#Release Candidate 0.23.0 - Crew Construction & Resource Collectors

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karmic tartan
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Cosmoteer release candidate 0.23.0 is now available for testing!

This is the release candidate test build for the long-awaited "crew construction" feature. This is a completely-optional feature that, when enabled, will a ship's crew to exit it and manually perform any desired construction and repairs instead of those happening instantly.

This build also adds a new "Resource Collector" ship part that has four small tractor beams that can pull nearby floating resources and deposit them into any storage within four tiles of the Resource Collector.

There are also a handful of other quality-of-life improvements, balance tweaks, and bug fixes.

Note that there are still a few minor sound and VFX improvements that are planned before the stable update.

Thanks for testing!

https://store.steampowered.com/news/app/799600/view/6331545675046615706

Cosmoteer release candidate 0.23.0 is now available for testing! (See this post for info on how to test release candidates.) This is the release candidate test build for the long-awaited "crew construction" feature. This is a completely-optional feature that, when enabled, will a ship's crew to exit it and manually perform any desired constructi...

toxic aspen
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you wrote wepaons on it

light kraken
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That's a lot of changes!
I highly recommend looking at the full changelog if you play pvp

astral valley
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Collector huge QoL, still need Steam to notice the game's updated for me to test

light kraken
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Also, please release vefore next saturday ๐Ÿ™

karmic tartan
karmic tartan
astral valley
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This already is worth updating for

toxic aspen
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i'll have to check for all possible mod breaks when i have the chance
probably not gonna find since i patched them for myself gotojale

young dagger
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someone show what the resourse TB looks like

toxic aspen
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deck shots ignoring friendly ships is amazing i can finally have multi ship setups better

astral valley
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Unsure what triggers the thing to function

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Disabling crew to gather/mine manually does not seem to make them operate the collector

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Ordering a squad to supply it does absolutely nothing other than supplying the collector with energy

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Funnily enough I can "recall crew" to cancel the task even though crew aren't allowed to manually gather the resources and thus exit the ship

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Can I suggest a small QoL that may help down the line? Whenever a Mining Laser is present, disable all ship roles able to mine; and whenever a Resource Collector is present, disable all ship roles able to gather resources.

urban cloak
toxic aspen
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can someone show the new factory graphics

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wonder if there will be a way to have the old roof turret and projectile/beam behavior in the future

astral valley
toxic aspen
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every

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or atleast 2

astral valley
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@toxic aspen

azure jackal
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IgnoreSourceShipLowLOSChecks
IgnoreSourceShipHighLOSChecks
I suggest that these should be kept as a method to ignore ONLY the source ship and none others

A mod I have that is bring ported to modern heavily relies on your source ship being exclusively being the one that is ignored, as it uses sensors which are for detecting friendly ships through this logic.

toxic aspen
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Maybe just add a LegacyCollision = true

azure jackal
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as for one of hundreds of examples:
these funny things could be set to go around some station, but the change would make it extremely problematic as the station would have to be an enemy and that would mean any defense weapons would attack

willow crater
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Nice! new dom things thanks!!. we still need a toggle for rocks xD

astral valley
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ngl the collector being 2x2 I feel is the most annoying shape to work with

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Its so "simple", it doesn't fit within intricate designs, it makes assymetrics hurt unless the assymetry allows for even numbers

azure jackal
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maybe make it 2x2 but remove 1 tile from a corner to make it an L shape as a more interesting design

astral valley
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I can't make a Noctua fan out of it unless I outsource the energy via airlocks

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(Considering it worked in the first place, I still cannot have it function for whatever reason)

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... I feel like I'm missing something

toxic aspen
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T shape

azure jackal
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kinda confused on what this square radius is for

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oh

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automatic storage dilivery

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i was looking here, it isnt mentioned

astral valley
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HUH

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I gave it sulphur and it worked

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... kind of

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... It attempts to grab resources thru solid objects, fails to go thru said solid objects, refuses to elaborate, dies

azure jackal
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why are they not operating it???

astral valley
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Replace it

azure jackal
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that didnt work

astral valley
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And/or try with a different material

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So far I could make it work with Hyperium, but it works with Sulphur

azure jackal
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trying with sulfer and it not working

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i use the mining thing to tell the ship to gather a material and it still doesnt work

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checked crew priorities and nothing is wrong

astral valley
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Keep trying, its clunky at best

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Also keep in mind you may need more than simply one, that's four resource-units at a time

