Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

[DIGI] Modular Missiles
 This topic has been pinned, so it's probably important
syy1125  [developer] 13 Nov, 2022 @ 10:12am
Bugs & Known Issues
Post your bug reports here!

Known Issues
  • The missile projectile sprite does not increase in length.
    Status: On hold - not sure I can fix this one because of how projectile sprites work.
  • Weapons with limited firing arcs (torpedo launchers) don't reflect the effect of buffs on their firing arcs.
    Status: Not Fixable - This is an issue with the base game (as of v0.20.27)
  • Buff overlay displaying missile stats is missing some stats.
    Status: Somewhat fixed - A recent Cosmoteer update (v0.26.0) changed how buff displays work and broke the buff overlays. Hovering over the launcher only shows 1 stat, but hovering over the other parts will show the full set of stats
  • Missiles sometimes collide and explode on launch
    Status: Fixed for now. This is rather difficult to fix because it happens so inconsistently. I think I fixed it for now; let me know if it pops up again.
Last edited by syy1125; 9 Jul, 2024 @ 2:20pm
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Showing 1-15 of 28 comments
syy1125  [developer] 14 Nov, 2022 @ 9:54am 
Missile tubes should no longer become empty on saving and loading.
The fix has the side effect that, on switching missile types, your crew will be instructed to unload the existing missile parts in the tube (this does not otherwise interfere with the weapon firing). You don't lose parts on switching missile types, but it could be a bit surprising if you aren't expecting that behaviour.
Choppah 22 Nov, 2022 @ 9:00pm 
Having an issue with modular mine launcher. The setup is a loader, then 4x Payload, and then 1x shrapnel connected to the forward-facing launcher. The left side launcher works fine, the right side is detonating on launch. An explosion appears in between the final payload and shrapnel section. Doesn't damage the firing ship, but also doesn't successfully launch a mine.

I've tried mirroring and copying the left side launcher to no avail. Ship movement makes no difference. Both launchers were working at first, but after adding armor to the sides the right one stopped. Deleting the armor around the launcher sometimes fixed it but not always. My best guess is something is going wrong with the blueprint mirroring and that is affecting the emitter origin.

Edit: moving the right-side launcher's shrapnel addon to the bottom of the stack fixed the issue.

Edit 2: Nevermind, right-side still randomly breaks. Seems like any fix is temporary, spawning in a saved ship causes it to break again.
Last edited by Choppah; 22 Nov, 2022 @ 9:22pm
syy1125  [developer] 23 Nov, 2022 @ 12:03pm 
Originally posted by Choppah:
Having an issue with modular mine launcher. The setup is a loader, then 4x Payload, and then 1x shrapnel connected to the forward-facing launcher. The left side launcher works fine, the right side is detonating on launch. An explosion appears in between the final payload and shrapnel section. Doesn't damage the firing ship, but also doesn't successfully launch a mine.

I've tried mirroring and copying the left side launcher to no avail. Ship movement makes no difference. Both launchers were working at first, but after adding armor to the sides the right one stopped. Deleting the armor around the launcher sometimes fixed it but not always. My best guess is something is going wrong with the blueprint mirroring and that is affecting the emitter origin.

Edit: moving the right-side launcher's shrapnel addon to the bottom of the stack fixed the issue.

Edit 2: Nevermind, right-side still randomly breaks. Seems like any fix is temporary, spawning in a saved ship causes it to break again.

So I tried to replicate what you described with this and I can't seem to reproduce the mine getting deleted on launch

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892410977

Maybe what you have is still different? If you have a screenshot or a ship save file I can try testing on that instead.
Choppah 23 Nov, 2022 @ 4:57pm 
Originally posted by syy1125:
Originally posted by Choppah:
Having an issue with modular mine launcher. The setup is a loader, then 4x Payload, and then 1x shrapnel connected to the forward-facing launcher. The left side launcher works fine, the right side is detonating on launch. An explosion appears in between the final payload and shrapnel section. Doesn't damage the firing ship, but also doesn't successfully launch a mine.

