So far the "Deck cannon in your face" ships (Sprocket and currently Quickdraw) felt more difficult than other ships in the same level to me.
As a casual player, I also don't really see a good counter to them apart from either full on kiting or just being the bigger hunk of metal and deck cannons.
Current (single) ship is attached. I'm playing lightly modded rn, so you'll find some weird crew quarters etc. (Plus I'm sitting at a station to plan a rebuild, so crew is just stuffed wherever too)
#Built-in Feedback and Misc Errors
1734 messages · Page 2 of 2 (latest)
Alexander has a missing door
Auditor's third deck cannon out of 6 is somehow set to alternating fire instead of synchronous like the rest.
[Suggestion] Add some protection to the new Shestopyor, so rocks don't go inside.
Every one of this kind of U shaped ships need those. Arbiter, Ionclad, Onager and that one smaller U shaped Monolith ship (Not countier) just to name a few. Alexander already has that.
Fanged Fighter lasers ops are not present
Effigy cr op is leaves his position (SORRY MILKY DIDNT SEE THAT ABOVE)
greyskull still having a wrongly rotated airlock
Ugh, thought I fixed that. Thanks.
Monolith Auditor cant use its hyperdrives.
can i be more annoying? i don't think so
missing a single tile of ressource assignment for Besra
i feel like this should be sulfur
known issue, reasonably sure I didn't update my ships properly. Lemme get on that
I'm not sure if it's intentional but the Large
TS seems to be missing some paint (left)
(right is what I think it should be)
The model-L's default attack distance seems excessively close.
The Crane (Imperium) has no airlock in its cockpit section, making it impossible to enter/leave that part.
At least in the battle helper, the Eviscerator (Fringe) just turns sideways instead of orbiting, which I assume it is supposed to do like its bigger variant.
My diagonal ion core turns sideways as well in battle helper, which kinda defeats the purpose of all that frontal armor
change the flight direction/attack default
Electrobolts never actually being activated in battle on voltage.
Can confirm that this is true in career as well.
This Base could rly use large shields on the end of each Arm.
Way too effortless to kill them with ions like it is now.
i think all monolith stations could use shields like in the example ship file.
So players have to invest at least something to take them out.
With that specific design I wonder if setting the flight direction to diagonal would help, that way it orients two, better-supplied shields towards enemies, rather than one poorly supplied shield.
Promise of Providence (fringe station) is missing an FE door here:
unsure if it would do anything with that many thruster anyways--
I've noticed the fringe design "scrapknight" is... Not exactly weak, but easy to exploit. It has four main problems:
- It's both medium/short ranged, and slow, making it trivial to kite
- It does good structural damage, but neither HLs nor flak are very good against shields, so it's not too hard to simply tank if you have a large shield or two. It could maybe use an EB or something.
- The entire ship runs off of one small reactor. Even aside from stuff like CR/factory upkeep and thrusters, the one reactor is barely enough to keep the two shields supplied at its tier, let alone the HLs. Putting decent pressure on the shields leaves the HLs inoperable, and can sometimes cripple its thrust.
- The aforementioned reactor is very near the surface of the ship, only protected by the two shields it struggles to supply, and a single asymmetric armor 1x2. Anything with decent damage or EBs can easily shred it before it really has a chance to fight back, and the rest of the ship being heavily armored means the reactor detonation doesn't risk any of the ship's valuable resources.
I could definitely do more to make it less of a loot piñata, but a lot of the early-ish Fringe ships were meant to be pretty weak. Between faction balance getting muddled over time and power creep in newer ships from deck cannons and changing design preferences, some of the earliest-made ships got left in the dust.
As a counterpoint though, I think it’s fine to leave in a few weaker ships here and there. We have a dedicated playerbase in the discord server, but the vast majority of cosmoteer players aren’t hardcore enough to be here or otherwise make their voices heard. Having the occasional loot piñata might be the reprieve that less-intense gamers need
saris bino still has a broken (emp storage)
Monolith "Howitzer" attacks outside of its own FoV, meaning it kites but never fires anything unless caught up to.
Imperium EMP platform dosent have emp parts in storage.
oh no
uhhhhh imperium small missile platform has a missing armor wedge (unplayable)
Default attack distance on quickdraw is a tad short...
that's intentional, it's a rammer
Its ramming distance is negative amount of tiles long thanks to autoram :D
get rammed
Firesteel's disruptor is on hold fire for some reason.

The new Retrograde don't have squad crew set, making it getting those warning all the time
med monolith arms depot:
not only are some of the decals still the word "logo" but each of the arms has the "logo" count screwed up
Stygil kite outside of it's range
(i belive that an issue?)
Skirath here turns off its emitters when moving, as crew quit to restore the thrusters (Ignore it being shot down at the end that's not relevant). No matter how surprising it might be, that issue happens way more rarely when the ship is actually firing the beams, which would logically stress the crew even more causing them to quit emitters more often.
(Me and the boys were kiddin' around trying to find all the amalgamated ships in All for Now and I found this defect)
Saris is this intentional? No doors on the medium reactor.
[Edit because this blasted thread doesn't allow me to send more than one message at a time]
Upon deeper inspection, it seems like ship can't warp because the only other source of energy available isn't assigned to the nearby warpdrive is unasigned and only the doorless medium reactor is-. #ships message
Also, the same exact issue applies to Alnair as well, from which the ioncore part of All for Now was copied from. #ships message
Solar Flare don't have airlock to the sides
@karmic verge Monolith trade "Factotum" and "Workhorse" both have crew limitations preventing anyone from being called to move hyperium into FTL drives, sometimes softlocking the ship at stations.
I think that it’d be good to include “can the ship ftl” in the checklist before new ship submissions/updates, on top of “are relevant rooms reachable by door” and “is the ship balanced for its level”
In my defense, it can ftl jump. Just not multiple times.
#1023036219040464906 message However All for now simply can't.
@thick plank
already uploaded a fix for this 👌
Pemius Station's Hyperdrive seems to simply just not function
Can you provide a screenshot or save of the station in question? "Pemius" is a randomly-generated name specific to your save file, it has no correlation to the actual station blueprint that needs fixing. Also I assume you mean FTL beacon?
This might just be the biggest nitpick in the world, but Khyber has a very disbalanced amount of backup missile factory munitions. I'd guess there's slight bit more sulfur for the ammo factories to use that are dozens of metres away but it still begs the question of why storage adjacent to missile factory would be used for the munition factory that has its own external sulfur storage.
Plus, because of the general lack of crew management on that ship, its crew go all over the place and do incorrect tasks.
the operators can be bought in career and disable the ability to hyperjump to the station (not sure if this should go in bug reports instead)
-this is Saris' ship
Is the Monolith 'Dispatcher' still giving anyone else a particularly hard time?
In my 1000+ hours playing the game, this ship in particular has always felt rather scary at its tier more so than any other. It feels like it needs to go up a level or something imo. It might just be me though, and a tractor beam counters it well enough. But unknowingly coming across one for the first time in a career run can be extremely punishing or game ending sometimes.
Flak recently got massively buffed, so I suspect that's the cause of this occurence. Has this always been the case, or is this been a thing that's existed in the past month exclusively
It's always been a pain to fight imo. Though rebuilding after the initial fight to counter it works, it's just one of those ships that 0-100's me more often than any other ship during first encounters.
no power on the beluga's EBs and some thrust

@bold jolt
Those ships that ram into the other ships with Deck Cannons seem strong against anything that can't outrun them or has the same strategy.
On the other way, the Atlas and Maia seem weak. They lose for ships half the price of them. The Atlas cost 2.4kk and loses for 1kk ships.
Not all ramming ships are an issue, is my point. The Dispatcher has felt nasty for ages now imo. Something about it has always bullied my ships more than any other in built design since I bought the game mid last year.
Ship has no power to console, not sure why
Stygil needs a balance fix, it stays out of firing range and it's getting on my nerves, it wasnt a problem before since my slow ships could get to it but now it somehow became smart
Small Monolith Trade Station II's crew was fixed, Dispatcher has been marked to be put into a higher level, Porter's crew was fixed, and Stygil's attack range has been reduced. Thanks for the feedback, you're all awesome for helping!
thank god, now i can go back to that stupid stygil bounty and fire 58 volleys of missiles at it without it escaping 😄
An issue I personally witnessed with ships without much reverse thrust in career. Might want to make sure they aren't chosen as asteroid field pirates or something.
@void stirrup Apotheosis
Here's more zoomed out (there's a walkway facing the wrong way
I've seen (not just) a toothpick patrolling around an arms depot get stuck a million times on the megaroids around the depot. I think an iota got stuck a few times too but not that often. It's probably an issue with the back thrust or ship pathfinding in general
Odysseus is perma stuck too. inmo. built in career Ships should have atleast a minimal Backthrust to solve thaT Issue.
Monolith Freighter "Atlas Freighter" does not supply flak batteries with ammo, causing flak to not fire after it had expended its ammo, no the pause isnt causing this
And a missing door. Thank you will adress (though honestly I'm surprised it found itself in a combat situation)
Warden's attack defaults cause it to turn 180° to the enemy for some reason
does anybody else find the ship "Starblessed Vow" very hard to deal with? its got fast evasive orbiting movement and a bunch of overlapping shields that get reupped almost instantly
imperium ictinia
airlock noises
that doesnt follow the format oh nvm
@karmic verge In case you aren't already aware, monolith trade "Minor Hauler" gets softlocked at stations if it buys hyperium, since no crew are given the hyperdrive "supply hyperium" priority.
funny how this channel mostly became a minor ship fixing channel rather than balancing overtuned or undertuned ships
anyway all for now has a missing paint spot (literally unplayable)

To be even more pedantic than Corpo, aside from the doors and assignments that Atlas freighter lacks, there's also this peculiar looking spot that doesn't have ammo assigned to it. Not sure if it's intentional or not but it looks jarring.
Unaimed ion prism on the large cabal arms depot
Achievement unlocked: "Return to Sender"
Missing door on shield (also large cabal arms depot)
bottom airlock
Nusketir (fringe) by: Hatter
Witness (0neye) -has random sulfur/iron storage?
Atlas (Avokado) -the inner ammo factories have different behaviors due to different supply chains
Merope (Avokado) -bunch of useless FE (and the top factory could be flipped)
Polaris (Door) -missing HE designation?
Acolyte of Adhara (Door) -missing supply chain on the bottom storage/launcher
Neutron (Hatter) -FE by the middle capacitors
Whisp (0neye) -possibly missing hyperium storage designations?
All For Now (Saris) -ammo storage for railguns and the top right flak are not assigned to their weapons
Beluga (0neye) -some thrusters in the center and the EB to the right of them don't get power
Valia's Pride (0neye) -can't hyperjump due to the middle drive not getting power
Clockwork (0neye) -can't hyperjump due to the bottom drive not getting power
Streamliner (0neye) -possibly missing DC crew?
Monarch (0neye) -can't jump at all due to no power to the drives
Two For Flinching (Saris/Hatter) -EMPs on the right side don't have the same resource assignments as on the left side
Deathrito (0neye) -two missile storages aren't assigned to their launcher
Staccato (0neye) -can't jump no image
Hydra (Door) -missing a FE door
Loomer (Cosmopyr) -no airlock no image
Splinetooth (Door) -can't jump no image
Quicksilver Interceptor (David Billingsley, 0neye) -no hyperdrive no image
Retrograde (0neye) -no airlock no image
Sprocket (Door) -no airlock/hyperdrive no image
Cutthroat (Door) -no hyperdrive no image
Thrasher (Vilda) -no FE no image
Voluntas (Door) -can't hyperjump, the middle and top drives not getting power
Achaemenes (Vilda) -can't hyperjump due to the top drives not getting power (and has two extra doors smh)
Stygil (Saris) -minor asymmetry and extra doors
Xerxes (Door) -missing supply chains for the front nukes?
Pergrine (0neye, painted by Cosmopyr) -missing hyperium?
https://media.discordapp.net/attachments/739172536675467344/1142923460251766816/image.png?width=1794&height=798
thanks for the write-up.
Thrasher (Vilda) -no FE
This is intended.
All missing hyperium is intended as well.
Part 2: Minor problem boogaloo (should be all of them)
Skirath -no author name no image
Besra (Door) -odd storage assignments?
Ostrich (Saris + 0neye) -missing capacitor assignments?
Nighthawk (Saris) -missing nuke assignments
Lanius (Captain Redstone + Saris) -no crew assignments no image (I just wanted to add redstone to this list)
Selim (Vilda) -odd storage assignments?
Asio (0neye, Vilda) -no FE no image (this intentional too? it could replace one of the airlocks)
Harrier (Vilda) -no storage assignments?
