#Built-in Feedback and Misc Errors

1734 messages · Page 2 of 2 (latest)

lavish smelt
#

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)

waxen wadi
#

Alexander has a missing door

spice fossil
#

Auditor's third deck cannon out of 6 is somehow set to alternating fire instead of synchronous like the rest.

kindred relic
#

[Suggestion] Add some protection to the new Shestopyor, so rocks don't go inside.

bold jolt
gritty heath
ashen gulch
#

Fanged Fighter lasers ops are not present

ashen gulch
#

Effigy cr op is leaves his position (SORRY MILKY DIDNT SEE THAT ABOVE)

patent plaza
#

greyskull still having a wrongly rotated airlock

weak wasp
#

Ugh, thought I fixed that. Thanks.

ashen gulch
#

Monolith Auditor cant use its hyperdrives.

marble cloud
#

can i be more annoying? i don't think so

missing a single tile of ressource assignment for Besra

patent plaza
#

i feel like this should be sulfur

weak wasp
#

known issue, reasonably sure I didn't update my ships properly. Lemme get on that

lavish creek
#

I'm not sure if it's intentional but the LargeimperiumTS seems to be missing some paint (left)
(right is what I think it should be)

spice fossil
#

The model-L's default attack distance seems excessively close.

lavish smelt
#

The Crane (Imperium) has no airlock in its cockpit section, making it impossible to enter/leave that part.

lavish smelt
#

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.

wispy patio
#

My diagonal ion core turns sideways as well in battle helper, which kinda defeats the purpose of all that frontal armor

subtle yacht
#

change the flight direction/attack default

rich edge
#

Electrobolts never actually being activated in battle on voltage.

lavish smelt
wind bramble
spice fossil
#

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:

marble cloud
spice fossil
#

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.
thick plank
#

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.

wispy patio
#

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

patent plaza
#

saris bino still has a broken (emp storage)

spice fossil
#

Monolith "Howitzer" attacks outside of its own FoV, meaning it kites but never fires anything unless caught up to.

ashen gulch
#

Imperium EMP platform dosent have emp parts in storage.

weak wasp
#

oh no

patent plaza
#

uhhhhh imperium small missile platform has a missing armor wedge (unplayable)

rich edge
#

Default attack distance on quickdraw is a tad short...

hybrid drum
#

that's intentional, it's a rammer

gritty heath
waxen torrent
gritty heath
#

Firesteel's disruptor is on hold fire for some reason.

ashen gulch
kindred relic
#

The new Retrograde don't have squad crew set, making it getting those warning all the time

patent plaza
#

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

marble cloud
#

Stygil kite outside of it's range
(i belive that an issue?)

gritty heath
#

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.

gritty heath
#

(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

kindred relic
#

Solar Flare don't have airlock to the sides

spice fossil
#

@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.

wispy patio
#

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”

karmic verge
#

In my defense, it can ftl jump. Just not multiple times.

gritty heath
thick plank
viscid ridge
#

Pemius Station's Hyperdrive seems to simply just not function

spice fossil
gritty heath
#

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.

mystic forge
#

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

still cloud
#

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.

karmic verge
#

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

still cloud
long wagon
#

no power on the beluga's EBs and some thrust

ashen gulch
thick plank
kindred relic
still cloud
solar anchor
#

Ship has no power to console, not sure why

steep trail
#

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

karmic verge
#

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!

steep trail
pastel berry
#

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.

gusty radish
#

@void stirrup Apotheosis

oak karma
#

Here's more zoomed out (there's a walkway facing the wrong way

lyric badger
#

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

gusty radish
#

Odysseus is perma stuck too. inmo. built in career Ships should have atleast a minimal Backthrust to solve thaT Issue.

patent plaza
#

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

karmic verge
#

And a missing door. Thank you will adress (though honestly I'm surprised it found itself in a combat situation)

lyric badger
#

Warden's attack defaults cause it to turn 180° to the enemy for some reason

snow forge
#

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

static valve
#

imperium ictinia
airlock noises

median wave
#

that doesnt follow the format oh nvm

spice fossil
#

@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.

patent plaza
#

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)

ashen gulch
gritty heath
#

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.

storm wyvern
#

Unaimed ion prism on the large cabal arms depot

long wagon
storm wyvern
#

Missing door on shield (also large cabal arms depot)

mystic forge
#

bottom airlock
Nusketir (fringe) by: Hatter

mystic forge
#

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

weak wasp
#

thanks for the write-up.

thick plank
#

Thrasher (Vilda) -no FE
This is intended.
All missing hyperium is intended as well.

mystic forge
#

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

karmic verge
#

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

mystic forge
#

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

mystic forge
gritty heath
#

Pretty minor thing, but Dyad's description is outdated as it no longer uses blasters :c

#bringblasterdyadback

karmic verge
#

Thank you will be adressed. Nice catch.

wind bramble
#

The "Bullka Freighter" causes mass collision pileup a lot.
Give this ship a proper thruster system!

marble cloud
#

oh look!! beautiful in name only is concerned once again <3

wind bramble
#

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 ⛔

wind bramble
#

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)

wind bramble
#

Showing that other ships have less, congestion causing, maneuvering problems: #general message

gritty heath
#

It has been proven, Bulka freighta is the new BINO.

main nacelle
#

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

gritty heath
#

Quiximo, could I know the reason behind these storages' existence?

