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jfjohnny5 changed the title to Cosmoteer Plus v0.22.0.

    great mod, here's a ship I made with it
    image https://i.imgur.com/uKWmNU3.png

      TheSillyFox Awesome!! Thanks! I forgot to mention that I'm looking for community submissions for the Bounty section of the mod. Permission to use your ship?

      jfjohnny5
      go ahead.
      it's named the century class battle cruiser, but you can shorten the name down to century cruiser.

      fun fact! the crew of the ship can easily access every part of the ship thanks to there being a corridor path running through the entire ship!

        Jared have you downloaded it again?

          Jesus3747 idk if im downloding the right one but hopefully the new relice of 13.3 (full relice) will help

          jfjohnny5 changed the title to Cosmoteer Plus v0.23.0.

            Jared Is Cosmoteer Plus the only mod you have installed?

            Jared System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
            Parameter name: pixelSize

            I guess that's the problem, I think a sprite or something related has values ​​above accepted ones.

              • Edited

              jfjohnny5 no i got other mods running spacifically: Archon Plasma, Meranera additinol weapons, and the roof turets, and my own custom grid mod

              Jared maybe your custom grid?

                Jared That custom grid mod maybe? All the sprites in Cosmoteer Plus are multiples of 64 (which isn't an issue as of Walt's most recent update anyway).

                  jfjohnny5 nope still getting an error but ima try a prosses of illimination

                    Jared Hmmm, you're getting that error even with no mods installed? If it were me, I'd try uninstalling and reinstalling Cosmoteer. Make sure you remove the Cosmoteer folder from My Games as well - just to be sure.

                      jfjohnny5 no like i only have your mod on and it giave me that

                        jfjohnny5 If you start a thread in ship design I'll submit some stuff.

                        Also, a lot of things were fixed, but aux control rooms are still buggy in mirror mode. The diagonal armor block has a diagonal axis of symmetry and mirrors properly so the Tac Center should be able to be configured to behave but doesn't, but the Weapons Control has no axis of symmetry. To behave properly in symmetry mode it needs a mirror version, the addition of a door to make its doors symmetrical about some axis, or the removal of a door to the same effect.

                        If the power storage fix prevents the frigate bridge from losing crew all the time you should apply the same fix to the extended sensor array and possibly the stock sensor array. Both suffer the same problem, which is why I thought it was a problem related to rooms requiring multiple crewmembers.

                        The new Plasma reactor is too good. Its explosion radius is lower for components, which means it can be safely spaced 2 tiles apart without intervening armor given adequate fire suppression, and it produces more energy. It either needs its RadiusVsOperational increased to 6 to match stock or it needs some other drawback. I'd suggest making it only store 4800 power (matching its GFX). This will make it worse at feeding things with consumption spikes (ie. shields) which are where its smaller explosive radius would be most beneficial.

                        The Main Engineering is now pointless. Three plasma reactors produce more power in the same space and are easier to place (4x3 with the symmetry going through the 3 side is quite hard to place in most ships and should have benefits), don't consume crew beyond hauling jobs, and have taken its place as the tech building for Plasma Projectors.

                        The Warp Core isn't completely pointless only because it includes an FTL, but concentrating so much power production in one place is generally bad for pathing and as it's no longer a tech building its value is dubious.

                        I'm unsure that the UV Laser has any purpose when the Ion Blaster exists. The range advantage is slight, the Ion Blaster does far better against layered shields, and any desired balance of shield and armor/component damage can be achieved by mixing laser and ion blasters.

                        Laser PD still fails to stop missiles.

                        Light armor is indistinguishable from normal armor in blueprint and difficult to distinguish in the internal vies. I'm not sure if it's ever worth using. You can get a similar effect from using armor wedges and nobody does that except for contouring. Either you want no armor on something that needs to be very fast or as much armor as you can fit in a reasonable space.