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energy mine cannon
Abh Mod innovations

A summary of First creations among mods and or adapted by vanilla.
As the Abh mod is big and each version comes with a bunch of parts the release date is not a good reference for the creation date. For example v0.1 was finished in October 2016 but released in May 2017. Historically, many parts wait for months on features or due to other circumstances before being released. For example all the registry code left behind in 0.4.6RCx that only got released in 0.4.8 and later version.

Antimatter production was outsourced and the request put up on discord resulting in the creation of the Matters Matter mod.

  • first dual/multi barrel turrets (mod v0.1):
    • before mod support (mod v0.1): Twin Pulse Phaser
  • first corner weapon (mod v0.1): Corner Torpedo Tube
  • first torpedoes & first antimatter torpedoes (mod v0.1): Photon Torpedo Tube (first shield penetrator)
  • first ammo storage (mod v0.1): Ammo Bay adopted by vanilla
  • first pulse weapon (mod v0.1): Pulse Phaser
  • first plasma weapon (mod v0.1): Pulse Plasma Cannon
  • first antimatter weapon (mod v0.2): Antiproton Cannon
  • first turreted beam (mod v0.2): Small Phaser
  • first true effects (mod v0.2): for all parts from mod v0.1 and later
  • first mod roof decals (mod v0.2)
  • first weapon to employ charging (mod v0.2/0.3): Antiproton Cannon
  • first small reactor (mod v0.3x-9): Mini Fusion Reactor Core
  • first small storage (mod v0.3x-9):Small Power Supply
  • first multi vector thrusters (mod v0.3x-9): impulse thrusters
    • after mod support (mod v0.3x-9/0.4): Electromagnetic Projection Cannon
  • first phaser array (mod v0.3x-9)
  • first wedge parts (mod v0.3x-9): 2x1 wedge adopted by vanilla
  • first curved parts (mod v0.3x-9)
  • first room parts & first wedge room part (mod v0.3x-9)
  • first hull form parts (mod v0.3x-9)
  • first warp core drives & first hybrid part (mod v0.3x-9)
  • first small shield & first corner shield (mod v0.3x-9): SIF Generator 1
  • first custom walls wedge blend code (mod v0.3x-9) used for room wedge
  • first different form & sized shields (mod v0.4.0): deflector shields
  • first crew/decoration part (mod v0.4.0): Captain's Quaters, Officer Cabin/Captain's Cabin
  • first part requirement & command hierachy part (mod v0.4.0): State Room/Admiral's Cabin
  • first (sensor) tech level (mod v0.4.0): Astro Carthography
  • first bussard collector (mod v0.4.0)
  • first large area explosive weapon (mod v0.4.0): Quantum Torpedo Tube
  • first multi weapon (mod v0.4.0): Electromagnetic Projection Cannon
  • first rail gun & rail gun shooting missiles & first multi-ammo use (mod v0.4.0): Electromagnetic Projection Cannon before missiles were introduced in Cosmoteer 0.11
  • first antimatter thrusters (mod v0.4.0): anti-hydrogens
  • first Special UI group (mod v0.4.3) & Tech level UI groups (mod v0.4.5)
  • first wedge thruster (mod v0.4.3): feather thrusters
  • first large/huge thruster (mod v0.4.3): Large Fusion Thruster
  • first mines (mod v0.4.4): Mine Dispenser1
  • first singularity/gravity drives (mod v0.4.4)
  • first super weapon & first internal weapon (mod v0.4.4): Bioenergetic Beam downgraded due to beam bug when first created
  • first drone (mod v0.4.4)
  • first part with two visible independent turrets/weapons (mod v0.4.4): Defense drone
  • first solar panels (mod v0.4.4)
  • first invisible teleconnect force part (mod v0.4.4)
  • first corner blend code (mod v0.4.4), for all asymmetric parts; before Cosmoteer had exclusively restricted this to vanilla wedge part
  • first drain/EMP missile (mod v0.4.4): Shock Missile Launcher
  • first drain/EMP beam weapon (mod v0.4.4): Neutral Particle Beam
  • first phaser lance (mod v0.4.4): Phaser Lance
  • first quantum phaser (mod v0.4.4): Small Quantum Phaser
  • first top mounted turret provided to Star Wars - A Cosmos Divided: Turbo Laser
  • first multi-part super weapon part provided to Star Wars - A Cosmos Divided: Death Star Laser (since Cosmoteer 0.12.8 but pushed back due to Cosmoteer bugs)
  • first escape pods (mod v0.4.6RC1):
  • first multi UI ship classes (mod v0.4.6RC1)
  • first tractor beam with all functions via UI buttons (with help from Bubbet for troubleshooting) (mod v0.4.6RC1):
    • first custom GUI buttons (mod v0.4.6RC1):
      • triple purpose part
  • dual-purpose PD/normal weapon (mod v0.4.6RC1): anti-proton cannons/small electron laser beam
  • first true color changing beam weapon (mod v0.4.6RC1): Electron Laser Beam
    unknown shader bug often shows a white beam with actual color at the edges
  • first anti-missile beam (mod v0.4.6RC1): electron_laser_turret failed due to beams not having damage effects support at the time
  • first anti-missile missile turret (mod v0.4.6RC1): Flex Missile Defense Turret partially successful due to missing support for missiles tracking missiles at the time
  • first nuclear_detonation_drive (mod v0.4.6RC1): Nuclear Detonation Drive
  • first flare and chaff dispensers (mod v0.4.6RC1):
  • first repulsor wave expander (mod v0.4.6RC2): Repulsor Wave Expander
  • first shield projection cannon & first kinetic wave pulse weapon (mod v0.4.6RC3):