Black Swan (Vilda) -odd storage assignments causing the storages on the outside to be used last
Vulture (Hatter) -no assignments at all? no image
Arbalest (Cosmopyr) -HE instead of hyperium
Mercygiver (Door) -can't hyperjump and EMP crew can't escape
Bulk Transport (0neye) -no FE no image
Minor Transport (0neye) -no FE no image
Cannoneer (0neye) -no ammo assignments
Mitigator (0neye) -few EMP assignments?
Project Mjolnir (0neye) -no airlock for the EMP crew
Interdictor (Saris) -the FE! (left side sensor)
Magistrate (Saris) -is the corridor next to the side cannons intentional? no image
Crossguard (Saris) -extra doors
Peacekeeper (Vilda) -no cannon ammo assignments?
Liberator (Vilda) -no flak ammo assignments?
Smasher (Vilda) -sulfur storage assigned to middle cannons (&factory but it still functions just fine)
Paladin (Vilda) -no ammo assignments
Balistraria (Hatter) -kinda explosive(chains quite a bit for a ship with no shields) -paint could use work imo, giving storages little white squares is hardly professional looking (I’m willing to do it 4 u) no image
Bulk Modulus (Hatter) -odd middle bits, the areas with fire extinguishers should be the same on top and bottom imo -missing some doors
Longspear/Khyber (Hatter) -almost no assignments. should they have some? no image
https://media.discordapp.net/attachments/739172536675467344/1143384800548360202/image.png
Please keep changes and other feedback in this channel clear and helpful. Some of these are great, and others have no clue what they might entail
I’ll try to make better notes for this later
-ran out of text for that message but I hope it’s more clear now and I will have images for more of those just incase
let me know if I missed anything or should know anything for future reference👌 (original message has been edited as well)
https://media.discordapp.net/attachments/739172536675467344/1143651825870983208/image.png?width=1794&height=486
https://cdn.discordapp.com/attachments/739172536675467344/1143650136526966906/image.png
Pretty minor thing, but Dyad's description is outdated as it no longer uses blasters :c
#bringblasterdyadback
Thank you will be adressed. Nice catch.
The "Bullka Freighter" causes mass collision pileup a lot.
Give this ship a proper thruster system!
oh look!! beautiful in name only is concerned once again <3
bulka freighta again! even when it is alone it cannot turn around once it has rammed something, in this case a station which it pushes far out already!
have to push them away manually so they can escape - i want a "no bullka freighter entry" sign ⛔
not one of these again - cannot get out of that situation
i found when you hail them they stop so the other ships can get away from it
(promise thats the last pic)
Showing that other ships have less, congestion causing, maneuvering problems: #general message
It has been proven, Bulka freighta is the new BINO.
The onrush, and onset are pretty challenging due to the sheer amount of missiles they launch despite being early game. It usually ends in mutual destruction because you just can't get enough pd to mitigate enough the damage to kill it before it has time to launch a lethal amount of missiles.
I can't imagine what the onager would be
Quiximo, could I know the reason behind these storages' existence?
[The ship is Nighthawk]
agreed with quix
Also perfect storage place for hyperium.
avearge quiximo w
Moving walkway silliness on Large Cabal Trade Station
SMH literally unplayable
these are perfect wdym
@karmic verge Warden attacks backwards (#1148455319916269678)
already reported
we need walkway chekers now
Minor problem boogaloo walkways edition
Seems like lasers on the horsefly arent maned during flight. igonre the mines going off
Those are nice mines going off
I really like the mines.
I always thought that was intentional because there wasn't enough crew but now that I look at it no the lasers should definitely be powered
also wow those mines are really nice
I love the fancy mines
ew who uses mines
Mine carrer gaming.
5 people, thanks for enlightening me
Do ya'll understand that this is the ship edits thread not the ''who the heck uses mines'' thread? Also mines are epic most people just don't realize their potential.
the Large Cabal Arms Depot is missing doors for several heavy lasers and one shield generator.
now how was that not reported sooner
cough
When will the godforsaken Imperium EMP defence platform be fixed? Even after this many updates it still has no preloaded ammo.
Yep. I implied that it was already suggested before but it didn't seem to get any coverage so I re-suggested it. Overall all the defence platforms def need an update, they're very outdated.
honestly, what if we give all defense platforms and stations bigger range (except for missiles and esp. for cannons), that would fix their biggest weakness that basically makes them useless. I know it's a lazy solution but why not?
I think the platforms should abide by the same rules as players, stations and enemies (i think it's very nice that in most cases everything feels like it's playing by the same rules established by the game)
I was going to mention this in a seperate threat but i think it goes hand in hand pretty well with the current discussion, I think we need more levels of and bigger stations at higher levels, right now selling things in bulk to stations can get really maddening becasue they can't trade things away fast enough even to deal with some goods, so the station fills up and you basically can't sell to it again for a long while.
This would also increase variety though the game with it not being them same 3-6 stations for the entire game
Sorry for taking this long to reply, I just thought of a good argument: While the stations and platforms currently use the same rules for weapon range as the player, they don't use the same rules for movement, and that already makes them use different rules that make them weaker. And since weapon range is heavily influenced by movement, if you remove one you should increase the other.
Fair point!
arquebus is missing one storage assignment for he missiles, I want a refund
unplayable
cost reduction iirc (assuming since it’s such an even number)
probably
Can't explain it, built-ins' difficulty/size class doesn't take resources into the price.
Im pretty sure they do, iirc there is a spreadsheet with cost classes. Remember design contests?
iirc the architects use a different one
Price is set by the resources used though?
And that spread sheet is what's used for what ship goes into what level
fixed
Rufescent has a few things going on:
- Can't hyperjump because no crew access from reactor to hyperdrive in the back
- No airlocks on back side
- Nuke crew not assigned to adjacent FEs
- No crew assigned to restock flak ammo
- Central nuke and ammo storages not used because the ammo supply crew role is not allowed to
(I noticed that there were still nuke and HE parts in the central storages after killing it in career, which involved running it out of ammo)
I swear I've uploaded a version that fixes all of these
@spice fossil am I crazy or did this thread loose it's pinned status?
or.. was it pinned?.. I swear I feel like it was ... if it wasn't.. I strongly feel it should be ..
It was pinned a long time ago, but forums are stupid and you can only pin one thread at a time. The now-pinned thread has a link to this thread pretty much immediately though.
the thornbird is so frustrating. sometimes it feels like a level or two above its weight class. idk if its just my build though but MAN. sometimes its down right unfair that enemy ships dont need to carry ammo production with them... sentinels dont needa missile factory...
Minor problem boogaloo continued: part 2 - Atlas
It got some stuff goin on
- Several crew quarters are missing doors so some of the capacitors for the heavy lasers never get refilled
- All crew are squad assigned but none except four on each side are assigned to the FEs so they are almost never used (this is true of all FEs on the ship)
- Can't hyperjump because the hyperdrives have no doors on them (and no crew are assigned to them anyway - though it would be able to hyperjump VERY slowly if there were doors from those four crew going EVA with batteries)
- FE Adjacent to the hyperdrive is rotated the wrong way
- Ammo factories for middle flak guns are missing their resource assignments
- No crew are assigned to the empty storages so crew cannot trade items/store materials in them (save for the few unassigned crew)
@waxen wadi
Hmmmmmmmm oh there's a slow down
Yes atlas has many issues I will rework all three
loomer is missing an airlock (needs 2 btw because the ship is split into 2 parts)
Executor's attack defaults are saved with a slight angle which prevents the railguns from firing on small targets
Fire extinguishers do not require assignments
(crew will still use them)
I’ve been told, this report was forever ago
dear god i hate sprocket with a passion
Sprocket is the GOAT, you're just salty :>
The Med Monolith Trade Station is asymmetrical.
literally unplayable
0/10 game uninstalling and refunding.
@void stirrup Your ship designs are incredible. But why does [4]Backup have a nuke that it wastes by firing into its own structure? What am I missing here?
the nuke should only fire when the cannon is destroyed, if it fires with the cannon still there sounds like a bug
Nuke crew are assigned to the large cannon and nothing else, so when the cannon gets destroyed, the assignment gets cut and they operate and fire the nuke launcher. Layering weapons like this is far from efficient but should at least make the ship somewhat interesting to fight
huh
.. that.. is ... honestly genius design
It absolutely is!
Would anyone be able to post that spreadsheet again? I've been making my own all this time.
Should be pinned in #ships
Thank you!
now that bigger hyperdrives are here is the avg hyperdrive efficiency % going to be adjusted for each faction? doesn't seem like there's any reason stock ships have to languish at sub-50% efficiencies any more.
Yeah, they'll get updated with larger drives. Larger ships are supposed to have around ~45% efficiency.
Sprocket, we all know how annoying he is
Imperium as a whole needs to use nukes a lot less
thats their whole thing
i feel some ships are stronger than they look, but its a good thing, since its like a lesson to newer players
I think the issue is moreso nukes deal a massive amount of damage proportional to their material and crew cost in addition to having high missile health. Not sure how popular the idea of rebalancing them would be though...
they're balanced enough as is, many players don't realize this, as it's counter is dependent on player knowledge
in other words, nukes can't do shit if you strafe and dodge them well enough
Nukes/Ship Components should be balanced for MP, but Built-In Ships should be built/balanced so they give a good SP Experience. And fighting Ships with a bunch of Nukes is not a fun Experience, if u ask me. Even the smaller Imperium Ships punch way above Their Weight for most inexperienced SP-Players.
I've heard this before and it just doesn't really hold up to scrutiny. It's not hard to do and it's the most effective option yes, but increasingly impractical as your ships become heavier and larger. As the levels get higher, your ship can move as fast as it wants but it's still going to be very large. When you're trying to dodge 20+ nukes you're still going to have an unpleasant time. But still, not impossible, I've done it plenty of times. You can design high level ships that evade even 100% of an Alexander's volleys. And the result? You and the other ship spend the entire time spinning around each other in an endless dizzying circle and chip away at each other over the course of (x) number of minutes. Basically the most boring and nauseating experience this otherwise excellent game has to offer. The most ideal solution to countering nukes is to make the game tedious. That doesn't scream good balance to me.
Your other options are interception, which becomes basically impossible unless half of your ship is flak because after the 5th or 6th nuke they just can't keep up. Or you can turn your entire ship into 90% armor because making Shestopyor 2 is really creatively engaging.
Believe me I'm not innocent, I use nukes all the time, it's just they are like I said, vastly powerful for very little cost in resources or manpower. You can slap a row of them on your ship with almost no effort. Small storage, 2x2 crew quarters, done. Ion beam arrays at least require some creativity and deck guns need a supply chain and a lot of people reloading them. I apologize for all the sarcasm throughout but I think the community is just way too attached to nukes to admit they're flawed.
As for what I would personally do, I don't really know. Their blast radius is pretty massive, that's always one place to start. Their low cost is always another. Maybe PD could prioritize them the most instead of stray shells and HE missiles? I'm not gonna pretend to know the correct answer.
Lore is an excuse for an unpleasant SP experience?
(strafe)
their entire point is being way stronger than you and present a real challenge, most of the time they're easily avoidable and like never appear in the starting system
Yes, there literally ment to be the strongest faction in the game and because the AI is the same, making them harder to fight because of how their built is the only other option
Nothings forcing you to fight them anyways
The only thing I dislike about imperium ships are the ones that are just converted dom ships that can't even keep their engines running, goes against the lore since I think the strongest faction would know how to properly build ships
i used to think the same thing about imperium and nuke ships a few months ago, but i was also playing the game way differently.
i ran fleets of 4-5 ships with 700-800k each, which i think is a common playstyle as you're starting out. the game just isn't balanced for that, i don't think, as it's tough to manage each ship unless you're playing at 1/8 speed.
come my 2nd career playthrough, i focused my credits on 3 ships instead; 1 mining ship and 2 combat ships that i frequently deconstruct and put back together into different loadouts. dodging has gotten much easier because there's less to deal with.
nukes are balanced around mobility, so the big combat ships i made had 100m/s minimum and had reasonable side thrust to let me juke nuke volleys. imperium has never been a problem once i passed the speed check and didn't need to micromanage multiple ships at once
the 210,000cr bounty placed on a renegade pack consisting entirely of 7 xerxes in a 13-15 system, and every pirate in high-level non-imperium systems being hijacked/deserting imperium ships (I wonder why pirates would attempt to hijack ships that wield a portable star launcher better than the literal cult of the fucking sun seriously why are nukes the imperium's thing and not the literal star-worshipper cult do they know how stars work but not how nukes work) :
Idfk lmao
I mean nukes and stars function the complete opposite of one another so maybe that's why? Or maybe because there not a Cult amd thus maybe don't go into stariotpes
does say in the lore page why Cabal uses energy so maybe thats why?
not sure this is "balance" feedback.. but the Omnipresence from the Oct23 design contest winners seems to have part of it's Mine Launcher storage incorrectly setup for ammo
This is proper use of this thread, you also post mistakes here.