[The ship is Nighthawk]

karmic verge
marble cloud
#

agreed with quix

wind bramble
tired plover
storm wyvern
#

Moving walkway silliness on Large Cabal Trade Station

chilly wind
#

SMH literally unplayable

marble cloud
#

these are perfect wdym

spice fossil
#

@karmic verge Warden attacks backwards (#1148455319916269678)

tired plover
storm wyvern
#

Minor problem boogaloo walkways edition

ashen gulch
#

Seems like lasers on the horsefly arent maned during flight. igonre the mines going off

unkempt wharf
#

Those are nice mines going off

gritty heath
#

I really like the mines.

lyric badger
long wagon
#

I love the fancy mines

subtle yacht
#

ew who uses mines

ashen gulch
subtle yacht
gritty heath
thorny hinge
#

the Large Cabal Arms Depot is missing doors for several heavy lasers and one shield generator.

mystic forge
#

now how was that not reported sooner

gritty heath
#

When will the godforsaken Imperium EMP defence platform be fixed? Even after this many updates it still has no preloaded ammo.

gritty heath
#

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.

lyric badger
#

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?

sweet mulch
#

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

lyric badger
#

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.

sweet mulch
#

Fair point!

lyric badger
#

arquebus is missing one storage assignment for he missiles, I want a refund

mystic forge
#

cost reduction iirc (assuming since it’s such an even number)

gritty heath
barren grotto
#

Im pretty sure they do, iirc there is a spreadsheet with cost classes. Remember design contests?

patent plaza
#

iirc the architects use a different one

chilly wind
#

Price is set by the resources used though?

#

And that spread sheet is what's used for what ship goes into what level

storm wyvern
#

Rufescent has a few things going on:

  1. Can't hyperjump because no crew access from reactor to hyperdrive in the back
  2. No airlocks on back side
  3. Nuke crew not assigned to adjacent FEs
  4. No crew assigned to restock flak ammo
  5. 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)
karmic verge
#

I swear I've uploaded a version that fixes all of these

modern imp
#

@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 ..

spice fossil
#

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.

weak mountain
#

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...

storm wyvern
#

Minor problem boogaloo continued: part 2 - Atlas
It got some stuff goin on

  1. Several crew quarters are missing doors so some of the capacitors for the heavy lasers never get refilled
  2. 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)
  3. 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)
  4. FE Adjacent to the hyperdrive is rotated the wrong way
  5. Ammo factories for middle flak guns are missing their resource assignments
  6. No crew are assigned to the empty storages so crew cannot trade items/store materials in them (save for the few unassigned crew)
karmic verge
#

@waxen wadi

waxen wadi
#

Hmmmmmmmm oh there's a slow down
Yes atlas has many issues I will rework all three

lyric badger
#

loomer is missing an airlock (needs 2 btw because the ship is split into 2 parts)

storm wyvern
#

Executor's attack defaults are saved with a slight angle which prevents the railguns from firing on small targets

main nacelle
storm wyvern
brave river
#

dear god i hate sprocket with a passion

gritty heath
#

Sprocket is the GOAT, you're just salty :>

misty surge
#

The Med Monolith Trade Station is asymmetrical.

mystic bone
gritty heath
#

0/10 game uninstalling and refunding.

sterile grove
#

@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?

chilly wind
#

the nuke should only fire when the cannon is destroyed, if it fires with the cannon still there sounds like a bug

void stirrup
#

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

chilly wind
#

huh

modern imp
#

.. that.. is ... honestly genius design

gritty heath
#

It absolutely is!

timid hill
chilly wind
#

Should be pinned in #ships

timid hill
#

Thank you!

thorny hinge
#

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.

thick plank
snow forge
#

Sprocket, we all know how annoying he is

hidden pine
#

Imperium as a whole needs to use nukes a lot less

chilly wind
#

thats their whole thing

snow forge
timid hill
#

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...

patent plaza
#

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

gusty radish
#

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.

timid hill
# patent plaza they're balanced enough as is, many players don't realize this, as it's counter ...

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.

gusty radish
storm wyvern
#

(strafe)

mystic bone
chilly wind
#

Nothings forcing you to fight them anyways

lyric badger
#

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

winter jackal
# gusty radish Lore is an excuse for an unpleasant SP experience?

