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Auto++ is back, CDRmoteer didn't got time to fix the bugs and stopped working on the unofficial port, and Jbox1 gave me the rights to add more content.
I'm now in charge of this mod, I fixed the bugs and I got a lot of ideas to add new stuff.

screenshot

Links

Discord

Ship Pack for BH

Automation++ 1.3.1 for Cosmoteer 0.15.17
Automation++ 1.3.0 for Cosmoteer 0.15.12b
Automation++ 1.2.7 for Cosmoteer 0.15.12b
they havent been tested on previous version but they should work from the 0.15.3 and above

older versions

1.3.1 : Power Reloaded

Another big update that took way too much time to be done, I completely reworked the autoloaders, added a bunch of new parts and reworked some more parts. I also gave a lot of attention to the balance and I feel like it's in a good place now. This update is followed by a ship pack to play against automated ships in Bounty Hunter.
The autoloaders : the missiles and mines autoloaders are replaced by new versions, less compact but correctly balanced (the old ones are still in the code to not break the old ships too much, but they aren't buildable) ; the small power autoloader now has a big version, the dual power autoloader, these two are the only autoloaders that can power boost thrusters while they are boosting, but they can't power the wires ; the compact and advanced power autoloaders are now sharing the power equally between all parts that can receive it around them and no longer wasting power, they are the only autoloaders that can power wires, but they can't power boost thrusters during their boost ; and the new fuel autoloader act like an engine room while powering the adjacent thrusters.
The apex nodes : a new mechanic for drones and automated ships, it's illegal to have more than one per ship and they are needed for the functioning of the drone cores, consoles and autoreactors, but they also give interesting bonuses to your ship.
The autonomous drone core : a very powerful and compact drone core, it was intended to be made for boss ships for BH, but I choose to leave it buildable. I has its own built-in apex node so it can't be used with another apex node nor any other drone core.
The wires : the coupling wires share power between the adjacent parts, and the semiconducting wires give all the power they receive to the part in front of them. The coupling wires can't receive power by another part and can't chain with other coupling wires, but they can give or extract power from the semiconducting wires. The semiconducting wires can only receive power from coupling wires, small drone cores, and advanced and compact autoloaders. The wires can power anything but the Ftl drives, the boost thrusters during their boost, and the parts that don't have a battery storage.
The small sensors : they now boost each other until they reach a scanning range of 600 meters.
The scout shield : this small shield that was in the drone++ mod has been re-added.
The small Ftl drives and Ftl resonators : the small Ftl drive is another part from drone++ that is re-added, and the Ftl resonator is a new kind of Ftl drive that doesn't need power but need to be calibrated by regular Ftl drives. One of the apex nodes and the autonomous drone have an Ftl drive integrated and allow the use of Ftl resonators without regular Ftl drives, for a 0 power Ftl jump.
The capacitor : this automated battery storage link itself to the part in front of it, unloading and reloading as needed to increase the uptime of that part. Capacitors can be linked to another capacitor.
The ammo belt : half an ammo storage and half a wire, it give ammo to the part in front of it. It can receive ammo by any means, including crew delivery.
There is also a lot of balance change and a french translation have been added upon request.

1.3.0 : Rebirthing

Big update, I checked and updated the code of everything, reworked some parts, rebalanced the others, rewrote the descriptions and added a lot of stats.
The bigger rework is for the auto reactors, they now have 3 modes :
The supply mode is still the same but the auto loaders have been fixed so they can no longer function at 100% when they are above their limit.
There are 2 area modes, the classical area mode is now called the diffuse mode, the power is still distributed evenly between every parts in the area but the radius of that area has been fixed for the medium and large auto reactors.
And the new mode is another area mode, the central mode, the power is distributed in the same area but it's given to the nearest parts, very useful when you got parts like shields that can use a lot of power.

The second big rework is the rewrite of the descriptions and stats and the progress bars added to basically everything. You should be now able to tell if your drone is optimized and the PDF that explained how to play with auto++ shouldn't be needed anymore.

The balance may not be perfect but it's definitely better than before and I'm open to suggestions

1.2.7 : The quick bugfix

Also known as the 1.3.0 RC1, it's basically the previous version but without the bugs like the railgun loader light not working or the ammo loader not loading ammo on the right, with some graphical fixes, a slight rework of the AI module that prevented drones to start without help, and a bigger rework of the auto weapons since they were lacking a bunch of components.

this is great but what mods can it work with?

WholeWheatMcBread it should be compatible with all mods,unless you meant what modded parts you can use it with then I'm not very sure

    WholeWheatMcBread like Altraxia said it should be compatible with every mods, if you get a crash when trying to use auto++ with another mod, let me know

    the auto loaders should work with any parts, but the weapon controller only work with vanilla weapons

      Alright so a bug report, the game crashes whenever you try to load this mod with Ben's mod. But once I disabled that it worked mostly fine.

        Eletes I installed Ben's mod (1.6.7.1) , tried to load the mods in different order and never got a crash at launch
        i then tried several tings with both mods and it didnt crashed either, can you please describe what you did and provide the crash log?

          6 days later

          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.

              Download :
              Automation++ 1.3.0 RC2 for Cosmoteer 0.15.12b

                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.

                  Hazzah! Automation is back!

                  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

                  Download : Automation++ 1.3.0 RC3 for Cosmoteer 0.15.12b

                  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 I might be able to help with that

                    kwhwwymwn Happy to see my mod is still used. Thanks 🙂

                    • ONI likes this.

                    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

                        kwhwwymwn
                        I already owned it, though