Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Space farmer
Nikolaich  [developer] 24 Feb @ 3:36am
What didn't you like and what would you like to see more of in farming fashion?
Your wishes.
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Showing 1-15 of 28 comments
Weeeeeeeeed :)
So I can sell space cake to the space stations! xD
Perhaps a mess hall or restaurant/bar that slowly uses these foods/drinks like resources in a factory to produce command points, representing crew morale being higher? Or something in that vein. It really doesn't need to do anything, I just want a more "We live here" feel.

Thank you for taking the time!
Nikolaich  [developer] 26 Feb @ 4:08am 
Creating a bar where the crew will have fun is already in the plans. It will not be possible to add any bonuses from drinking beer or anything else. So far the game has a very small list of effects that can be applied to an individual crew member. You can get him drunk or feed him to death and that's it :)
Nikolaich  [developer] 26 Feb @ 4:14am 
Originally posted by SirCampalot:
Weeeeeeeeed :)
So I can sell space cake to the space stations! xD
You need more ingredients for a cake than for a pie. You won't get the cream without the chicken eggs. It's also missing salt and if you make mining salt on asteroids as a resource, I'd be happy to make a separate holiday addition with cakes. :)
Love the mod.
One thing I noticed is if the orangery/hydroponics catch fire AND have water in them, the fires remain (despite being sprayed with water). I don't know the code on fire and how it spreads but I think this would make a nice way to prevent fires from growing out of control!
Nikolaich  [developer] 27 Feb @ 2:38pm 
Rossables thanks, from a mod mechanics point of view, water is just a resource, no different from pie, and so it has no effect on fire. The lack of air in a damaged compartment also has no effect on the fire, but we're cool with that, consider that water in a cosmotire is not a firefighting tool :steamhappy:
vonOben 3 Mar @ 1:23pm 
Survival!
I want to have my crew to consume food and water and die if they don't. I want my crew to require several types of food to be fully effective. I want the crew to have to take time off to eat and sleep. I want new crew to be harder to recruit - so you can't just afford to have them starve and die all the time.

Complexity!
The farming pretty much handles itself. If you do one plot per grown item, and require them to be hooked up to water and light. Fertilizer and what not. Requiring a more complex network. Force on the player to choose how to use the space and how to make it as efficient as possible!

Great mod idea! TY
Last edited by vonOben; 5 Apr @ 5:25am
Nikolaich  [developer] 15 Mar @ 4:06am 
I am considering adding rest areas and orchards in another type of greenhouse. I have not yet found a solution for animating trees when there is no wind. Fruit growth will add some dynamics, but I think it will be not enough. Watering is not provided there, water supply is done in a different way.
Ktonian 22 Mar @ 10:05am 
Can't comment on the mod page (I'm playing with a familly share copy) so I'll put my bug report here.
Right now the cannery doesn't work. I tried building new ones, changing type, building a new one with a new type, and so on, and yet it still doesn't work. No other mods aside from aesthetic ones (crew FPS tweaks & a couple of paint mods) and Asteroid Eater mod.
I've noticed that some cannery options have less place for the ressources in it's squares than what needed (for instance beer require 2 hops and 16 wheat... but has only enough space for 1 bundle of 14 wheat), but it is definitively not the cause (for instance, putting the cannery on canned cabage, with a 8 -> 1 ratio and 14 per square of cabage, still doesn't work)
Last edited by Ktonian; 22 Mar @ 10:06am
Ktonian 22 Mar @ 10:08am 
Aside from that, I think the problem of limitations on the effects you can put on crew will be solved once boarding will be implemented
Originally posted by Nikolaich:
What didn't you like and what would you like to see more of in farming fashion?

I think that this concept adds a much needed layer to the game. I find it incredibly dissatisfying for the crew to have no upkeep after hiring them. They aren't paid, they aren't fed, they don't need recreation, they don't need to be able to write back home, etc. So kudos for adding in some semblance of crew needs.

My complaints about the mod are few, overall I think it is pretty great!
- I am not happy with the SFX of the bar being as loud as it is; thankfully it falls off pretty quickly so you don't hear it all over the place, but being zoomed in near it can be very annoying. Especially when the game speed is set to 4x or 8x. Maybe a small reduction in its volume perhaps?
- I wish there was more information in the tooltips for the different modules, because I feel that they are too vague as is. For instance, the crop production is ... per tile in the module? For the whole module? How does it change between small and large modules? Similar with the water generator, what is its production/second?
- The same is true for the canneries. I'd like to see run times, consumption rates, etc. like we see in the base game factories.
So, I think having more detailed tooltips will be quite the boon, that way I am not sitting here staring at a setup running at 8x game speed and slowly adding another module to see what happens.


