- Edited
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.
Links
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
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.