    • steer-able shield (mod v0.4.6RC3): pinpoint barrier defense
      • missile swatting shield (mod v0.4.8): defense stick
  • first airlock & first fire blocking bulkhead (mod v0.4.7):

  • first water production part & (future cooling system) (mod v0.4.7):

  • first reactive armor (mod v0.4.7): NERA Reactive Armor

  • first geoponic park & (future air & food production) (mod v0.4.8):
  • first water plumbing system (mod v0.4.8):
  • first repair drone (mod v0.4.8):
  • first energy mine cannon (mod v0.4.8):
  • first top mounted turret with turret on top (mod v0.4.8): Battle Defense Turret
  • first afterburner thruster (mod v0.4.9)
  • first retractable turret (mod v0.4.9)
  • first seed bank (future food) (mod v0.4.9):
  • power syphon and funnel beam: powersyphon_beam (mod v0.5.0)
  • first rotating drone ring : Athena's necklace (mod v0.5.0)
  • first opening and closing gates for base ship-hangars: starbase_gates (mod v0.5.0)
  • first fire suppression corridor (mod v0.5.2)

other

  • nullspace armor (mod v0.4.5):
  • bench part provided to Star Wars - A Cosmos Divided (mod v0.4.6RC1):
  • explosive bolt (mod v0.4.6RC1):
  • small rounds factory (mod v0.4.6RC1):
  • nuke factory (mod v0.4.6RC1):
  • fire control station hubs (mod v0.4.6RC4):
  • water condenser (future cooling system) (mod v0.4.7):
  • nanite damage control (mod v0.4.8):
  • orb / forcefield enclosed weapon (mod v0.4.8):
  • docking supply station (mod v0.4.9):
  • large bridge (mod v0.4.9):
  • first slow damaging / eating devouring weapon (mod v0.4.9): deadly ash dispenser
  • code & sprites provided to Capital Ship Weaponry mod
  • coded courtesy of Abh among others for Additional Weapons Mod: Ternary Assault Cannon, Ogami, Massdriver/b
  • numerous unsanctioned but tolerated code used by other mods
    etc.

Suggestions and Solutions that found their way into vanilla. Not counting numerous minor and major bug reports.
from Cosmoteer 0.9 to 0.12

  • diagonal and directional flight settings
  • folder support for ship files
  • folder support for mods
  • mirror bug, mirror part features
  • png image import
  • bucket fill tool
  • UI button bug, remember feature
  • numerous error reports leading to error report improvements & numerous minor mod features and convenience improvements
  • parts re-using same shot files
  • numerous complains leading to sprite layer, memory handling improvements
  • mini game map and ship icons
    etc.
7 months later

Lafiel Wow i knew ABH mod was one of the most important and old ones, but i had no idea of the extension of its innovations! Amazing mod =D

DarkPearl Thanks. Well, age has its advantages and downsides. There's more I haven't listed not to mention all the new stuff in 0.5.0 or the ones planned. But since my hiatus those probably don't matter anymore.