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

hidden pine
# chilly wind Nothings forcing you to fight them anyways

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) :

chilly wind
#

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

chilly wind
#

does say in the lore page why Cabal uses energy so maybe thats why?

modern imp
#

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

misty surge
#

This is proper use of this thread, you also post mistakes here.

gritty heath
hidden pine
chilly wind
#

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

storm wyvern
#

Kestral doesn't have a designer name listed

patent plaza
#

kestral is made by saris

gritty heath
#

Every single ship that doesn't have a designer name and isn't kestral needs Cosmopyr written on it, unless I'm missing something.

storm wyvern
mystic forge
wise spoke
#

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

long wagon
#

thornlark* but just by looking it does seem a bit op for its price (i aint a career expert tho)

thick plank
lyric badger
#

Ictinia doesn't have access to its bottom airlock

misty surge
#

what a genius desing
why not just place a door?

wise spoke
gritty heath
viscid ridge
#

is Witness meant to spawn with sulphur and iron?

long wagon
#

WITNESS

thick plank
#

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.

modern imp
long wagon
misty surge
#

you know classic exists?

light oyster
# gusty radish Nukes/Ship Components should be balanced for MP, but Built-In Ships should be bu...

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.

sterile grove
#

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.

chilly wind
#

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

thick plank
#

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. 😅

gusty radish
gritty heath
thick plank
# gritty heath 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.

wintry hare
#

rufescent doesnt use resources in the middle

tacit berry
#

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

pastel thorn
#

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)

storm wyvern
main nacelle
#

Why are these two blocks painted

misty surge
#

Why not?

lyric badger
#

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

long wagon
main nacelle
#

Huge flaw in thyreos, crew quarter being destroyed at the front can make the whole ship unoperable via crew reassignement

timid hill
#

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.

storm wyvern
#

No? That’s not how that works lol

timid hill
#

🤷‍♂️ 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.

slow dock
#

literally unplayable, there's a 2x1 armor sticking out asymmetrically off the 4 directions (large arm depot)

lavish creek
#

I may be stupid but... I can't tell the difference

blissful dome
#

draw a red circle

storm wyvern
mystic forge
chilly wind
#

unplayable

zealous breach
mystic forge
#

the paint at the tip is not to the same on each side

marble cloud
lavish creek
#

The asym paint gives it an unfair advantage

bold jolt
#

Built-in Feedback and Misc Errors

gritty heath
#

Finally, the channel has truly become what it was supposed to be.

lavish creek
#

[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

thick plank
storm wyvern
#

Minor armor weaving issue on Onslaught

barren grotto
#

Unplayable

misty surge
#

deleting the game rn
I can't take it

jade pine
#

I’m retired from cosmoteer now

gritty heath
#

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 ;~;

modern imp
sly trellis
lavish creek
#

When moving, one of Auriga's (Cabal Combat) (Vilda) output prisms sometimes clips the side of the barrel

gritty heath
#

Ah, floating point errors my beloved.

main nacelle
gritty heath
spice fossil
#

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.

storm wyvern
#

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

marble cloud
#

😵‍💫

lyric badger
#

We need a "literally unplayable" emote to react with so that we don't flood the chat

gleaming geyser
carmine citrus
storm wyvern
marble cloud
#

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

gritty heath
#

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 :[

sly trellis
#

questioneline arbalest what happened to your tb?
(preview version)

karmic verge
#

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

lyric badger
#

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.

karmic verge
#

Can you help me recall what specific lateral thrust change you speak of?

drifting patio
#

the removal of lateral thrust

hexed pine
karmic verge
#

Thank you Toothless

hasty copper
#

Found an error in Redline (Cabal combat ship) where the main reverse thrusters are not connected to any power source.

gritty heath
#

@carmine citrus Chop chop you have work to do.

lost pasture
#

Control rooms provide power right- 😆

long wagon
#

(Fringe combat) Sprocket has no airlock

fringe swift
#

"after a completely redesign" -> "after a complete redesign"

karmic verge
#

I think 'battlefields from enemies' -> 'battlefields of enemies' is also necessary @carmine citrus
Or alternatively 'clearing battlefields from' -> 'taking battlefields from'

sly trellis
#

"don't make grammar commits"

#

(this is satire)

jade pine
#

🔥

gritty heath
fringe swift
gritty heath
#

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.

unborn hedge
#

besra missing an H.E missile storage spot

barren grotto
#

im refunding

unborn hedge
#

literally unplayable

karmic verge
#

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

gritty heath
#

Time is just a flat circle revolving around taking down and re-adding of slowdown in this thread.

sly trellis
#

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)

gritty heath
#

I agree with the last sentence.

misty surge
#

-# slowmode gone?

#

-# :D

karmic verge
#

@spice fossil please put in whatever you feel appropriate

shy tinsel
#

slow mode - 99999

#

take an entire year to be able to say something

sly trellis
#

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

gritty heath
#

We commented how good slowmode's abscence was so many times that they had to add it back in.