As for ideas for modules to add in, I think more 'consumption' options for the crew would be great. We had a store on the ship where the crew could go and buy stuff like you would at a convenience store. So, adding in a "ship's store" module where the 'operators' are consuming the the other cannery products would be pretty cool. That could be for the food items, and then you could add a "juice bar" or "cafe" for them to consume the juice products as well.


You mentioned considering adding an orchard, and I think that would be a great addition for sure. Adding in apple juice, orange juice, limes for key lime pie, peaches for cobbler... I could see this ballooning easily. lol As for animating trees with no 'wind', you could still have the appearance of a breeze because you're going to have circulating air to keep it from getting stale. On my ship, you frequently had pretty stiff breezes along certain passageways due to the pressure differential between certain areas of the ship. So, I don't feel that it would be unrealistic to have animated trees.

Edit: Also, maybe a big ask, but it'd be great if we could get mirrored sprites for the cannery so that it can be flipped like the base game factories rather than only being able to be rotated.


Originally posted by Ktonian:
Can't comment on the mod page (I'm playing with a familly share copy) so I'll put my bug report here.
Right now the cannery doesn't work. I tried building new ones, changing type, building a new one with a new type, and so on, and yet it still doesn't work. No other mods aside from aesthetic ones (crew FPS tweaks & a couple of paint mods) and Asteroid Eater mod.
I've noticed that some cannery options have less place for the ressources in it's squares than what needed (for instance beer require 2 hops and 16 wheat... but has only enough space for 1 bundle of 14 wheat), but it is definitively not the cause (for instance, putting the cannery on canned cabage, with a 8 -> 1 ratio and 14 per square of cabage, still doesn't work)

@ Ktonian
The canneries are working for me in a pretty heavily modded game (mods that alter stack size, script trigger times for fps, adding in resources, altering factory mechanics such as consumption/production rates, changing resource prices, etc.), and I noticed that the canneries are very slow to start working (due to the fps reduction mod I think since it heavily throttles the volume of scripts running). So, are you letting them sit long enough for the work scripts to actually trigger? That's the only idea I can come up with without knowing more about your mod list.
Last edited by Emily Laine; 22 Mar @ 12:48pm
Nikolaich  [developer] 22 Mar @ 2:56pm 
Ktonian I think you just didn't provide access to the resources needed for production, maybe you didn't specify a place to store the products. The factory needs water for all production except flour. Filling of internal storages can be determined by color indicators above each of the bunkers with resources well and of course you can just look at how many resources are needed to produce a particular product with the Alt key pressed.
Ktonian 22 Mar @ 3:13pm 
Thank you, I didn't think the canneries would need water. Please add to the description of the canneries that it need water, because it wasn't obvious.
Nikolaich  [developer] 22 Mar @ 4:01pm 
Thank you for your review Emily Lane . You have written a lot, I will try to answer all your questions and take into account your wishes.
The sound of the music in the bar should logically be noisy. It might make sense to add a button to the bar to adjust the volume of the sound.
Adding more information might make sense, but there are some limitations. Unlike the factory, in the greenhouse the growth rate of plants on each bed is different, so you can't get an exact figure, the scatter of values there is quite large. The factory is easier, there are no random values and you can try to add some statistics. Standard factories give and receive fixed resources and allow you to output individual stats, but my factory turned out to be more versatile, but you can't output individual stats - modding tools have limitations.
Thanks for the ideas on crew occupation, but so far there is no way to somehow change the parameters of an individual crew member or access to finances for trade, and without it is possible only natural exchange in the store - gold ore to exchange for a keg of beer.
Orchards I made, but so far there are only apple trees, but after testing I will add more bananas and peaches, and then the factory will be able to produce new products.
Vertical mirroring is available for the factory, combined with rotation this is enough to reorient the factory.
Oh, I see. I didn't realize that was the case. Thank you for the clarification. I will continue brute forcing ratios then. lol

And yeah, I saw your earlier comment about not being able to buff crew with this stuff, which I get. In my mind, these would just be reskins of the current bar that consume other products. I had thought about if the 'store' or 'cafe' should generate revenue from 'sales' but felt that it'd be way too easy to cheese money that way.

Hmm, I saw that it had the vertical flip button, but all it appears to do is rotate 180 degrees.
When selecting the cannery, if the resource tiles are along the bottom, then the output tile is in the bottom left corner. If I mirror the cannery vertically using the mirror button, then ideally it would now have the resource tiles along the top and the output tile would still be on the left side, but now upper left corner. Like you can do with ammo factories for instance. But as it stands the output tile is in the upper right corner, as though you had simply rotated it 180 degrees.
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