Lafiel Its been mainly just generic weapon mods that have been made in your absence. I've been inactive in the modding community for awhile, but i do have lots of cool things i was working on.

    i think the first thing i created before any other mods was
    ■ a working roof turret with projectiles actually going threw the ship (kroom found the way to show the projectile above the ship first).
    ■ projectiles that changes their behavior during flight. (and one with multiple stages).
    ■ a hook gun to stuck your ship into anoth one.
    ■ PD mines and regular mines (no, abh mines behave like missiles).(tho i don't know if your flares trully behave like the pd mines i made :/)
    ■ teleporting projectile (warp missiles).
    ■ under the ship fighter missile launcher.
    ■ armor with multiple layers
    ■ one shot suicide weapon.
    ■ a cannon draining missiles and ammo (yeah easy to do but i don't recall seeing anyone do it).
    ■ saw blade launcher
    ■ space shotgun
    ■ a weapon that shoot a projectile that divide itself each time it hit a shield.
    ■ EMP suicide bomb. (regular suicide bomb?). close range bomb to smash on the ennemy. detonate itself or on command.
    ■ impulse block. (currently the detach bombs. tho the 'detaching' feature to use for fighters was already made for other mods, i was the first including it for the AI to use in bounty hunter mode.)
    ■ drill missile (penetrate and detonate. tho i am not sure about this one. maybe there was already one in abh or starwars).
    ■ stargate related mod 😃
    ■ a missile launcher put in a big cannon frame. :3
    and i am not sure about this one (maybe there was one in abh) but a big weapon with different animation stage depending if the gun was ready to fire or not. (no, not just a simple ammo loaded in the barrel or a red light poping up).
    burst weapon, unloading all their amo really quick in a short span of time. maybe?

    Not as many as you but i am still proud of having made unique stuff before anyone else :3

    btw i wonder how your acid pray gun works. is it a constant beam or does it really fire a projectile that deal constant damage other time to the part it touched? (or does it just hit multiple times the same area in space where it hitted the ship for the firt time ? :/)

    akinata Nice going. 😃
    Truth to be told you were lucky to join and create when those features (already requested by the rest of us) came to be supported. I'm pretty sure I have all of those covered at least on the planned side if not already as part.

    • my fleet ballistic missile had multistages (see bitmap-animation code) it just didn't work at the time. (since 0.4.8)
    • I'm not sure what you mean by PD mine but the flex anti-missiles are actually mines from a technical point of view of destructive force (targeting uses something else) (since 0.4.7)
    • NERA armor is also technically multi layer armor via falling off/shading off & selfreplacing (since 0.4.7) Dunno the difference to yours
    • Abh has multiple draining weapons among which "energy mine cannon" and "gravity mine" are closes to your criteria (since 0.4.6)
    • impulse block = repulsor ? (since 0.4.6)

    I think Meramera had the missile turret cannon first. She also had burst first unless you count multibarrel.

    You mean the "deadly_ash_dispenser" it's a slow damaging homing bullet. Homing is require so that it sticks. It doesn't do that well because of the game physics. No area effect is involved. Ship and bullet move so it gives the impression of area effect. Technically the same as your saw cutting. (since 0.4.9)
    Area effect is done by those shield-wave/wave weapons (isokinetic/kinectic) slowly progressing through the ship. Again game physics doesn't support it. (since 0.4.6)

    Keep it up and coming akinata!

    Lafiel
    thank you 🙂

    ■ by PD mines i mean lots of little ball of light that slow down after being shot until completly stopping any movement and just lay there like a mine field for some time. at first i wanted to create the galactica light cannons that were doing an anti missile/fighter barrage in the battlestar galactica series but it is not possible to damage multiple missile in an aoe. so i had to make something as close as it, thus creating the mine PD (i called it SEMPD).

    ■ yes merranera did an ion missile on a modified medium cannon frame. but mine was on the big cannon frame. it was just the vanilla big cannon with its barrel replaced by one vanilla missile tube and it was required to be aimed at the target :3

    ■ yes the layered armor replace itself for a fixed number of time before getting finally destroyed. didn't knew you made one.

    ■ i don't recall meranera having created any burst weapons when i first created the burster. i remember doing it because i coulnd't see any similar weapon at that time. her spitfire were not made yet.

    ■ the impulse block (detach bomb) are just self destructing blocks with an impulse. so you can either use them to attach fighters to a carrier or as a temporary thrust for small ships (tho that last part was a bit unpractical)

    i wonder if there is a big fixed super weapon that is not an ion beam in abh ? (sort of giant artillery cannon shooting forward)

    btw what is the alt code for the big round version of ■ ? all i have found is the code for the little one •

      akinata Nice.

      I see a mine layer. I thought about this but forgo the idea because ships tend to move a lot and often away. So a field would work best against swarms rather than 1 on 1.

      @Meranera did made a part with burst fire (don't remember which). And either Meranera or Skynet had a part spamming missile. Nice to see but is a power hog.

      The bioenergetic weapon; it's a dual use beam/shot internal-weapon. Originally 360 degrees but I narrowed it down because I figured people will have trouble placing it correctly (see wiki) (Techlevel3 since 0.4.4) The game still isn't fully supporting (beam issues) it so it's still not working as it should. It needs advanced UI. I think I need to check on this again.