Cobra Effect in action.

misty surge
#

nooooooo

shy tinsel
#

lol
-# Time remaining: -1 day, -5 hours, -2 minutes and -39 seconds

ebon crag
#

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

lyric badger
#

it's a missed supply line btw

ebon crag
#

i was wondering what that was actually

gritty heath
#

I think it would just be better if the storage was split 50/50 by a 2x3 storage.

hexed pine
#

Beluga's reactors aren't assigned to some thrusters and the disrupters. These crew are also missing assignments.

hexed pine
#

Longspear has a walkway facing the wrong direction.

ebon crag
jade pine
#

Unplayable, time to uninstall Cosmoteer: Starship Architect & Commander

Completely outrageous

gritty heath
#

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.

gritty heath
#

Pogoo, new ship by Hatter, awesome lil' bugger but the thruster can't be accessed.

unborn hedge
#

this is literally unplayable
refunding rn

karmic verge
jade pine
#

yeah for real, I think we've burned the joke way too much and it became unfunny.

unborn hedge
#

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

sly trellis
#

would be helpful for a pinned message about joke posting
also hi cap
you better not increase the slowmode for nothing

spice fossil
#

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.

shy tinsel
ebon crag
# misty surge 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.

gritty heath
shy tinsel
#

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?

barren grotto
#

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

shy tinsel
#

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)

shy tinsel
#

final one.

Tureis Subortus: fire extinguisher cannot be acsessed

unreal harbor
#

Thunderbird has an extra door between 2 shields, ik its tiny, but as soon as i saw it i had to

humble salmon
#

sprocket got no hatches

mystic bone
#

interdictor paint asymmetry, literally unplayable refunding now, there you go now people don't have to spam

solar hawk
#

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)

barren grotto
#

again this is likely intended as it works fine without them

karmic verge
#

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. 💙

shy tinsel
spice fossil
#

The EMP modules on Project Mjolner (monolith) are functional, but disconnected from the rest of the ship/airlocks.

jade pine
#

I'm not sure if this is intentional, or an error in Small Cabal Trade Station's II paint.

karmic verge
#

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.

pastel thorn
#

This works doesn't it?

mystic bone
#

no emp storage tiles on beautiful in name only, i don't think saris intended it to have alpha emp

warped crow
#

Cassiopeia and eclipse are pretty much the same ship. They have almost identical weapons too, with eclipse only having six more emp missiles

gritty heath
#

More important question is what the hell is up with these tiles. Is it some user-specific bug or what?

mystic bone
gusty radish
#

Eclipse is more tanky and has more EMP's fine in my Book

ebon crag
#

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

storm wyvern
#

skirath has no listed author

main nacelle
main nacelle
#

Kestral is named Kestrel in the description.

slow dock
#

Umbrage, both sides: missing door between ammo and flak

hybrid drum
#

some other ships probably also need ammo/crew swapped for flak after the flak rebalance

main nacelle
#

Missing doors on crew bunks, umbrage

ebon crag
#

Firesteel's disruptor is set to Hold Fire for... some reason

solar hawk
#

Jackdaw doesn't have airlock access to the nuke storages on either side.

ebon crag
#

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

ebon crag
#

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

shy tinsel
#

the chainguns on harpy are inaccessible from the outside (missing airlocks)

shy tinsel
#

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?)

gritty heath
lyric badger
#

The prism is only on one side and clearly a leftover from when it was being figured out

shy tinsel
#

Nemesis has a paint issue on the newly added storage

gritty heath
solar hawk
#

Ba'al is missing doors on the upper emp launcher section to allow crew access to launcher beyond the first.

timid hill
#

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.

autumn thunder
#

Alsephina has armor on the right side and corridors on the left; may not be intentional

hexed pine
#

Pretty sure that's for weight balancing.

chilly wind
#

a lot of ships has this, id guess its for cost ore then weight balance

gritty heath
#

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.

autumn thunder
#

Good to know and that's smart. Thank you for the explanation and apologies for the false issue

patent plaza
#

med monolith trade II has a 4-sided symmetrical mistake

subtle yacht
#

i see no difference

lyric badger
#

A dark gray wedge is missing, check the ones closer to the center

gritty heath
#

Something something literally unplayable, anyways good catch corpo.

solar hawk
#

The pictured crew quarters has an additional squad order on the left side of Stella Matutina

glossy grove
#

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

eternal kettle
#

(Monolith) Mercygiver inner area with EMP missles is unreachable.

timid hill
#

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.

gritty heath
brave river
#

iota is missing a fire extinguisher even though theres space for it and it wont change the paint

west horizon
#

The Monolith ship Guardian has no weaving armor

ebon crag
#

Missing supply chains on Beluga means these thrusters will never get resupplied

rancid otter
ebon crag
#

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

carmine citrus
gritty heath
unborn hedge
#

why not both

shy tinsel
#

its better then my spelling

gusty radish
#

bottom HE-Missile Module, Operators leave the Missile Launcher which probably is not wanted most likely to reload CG's.