@umbral charm
Also yeah this is a correct way to use the thread, at this point it is less so ship balance feedback and moreso a ship mistake and error feedback.
do I really need to explain why it makes no sense then that they wouldn't use something that works entirely by converting matter directly into pure energy
why does it matter, cabal use energy, end of story
racism against Cabal is crazy, Monolith propaganda be wild
anyways lets move this topic back on track
Kestral doesn't have a designer name listed
kestral is made by saris
Every single ship that doesn't have a designer name and isn't kestral needs Cosmopyr written on it, unless I'm missing something.
literally my point lol
Toothpick is also saris and Skirath still doesn't have a name (I mentioned it in the minor problem boogaloo 2)
https://media.discordapp.net/attachments/739172536675467344/1191859146300067940/image.png?ex=65a6f854&is=65948354&hm=0e057d8fc88629b303c8a7642269bad07ae024ddc6184aa46bfd6089d4b14846&=&format=webp&quality=lossless
thornblake seems really overpowered for being a 4 it should be a 5 i mean like it has 4 heavily armored lasers with another 4 disruptors and then 8 cannons i could not beat this ship but i could beat every other bounty that i did this ship killed me like 6 times from reloading the save and approaching it differently im either a bad builder or this just needs to be a 5 or 6
thornlark* but just by looking it does seem a bit op for its price (i aint a career expert tho)
Do you have a screenshot or save file of it as a 4? It's supposed to be a 6.
Ictinia doesn't have access to its bottom airlock
what a genius desing
why not just place a door?
alr nvm it was a 6 guess i was just a bad builder
Crew bunks' limitations, hello?
To be fair just rotating it would fix it.
is Witness meant to spawn with sulphur and iron?
WITNESS
I assume it must be intentional though I couldn't guess as to why. I could bring it up but it doesn't seem that important.
the better placement would be one either side next to the fire extinguishers ... then armour up the middle, and shift the wedges
average mod player
you know classic exists?
i know this is ancient but i just wanted to say I agree with bash, but i probably still wouldn't change anything. My experience playing campaign with inexperienced players was: 1) We built ships for fun and amusement.
2) we entered an imperium system without really understanding the difference.
3) we collectively took massive losses and then what happened was the entire group did a massive 'lean forward in chair' to build ships which were nuke resilient and started actually playing the game.
did it give all my friends design ptsd to the point where they build their ships explicitly to defend against nukes first? yes. Are all our ships way better because of this mentality? yes.
If I were to change anything for nukes balancing id give them an extra nerf outside/on top of of the 30% for ensign level or have a nerf nukes toggle. but I wouldnt change how the npcs are designed just because at some point you have to learn how to deal with nukes. You always have the option of avoiding imperium systems to mitigate this issue also.
The [10]Loomer is a Fringe ship that has the Cr cost ($444,734) of a tier 10, and the crew size (44) of a tier 7-8, yet it can't beat any tier 7 ship except for the railship [7]Silencer and its crew of 20.
Its default targeting distance doesn't even try to take advantage of the railgun range, but that hardly matters when its max reverse speed is under 27 m/s.
Its frontal defense is weak. The sulfur and and ammo storage is in the front instead of the rear.
The closest source of energy is an inefficiently placed capacitor that is so far towards the front that a 50% firing uptime is ambitious.
The armor is primarily 1x1 blocks instead of 2x1.
It has zero airlocks.
It's not remotely close to hanging with the tier 10 ships.
From piercebuster
By arranging the internals and crew roles & assignments, I was able to increase the Loomer's combat effectiveness by a good margin. Crew replenishes shields faster and reloads much faster, reloading approximately 40% faster than original in 1v1 invulnerable-sandbox testing. Kept the style and crew size the same. You're welcome to use it for the game. I still recommend lowering its tier.
Image
It's funny you bring up Loomer now because it and Arbalest are actually getting completely overhauled internal logistics in the next patch that updates built-ins.
The new version is staying at tier 10, but its cost is also padded out to reach the top of the tier. With those extra credits and some optimizations it has improved rail sustain, the new hyperdrive, sensors, and enough reverse thrust to hit 80m/s.
Yours is actually beating it consistently, so clearly more fixes are needed. 😅
ow wow, didnt knew, that the Loomer had no Capacitors to supply the Rail gun. damn
I wonder, would Cosmopyr be fine with their ships getting reworked?
Impossible to say since they disappeared and left no way to contact them. The matter got brought up before Walt and the other architects and there weren't any objections to the reworks, so I went ahead with them. If they came back and requested their ships be reverted I wouldn't object to that, but somehow I doubt that's likely.
rufescent doesnt use resources in the middle
One of the ongoing problems is ships bound to areas, so they turn round and wave the tender rear ends at you. There's some ships that are really annoying to kill if they're facing you but just about anything will blow up their reactor+command once they turn round. Might be useful to add even a token bit of rear armour to some of them, especially the Monolith Aspis and Mercygiver Fringe Hydra and thornlark (also but not as bad Hellfire). Metalhopper with the exhaust vent I'm pretty sure is meant to be that way.
Especially against railguns, those ships are annoying right up until they spin round and their shields+flak stop being useful
Tureis Subortus seems very weak for its price, as it can be beaten by a lot of ships less costly than it. Even Icarus can beat it, and thats barely more than half its price (650,000/1200,000)
Known issue #1023036219040464906 message
Silly saris
Why are these two blocks painted
Why not?
a triangle corner fade is rotated incorrectly on the back of the hyperjump relay (on the small circle on the back), left is current, right is what it should (probably) look like (I'm refunding the game and taking Walt to court)
edit: after looking at the screenshot I realised the triangle fade above it has the same issue, it's just hard to see so I didn't notice it and edit it on the right
the other sections dont have the same paint in that spot (see the sections below it)
Huge flaw in thyreos, crew quarter being destroyed at the front can make the whole ship unoperable via crew reassignement
Crew quarters being tied to a crew's continued existence always felt like a flaw in general to me. They just kind of disappear, it's a bit silly.
No? That’s not how that works lol
🤷♂️ I've had crew quarters in the back of ship hit with missiles or something and dudes manning something at the front just blink out of existence, or maybe I'm just missing something.
literally unplayable, there's a 2x1 armor sticking out asymmetrically off the 4 directions (large arm depot)
I may be stupid but... I can't tell the difference
draw a red circle
unplayable
I agree this problem exists. However, I think this should be solved by changing the ship AI, not the design.
the paint at the tip is not to the same on each side
The asym paint gives it an unfair advantage
Built-in Feedback and Misc Errors
Finally, the channel has truly become what it was supposed to be.
[Hyperdrive Probl3ms]
Imperium
Atropos (Imperium Combat) (Door)
Cant warp because front Small Hyperdrive is missing a door (Door forgot to add a door xd)
Front Nuke modules don't have acces to Airlocks (not a hyperdrive problem lol)
Voluntas (Imperium Combat) (Oneye)
Can't warp because rear Reactor isn't assigned to two Small Hyperdrives, and the front Reactors are not assigned to the very front Small Hyperdrives
Qin Shi Huang (Imperium Combat) (Vilda)
Can't warp because front Reactors are not assigned to Medium Hyperdrives
(Also Nighthawk takes literal ages to warp)
Fringe
Clockwork (Fringe Combat) (Door)
Cant warp because LR in not assigned to SH
Monarch (Fringe Combat) (Oneye)
Can't warp because LR are not assigned to the SH
Hecatoncheires (Fringe Combat) (Door)
Two SH are missing LR assignments
Valira's Pride (Fringe Combat) (Oneye)
Middle LR isn't assigned to two SH
Stacccato (Fringe Combat) (Oneye)
Reactors are not assigned to the Hyperdrives
Splinetooth (Fringe Combat) (Door)
Reactor not assigned to Hyperdrive
Drsperado (Fringe Combat) (Vilda)
Neither of the Reactors are assigned to the Hyperdrive
(of course Fringe has the most issues lmao)
Monolith
Mercygiver (Monolith Combat) (Door)
Neither Reactor nor Capacitor are assigned to inner SH
Cabal
Atlas (Cabal Combat) (Avokado)
Hyperdrives missing doors (Jesus, this thing can't warp any farther than 2km, add more Hyperdrives!!!)
Vela (Cabal Combat) (Saris)
Crew has a priority of 0 for Hyperdrives lmao
Totall Warping Issues
Fringe = 7
Imperium = 3
Cabal = 2
Monolith = 1
None of the civilian ships had any issues btw
Thanks a lot for doing this! These'll get fixed.
Minor armor weaving issue on Onslaught
Unplayable
deleting the game rn
I can't take it
I’m retired from cosmoteer now
I'm changing my positive steam review to be negative.
@modern imp It was a jokeeeee I'm not gonna actually leave a negative review ;~;
whilst within your right to do so, leaving a message like this without any explanation is a little .. jarring?
I'm interested to hear your thoughts on why?
what's sarcasm?
- @modern imp
https://discord.com/channels/314103695568666625/1239201061630378046
"The Eos (Difficulty 13) has its prisms not set"
also why is slowmode 6 hours thats annoying, but its alright
When moving, one of Auriga's (Cabal Combat) (Vilda) output prisms sometimes clips the side of the barrel
Ah, floating point errors my beloved.
Imagine your ship is so optimised floating point error starts being an issue
That genuinely happens sometimes believe it or not.
The DC ship "Crusher" has exactly one reactor, and it's assigned to every power-accepting part on the ship. Might as well just remove the assignments to prevent obligatory edit confusion.
I've noticed that most of the built-in ships, stations, and defense platforms have misrotated walkways, probably since certain walkway orientations being advantageous was not known until quite recently
Here's an exhaustive list for cabal in plain text, and a saved game with the entire faction placed down and sorted
😵💫
We need a "literally unplayable" emote to react with so that we don't flood the chat

literally unchatable
You could argue that it is a micro optimization
Not wanting to diminish your efforts, but such micro-optimizations doesn't really matter for built-in ships. Of course, they need to be good, but not necessarily almost ideal as pvp ships.
I agree, I guess I overestimate how much players look at built-ins for detailed logistical advice
Of course peoples does, when advices drop "look at build-ins" is one of first few suggestions. But when such a minor and unintuitive thing walkways directions are is on the table, i'd exepct anyone to either assume it's a mistake or just ignore it and let it goes unnoticed.
Including me, Saris and a few other players, all long thought that any walkways orientations in "corners" had the same result as the difference is not even noticeable by eyes
Why is this poor built-in feedback chat being used for completely different purposes all the times? Not even the 6 hour delay works it seems :[
arbalest what happened to your tb?
(preview version)
Tracklist of things I need to fix. Fixed things will still take some time to be implemented by Walt
- Bulka Freighta Thrusters
- Executor fight angle and hyperdrive update + Flavor Text
Imperial Domination ships completely overhauled + FT
- Cooperhawk
- Rain Crow
- Sharpshinned
- In my defense, I had wrongly assumed ships made by a domination expert would have logistics that supported more than sprinting at an opponent then losing the ability to move. I suppose that's optimal in domination though, huh. Anyway they should also look both nicer and much more Imperial, hopefully less soulless.
-
Kestral given designer name + FT -
Minor Hauler Thrust additions
-
Large Monolith Arms Depot 1 armor asymmetry -
Large Monolith Trade Station 1 two wrongly painted blocks -
Med Monolith Trade Station 1 asymmetry -
Rufescent overhaul + FT -
Toothpick given designer name + FT -
Tureis Subortus redesign
-
Vela hyperdrive access
-
Walkway differences
- I will be ignoring Antithesis' exhaustive work concerning walkway differences, as they represent outrageously miniscule changes and I don't like the idea of there being walkways that slam crew into walls. Even if this incentivizes paying attention and jumping off sooner for the crew, ships with this design flaw will be unable to retain members and quickly be abandoned if not fixed
- If there's any actual walkway issues, like facing the complete opposite direction as intended, please do continue to notify 😄
Thanks again everyone for responding to this thread! Feel free to continue responding and pointing out things that need addressing! Your efforts are invaluable
following the lateral thrust changes, minor hauler gets stuck trying to leave stations (weird movement in the quick save, has been doing that for a long time before the save). While the gimmick of ramming stations is funny (keep it in if possible), it not being able to maneuver properly is an issue.
Can you help me recall what specific lateral thrust change you speak of?
the removal of lateral thrust
Cosmoteer update 0.26.1 is now available! This update contains dozens of performance optimizations that combined should significantly improve performance in almost all situations and especially for late-game Career saves. Many testers are seeing a 2x or even better improvement in framerates. We are also hoping that this patch will improve overal...
