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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

              a month later

              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

                    4 days later

                    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

                      4 months later

                      Automation++ 1.3.1 WIP2 for Cosmoteer 0.15.15

                      After an unwanted hiatus of several months due to irl reasons, I am back
                      I'll also be unavailable from the end of this month to the next one, but it shouldn't be more than one week or two

                      New parts :

                      • Autonomous drone core : Special drone core that act like a drone core, an auto reactor, an ftl drive and more
                        you may think this has something to do with the BH pack I announced a while ago, and you would be right
                      • Apex node : Because the autonomous drone core is too powerful, I needed to add a part to prevent its use everywhere
                        so far this part is useless outside being necessary to enables other parts, but I plan to give it features that will make it worth its cost
                      • Fuel auto loader : Basically an automated engine room
                      • Scout shield generator : A small shield generator, you may remember it from the old drone++ mod

                      More new stuff :

                      • a "+" decal : I really needed it for the logo ship
                      • small rework of the auto loaders : now they only make a sound when they load something (no more repetitive sounds when everything is already full), also the negative ammo drain now match the animation
                      • some minor balance changes
                      • and a lot of internals changes to make everything work as intended

                      About the BH pack, I really need to finish the 1.3.1 as I still have new parts to add, but I have a working mod that modify the difficulty in BH so I'll just need to add ships

                      kwhwwymwn a "+" decal : I really needed it for the logo ship

                      lol, this is this second + decal (first is ABH)

                        small notes about the newest versions
                        the more important first :

                        1) delays are preventing the game from saving, i "fixed" it for the ftl jump and for the logo ship (it was crashing the game), but you may want to save and not be able to. to do that you just need to turn off all the auto loader using delay (small, dual, ammo, and mine). pro tip : you can turn off all the auto loaders by turning off all the auto reactors, and you can turn off all the auto reactors by turning off all the consoles and the medium drone cores
                        alternatively, you can activate the debug mode and replace the apex node with the simple node
                        (for activating the debug mode, go in the mod files, there is a debug_mode.txt file in a secrets folder that explain how to activate it)
                        I'll try to get a better workaround for the next version, and if i can't I'll just remove them

                        2) RequiresCategories does not work very well so it happen some parts stay invalid when they should be valid, to force the game to update the state of one part, select one part and move it above the part that shouldnt be invalid
                        if it doesnt work, check that your ship has :

                        • no more than one node
                        • no more than one autonomous drone core
                        • no node and autonomous drone core at the same time
                        • one node if it use a console, small or large drone cores, or auto reactors
                        • the vanilla valid conditions respected (no parts in dead zones, no part outside the grid, etc...)

                        if the conditions above are respected but some part are still invalid, you can save your ship in blueprint and load it after

                        3) I forgot to prevent the creation of one structure tile when the node is destroyed, which means the crew used to not make the ship junk will walk on the wreckage instead of being killed