west horizon
hybrid drum
#

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

timid hill
shy tinsel
#

the new ship Degenbrecher is missing ammo on tiles

ebon crag
#

The missing blue paint on one side of Zweihander's nukes hasn't been fixed

teal moss
#

Sol Absentia paint asymmetry

urban depot
#

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.

karmic verge
#

An updated Ecclesiarch has been scheduled to be added to the game for the next update

hollow robin
#

this crew quarters on arbalest is missing a door, on both sides

autumn thunder
#

could be a modded thing (I severely doubt it), but Degenbrecher does not have any ammo tiles on its rightmost side.

ebon crag
#

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

shy tinsel
#

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

hybrid drum
#

name: guardian
activity: creative
problem: not symmetrical

chilly wind
#

Unplayable

shy tinsel
#

ammo factory
also the sensor technicly
i forgot this has a 1 hour cooldown

chilly wind
#

the factories, one the ammo is besid ethe flack, other the sulfur is

steep trail
hybrid drum
#

look at the circles

gritty heath
#

It helps that they're some of the worst doodled circles of all time and don't even outline the thing that well.

steep trail
hybrid drum
shy tinsel
#

i mean, hes not wrong, the one on the left looks like a liver

timid hill
#

is the EMP missile crew in the rear of the Auriga meant to be sealed inside with absolutely no doors or airlocks out?

shy tinsel
#

probibly not, nice catch

gritty heath
#

I'm impressed at the tiny things that you people are able to spot 👍

timid hill
# gritty heath 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...

gritty heath
# timid hill I actually found it because I spawned it in creative mode and told the crew to e...

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 :>

ebon crag
#

wait, isn't there a shortcut to spawn ships with empty storages? air keeps mentioning that

humble salmon
#

Yes, hold ~ while spawning ship

shy tinsel
#

that'il help

ebon crag
#

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.

solar hawk
#

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

compact grotto
shy tinsel
storm wyvern
#

Small monolith trade station II has crew leave the hyperdrive beacon when task saturated from trading

storm wyvern
#

Small fringe trade station has its cannon ammo on the small laser side in the wrong storage

rich edge
#

Nemesis has a tendency to steal other ships. Suggestion: Put a little structure to deflect ships

timid hill
#

@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).

west horizon
#

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
karmic verge
#

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.

storm wyvern
#

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

west horizon
hidden saffron
#

what are these prisms for on the odysseus?

shy tinsel
#

redirection for some upper ions i thnik

marble cloud
#

Fire all emitters first when you're asking yourself why a prism is there and another isn't

hidden saffron
#

ah right
sorry

marble cloud
#

Imperium hyper beacon by Hatter have problems with crew leaving the beacon

gusty radish
#

Ice Cutter orbits to far away

ebon crag
#

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

compact grotto
#

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 LUL )

Also I think crew transports is a really good idea, I kinda wish I had come up with the concept myself lol

main nacelle
#

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 ? LUL

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.

storm wyvern
#

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

lavish creek
#

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

storm wyvern
#

Sprocket has no airlocks, so it cannot be taken over

shy tinsel
#

i think i posted that like a year ago, and still no change....

gritty heath
shy tinsel
#

well its obviusly door, the only clock work fringe he didint make was shredder, and mabey ba'al

marble prawn
#

quickdraw has no armor weave

gusty radish
# marble prawn 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.

marble prawn
#

makes sense

gusty radish
#

@karmic verge , i was wondering why these gather in mass at Hyper Relais. now i know adios

desert imp
gritty heath
#

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 ]

mystic forge
main nacelle
#

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)

timid hill
#

Forget if I saw this reported but Sol Renatus's prisms are misaligned so it can't fire at all

storm wyvern
gusty radish
#

Happens once every Career Run to me, so relative rare. I assume the AI targets with all Prisims and then it happens 🤔

gritty heath
#

I've never seen this occur, very bizzare how prism locking breaks down. Ever happens with CG?

main nacelle
#

What the hell is that hyperdrive on sol invictus (get two meds in the center, gain 10% hyperdrive efficency for free)

shy tinsel
#

Old ships lol

gritty heath
#

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.

shy tinsel
#

Wayward is one of thos ships I thnik

wet brook
#

Arbalest's Tractor Beams are not supplied by the Large Reactors

drifting patio
#

either missing door or incorrectly configured walkway on Roko's Vengeance (crew have to walk against a moving walkway to get into the reactor)

gritty heath
#

Something something unplayable.
I wonder do these suggestions even get read anymore? I hope they do :>

shy tinsel
mystic bone
#

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

lavish smelt
#

Agares very quickly blows up its own frontal small cannons due to insufficient heat exchangers.