Thank you Toothless
Found an error in Redline (Cabal combat ship) where the main reverse thrusters are not connected to any power source.
@carmine citrus Chop chop you have work to do.
Control rooms provide power right- 😆
(Fringe combat) Sprocket has no airlock
"after a completely redesign" -> "after a complete redesign"
I think 'battlefields from enemies' -> 'battlefields of enemies' is also necessary @carmine citrus
Or alternatively 'clearing battlefields from' -> 'taking battlefields from'
🔥
I noticed that too, but I felt like it was too snobish to point out even for me, after all it's a very Russian grammar mistake to make.
I noticed a tiny error, and felt like this was the appropriate place to mention it so it could be fixed and never thought of again. after all, my autistic traits dont comprehend such assistance as snobbish.
Pointing out your misspelling of snobish here however would be snobbish. I dont understand why you felt the need to send this message. Did my comment upset somebody somehow?
I can't believe it, my bait of intentionally misspelling snobbish ACTUALLY WORKED
Nah don't worry, I'm not upset.
And this really isn't the place to talk about this.
besra missing an H.E missile storage spot
im refunding
literally unplayable
I personally asked Redstone to remove the user slowdown but will ask him to put it back should it prove necessary
I contacted Door on the dev discord directly concerning Besra, thank you Zethine
Time is just a flat circle revolving around taking down and re-adding of slowdown in this thread.
It always has been
dear everyone: for future reference adding "random funny" comments are not useful and just makes the channel more clogged (and i'm also part of the problem)
I agree with the last sentence.
@spice fossil please put in whatever you feel appropriate
one hour is exessive but works, i believe it was just people flocking to comment based on the change
i question whether a dedicated forum channel would be better for this channel
We commented how good slowmode's abscence was so many times that they had to add it back in.
Cobra Effect in action.
nooooooo
lol
-# Time remaining: -1 day, -5 hours, -2 minutes and -39 seconds
The crew on the new built-in Opponent of Commerce seem unable to load the flak gun, and eventually the operators left because they never received ammo
it's a missed supply line btw
i was wondering what that was actually
I think it would just be better if the storage was split 50/50 by a 2x3 storage.
Beluga's reactors aren't assigned to some thrusters and the disrupters. These crew are also missing assignments.
Longspear has a walkway facing the wrong direction.
0/10 unplayable
Unplayable, time to uninstall Cosmoteer: Starship Architect & Commander
Completely outrageous
sigh don't ya'll feel like this joke is getting a tad overplayed? We get it, tiny misoptimization = bad and eat the architects or something.
Pogoo, new ship by Hatter, awesome lil' bugger but the thruster can't be accessed.
this is literally unplayable
refunding rn
Stop.
yeah for real, I think we've burned the joke way too much and it became unfunny.
something actually helpful to say would be
to avoid issues on a ship , try to double or even triple check your design. It's not fun to notice an error long after the ship was added in , so being double sure your design is complete before you send it off to Walt or the steam workshop would mean less mistakes as long as you thoroughly check your ships for flaws or errors
would be helpful for a pinned message about joke posting
also hi cap
you better not increase the slowmode for nothing
I'd be happy to give all ships a once-over before they're added into the game, though that very well might be an inconvenience for architects' workflow. I guess just DM me ships if you're interested in being double-checked?
The existing pin mentions to keep light on discussion, which should already discourage joke posting since it contributes basically nothing to the conversation. If "literally unplayable" jokes become too much of a problem, then I'll add a new pin, or ask 0neye to put an addendum on theirs.
that reminds me, i have a list of ships that might have problums, but i need to recheck them to see if they still have them
do they even test them 😭
This reminds me, I fought a Pogoo in a blue nebula and while it initiated the fight fine (in fact kinda smartly since it went into the nebula, then flew back towards me and caught me off guard) as soon as i destroyed the armour in front of the cockpit, it started spinning rapidly and just wouldn't stop, even though it looked like it could have easily righted itself.
Yeah I think it would be very cool to have you as a sort of quality control. You're very cautious and I respect that 👍
Alrighty, i have finished systematicly checking all the ships ingame, this is part one of 3 (becase i can only upload 10 files at a time),
Bottom Feeder: has no fire extinguishers, recomend replaceing structure with one.
Bulk transport: has no fire extinguishers, recomend replaceing structure with them.
Crankshaft: mine launchers cannot be accsessed from outside, needs a airlock.
Eos: fire extinguishers cannot be accsessed due to missing doors.
Fanged fighter: has no fire extinguishers, recomend replaceing structure with one.
Margold: has no fire extinguishers, recomend replaceing coridor with one, and moveing the doors.
Mercygiver: EMP launchers cannot be accsessed from outside, needs airlocks.
Alexander: armor is presumeibly not suposed to be like that, recomend replaceing with armor structure wedge.
Atas Freighter: missing doors to storage.
Blacksmith: unfilled holes that have paint underneath, might be a nitpick.
can someone turn the slow mode off tempearaly?
90% of your complaints are intentional and just small nitpicks with design. storages/missiles not having doors is likely intentional as they work fine like that
Part 2/3
Qin Shi Huang: random door that goes nowere.
Sainted Pyre: random door that goes nowere.
Skirath: no fire extinguishers, could swap the lights and coridor and put fire extinguishers there. architect name is also missing.
Small HE missile platform (imperium): missing armor slope (mostlikely from when airlocks needed to be outside the ship i think).
Sprocket: missing airlock,
Minor transport: no fire extinguishers, could swap armor and airlocks, then replace coridor with fire extinguishers.
Odysseus: nukes cannot be accsessed from outside, needs airlocks.
Peccadillo: no fire extinguisher, could swap airlock with coridor, and put extinguisher were it was.
Phaethon: left and right sides do not have airlocks only the middle does.
Pinion: no fire extinguisher, could put one were armor is.
(yes j_yuuki i know its a bit nitpicky, but its annoying)
final one.
Tureis Subortus: fire extinguisher cannot be acsessed
Thunderbird has an extra door between 2 shields, ik its tiny, but as soon as i saw it i had to
sprocket got no hatches
interdictor paint asymmetry, literally unplayable refunding now, there you go now people don't have to spam
Odysseus is missing airlocks on the top shield modules. (this may have already been noted by admral_grant finding the missing airlocks on the nukes)
again this is likely intended as it works fine without them
Please do not make assumptions about things you're not an expert in. Please stay on topic and only comment on ship flaws, not responding to others pointing out ship flaws.
For reference J_Yuuki, onboard ships all sections (excluding isolated corridors) are supposed to be accessible to crew via airlock, so it is an issue in need of attention on Odysseus and Sprocket.
Thank you ConcreteFan, I'll notify Door. Thank you Dukevonart, I'll notify Quiximo. 💙
i missed the ones on the sheilds, nice job spotting that
The EMP modules on Project Mjolner (monolith) are functional, but disconnected from the rest of the ship/airlocks.
I'm not sure if this is intentional, or an error in Small Cabal Trade Station's II paint.
Please point it out more clearly. If you mean the gap between lines made of dark purple instead of red, then that is a result of necessity. I invite you to try and address it, as I unfortunately failed to.
I’ll sure do! And thank you :)
This works doesn't it?
no emp storage tiles on beautiful in name only, i don't think saris intended it to have alpha emp
Cassiopeia and eclipse are pretty much the same ship. They have almost identical weapons too, with eclipse only having six more emp missiles
More important question is what the hell is up with these tiles. Is it some user-specific bug or what?
(there is a mod that adds decals with the same name as some built in decals so they became weird https://discord.com/channels/314103695568666625/1270479114826023104)
They still look so cool
Eclipse is more tanky and has more EMP's fine in my Book
A noticeable portion of Hellfire's HE requires crew to fly out from the bottom of the ship to man them, which as far as i know should not be done on built-in ships
skirath has no listed author
Yeah eclipse is just cossiopeia upgraded
Kestral is named Kestrel in the description.
Umbrage, both sides: missing door between ammo and flak
some other ships probably also need ammo/crew swapped for flak after the flak rebalance
Missing doors on crew bunks, umbrage
Firesteel's disruptor is set to Hold Fire for... some reason
Jackdaw doesn't have airlock access to the nuke storages on either side.
actually pretty noticeably bad here: Wayward's operators need to use airlocks to man half the ship which makes it a significantly weaker opponent than it should be
Zweihander is missing the blue paint between the nukes on one side
also, Opponent of Commerce's storage still hasn't been fixed so its flak doesn't work
the chainguns on harpy are inaccessible from the outside (missing airlocks)
Saladin has 2 extra doors on the right side front shields, and an extra ion prism,
(can we get the slow mode cut in half to make it less painful?)
Door is potentially there to account for crew congestion I guess.
And since when is having an extra ion prism, most likely for a more appealing core, an "error"??
Or an extra door at that matter.
The prism is only on one side and clearly a leftover from when it was being figured out
Nemesis has a paint issue on the newly added storage
Oh nevermind he was talking about the asymmetric one, my bad.
The doors point still applies though. Not the end of the world to have an extra one, plus it can help for crew congestion.
Ba'al is missing doors on the upper emp launcher section to allow crew access to launcher beyond the first.
Random positive feedback but the Zweihander is really cool even if it's not particularly hard to beat. We need more looooong battleship looking ships purely for the fun aesthetics.
Alsephina has armor on the right side and corridors on the left; may not be intentional
Pretty sure that's for weight balancing.
a lot of ships has this, id guess its for cost ore then weight balance
Prime example is Daedalus, it has corridor on the other side because it really does not need armour there. Decorative corridor gud, it's cheap and it has nice texture.
Good to know and that's smart. Thank you for the explanation and apologies for the false issue
med monolith trade II has a 4-sided symmetrical mistake
i see no difference
A dark gray wedge is missing, check the ones closer to the center
Something something literally unplayable, anyways good catch corpo.
The pictured crew quarters has an additional squad order on the left side of Stella Matutina
1. Ecclesiarch
2. Not relevant
3. The new Cabal trade ship added in 0.27.1 gets stuck on stations with extreme frequency.
Especially the fringe stations which have lots of junk for the spire at the front of the Ecclesiarch to get stuck on. Because the ship uses the big modular thruster and doesn't have enough lateral thrust the pathfinding just rams them into the station and takes them for a ride. I've had to tractor 6/7 of them off stations. It's annoying to have to tractor them off and fix it because all the other trade ships keep chasing the station and can't complete their own trades.
Edit: updating the count of times this ship has caused problems
(Monolith) Mercygiver inner area with EMP missles is unreachable.
More positive feedback, the Revenant is definitely one of the most attractive and functional-looking ships in the game. Extremely good shape, extremely good paint, and really feels like an actual spaceship you might see in another scifi movie or game. Really love it. Design-wise, while it does have the added structure to keep ships away, it's way more subtle about it than many other ships (I won't name any, but I'm not fond of ships with giant tennis rackets attached to them) so it really keeps it functional-looking.
Honestly, a Fringe ship that has an as-you-described-it ''tennis racket'' attached to it looks far more functional than an attached artpiece in my opinion. It's like when tanks have scrap metal attached to them by the crew themselves.
With that said I agree with you, Revenant is awesome.
iota is missing a fire extinguisher even though theres space for it and it wont change the paint
The Monolith ship Guardian has no weaving armor
Missing supply chains on Beluga means these thrusters will never get resupplied
intentional i believe, to make it a bit easier, however im not certain
some typos in Ice Cutter's text: "formidable" has only one B, it should read "a forgotten era" instead of just "of forgotten era", and "six-eyed sharks" instead of "six-eyes sharks"
on a more positive note Ice Cutter is also an absolutely fire ship and probably one of my favourites, it is, as the description says, really impressive
(I need more sleep) Already fixed, should be in the next update.
You don't need more sleep you need a better English teacher.
why not both
its better then my spelling
bottom HE-Missile Module, Operators leave the Missile Launcher which probably is not wanted most likely to reload CG's.
Details: This Fringe ship is Master of None
name: minor hauler
activity: on discord
problem: from a glance, compared to the other monolith ships, it appears to be unfinished due to large "flat" plates across the front and back, with minimal paint complexity on the white but looking similar to the other haulers on the non-white which makes it look not very good in comparison
Came here just to say, the Ecclesiarch is still very much a menace. It literally abducts stations EVERY time it docks with one. My friend and I had to push a station back to where it was several times.
Every time
the new ship Degenbrecher is missing ammo on tiles
The missing blue paint on one side of Zweihander's nukes hasn't been fixed
Sol Absentia paint asymmetry
This ship, with its forward spike and lack of intelligence keeps getting hooked on this space station and spinning it right round baby right round like a record baby right round round round....
the net effect is that if you are trying to trade with the station your workers can't ever enter it resulting in a deadlock situation. I had to resort to tractor beams to pull it out of its own stupid spin cycle.
