{
Action = Add
AddTo = "<ships/base_part.rules>/Part/ReceivableBuffs"
Name = PowerPlacebo
ToAdd = PowerPlacebo

IgnoreTypeCategories = [reactor]
}

// Capacitor fix
{
Action = Replace
Replace = "<ships/terran/power_storage/power_storage.rules>/Part/ReceivableBuffs"
IgnoreIfNotExisting = false
With = []
}

// Hyperdrive fix
{
Action = Replace
Replace = "<ships/terran/hyperdrive_small/hyperdrive_small.rules>/Part/ReceivableBuffs"
IgnoreIfNotExisting = false
With = []
}


Also as author stated, removing this buff from armor may be a very good idea.
Unfortunatelly there is no easy way to fix this other then adding a lot of custom code.
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