karmic verge
lavish smelt
#

Marduk has a similar problem with its cannon wings. Lots of fires, not so much firing.

shy tinsel
#

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

dusty canopy
#

Savnock has a meaningless storage,maybe add air valve?

ebon crag
lyric badger
#

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)

knotty oyster
#

a [4] Coracacco Station and a [5] pioneer can merge/stuck themselves.

karmic verge
shy tinsel
knotty oyster
marble cloud
#

Hey ggive saris some credits he's building docking ports before they are even a thing!!!

rancid otter
#

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 ||

autumn thunder
timid hill
#

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.
karmic verge
#
  • 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!
drifting patio
bold jolt
#

That should be fixed in the new RC

drifting patio
#

Damocles (Imperium) is missing crew access to front thrust section

halcyon mirage
#

Tiny Ionian Arms Depot (Io): Not sure if this is intended but these four laser blasters aren´t OCed

karmic verge
#

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 💙

next prawn
#

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

drifting patio
#

Saleos has insufficient heat exchangers to its rear small thrusters

autumn thunder
#

the oc small thruster heat nerf and its consequences on society

shy tinsel
#

happened with pd too

bold jolt
#

@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!
📺 SUBSCRIBE TO THIS CHANNEL 🔔
https://www.youtu...

▶ Play video
karmic verge
#

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

mighty lark
#

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.

marble vigil
#

Oh right the changed drag also affected launcher projectiles

Ruined my nuke tunnelers :(

acoustic pewter
#

Ship: Vual

Noticed while in career that the Vual's cannon lights itself on fire after firing a couple of volleys.

karmic verge
acoustic pewter
#

okie 👍

knotty oyster
#

heyyo @Velda

Alsephina has corridor instead of armor on its outer left.

shy tinsel
#

reminds me, the imperium jump beacon does not work due to crew not manning it

knotty oyster
#

i missing schematics but u get the point

acoustic pewter
#

Huh, wiki is outdated for this ship

lavish smelt
storm wyvern
#

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

floral wharf
#

heat exchangers on Aitne not effectively dealing with the heat

marble vigil
#

critical error - duplicate wreckages

gritty heath
mystic bone
knotty oyster
#

@noble knot pls post the ship issue u found here

noble knot
#

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.

knotty oyster
#

Atlas's EMP rocket hit the own ship when fyling slow

lavish smelt
#

Shax has 4 fire extinguishers but only the energy supply crew furthest from them could actually use them due to assignments.

zealous cape
#

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

zealous cape
# zealous cape The Barbatos only has enough heat dissipation and storage for about 8 seconds of...

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)

karmic verge
#

Several of the new ships not having an author in their author fields is known

ebon crag
#

Crocell's TRL is set to Hold Fire, this is presumably not intended

knotty oyster
#

gotta say, i enjoyed reading the little lore @karmic verge added, and missed it on the other ships

marble vigil
#

targeted prisms

lavish smelt
karmic verge
lavish smelt
# karmic verge Testing on the rear of the Raum, Gremory, and Crocell, with each having a fire o...

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.

shy tinsel
#

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

fringe swift
#

Marduk self immolates in seconds of firing. good luck Saris! one of those disproportionally effected ships from early preview nerfs i suspect

noble knot
#

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.

humble salmon
#

wrong channel i think

noble knot
ebon crag
# noble knot 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

brittle anchor
#

Crocell's TRL is set to hold fire rather than fire at target

karmic verge
#

I uploaded a fix for that, it should be enacted in the next patch

patent plaza
zealous cape
zealous cape
#

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):

  1. 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)

  2. 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.

slim tusk
#

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).

karmic verge
#
  • 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.

  • 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!

meager tinsel
#

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 )

fallen temple
#

Io ship Eligos has disconnected TCM launchers

karmic verge
#

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

fallen temple
#

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)

west horizon
#

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)

pastel thorn
#

The tractor beams on Atlas are set to fire at target, but the ai can't target tractor beams, so they never get used

shy tinsel
karmic verge
# west horizon iirc Sprocket (tier 4 fringe ship) doesn't have an airlock, which means that it ...