An updated Ecclesiarch has been scheduled to be added to the game for the next update
this crew quarters on arbalest is missing a door, on both sides
could be a modded thing (I severely doubt it), but Degenbrecher does not have any ammo tiles on its rightmost side.
Degenbrecher's AI also seems a bit odd, it frequently stops in place entirely, i think it might be the AI trying to make slight adjustments that aren't really feasible with the MRT-only forward thrust
bit of a feed back thing for stations, currently there are several stations that due to thruster placement, cannot rotate in the slightest,
these are: Small Cabal Arms Depot, Small Cabal Trade Station, Small Imperium Arms Depot, Large Imperium Arms Depot, Large Imperium Trade Station, Med Monolith Trade Station II, Med Monolith Arms Depot, Large Monolith Arms Depot, and Med Fringe Trade Station.
i would also include: Small Fringe Trade Station, and Ghost Hardware, mostly because while they can technically rotate, it is only in one direction
name: guardian
activity: creative
problem: not symmetrical
Unplayable
where
ammo factory
also the sensor technicly
i forgot this has a 1 hour cooldown
the factories, one the ammo is besid ethe flack, other the sulfur is
it looks symmetrical to me
look at the circles
It helps that they're some of the worst doodled circles of all time and don't even outline the thing that well.
yeah nvm i see it now, god thats irritating
avg helpful on topic nick comment
i mean, hes not wrong, the one on the left looks like a liver
is the EMP missile crew in the rear of the Auriga meant to be sealed inside with absolutely no doors or airlocks out?
probibly not, nice catch
I'm impressed at the tiny things that you people are able to spot 👍
I actually found it because I spawned it in creative mode and told the crew to empty all the EMP missiles out which they... had some trouble attempting. I was only doing that mainly because the level system still uses the very archaic standard of not counting ammo towards the ship's budget even though every other system in the game does, so sometimes a ship has a weird budget compared to other ships of its level and it's not always clear why or how large the discrepancy is until you literally go in and do stuff like this...
Yeah I've known about the ammo budget system for years now and even suggested many times to have resources not count in design contests, in many cases successfully, giving everyone extra money to work with :>
It's definitely the best of the ge's "inconveniences."
Also stop being a goofball, just select every storage, weapon, factory, hyperdrive, ANYTHING that contains resources and self-destruct it, then repair the ship and press "reset crew button." Why are you complicating your life :>
wait, isn't there a shortcut to spawn ships with empty storages? air keeps mentioning that
Yes, hold ~ while spawning ship
that'il help
I believe Staccato may be mistiered. It costs about as much as Hydra and Poor Yorick, around the 650k range, but it is a full tier above both of those ships. Not only that but it is far smaller than the next smallest ships in its tier, Hereafter and Deathrito, which are in the upper half of the 700ks. I think it should be moved down a tier.
Qin Shi Huang is missing a door to allow access to the bottom most air lock and fire extinguisher on both sides.
edit* maybe 2 doors as that bottom airlock is the only one for the bottom chaingun and the bottom 4 nuke launchers
Came here to report the same thing, rightmost line of ammo storages don't have ammo designated.
Ship is Degenbrecher
was fixed in a stream i think, but most likely will be updated next update
Small monolith trade station II has crew leave the hyperdrive beacon when task saturated from trading
Small fringe trade station has its cannon ammo on the small laser side in the wrong storage
Nemesis has a tendency to steal other ships. Suggestion: Put a little structure to deflect ships
@karmic verge Excellent work on the Praefectus. Besides looking cool it has a lot of different design stuff going on that I've been trying to do myself, makes me a bit jealous (in a good way).
Despite the description of Ani stating that it rams ships, it actually doesn't have a ram attack default.
(From the Built-in lore)
Ani
"It slammed against their ship and there was nothing we could do! We couldn't dislodge it before the chaingun started firing!"
—Monolith Cooperative chatter
This is intentional because ramming is less commonly added to ships (at least mine specifically) anymore due to the complaints it creates, and for Ani specifically it would prevent the disruptors from helping break shields.
Flavor text should not be taken literally in every case (the ship can't lodge its spikes into opponents anyway) but thank you for reporting.
Most trade stations that use manipulator beams accidentally unman their hyperdrive beacons or lose CR power when trading in high volumes, caused by the common "Jack of all Trades" role having a higher priority to both supply batteries to and operate manipulator beams than to operate or supply both hyperdrive beacons and specifically to supply control rooms (image 1)
The role appears to use default priorities for all the newer parts so i suspect it happened when resource collectors first became manipulator beam emitters
They also don't like tritanium for some reason (image 2)
CR drain is only seen in the largest stations where trade volumes can be large enough to last longer than the CR can go without batteries
Is this also why Paladin/Twinshot no longer has the ramming attack default? I remember them being incredibly strong because of it.
what are these prisms for on the odysseus?
redirection for some upper ions i thnik
Fire all emitters first when you're asking yourself why a prism is there and another isn't
ah right
sorry
Imperium hyper beacon by Hatter have problems with crew leaving the beacon
Ice Cutter orbits to far away
Positive feedback: Holy shit all the new builtins are awesome. I love that there's a new Fringe station, and wow Vilda must be tired after making two cruisers that kick ass, a station, many crew transports for 3 of the factions, a lot of new ship lore and paint updates, and a large trade station! Saris' new Cabal crew transports kick ass, flashiest and most impressive of the new crew transport ships, with the second flashiest probably also being Saris' Imperial crew transports. And it is lovely to see 0neye making an architect ship again with the very creative Bulkhead which also seems to work exactly as intended. The new Monolith combat ships are all great, nice to see more TBs among the builtins. I especially love Attractor, it feels so much like a "tractor beam tutorial enemy", like the tractor beam version of Axlerod.
tl;dr ships gud
The new cabal transports remind me a bit of the glowing jellyfish, I think they are beautiful!
But tbh there isn't a single ship I dislike (except maybe for the trailblazer because it uses the name of a ship name I planned on adding to one of my own mods so I now have to rename so no biggy
)
Also I think crew transports is a really good idea, I kinda wish I had come up with the concept myself lol
HOLY SHIT that's a station !
I love when stations go over the size limit, it's impressive to see a station dwarf your ships and not the opposite !
Huge trade stations when ? 
Edit : I love the simpler details on huge ships. I think the LMTStation 2 looks way more impressive than the LMTStation 1 (this one looks a bit flimsy, despite being almost as large as the 2). Just seeing these humongous armour plates... could almost make me blush- x3.
Wow, seems I missed quite a few things when I was streaming the new stuff in excelsior, beautiful work from y'all :p
I too love the feeling of seeing these massive trade stations, not just because of aesthetics (though that's the biggest reason) but because it makes the station rescue missions in late game systems more playable - depending on what pirates spawn it can be impossible to even get to the station before it gets destroyed if you go under 100 m/s.
The crew transports are also amazing, thank you thank you thank you. This will make getting crew in career co-ops so much less painful, y'all are awesome <3
Botaurus - Saris
The ship is unable to warp because the reactor is not assigned to the Hyperdrive
Bulkhead - Oneye
The shis can't warp due to the LR not being assigned to two of the Hyperdrives in the DC section
Sprocket has no airlocks, so it cannot be taken over
i think i posted that like a year ago, and still no change....
Check who made sprocket and it will be clear as ice
well its obviusly door, the only clock work fringe he didint make was shredder, and mabey ba'al
quickdraw has no armor weave
There is a hole Weaving Science behind it, it all depends on Width. With weave u might have better Protection against Rails and Ions in the Middle, but u increase also the Amount of 1x1 and if u consider that u are moving and mostly not receive Damage at the same Place that this might be better in most Cases.
makes sense
@karmic verge , i was wondering why these gather in mass at Hyper Relais. now i know 
I know this is neither feedback nor errors, but I have a question.
First of all, why was this channel unpinned? I have a very hard time finding it and I think it should be returned.
Second, I really wonder, will any of the really old and ''outdated'' (firepower-wise moreso than paint-wise) like the ones made by Hatter and 0neye ever be remade? Since practically every other built-in that Vilda or Saris had made have already been reworked time and time again.
[ @bold jolt @weak wasp Really sorry for bothering by the way, thought it was a worthwhile question asking ]
I came here to say that
Atlas has a lack of airlocks and still has some beds without doors
but while I'm here, the reason is that you can't pin more than one thread and there is a link in the pinned thread near the top of the post
Dschubba's operators are closer to the weapons than the suppliers, they could be swapped with the operators to get better performances
(not necessarly an error)
Forget if I saw this reported but Sol Renatus's prisms are misaligned so it can't fire at all
This is actually a very rare bug that affects every built-in AI with prisms, to my knowledge no one has managed to track down the cause yet
Happens once every Career Run to me, so relative rare. I assume the AI targets with all Prisims and then it happens 🤔
I've never seen this occur, very bizzare how prism locking breaks down. Ever happens with CG?
What the hell is that hyperdrive on sol invictus (get two meds in the center, gain 10% hyperdrive efficency for free)
Old ships lol
One of the major built in rules is that ships shan't require crew moving around to work. By this principle Hellfire and Sol Invictus, maybe other ships too, require a rework.
Wayward is one of thos ships I thnik
Arbalest's Tractor Beams are not supplied by the Large Reactors
either missing door or incorrectly configured walkway on Roko's Vengeance (crew have to walk against a moving walkway to get into the reactor)
Something something unplayable.
I wonder do these suggestions even get read anymore? I hope they do :>

quixotic has found a paint issue with the houses of io ship asmodeus
it's the unpainted borders on the top pillars near the 2 raised tcms
Agares very quickly blows up its own frontal small cannons due to insufficient heat exchangers.
Revised Agares' logistics to remove self immolation, thanks for reporting
Marduk has a similar problem with its cannon wings. Lots of fires, not so much firing.
i think one of Ayn's bunks probably should be an operator bunk, cause otherwise most of the time it ends up unable to fight due to all the crew being on the wrong side
Savnock has a meaningless storage,maybe add air valve?
these storages are going to be used for a future-implemented mission
seir, vual, kale, avnas lack reverse thrust (havent checked all the ships but i sorted from cheapest and i doubt big ships will have the same error) ( @karmic verge all yours im afraid)
a [4] Coracacco Station and a [5] pioneer can merge/stuck themselves.
All of those are small enough to not need it
@knotty oyster stations have procedurally generated names, so you need to post a screenshot of the station for us to understand which you're talking about
it also needs airlocks on the cannons
as i was about to take a sceen it free'd itself bcs another ship knocked the station XD
Hey ggive saris some credits he's building docking ports before they are even a thing!!!
Monolith combat ship "Throne" has these two Fire Extinguishers as marked, either are extra or need to be moved/rotated
|| @karmic verge ping for good measure lmao ||
intended. monolith tax writeoff
Just in case these got buried in the release candidate thread:
- Nothing on the Vual is overclocked.
- The Leraje has no fire extinguishers anywhere in the ship
- The Berith has no ability to replenish heat in 4 of its 6 heat missile launchers
- The Savnock has almost no airlocks (though that might be intentional)
- The Nidhogg has no hyperdrive.
- The Asmodeus has no airlocks at all.
- Vual addressed already
- Berith used to use EMPs and got converted, but then I forgor to change it
- Niddhog addressed already
I'll send this to the dev server for the ships that aren't mine. Thanks a bunch for notifying things!
That should be fixed in the new RC
Damocles (Imperium) is missing crew access to front thrust section
Tiny Ionian Arms Depot (Io): Not sure if this is intended but these four laser blasters aren´t OCed
Ahh, those used to be disruptors but it interupted the structure too much so I switched em back and forgot to overclock em. Nice catch, will fix 💙
the medium ionian arms depot doesn't connect the railgun heat pipes to any vents, so after a few volleys the railguns meltdown. It looks like this is intentional, and i guess it's rare this station would be firing it's railguns, but it seems a little shortsighted
Saleos has insufficient heat exchangers to its rear small thrusters
the oc small thruster heat nerf and its consequences on society
happened with pd too
@karmic verge Is this ship meant to burn up? https://youtu.be/uPArw6qo-ZU?t=821
Find Part 2 here: https://youtube.com/live/CeplbfqZ780?feature=share
If you haven’t subscribed yet, feel free to subscribe! Only subscribe if you enjoy my content if not, that’s totally fine. Come back anytime, whether it’s once a week or once a month, and check out the latest content!
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https://www.youtu...