      ALT+219 I can't do it on my laptop 🙁

      Lafiel it was Mera, but I don't think she ever released it.

        Lafiel
        █ █ .. alt + 219 give me this XD . i ll stick with the squares then.

        i did not made it op since you can storage only one complete missile + the one in the tube. (no stacking missile part onto one another.).
        tho it led to one problem that i hope, or walt or someone else to definitively fix : (vanilla suffer from this problem too)
        when a weapon using storage have its barrel charged but don't have any ammo in the storage the crew just stop firing and go seek for more ammo when they could fire one more time before doing so. With the new toggle there is 2 mode: All and Any. if you add the loadedammo in the part toggle and you put Mode = All then it would require both 3 (crew, ammostorage AND loadedammo to be ready for the part to work). If you put Mode = Any you could activate the part just by putting some ammo in the ammostorage which would be wierd. also the crew may never leave the part ever again since it woul be permanently On without ammo.
        the Best would be a Mode that needs only a number of the needed component to be ready instead of All or Any.
        But then would the gun reload itself without the crew? i ll leave the interrogation here. i ll look more into it when i ll upload a compatible version for 0.14.0 of my mod.

        akinata Try putting a toggle inside a toggle like Toggles [powertoggle, storagetoggle, crew] and set IsOperational to All and storagetoggle to Any. Tell me if this works or not.

          Lafiel but wouldn't the Mode works for the affiliated toggle only? like if you put any in a toggle with only one component it will act as All ?.

          if it is possible to do something a simple as multi toggles like that then better put crew with storage in one toggle with All then but it with the loaded ammo with Any. i ll check that anyway.

            akinata You don't want to have crew with Any because it would run without needing a crew. LoadedAmmo and AmmoStorage in one toggle with Any should do.

              Lafiel
              i havn't tested it yet but i think i found a solution.

              	IsOperational
              	{
              		Type = MultiToggle
              		Toggles
              		[
              			Toggletest
              			Toggletest2
              		]
              		Mode = Any
              	}
              	Toggletest
              	{
              		Type = MultiToggle
              		Toggles
              		[
              			PowerToggle
              			PartCrew
              			AmmoStorage
              		]
              		Mode = All
              	}
              	Toggletest2
              	{
              		Type = MultiToggle
              		Toggles
              		[
              			PowerToggle
              			PartCrew
              			LoadedAmmo
              		]
              		Mode = All
              	}

              and then you get rid of AmmoDesireToggle = PowerToggle in the AmmoStorage.

              so then everything will work with either the AmmoStorage or the LoadedAmmo.
              @Walt
              (this might be a solution to force the crew to fire that last loaded round before seeking to replenish the ammo storage instead of just look for more ammo when they could fire one more time.)

              EDIT: it is not working like intending. i am testing now

              	IsOperational
              	{
              		Type = MultiToggle
              		Toggles
              		[
              			Toggletest
              			PowerToggle
              			PartCrew
              		]
              		Mode = All
              	}
              	Toggletest
              	{
              		Type = MultiToggle
              		Toggles
              		[
              			LoadedAmmo
              			AmmoStorage
              		]
              		Mode = Any
              • Walt replied to this.

                akinata when a weapon using storage have its barrel charged but don't have any ammo in the storage the crew just stop firing and go seek for more ammo when they could fire one more time before doing so.

                I never even realized this was a problem. Y'all should tell me when you notice issues like this. 😃

                Anyway, the solution for fixing the vanilla cannons is simple:

                CrewAmmoPrereq
                {
                	Type = MultiToggle
                	Toggles = [AmmoStorage, LoadedAmmo]
                	Mode = Any
                }
                PartCrew
                {
                	Type = PartCrew
                	Crew = 1
                	Priorities = &/PRIORITIES/Weapon_Crew
                	PrerequisitesBeforeCrewing = [CrewAmmoPrereq, PowerToggle]
                }

                Note that the vanilla cannons don't have either AmmoStorage or LoadedAmmo listed in their IsOperational components, so that doesn't need fixing.

                  akinata Your solution can be simplified to this:

                  	IsOperational
                  	{
                  		Type = MultiToggle
                  		Toggles
                  		[
                  			PowerToggle
                  			PartCrew
                  			AmmoPrereq
                  		]
                  		Mode = All
                  	}
                  	AmmoPrereq
                  	{
                  		Type = MultiToggle
                  		Toggles
                  		[
                  			AmmoStorage
                  			LoadedAmmo
                  		]
                  		Mode = Any
                  	}

                    Walt yes i thought of that after testing the not working fisrt code. thanks anyway : )
                    EDIT : ah i didn't thought about the part crew PrerequisitesBeforeCrewing requirements.. that was the problem .

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