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.
wispy patio
#

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

drifting patio
#

Leda (io) melts its PD

timber sage
#

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.

zealous cape
#

The Fringe Wayward has an unmanned Ion (on the right) because the assigned crew can't reach it

fallen temple
#

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.

zealous cape
#

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

karmic verge
zealous cape
#

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

wispy patio
#

probably drag equation changes, interesting to see how we solve it

ebon crag
#

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.

shy tinsel
shy tinsel
#

Themisto is missing the name of the person who made it

ebon crag
zealous cape
#

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

shy tinsel
#

At the cost it's at it probably can also downgrade the reactor and controll room

lyric badger
#

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

modern imp
ebon crag
#

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

zealous cape
#

probably another acceleration change issue: Voluntas hits itself with its own nukes a lot
Maybe 1/3rd just hit itself

lavish smelt
#

Clytemnestra seems to be missing a door here (and mirrored on the other side)

zealous cape
#

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

karmic verge
#

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

fallen temple
#

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.

knotty oyster
#

What even is that

bold jolt
#

Fight it in creative mode and find out 🙂

thin wing
#

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.

shy tinsel
#

Might have been a typo, those have happened

gusty radish
#

Abaddon could use an additional Door at the Capacitor, oe the Belt turned by 90°

knotty oyster
#

Small Cabal Trade Station has 2 Inverted belts on one "arm" was made by Vilda

zealous cape
#

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?

thin wing
#

That's the ship lazy crewmen get assigned to.

shy tinsel
#

Sparagmos has some uneeded pipe probibly from mirroring

fallen temple
#

Io ship Lernean has a non-oc ion combining with an oc ion

the ion also already has heat connection so ye prob accidental

autumn thunder
#

actually this is intentional because the architect wanted to showcase how potentially useful wasting damage is (sarcasm)

karmic verge
#

It was a simple and accidental mistake. Thank you for notifying me, Bigglesworth

floral wharf
#

hull paint mistake on Kale?

alpine sundial
#
  1. Io ship Janus.

  2. 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.

  3. 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.

lavish smelt
#

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?

zealous cape
#

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?

karmic verge
#

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.

fallen temple
#

Fringe Ship Cantiloupe has no direct power access to this hyperdrive, capacitor, and disrupter

most logical fringe engineering:

chilly wind
#

well there is an airlcok

#

just need the crew to go for a quick space walk mid fight

#

what could go wrong

gritty heath
# chilly wind well there is an airlcok

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.

lyric badger
#

True and all but this is cantiloupe we're talking about

lavish creek
#

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)

west horizon
shy tinsel
ebon crag
#

nah Cabal's just gotten really good with energy tech

west horizon
karmic verge
#

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.

fallen temple
#

Io ship Aitne's cannons self immolates due to inadequate exchangers

hmm i feel like we've seen this one before

karmic verge
#

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

shy tinsel
#

just say io is overconfindint and hasint worked out all there issues and make it a lore reason lol

fallen temple
#

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

alpine sundial
#

Saris built them at the very edge of their heat capabilities. Any more such heat changes would be straight up annoying.

shy tinsel
elder imp
#

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.

karmic verge
#

Erato has lost ALL PD privileges due to INCOMPETENCE and INABILITY to maintain heat. It was given an additional radiator though

fallen temple
#

Fringe ship Nusketir has their rail on fire at target, preventing them from firing it effectively

ai update when

leaden fjord
#

Budget railfan

gritty heath
#

There's no fan, this thing is just "Rail"

crystal spruce
#

useless crossing on thunderbird ship imperium, unplayable yeah it's missing adoor

humble salmon
spice otter
#

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?

lyric badger
#

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.

storm wyvern
#

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

fallen temple
#

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

hollow marsh
#

dunno what these pipe corridors are doing on the medium ionian arms depot

brittle anchor
#

aesthetic purposes i bet (shields would have uggly connections otherwise)

edit after below: oh yeah that door doesn't..

fallen temple
#

asthetics

except this one that also comes with a door for some reason

chilly wind
#

are hallway pipes cheaper or lighter maybe?

#

NVM its for a arms depot wouldnt matter

unkempt wharf
#

All the pipe variants have the same stats

west void
storm wyvern
#

apparently the io railbases want to shoot through rocks

zealous cape
#

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)

lavish smelt
#

Decarabia seems to be missing crew and energy assignments on the sides, at least when I spawned it in creative as a reference.

zealous cape
karmic verge
#
  • I've since changed that (Wayward) and I thought I uploaded a fix. I'll look into it

  • Decarabia

  • Kalyke

  • Skirath

dusk drift
karmic verge
#

My job is to fix em, no biggie at all 😁

zealous cape
zealous cape
#

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)

night flame
#

arms depots dont have hyperdrive beacons, yet can still be hyperjumped to when not within render distance

mystic bone
#

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

storm wyvern
#

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

zealous cape
#

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

pastel thunder
#

Tureis Subortus' prisms seem to not be aimed

ebon crag
pastel thunder
#

gotcha

digital mountain
#

Arbitor's inner missile launchers are unable to attack, presumably due to projectile changes.

karmic verge
#

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.

orchid mauve
#

Tiny Ionian Arms Depot's all airlock have no doors

karmic verge
#

Someone responsible will have to be fired for this

fiery crag
#

Acolyte (Saris) There are missing doors on the right.

marble vigil
#

wtf @karmic verge how did you let this slide

fiery crag
#

Celebrant (Saris)There are missing doors, and cargo is inaccessible to the crew internally.