Nah that's one of the earliest ones I've made, I'll upload a fix
Used to run itself completely dry and didn't have nearly enough energy sustain to burn itself
The Voluntas' nukes hit the sides of the ship even when completely still.
This design is modified to fit with Meltdown, but the nukes have been unchanged.
Oh right the changed drag also affected launcher projectiles
Ruined my nuke tunnelers :(
Ship: Vual
Noticed while in career that the Vual's cannon lights itself on fire after firing a couple of volleys.
This is within acceptable limits because it won't burn itself to death
okie 👍
heyyo @Velda
Alsephina has corridor instead of armor on its outer left.
reminds me, the imperium jump beacon does not work due to crew not manning it
i missing schematics but u get the point
Huh, wiki is outdated for this ship
I'd assume that's because of the front armor being leftsided. The armor on the right is heavier, helping with balance.
Imperium Hyper-Jump Beacon frequently loses its hyperdrive beacon operators due to its hyperdrive beacon operate priority being lower than its sensor supply priority
One of the bunks is also set to the "Ammo Supplier" role for some reason, changing it to the "Grunt" role doesn't fix the beacon downtime, just a random secondary error
heat exchangers on Aitne not effectively dealing with the heat
critical error - duplicate wreckages
I'm pretty sure these are two different pieces with their damage values, so it's not an issue.
according to their previews, that's incorrect, they're exactly the same
@noble knot pls post the ship issue u found here
This is Io faction Asmodeus ship. I noticed it never has power delivered to its huge thrusters on the tips of the wings (4 total). The reason seems to be that supply of batteries is set up to never supply them. I also tested this in practice on a longer drive - the engines weren't ever supplied.
Atlas's EMP rocket hit the own ship when fyling slow
Shax has 4 fire extinguishers but only the energy supply crew furthest from them could actually use them due to assignments.
The Barbatos only has enough heat dissipation and storage for about 8 seconds of firing as measured by stopwatch. Afterwards it is only able to fire a single heatbeam and that intermittantly
It has 2 * (600 + 4 * 200 + 48 * 200) = 22k heat per second emitted firing its TRLs, has 130k storage and 11k heat dissipation so even if it had no other heat makers it would stall fast
A Callisto kills it pretty handilly, as will any player ship
Doubling its Radiators will both prevent stall (and thus not look buggy) and make it threatening
Ah, even with this it runs out of power after 15 seconds... (twice as long!)
I think this concept may need to go up a weight class 🤔
Medium reactors+overclocked capacitors seems to do the trick. Kills a Monolith Auditor with only some mild heat stall at the end and some moderate E-stall at in the latter half
It's defences are also quite thin for a ship in its weight class, 6 layers of armor with not shield and only a couple of flack cannons. Most things at $1M have double that (e.g. Hadar has 13 layers and 4 large shields behind that and the Bathym is close to indestructable)
Several of the new ships not having an author in their author fields is known
Crocell's TRL is set to Hold Fire, this is presumably not intended
gotta say, i enjoyed reading the little lore @karmic verge added, and missed it on the other ships
targeted prisms
Not sure if this was noticed already, but on Crocell, nobody is allowed to use any of the fire extinguishers.
Same with Raum and Gremory, plus the ones in the back corners of Tiresias.
Testing on the rear of the Raum, Gremory, and Crocell, with each having a fire on each of them started with a single overclocked small cannon shot, each of them is put out. I'm not sure what's giving you this impression but it's incorrect
Strange, I was looking at them for reference and none of those extinguishers seemed to have crew assigned, with only really the operators assigned to nothing. Next time I'll test before posting.
Edit for others: Saris pointed out in general that fire extinguishers are an exception: Anyone allowed to handle fires and not assigned to specific extinguishers can pick up any extinguisher available.
the deck cannons on shredder are set to target, this makes them not fire half the time
prity sure a bunch of other ships also have this issue, mostly with tractor beams
Marduk self immolates in seconds of firing. good luck Saris! one of those disproportionally effected ships from early preview nerfs i suspect
I noticed that in the case of this map the AI is considerably worse than usual at avoiding red nebulas, killing itself. Note the trails. There was a station surrounded by the red nebula, now dead after a failed mission. Ltsumiena, seed 16519259982969414112, weapon range rebalance experiment build.
wrong channel i think
It's basically a bug with pathfinding.
this channel is meant to be for specific ships, if you're scroll up you'll see its problems with specific ship designs, not general problems with the AI
basically, this channel is for pointing out issues that you could fix in game yourself without needing to reprogram the game
Crocell's TRL is set to hold fire rather than fire at target
I uploaded a fix for that, it should be enacted in the next patch
I took a stab at it
With OC small->medium reactors, 10->22 radiators and another couple of layers of armor it can now fight in weightclass (well, sorta, the lack of something to kill shields hurts a lot). Cost going from 919k->1086k
Not actually sure if this is the right place for this sort of thing or whether this is welcome at all, but I've been playing around a lot in Creative with Io ships and have a couple of observations of things that aren't much demonstrated by Io ships (I've observed that one of the nice things built-in ships do is demonstrate various tactics and techniques, ideally with little repetition):
-
The Io ships seem to underexploit the power of extended shield layering.
Only 4 ships seem to do so and the smallest is the Marchosios at 800k...
(attached is are a couple of examples of what I mean by layering) -
TRL+Disruptors+some AoE DPS seems underutilized in Io ships.
It's an extremely powerful combination due to the armor weakening effects of the TRL (that's let through by the disruptors) being hit by AoE damage, but as far as I can tell literally only the Kerberos uses it and that's somewhat outside its weight class of effectiveness.
Even non-AoE DPS+TRL+Disruptor is pretty absent.
IO ship Agares burns itself in combat without taking ANY hits. Central capacitor catches fire first, then both deck cannons... Ship maxes its heat storage and dissipation pretty fast while just shooting, nothing being shot at it.
IO ship Barbatos has not enough power and is at most using 10% of its potential (that is still A LOT).
- Fixed Agares by adding two radiators
- Redesigned Barbatos by upgrading its reactors, doubling its radiators, and adding more capacitors and crew to support the TRLs. Additionally added more heat exchangers for the PD, and more armor to the front
To elaborate on what happened, Barbatos was originally designed around a different build of TRLs that allowed them to rapidly do a huge amount of heat build up all at once. Building for a burst like that was a viable and legitimate approach, and its current performance didn't reflect its past capabilities
-
I believe I had already uploaded a fix for Marduk that unoverclocks half of its frontal cannons, but I guess not. Anyway, fixed Marduk by unoverclocking half its cannons.
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Salahadin intentionally has targeted prisms because the AI will change targets as much as possible and get itself killed at any cost accordingly. Unfortunately not competent enough to use them in any other way, so, you have that.
Thanks to everyone for their feedback!
monolith Arbiter ship's missiles aren't flying out correctly (not a game bug)
admitedly it's not a "game bug" but more so a design flaw that exists for some reason due to some way of how missiles used to work not working the way it does now. Here's a example of what i mean. Figured may as well let ya'll know since i decided "so what DID change anyways" and decided to throw a big screw off battle of death of most vanilla ships for no reason. Wasnt sure where to put this explicit problem other then bugs because well...i dont see anywhee else i can say anything about this problem ( i dunno what else to do for this it's at #1416632324514254888 as a bug report and i dunno if it's meant to be there or here )
Io ship Eligos has disconnected TCM launchers
I feel like I've gone insane I spent twenty minutes searching but couldn't find any form of evidence that I fixed this already. Because I did! I remember how I fixed it and did it the same way! Anyuway thanks for reporting I've uploaded another... 'another' patch, that should actually stick this time. Here's hard proof in case this somehow occurs again
Monolith ship Crossguard has, um, "interesting" attack defaults
Would probably make more sense to just not ram in the first place so that flak have a chance to shoot stuff down
Io ship Marduk is still self immolating, idk if its just that the update hasn't rolled out or not cause this was already addressed
me when i fixed marduk (i didnt)
iirc Sprocket (tier 4 fringe ship) doesn't have an airlock, which means that it is impossible to take the ship.
Even more so since Sprocket is quite strong and players would want to take it.
Also, it violates one of the rules in the Cosmoteer built-in guide (although I don't know if that one is official)
The tractor beams on Atlas are set to fire at target, but the ai can't target tractor beams, so they never get used
I think I pointed that out like last year and it still.hasimt been fixed
Same with the atlis thing
That document was written by me for the purpose of instructing non-architects on how to construct ships that align as closely as possible to the standards of the built-ins. The other architects define the rules as they want to follow them, and to them the document is irrelevant (if they even know of it) given what its purpose is.
- I believe that Sprocket is an ancient enough ship to predate the needing an airlock rule (which is a hard rule architects must follow), and Door has been occupied with non-architect duties. I've uploaded a fix and even added a storage with their permission.
- Uploaded Crossguard with changed attack defaults.
- I've uploaded a fixed Marduk (proof here!) that unoverclocks half of its small cannons. It should be fixed next patch accordingly.
- Uploaded Atlas with changed tractor beam targeting.
Current branch, not weapons range rebalance. In battle helper, pitting Thanatos and Loki against most other designs on the same cost league (and even flagship and above) would usually result in OC railgun kite win. Pretty broken imo, probably the reason why we’re rebalancing ranges
Leda (io) melts its PD
Ship name: "Missionary"
Error: It keeps getting stuck on stations, so far i had to "unstuck" it over 20 times specifically from the "Small Fringe Trade Station" but have seen it get stuck on others aswell.
The Fringe Wayward has an unmanned Ion (on the right) because the assigned crew can't reach it
Io ship Andromalius has no crew directly assigned to the lance turrets and relies on 2 unassigned quarters. This often leads to the crew being called for any fires in the disrupter wings and the trl loosing power.
The Io's Dantalion seems to have some crew management issues in chases, with non-functional missile silos and idle crew.
Unsure what exactly is wrong as the crew orders seem reasonable
Fixed assorted crew assignment issues. thanks for the catch
Monolith's Arbiter's inner missiles mostly just hit itself
Screenshot has only 1 of the 10 missiles fired actually leaving its "mouth".
Somewhat similarly, the back two EMP missiles of the Cabal Atlas always hit the mouth
probably drag equation changes, interesting to see how we solve it
Imperial ship Swallowtail appears to be in the wrong tier? The game files place it in tier 6 despite it costing 125k, which puts it, by price, in tier 5. supporting this, the tier 5 ships Bateleur and Fibril cost 20k more than it but are a tier lower.
there are some ships that are in diferent ranges due to being stronger or weaker then the tier they should be, that and previus updates ocasionaly shift the cost of things which could be another reason
Themisto is missing the name of the person who made it
the problem with this is that swallowtail isn't that strong
I'm aware that many ships are designed with some degree of deliberate weakness, particularly Fringe ships, but I feel the Fringe's Rising Star takes it a bit too far...
Destruction of either of the unshielded forward large cannons causes the ammunition to explode, destroying the reactor and the ship.
This in a ship that's a full tier above Thornlark, a ship that really pulls no punches.
Perhaps the control room and the reactor positions can be swapped? This would still make the ship very easily killable for its cost but it would feel less like its made of paper
At the cost it's at it probably can also downgrade the reactor and controll room
Unsure about paint but the reactor could be moved back by one tile, along with the cr, so that it doesn't explode as much but is still very vulnerable
a little shift around of the internals makes the ship perform so much better.. but we'll have to see what the architects can come up with
positive feedback: I really enjoy all the lore that's been added a bit more recently, especially for a lot of Vilda's Cabal ships. looking forward to more about the Milites Solis and the Aurigan Convent
probably another acceleration change issue: Voluntas hits itself with its own nukes a lot
Maybe 1/3rd just hit itself
i've [reported this](#1023036219040464906 message) but ty for following up
Clytemnestra seems to be missing a door here (and mirrored on the other side)
Is the Cabal Lyra Minor supposed to run out of energy after 20 seconds of fleeing?
This could plausibly be a deliberate design decision to make it less frustrating to fight, but most kites don't do this so thought I'd ask
That's the Lyra Major. Based on the ammo draw and the shield tank you're testing it against I'm inclined to think it's been more than twenty seconds, and if it runs out of ammo it probably doesn't matter. That being said I'll take a look later
Io ship "Janus" doesn't have an airlock for the splitting rail (also no fe but having one would probably make the spliting slower)
absolutly devestating error, literally unplayable.
What even is that
Fight it in creative mode and find out 🙂
Polyxio, the Great House Io civilian ship, should probably be named Polyxo. Polyxo is (among other things) the name of a nymph like Eudora, Aesyle, and Synecho; Polyxio isn't even a Greek name.
Might have been a typo, those have happened
Abaddon could use an additional Door at the Capacitor, oe the Belt turned by 90°
maybe 🤔
Small Cabal Trade Station has 2 Inverted belts on one "arm" was made by Vilda
The Io's Malthas has unusually low levels of heat management.
