Automation++ (1.3.1) : Power Reloaded
Sorry for the wait, I'm testing it now.
Oh I was using an older version of bens mod. 1.6.6. My bad
Quick update :
I've almost finished cleaning the code, it work (at least, it should) but I need to check everything again since I know I forgot some minor things.
I've also rebalanced some parts, reworked the auto reactors area mode, redid some sprites, added useful stats for some parts, and fixed a lot of barely noticeable stuff.
I'm not very satisfied of the auto reactors area mode, I'll probably rework it more but I'd like feedback on the current version.
A lot of other parts need a graphical update, but it's not a priority and I'll only change the sprites if the new ones look better.
Important note : I fixed a typo in the file name of the circuit breaker and in its ID, that means all the circuit breaker have disappeared from all the saved ships. It's not the kind of part that is spammed everywhere, but sorry if you have to update hundreds of ships.
kwhwwymwn Important note : I fixed a typo in the file name of the circuit breaker and in its ID, that means all the circuit breaker have disappeared from all the saved ships. It's not the kind of part that is spammed everywhere, but sorry if you have to update hundreds of ships.
You could put the old ID in an OtherIDs
data field in order to stop the breakage from happening whilst still having the main ID be typo free.
Automation++ (1.3.0 RC2a) hotfix
this should fix the ID of the circuit breaker
Hazzah! Automation is back!
- Edited
RC3 is out, this is most likely the last RC as the next version should be the one where everything is working as intended.
Once the 1.3.0 is done, I'll rename the RC1 as 1.2.7 since it's basically the 1.2.6 with less bugs , remove the other RC from the drive to make room , update the first post, and then I'll start working on the new content.
About this RC, I finished the rework of the auto reactors, they now have 3 modes, the supply mode that is still the same, and two area modes that are enabled with the circuit breaker and a new toggle. The area central mode is the area mode from the RC2, where the auto reactor give all its power to the nearest parts that need power, and the area diffuse mode that is the old area mode, where the power is equally split between every part in the area.
I also fixed a bunch of minor stuff and added a lot progress bars.
The old auto++ discord still exist, it's not very active but it's not dead and I'm sharing some of the mod development there
https://discord.gg/sGKA9HrEvY
crash found : when you open the settings/controls it crash because the string of the hotkey of the auto reactors is missing
i dont know if it's worth to release an hotfix since you can just disable the mod, update the control hotkeys and enable the mod again (also i dont know where the hotkeys are stored in the code so it'll take some time to be fixed too)
kwhwwymwn Happy to see my mod is still used. Thanks
- Edited
auto++ 1.3.0 released, big thanks to Catelyn for fixing the crash with the hotkeys
the RCs have been removed and the first post updated
the next step will be to add new parts
Oh shoot, I still use Cosmoteer 0.15.0
Rifqi_Fajar_Zain there is a version for 0.15.0 here https://forum.cosmoteer.net/d/8553-no-longer-updated-unofficial-port-of-automation
it have some bugs tho
kwhwwymwn
I already owned it, though
I like this mod
Squidson69 i think thats a necropost right here
janiTNT
No, I think this is still active.
I'm still working on it but since I didn't got much time lately, it's been slowed down
I'll probably release a WIP soon so you can see what I already did
- Edited
Automation++ 1.3.1 WIP1 for Cosmoteer 0.15.13a
What's new :
- rework of the missiles (HE, EMP, Nuke and Mine) auto loaders as the old ones were unbalanced due to their size (too compact). To not break existing ships I havent removed them but made them not buildable.
- new part : dual auto loader, twice as big as the small auto loader but loads four times more power.
- rework of the small sensor, the more you have and the farther you'll see
- minor sprites update
- replaced AIvalue with AIvalueFactor (see https://cosmoteer.net/history.html)
I'm currently lacking time to work on it but it's temporary and I should be able to work again at full speed soon