lavish smelt
#

Lyra Mayor could profit from crew assignments for its barracks

shy tinsel
#

Shamal is missing doors to cargo

modern imp
fallen temple
#

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

karmic verge
#

Bro didn't even notice that it has no hyperdrive either. (Already uploaded a fix and added a hyperdrive myself though)

mystic bone
#

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

karmic verge
#

That's supposed to have the blaster overclocked, probably just an accident that I failed to do that

shy tinsel
#

Medium imperium trade station is missing doors on airlocks

shy tinsel
#

pioneer probibly could use a bit of back armor so it doesint get one taped by a singel large cannon shot

red crypt
#

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

shy tinsel
#

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

chilly wind
#

Its not even a combat ship

red crypt
fiery crag
karmic verge
#

Keep discussion out of this channel.

fallen temple
#

Io ship Bathym has asymmetrical armor

absolutely crippling oversight on armor distribution

shy tinsel
rotund grove
#

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.

karmic verge
#

I'm surprised at how some of you guys manage to catch these things

rotund grove
#

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)

clever flower
#

House IO's Medium Nuke Platform self destructs eventually after being spawned.

leaden fjord
willow scarab
fallen temple
#

Io ship Andromalius is missing 1 paint decal

saris is getting fired for this one

willow scarab
karmic verge
#

I don't understand how that even happens 😭

clever flower
willow scarab
leaden fjord
shy tinsel
clever flower
night flame
#

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

autumn thunder
rotund grove
# autumn thunder 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.

clever flower
rotund grove
orchid mauve
#

I mean, ngl, its accurate faction lore

fallen temple
#

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&

karmic verge
#

Fixed and forwarded to the dev server, thank you. Camelopardalis also wasn't centered on the build grid.

fallen temple
#

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&

ebon crag
#

I swear at this point Bigglesworth is going to know what each architect had for breakfast just from looking at their ships

fallen temple
#

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

leaden fjord
#

Bigglesworth must have had early access to the ships or something
No way he finds these errors this fast

autumn thunder
#

biggles is a BC member in the shadows

shy tinsel
#

i get the feeling literaly every ship added has an issue somehow

fallen temple
#

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

karmic verge
#

-# I promise I'm a professional there's dozens if not hundreds of things I've done perfectly on those ships 😭

dusty canopy
#

what how can you guys can found so many bugs

fallen temple
#

im just that good at pointing at problems and saying "fix now plz"

floral wharf
#

can't say it isn't fun

dusty canopy
#

It might burn but I'm not sure is that a bug.Name is Agrippa

karmic verge
#

The two heat exchangers adjacent to each chaingun are the solution to that 👍

fallen temple
karmic verge
#
  • Gatecrasher - Added 4 doors

  • Halligan - Added hyperdrive power assignment and modified lore. 'Unnecessary' crossings can slightly improve efficiency, and there's nothing else to do with those tiles

  • Katar - Added 6 walkways

  • Sai - Added 2 walkways, assigned flak and hyperdrives properly

  • Trident - Assigned flak and fixed missile logistics

  • 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

  • Aplomado - Assigned emp

  • 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)

  • Galapagos - Fixed CG ammo logistics

  • Hannibal - Fixed CG and nuke logistics, assigned left reactor to bridge

  • Jan Zizka - DCs told to fire at will, redundancies are intentional

  • 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.

fallen temple
marble vigil
lyric badger
#

If that happens you don't have bigger fish to fry because you're the fish

fallen temple
#

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)

floral wharf
patent plaza
#

(0.30.4 rc2) Cabal ship Taurus has no author

leaden fjord
#

not a bug report, just wanted to say that Janus is a cool ship, thanks for making it 0neye

lavish creek
#

Tiny Ionian Arms Depot lacks doors on it's airlocks

karmic verge
#

The uh, crew actually removed it themselves. To get overtime. Yeah

fallen temple
#

saris making ships with toxic work environments smh

willow scarab
lavish creek
#

They displeased me

dense spear
#

Io extinguisher ship has a unoverclocked capacitor but I don't think it's intentional

lavish creek
#

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

karmic verge
#

Those capacitors are intended to not be overclocked, because the ammo factories waste energy rendering it unnecessary, thank you for pointing it out

willow scarab
#

-# yet again saris makes excuses

karmic verge
#

Please keep in mind this thread is supposed to be for giving feedback and pointing out issues, hence the hour-long slow mode

brittle anchor
floral wharf
#

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?

gritty heath
#

This has to be the pettiest suggestion/nitpick to date. Congratulations, wow (I'm not being satyrical I'm genuinely impressed)

compact grotto
compact grotto
#

Camio doesn't have an airlock

spice otter
#

I think it's better to un-OC frontal small thrusters on Io Mars ship, they burn in first seconds.

mystic bone
#

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