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linconer Version 1.06 should.

    ok.ima test both versions

      linconer Version 1.0.7 will not work for Cosmoteer 0.15.2

        Kroom could i get a link to your decal mod?

          BritishSpuds it's in the top of the post

            kola2134 sorry, i did not see it

              22 days later

              Kroom how would i add support for my mod to use things like the targeting terminal?

              BritishSpuds
              You need to make your parts capable of receiving its buffs.

                @Kroom
                Will the mod still be maintained/worked on with your new position as artist?

                  BritishSpuds i'm not sure, i think that you need to create a copy of my buff in your own mod.

                  Drakador_Chaos i will try to keep it updated, i have one part that i would like to add that i have it almost finished.

                  Kroom Hey kroom, Was Making a Faction on the Forums, and I wanted to make sure It was alright If i used your Stuff in the Ship Designs.

                    Brank It's alright to use modded parts for factions and ships.

                      9 days later

                      i know i'm late to the party, but dang. top notch mod

                        8 days later

                        Having a crash when attempting to hover and place torpedo launchers after placing a few and having HE missle crafters and storage for missles.

                        Running ver 0.15.6a so not sure if that could be causing the problem.

                        Part Kroom. TorpedoLauncher1_1x3 has no component HEMisslesToggle

                        System.InvalidOperationException: Part Kroom.TorpedoLauncher1_1x3 has no component HEMissilesToggle

                        at Cosmoteer.Ships.Parts.Logic.PartToggledComponentsRules.IsBlueprintToggleOn(PartRules partRules, Func`2 getToggleMode)

                        at Cosmoteer.Ships.Blueprints.BlueprintPathfinder.<>cDisplayClass3_0.<GetPathToNearestAmmoSupplier>g_ValidateAmmoSupplierMode|1(PartInfo p, IEnumerable`1 components)

                        at Cosmoteer.Ships.Blueprints.BlueprintPathfinder.<>cDisplayClass3_0.<GetPathToNearestAmmoSupplier>g_FilterAmmoAupplier|0(IntVector2D cell)

                        at Halfling.Pathfinding.AStarPathfinder1.FindAllNodeDistancePairs(IEnumerable1 start, Predicate`1 filter, Int32 maxIterations)+MoveNext()

                        at Cosmoteer.Ships.Blueprints.BlueprintPathfinder.GetPathToNearestAmmoSupplier(PartInfo part, ID1 ammoType, Func3 getToggleMode, ICollection`1 path)

                        at Cosmoteer.Game.SelectionStates.BaseBuildState.GetCrewPathInfo(Ship ship, PartInfo part, List1 paths, StringBuilder cursorText, Func3 getToggleMode, ShipUpdateInfo sui, Int32 indent)

                        at Cosmoteer.Game.SelectionStates.BaseAddPartsState.Refresh(Ship& ship, Boolean forceValidityRefresh, String& cursorText)

                        at Cosmoteer.Game.SelectionStates.BaseAddPartsState.DrawOverlayImpl()

                        at Cosmoteer.Simulation.SimOverlayRenderer.OnDrawOverlays(Object sender, DrawEventArgs e)

                        at Halfling.Scene2D.SceneComponent.Halfling.Scene2D.IRenderableSceneObject.Draw(SceneViewport viewport, SceneCamera camera, SceneRoot root, RotRect viewRect)

                        at Halfling.Scene2D.SceneRoot.DrawForBucket(SceneViewport viewport, SceneCamera camera, RotRect viewRect, Int32 bucket)

                        at Halfling.Scene2D.SceneRoot.Draw(SceneViewport viewport, SceneCamera camera, RotRect viewRect, UInt32 renderMask)

                        at Halfling.Scene2D.SceneViewport.Draw()

                        at Cosmoteer.Simulation.SimRoot.Draw(Boolean allowWorldInput, Single zoomScale)

                        at Cosmoteer.Game.GameRoot.Draw(StateMethodInvoker drawParent)

                        at Halfling.Application.AppStateEx.Halfling.Application.IAppState.Draw(StateMethodInvoker drawParent)

                        at Halfling.Application.Director.CallDraw()

                        at Halfling.Application.Director.DoDraw()

                        at Halfling.Application.Director.GetRunIterator()+MoveNext()

                        at Halfling.Application.Bases.GenericApp.ApplicationMainIterator()+MoveNext()

                        at Halfling.Windows.D3D11.D3D11Window.RunGameLoop(String[] args, IEnumerable`1 iterator)

                        at Halfling.Application.Bases.GenericApp.ApplicationMain(String[] args)

                        at Cosmoteer.GameApp.Main(String[] args)

                        IndecisiveZuri Have that too.

                        Its not really that bad, but its something about the HE missile stuff

                          IndecisiveZuri It happens when you try to hover a missile or torpedo module next to a missile storage, i reported it to Walt, it seems to be a game bug.

                            Hey, the newest update broke the mod. Just letting you know. I can send a crash report in a little

                            Mod is outdated as of today. Are you planning on updating Kroom's forge?

                            Love the mod me and my buddy use it all the time in our ship battle!

                              I build most of my small ships with this mod. The only thing I can say is that it is AWESOME! Keep up the good work!