Most Io ships are able to sustain light operations without risk of overheating, but even against much weaker ships the Malthas will tend to overheat very quickly, particularly if the PD is firing.
Perhaps it could use pipes or even crew in the place of those heat exchangers?
Or maybe those two extra crew at the back could be sacrificed for another thermal battery or two?
That's the ship lazy crewmen get assigned to.
Sparagmos has some uneeded pipe probibly from mirroring
Io ship Lernean has a non-oc ion combining with an oc ion
the ion also already has heat connection so ye prob accidental
actually this is intentional because the architect wanted to showcase how potentially useful wasting damage is (sarcasm)
It was a simple and accidental mistake. Thank you for notifying me, Bigglesworth
hull paint mistake on Kale?
-
Io ship Janus.
-
4.8 mil dreadnought with deck cannon+trl, huge block of layered armor, 103 forward speed, 3.5 mil railkite with 2 30-long rails, oc shields all over, 100 speed forward and reverse.
-
Doesn't matter how good your ship is, Janus is just going to split, flank and then destroy you anyway. At least make it not split.
It's the same as encountering a renegade pack with two rail kites. Obviously you can't just expose soft side/back to a railkite?
Io's Surtr has a burst sustain problem
I think the barracks on the sides should be rotated 90 degrees so that crew aren't forced to walk through the reactor to then load the ions and engine rooms
The rear ions are a trickier problem, but potentially worth sacrificing a dilation pump to make an opening and lenthening the ship by 1 square to rotate the barracks?
This is just for the initial section of any engagement- once the fight begins and the crew all leave their barracks then the uptime gets significantly better.
Fringe Ship Cantiloupe has no direct power access to this hyperdrive, capacitor, and disrupter
most logical fringe engineering:
well there is an airlcok
just need the crew to go for a quick space walk mid fight
what could go wrong
I'm pretty sure they've strictly outlawed any design where a power consuming source isn't linked to a power source. And clearly there is a door here so it being linked to a reactor was the intention.
True and all but this is cantiloupe we're talking about
Not sure if intentional or not (I assume it isn't), but Cyllene's crew leave the cockpit every time there is a fire in the ship because they prioritize FE (Priority of 10) over manning the cockpit (9)
Sol Regulus' beam goes through solid armor:
This could be a game bug, I also made a post here: https://discord.com/channels/314103695568666625/1440874287769587846
It seems like it's only for Sol Regulus, I haven't seen any other ship with this bug.
its some weird visual bug if i remember corectly,
nah Cabal's just gotten really good with energy tech
yeah, it seems like the ion isn't pointing to the target properly
That's a graphical bug, not a functional one, so far as I'm aware. The beam will hit, and not hit, what it should as normal.
Io ship Aitne's cannons self immolates due to inadequate exchangers
hmm i feel like we've seen this one before
Noted 😭
I built this ships at a time in which all of them functioned perfectly, I'll have you know. The game changed, its not that they never worked
just say io is overconfindint and hasint worked out all there issues and make it a lore reason lol
Io Ship Nidhogg's point defense overheats extremely quickly due to reliance on structure cooling and the new PD balance change, and due to AI enjoying excessive strafing the whole ship often overheats consistently even when not being shot at
(edit: "often overheats consistently" what even is a grammar saying lol)
me when saris builds a ship and it overheats by doing literally anything (again(twice(another time))) lol
Saris built them at the very edge of their heat capabilities. Any more such heat changes would be straight up annoying.
Was testing out the speed of io civilian ships and discovered that Erato's rear engines overheat after moving foward continously after an extended period of time.
Erato has lost ALL PD privileges due to INCOMPETENCE and INABILITY to maintain heat. It was given an additional radiator though
Fringe ship Nusketir has their rail on fire at target, preventing them from firing it effectively
ai update when
Budget railfan
There's no fan, this thing is just "Rail"
useless crossing on thunderbird ship imperium, unplayable yeah it's missing adoor
Is it missing the left door? I can’t tell
Edit: oh wait yeah it’s just running into a wall anyways
Acolyte of Adhara not attacking with lasers, but the model in sandbox works perfectly fine, could it be that career has a wrong ship version spawning in?
That's an ancient bug that has not yet been explained and thus cannot be fixed. Very rarely prisms in career forget their target and thus break the ship's ion core.
I have an inkling about what the bug might be:
When a ship has an rts command to attack another ship and loses contact with the target, the command gets deleted (i think)
Is it possible that a bounty ship attacked a random merchant or another ship, got outrun, and the prism targeting got deleted along with it? Could explain why it's so much more common to see in career vs pvp, I've never seen it happen there
Imperium ship Skirath has no listed author
Monolith ship Longspear has tractor beams set to fire at target and never get used, and are also on hold range rather than push for some reason
average biggles screenshot
dunno what these pipe corridors are doing on the medium ionian arms depot
aesthetic purposes i bet (shields would have uggly connections otherwise)
edit after below: oh yeah that door doesn't..
asthetics
except this one that also comes with a door for some reason
All the pipe variants have the same stats
They have the same price (until you add doors to them)
They used to be costlier in Preview, though (like 200 buck more BEFORE adding the two doors if I remember right)
apparently the io railbases want to shoot through rocks
Io's Kalyke's heat system is extremely optimistic.
even taking 0 damage to its shields and just moving forwards while firing it burns 2 * 2 * 300 * 1.4 (disruptors) + 2 * 675 (med thrusters) + 2 * 500 (capacitors) + 0.4 * 3500 (Deck cannon) + 2 * 250 (small thrusters) = 5,930 MJ/sec!
That's already over its max heat dissipation of 4,400 MJ/sec, it will overheat by itself
And it only has 30K of thermal battery, not even enough for 2 of its 4 shields to be overloaded if they are never supplied with power at all
Currently it will mutual-kill with a Quad of half its price
All 4 shields should have OC removed
alternatively, 2 shields and the disruptors could lose OC and a couple more radiators could be added
(As an aside, the crew stun of the gun it brutal for the shield power supplying)
An alternate possible arrangement that performs competitively is attached (the two side shields are overclocked) but it's 18k more expensive (274k)
Decarabia seems to be missing crew and energy assignments on the sides, at least when I spawned it in creative as a reference.
Is this intended behaviour then? 🤔
(just seemed like a quickfix of crew assignments but it's been around for several releases now)
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I've since changed that (Wayward) and I thought I uploaded a fix. I'll look into it
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Decarabia
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Kalyke
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Skirath
Poor Saris is gonna be stuck fixing ships forever
My job is to fix em, no biggie at all 😁
btw: in general if a reported thing is still present after a few releases is it better to assume a WONTFIX/NOTABUG or poke?
Also, are things like "Imperium's Canary seems more like an Io ship than an Imperium one, with most systems overclocked, TRL as core weapon system and no nukes" in scope/worth commenting on?
Ice Cutter orbits so far away that it can't actually hit things (screenshot showing a Fanged Fighter just chilling out without moving)
(and if the player ship is slow or unmaveuverable it's quite possible for an endless stalemate to occur)
That's why it wont shoot me
arms depots dont have hyperdrive beacons, yet can still be hyperjumped to when not within render distance
ships made by immtrm seem to have a discrepancy on whether they list immtrm as the designer or immaterium
the ships vulcan, alcor, chasing wind and zaurak list immtrm as their ship designer instead of immaterium like the rest of the ships built by immtrm, tho it seems that these are the more recent ships and the ones with immaterium as their designer, even tho they are the majority, are older
Rain Crow (Saris) has a missing door on its supply crew that causes thrust to flicker badly, and Hercinia (Vilda) has a number of very silly walkways
Two crew is not enough to keep the Loki's engines from flickering when they're only transporting single sized plasma
Likely to moving those reactors so their adjacent to their engine rooms
Tureis Subortus' prisms seem to not be aimed
this isn't an issue with Tureis Subortus, but a known bug where sometimes a ship's ion prisms just completely forget their orders
i know they work fine normally
gotcha
Arbitor's inner missile launchers are unable to attack, presumably due to projectile changes.
Posting the following ship files as both evidence and in case they somehow get deleted instead of pushed. Thank you everyone who provided feedback!
Decarabia - Added minor crew/power assignments and added lore.
Kalyke - Replaced 6 PD with 4 Radiators and added lore.
Loki - Rotated reactors to be adjacent to the thrusters and added lore.
Rain Crow - Added one (1) door, storage, and revised lore.
Skirath - Filled author field and added storage for 0neye.
Wayfarer - Revised lore.
Wayward - Added extra crew, lore, and a storage.
For any interested, apparently there was no file for Wayward saved anywhere. There was a missing entry. To get a copy I had to use the one currently in-game. 💀.
btw: in general if a reported thing is still present after a few releases is it better to assume a WONTFIX/NOTABUG or poke?
If it's not one of my ships, then yes. I'm actively updating mine and relaying issues as they arise, but as an example as 0neye is occupied, Arbiter's missile issue is unlikely to be fixed any time soon.
Also, are things like "Imperium's Canary seems more like an Io ship than an Imperium one, with most systems overclocked, TRL as core weapon system and no nukes" in scope/worth commenting on?
You're welcome to comment on them but they're unlikely to have an outcome. If a ship's physical design is completed and then successfully given a paint job, then it would be a lot of effort wasted to change both of those things and essentially completely redesign it to fit a different faction.
Tiny Ionian Arms Depot's all airlock have no doors
Someone responsible will have to be fired for this
Acolyte (Saris) There are missing doors on the right.
wtf @karmic verge how did you let this slide
Celebrant (Saris)There are missing doors, and cargo is inaccessible to the crew internally.
Lyra Mayor could profit from crew assignments for its barracks
Shamal is missing doors to cargo
https://discord.com/channels/314103695568666625/1470292368011034766 honestly didn't know if this should be here or a bug.. decided to raise it as a bug and link that here .....
Fringe ship Sprocket has an overclock fire extinguisher, despite having no heat logistics
Moving the extinguisher to the spot in the second image would allow it to retain overclock by using the pre-existing structure as a heat sink/passive cooling
to saris: not relevant, hyperdrives are monolith propaganda anyway
Bro didn't even notice that it has no hyperdrive either. (Already uploaded a fix and added a hyperdrive myself though)
ionian ship maui doesn't have anything but reverse thrust overclocked, is this intentional?
if not then i think overclocking the 2 standard thrusters would be the best course of action since oc lasers might be too strong for its size and standard thrusters would let it go way faster potentially catching early game heavy blaster kites that would otherwise be unchallenged, probably won't win those fights but it'll do something and make sure players are paying attention
That's supposed to have the blaster overclocked, probably just an accident that I failed to do that
Medium imperium trade station is missing doors on airlocks
pioneer probibly could use a bit of back armor so it doesint get one taped by a singel large cannon shot
i think if a ingame premade ship is chalanging thats not something to change they are all build on the same set of rules as the player does
its not challenging, i'm saying its extremely easy to kill due to the control room placement, and that a tiny bit of armor inbetween the thruster and room would probibly help
Its not even a combat ship
i wasnt responding to you it was my general opinion on this topic
? ok... But what if you can't play because there are ships that are too difficult to fight even in the initial area, and you get destroyed many, many, MANY times... then you give up on playing the career mode, or even the game itself.
git gut.
Keep discussion out of this channel.
Io ship Bathym has asymmetrical armor
absolutely crippling oversight on armor distribution
Something I noticed.
The right arm of the Large Monolith Trade Station is presumably missing the assignment for steel on one of its 2x3 storage bays.
I'm surprised at how some of you guys manage to catch these things
I was just checking out some stations for building my own. Heh.
Seeing what parts they typically have and how much storage they have as well as how much of that is set to specific resources.
(Since the station I was building was going to have a blockyish aesthetic I was looking at Monolith and Io stations primarily)
https://docs.google.com/spreadsheets/d/1HWtMKlcr3_o3uUARRKwv9OBzutOBEVU1gqVANO1Ifjo/edit?gid=0#gid=0 you forget i have this old thing
House IO's Medium Nuke Platform self destructs eventually after being spawned.
could you send a video or screenshot?
im already opening cosmo to do that for him
Io ship Andromalius is missing 1 paint decal
saris is getting fired for this one
brother please dont use a red circle on a red/orange background
I don't understand how that even happens 😭
I don't know how to record a video on Cosmoteer. Sorry for not replying Earlier but with Grayguy's reply I figured I wouldn't need to send anything. But then Grayguy didn't actually send a video. . . . . . . .
with sending that update it made me wait an hour and i just forgor
sorri
my thesis is that while it does produce more heat than it expells, somehow it doesnt blow up even when firing as fast as possible
If you have an Nvidia graphics card you can press alt+z to open a sidebar to start a recording, if you don’t have one I think bandicam is a popular free recording software
this does not appear to actualy be possible, even with autofire, from testing,
I'm not firing the platform. The nuke factory part eventually just overheats if left to run and then kaboom. (also I don't have the right Graphics card for recording apparently. Or my laptop is just weird. Maybe both.) Anyways I gotta go to sleep I stayed awake an extra hour to send this message past slowmode.
here it is not burning down, letting it run on 8x it's not burning down either just sitting there, I'm gonna be honest i think either somethings up with your instance of the game or you're trolling, doesn't burn down on inf fire either
can you set it to fire infinitely?