I've tried mirroring and copying the left side launcher to no avail. Ship movement makes no difference. Both launchers were working at first, but after adding armor to the sides the right one stopped. Deleting the armor around the launcher sometimes fixed it but not always. My best guess is something is going wrong with the blueprint mirroring and that is affecting the emitter origin.

Edit: moving the right-side launcher's shrapnel addon to the bottom of the stack fixed the issue.

Edit 2: Nevermind, right-side still randomly breaks. Seems like any fix is temporary, spawning in a saved ship causes it to break again.

So I tried to replicate what you described with this and I can't seem to reproduce the mine getting deleted on launch

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892410977

Maybe what you have is still different? If you have a screenshot or a ship save file I can try testing on that instead.

Ingame pic:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892507700

Some of the other parts on this ship are from Galactic Allegiance. I deleted all non-vanilla parts touching the launcher and it still fails to deploy mines.
Last edited by Choppah; 23 Nov, 2022 @ 5:03pm
syy1125  [developer] 23 Nov, 2022 @ 6:38pm 
@Choppah Tried to reproduce that but I'm not getting that issue. So there's not much I can do about that :/
Also, I should point out that crew can't pass between modular mine addons, so your crew on top are actually trapped...
Choppah 23 Nov, 2022 @ 7:37pm 
Originally posted by syy1125:
@Choppah Tried to reproduce that but I'm not getting that issue. So there's not much I can do about that :/
Also, I should point out that crew can't pass between modular mine addons, so your crew on top are actually trapped...
I built another ship with the same mine launcher setup and it works without issues. Perhaps I was just experiencing a very odd bug with Cosmoteer itself. Who knows. I'll report back if I run into it again.

Anyways, keep up the great work on this mod, it's a fantastic idea and I love what you made so far. :steamthumbsup:
gotomars5 11 Dec, 2022 @ 3:54pm 
had similar problem. Deleting armor and launcher first step. second add launchers then add the armor back. will test more to see if i can replicate problem. for the problem was for the nuke launcher blowing up in tube.
FallenShadow 7 Apr, 2023 @ 11:43am 
Had the same issue, removing armor around the launcher makes it work as intended.
ZzZombo 23 Jul, 2023 @ 11:47pm 
Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\common\Cosmoteer\Data\ships\terran\terran.rules>/Terran" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part/StatsByCategory/0/Stats" failed.

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "^/0/DeployDeath".
syy1125  [developer] 24 Jul, 2023 @ 10:50am 
Originally posted by ZzZombo:
Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\common\Cosmoteer\Data\ships\terran\terran.rules>/Terran" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part" failed.

---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.

---> Halfling.Serialization.DeserializeException: Deserialization from source "<A:\windows\scoop\apps\steam\current\steamapps\workshop\content\799600\2886141879\parts\modular_mine_launcher\modular_mine_launcher.rules>/Part/StatsByCategory/0/Stats" failed.

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "^/0/DeployDeath".

Are you using other mods? I'm not getting that issue with modular missiles alone, and by the error message looks like something is messing with the base game's mines.
ZzZombo 24 Jul, 2023 @ 7:40pm 
Yes, I do. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942207280 is the only one explicitly changing mines.
syy1125  [developer] 26 Jul, 2023 @ 11:44am 
Yes, that mod is the the issue. In short, when implementing Modular Missiles I chose to make it read from game data so that missiles and mines can automatically receive any balance changes to vanilla missiles and mines. Magnetic Mines removes a lot of stuff from vanilla mines, which breaks my approach.

With how much Magnetic Mines changes vanilla mines, there's no easy way to fix this. I can start working on a compatibility patch, but that will take some time. Until that's done, the two mods are incompatible.
Last edited by syy1125; 27 Jul, 2023 @ 12:01pm
ZzZombo 26 Jul, 2023 @ 9:56pm 
Thanks! I'll remove that mod in the meanwhile.
kOiGuh 21 Oct, 2023 @ 9:56pm 
The missiles one a few ships when saved and loaded the project tiles spawn inside of the barrel of the missile launcher. Can you make it so that the missile will have no collision with the missile launcher so that this can be fixed? It has made a few ships of mine unusable.
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