I also tried to have a look at that nuke platform.
Setting it to continually fire and activated the thrusters. (Which are also overclocked)
(Though only after it had initially stopped filling it's own output storage)
It still didn't burn down, though the factory wasn't operating all the time.
It might be possible given the heat gen of the factory alone should outpace the single radiator.
Even running everything as soon as it spawns I couldn't get it to explode.
However fires did start and almost half the crew perished from them. (And 2 thrusters exploded and the third was disabled due to damage)
They did however manage to put out the fires.
Depending a bit on luck where the fires start, how they spread and how quickly the crew respond might change the results.
Though due to the loss in crew the factory now fully stocked was running even more intermittently resulting in less heat being produced.
I am so confused. Maybe you're not waiting long enough???? I don't know maybe my lackluster laptop's mediocre hardware is causing a glitch which caused it to eventually light on fire and explode.
As long as you don't start using the thrusters or firing the nukes, it's not going to start burning up after 1 minute or even less.
As by that point the factory sits completely idle as it can't make any more nukes. (Thus everything cools down)
I mean, ngl, its accurate faction lore
New/Unstable Cabal Ships
Altiar (Immaterium) has extra doors above the middle shields (img 1), and has storages that are both unassigned and have logistic routes (img 2)
Asellus Primus (Saris) has asymetrical crew assignments https://cdn.discordapp.com/attachments/1427438543474790503/1492620478517350624/image.png?ex=69dbfea5&is=69daad25&hm=e20def32a9e619b2b9e499d39bf342fd637419392226cb6354b5623f5b25bd78&
Camelopardalis (Saris) doesn't have crew assignments for flak, and doesn't have crew assignments for moving emp parts between storages https://cdn.discordapp.com/attachments/1427438543474790503/1492621250336522422/image.png?ex=69dbff5d&is=69daaddd&hm=64011c1c1300d65c34a775e3af1c60df0101364ec50c3d68eed0e6aeb0323e17&
Ignus Benedictus (Vilda) has unassigned parts on the bottom reactor, unsure if this is intentional or not as it has does have the benefit of drawing 2 crew for the shields after 3 batteries are drained instead of 4, which could increase uptime https://cdn.discordapp.com/attachments/1427438543474790503/1492622941588947024/image.png?ex=69dc00f0&is=69daaf70&hm=ec5042b592345d5112240cffc395d19c8acbf9f77412d79867eda18c5f7e6e3e&
Ignus Indominus (Vilda) has an unassigned crew quarter https://cdn.discordapp.com/attachments/1427438543474790503/1492624553984262385/image.png?ex=69dc0271&is=69dab0f1&hm=cf5dbbf452c7ea4413a95ef73980a192eaede283b9994a6b44b58dbd30feb92b&
Ignus Nitidus (Vilda) doesn't have logistic assignments their first emp storages https://cdn.discordapp.com/attachments/1427438543474790503/1492625263089942579/image.png?ex=69dc031a&is=69dab19a&hm=5ff8926a5b88dd27f75b67fcb8300c277eb69182542e6d4e126360625a0f9ca6&
Taurus (Saris) seems to have incorrect door placement on their shields, as well as a corridor replacing a walkway https://cdn.discordapp.com/attachments/1427438543474790503/1492627987835781260/image.png?ex=69dc05a3&is=69dab423&hm=d8256c7ff45b5edbc32c05e3a219678332eede96fbd73b3147e873d4c3922f10&
Fixed and forwarded to the dev server, thank you. Camelopardalis also wasn't centered on the build grid.
New/Unstable Io Ships
Mars (Immaterium) has OC small thrusters with no heat coverage. https://cdn.discordapp.com/attachments/1427438543474790503/1492642082765144104/image.png?ex=69dc12c4&is=69dac144&hm=5c2abe0355c7cd8bc769a1e6844e830a8dbe12b7dd18cfde58daadd62d29a39d& Also has extra doors from thrusters to empty storage, despite both being disconnected from the rest of the ship https://cdn.discordapp.com/attachments/1427438543474790503/1492643667771392103/image.png?ex=69dc143e&is=69dac2be&hm=52043233dae349ad792ae27b56afe35041933ca2e87d60e0093e9c5f67a66f86&
Raura (Immaterium) has asym bunk assignments https://cdn.discordapp.com/attachments/1427438543474790503/1492644260967612496/image.png?ex=69dc14cb&is=69dac34b&hm=b40d48c73979bdd289c7168088cdd93971745d559286f041c11a4563f231b967&
Samghata (Immaterium) has extra pipes from before it was made into a splitter https://cdn.discordapp.com/attachments/1427438543474790503/1492644886116040924/image.png?ex=69dc1560&is=69dac3e0&hm=16516b28b30a928d40f263978069c5f8a702ac8ee12251cb60067a97479ad67f& Also has some corridors where small thrusters should be with seemingly no aesthetic or functional benefit https://cdn.discordapp.com/attachments/1427438543474790503/1492645621914407063/image.png?ex=69dc1610&is=69dac490&hm=7edc20af5491d81c895c4b75dbe37a51c64fb683ff2a684eb367f3d7f73baacd&
Fringe:
Blackguard (Vilda) Inner DC facs are rotated incorrectly https://cdn.discordapp.com/attachments/1427438543474790503/1492657993072775259/image.png?ex=69dc2195&is=69dad015&hm=0080e23bf8eadb682b0709f5a6a21f83df6846e4d6332b109130caab521e1358&
Long Goodbye (Vilda) The walkway to the bottom CG shields extends further than needed, and the bottom flak have no fire extinguishers https://cdn.discordapp.com/attachments/1427438543474790503/1492659852252545104/image.png?ex=69dc2351&is=69dad1d1&hm=e32de378142c6aeaac1dba542db5cc26488baff9a7179f542a28f081e0eb71c1&
I swear at this point Bigglesworth is going to know what each architect had for breakfast just from looking at their ships
New/Unstable Monolith Ships
errors do not have their image attachments next to them to save characters (each one is an entire discord link), or may not have images at all (10 image max)
Firewall (Immaterium) Grey circles/greebles on front armor sections are not present on all armor sections, some red lights near the deck cannons are on a different brightness, the bottom 3 lights of the center gradient are incorrect. Unsure if all of these are actual errors due to their purely aesthetic nature.
Gatecrasher (Saris) CG turret sections are missing doors to connect them to the rest of the ship
Halligan (Saris) Missing power assignment for bottom hyperdrive, has unnecessary crossings and corridors next to the lower side shields
Katar (Saris) PD supply route could be improved by either adding a forward walkway or removing the walkways entirely and routing energy directly through the PD
Rainmaker (Vilda) The turret and magazines of the front most CG have no connection to the rest of the ship or fire extinguishers and airlocks. Ammo for CG turrets also has no set logistics, which could be an issue once connected
Sai (Saris) 1 moving walkway is replaced with corridor, energy logistics are not assigned to the hyperdrives, flak crew do not have assignments and may wander off
Trident (Saris) Flak crew have no assignments and wander, material for HE missile factories do not have resource assignments and could have iron sapped from them into the EMPs
Bigglesworth must have had early access to the ships or something
No way he finds these errors this fast
biggles is a BC member in the shadows
i get the feeling literaly every ship added has an issue somehow
New/Unstable Imperium Ships
Agrippa (Saris) has almost no crew assignments across the whole ship and has a direct connection for the front and back sections, resulting in crew being pulled all the way across the ship. It also has no heat capacitors for the CG which results in them catching fire often.
Aplomando (Saris) EMP crew are not assigned and are general purpose/will wander
Charlemagne (Saris) Nuke storages lack logistics to go directly to the launchers, flak ammo has no logistics
Galapagos (Saris) CG logistics are not mirrored
Hannibal (Saris) CG turret ammo has no set logistics, nuke storage lacks logistics directly to launchers, the left medium reactor is not set to power the bridge
Jan Zizka (Saris) Inner DC are set to hold fire, redundant pipe crossings next to sensors/hyperdrive
Wryneck (Saris) Front crew are unassigned and will interfere with missiles, nuke storages have no logistics, some of the back small thrusters are cold despite having exchanger coverage and enough cooling to support them
-# I promise I'm a professional there's dozens if not hundreds of things I've done perfectly on those ships 😭
what how can you guys can found so many bugs
im just that good at pointing at problems and saying "fix now plz"
can't say it isn't fun
The two heat exchangers adjacent to each chaingun are the solution to that 👍
btw this causes the whole back system to overflow and will also set the reactor on fire, which is slightly less exchanger covered
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Gatecrasher - Added 4 doors
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Halligan - Added hyperdrive power assignment and modified lore. 'Unnecessary' crossings can slightly improve efficiency, and there's nothing else to do with those tiles
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Katar - Added 6 walkways
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Sai - Added 2 walkways, assigned flak and hyperdrives properly
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Trident - Assigned flak and fixed missile logistics
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Agrippa - Moved operators barracks and replaced the original with 3 thermal batteries + 1 exchanger, filled missing crew assignments, and modified lore. Removed ion-feeding capacitor and replaced with walkways
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Aplomado - Assigned emp
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Charlemagne - Added two thermal storages, much more crew assignment redundancy on the nukes, and logistics for the flak. Myriad fixes for crew pathing on the back half (so everything else is intentional and shouldn't be reported)
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Galapagos - Fixed CG ammo logistics
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Hannibal - Fixed CG and nuke logistics, assigned left reactor to bridge
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Jan Zizka - DCs told to fire at will, redundancies are intentional
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Wryneck - Fixed crew assignments and overclocked small thrusters
Dimmed many of the exterior lights for the Imperium ships so they fit in more smoothly. Thank you for the reporting.
yee noice
These are the unnecessary/redundant crossings on Halligan and Jan Zizka that I was referencing, they don't appear to do anything aesthetic or functional compared to regular pipes
they can catch fire if heated by trl/tcm and sever the line smh
If that happens you don't have bigger fish to fry because you're the fish
Monolith Ships RC2
Stormcaller (Vilda) Inner large shield capacitor only powers one shield despite having door access to two, while on the other side the capacitor does power both shields. Also has an extra structure tile https://cdn.discordapp.com/attachments/1427438543474790503/1493452662199288028/image.png?ex=69df05ad&is=69ddb42d&hm=a7fd01327db7f0e1b2b2d2cfcdb2931d8080248b4f61a450b21536efe075b3da&
no saris issues?????? what is this blasphemy smh
oh except this rando corridor on Ombudsman (critically debilitating flaw)
no no you see that disruptor definitely draws as much power as half a large shield so it was necessary!
(0.30.4 rc2) Cabal ship Taurus has no author
not a bug report, just wanted to say that Janus is a cool ship, thanks for making it 0neye
Tiny Ionian Arms Depot lacks doors on it's airlocks
The uh, crew actually removed it themselves. To get overtime. Yeah
saris making ships with toxic work environments smh
lets ignore the fact its blowing up
They displeased me
Io extinguisher ship has a unoverclocked capacitor but I don't think it's intentional
Mars (IO, Immaterium)'s rear facing small thrusters are OC, even though they have zero access to a heat system, and burn at the slightest movement
Those capacitors are intended to not be overclocked, because the ammo factories waste energy rendering it unnecessary, thank you for pointing it out
-# yet again saris makes excuses
Please keep in mind this thread is supposed to be for giving feedback and pointing out issues, hence the hour-long slow mode
There do be pipes there tho...
in the .rules file, Trade Ships is missing capitalization on the second word. Patrol Ships and Crew Transports have capitalization, so is this an error?
This has to be the pettiest suggestion/nitpick to date. Congratulations, wow (I'm not being satyrical I'm genuinely impressed)
Probably unintentional, but also of no real consequence since it's commented out and only used to make the file easier to read.
Camio doesn't have an airlock
I think it's better to un-OC frontal small thrusters on Io Mars ship, they burn in first seconds.
firewall's attack defaults are messed up, the ship attacks sideways
voluntas' inner set of nukes catch on the ship and aren't able to get out, i would suggest widening it out further though because it's even worse when the ship moves