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Absolutely not advised to capitalize on storage

gray cypress
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the resource collector turrets are cute

azure jackal
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bruh it only works if your ship doesnt have an airlock

astral valley
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No, you refreshed the ship

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Put the airlock back on

azure jackal
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i did annnnd

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the crew still went out manually

astral valley
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It... stopped

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I'm so confused lol

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Orders are given, crew is available, crew roles are set specifically for it to work, there is energy nearby and loaded into the collector, crew just don't want to use it; god damnit I don't pay them on lemon juice batteries for nothing

azure jackal
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ok why doesnt the game let you eject resources from airlocks that are off when it works perfectly fine if you turn them on, set to eject, and turn them back off while paused

astral valley
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WHY CAN YOU TURN OFF AIRLOCKS

azure jackal
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oh my god

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why did it quit

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this part is so janky

astral valley
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Weapons will no longer ever target enemy crew. LUL

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No more direct warcrimes in space I guess

young dagger
azure jackal
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  • crew moving stuff normally (is slower) takes priority over this
  • the collector beams randomly turn of even when you prevent the crew from leaving to take the materials
  • there is no method to get your crew to STAY in the building, even when you assign them to specifically it and only it
gray cypress
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Layering problem here

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batteries for the resource collector are being rendered above crew

azure jackal
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roof battery

toxic aspen
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roof battery

astral valley
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Deck Cannons don't shoot projectiles!?

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What is going on with this RC jfc

azure jackal
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holy crap that dude's ballance suggestion of setting the deck cannon range to 0 got through

astral valley
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lmfao

gray cypress
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looks like the cannon is hitting your own ship

astral valley
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Brought a ship to help with repairs because that's new and I forgot that the ship I was about to repair blew its own access to airlocks and...

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... they're also destroying it for resources?

gray cypress
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"hell naw this ship is a write off"

astral valley
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Construction now takes forever apparently, but its cool to watch

azure jackal
astral valley
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Massive W in terms of graphics design

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The bigger the part, the more stages it gets, and that's absolutely awesome

azure jackal
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still hits friendly ships

astral valley
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Employed more ships as friendly help, still takes forever, but considerably less

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There is also no way to queue more repairs, only to cancel existing repairs

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There's still reparations to be made, however crew refuse to do them

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Man, this sure is one hell of an RC

vapid horizon
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the "DC shoot over friendly ships" is a big change

open willow
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Is there an way to move the no airlock warning? It being in the middle of the screen is kinda annoying

gray cypress
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I wish it was in a corner tbh

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pretty sure there's a setting to turn it off tho

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personally I'd like a setting to make it hide when you've got a part in your hand

young dagger
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CTRL+SHIFT+U lol

gray cypress
open willow
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they aint grabbing nothin

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All are them are trying behind things behind asteroids

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I think that asteroids shouldn't block tbh

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should more than 2 crew be working in the resource collectors?

astral valley
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Four to grab materials, two to supply energy.

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That is if your Collector works as intended, which so far doesn't seem to be the case

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I still feel like it should do its job (if at all) way better than how its currently supposed to

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Its occupying space, its taking away energy, its taxing on crew for something that could already have been done by crew itself

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For whatever it is, it has to be better than crew, otherwise there is no fundamental purpose for it to exist other than sundiving shenanigans

visual mason
sick echo
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Damn, 4 tile limit?

still ibex
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Anybody else have the problem that deck canons cant shoot over the own ship(s) at all?

astral valley
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Hmmmmmmmh, I have a theory

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@slim marlin have you tested if other roof-turret weapons and utilities have the same problem as Deck Cannons in this RC?

astral valley
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Will check myself, dw

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Blue and white ships are the same team; Resource Collector, assuming it works, should be able to grab the loose hyperium behind the asteroids, Deck Cannon should not be able to shoot the pink ship directly, but impact the asteroid behind the blue ship, and the Tractor Beam should be able to repel the pink ship even with the asteroid in front of it.

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Resource Collector decided to work this time, however it is not able to surpass the asteroids. Deck cannon cannot surpass the blue ship. Tractor Beam is not able to surpass the asteroids.

astral valley
# azure jackal huh

I'm not sure what is at play here, but whatever it is, armor seems to block DC shots.

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... what

sick echo
astral valley
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That's modded structure I believe

sick echo
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Oooh ok. Makes sense yeah.

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Thanks

vast peak
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When does the game decide to use the collector and when to just send crew, cause even if there are resources it could collect, the crew dedicated for the collector decide to go out instead??

astral valley
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Circumvent that by disallowing crew to gather resources in crew priorities

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Regardless, they may follow the same concept of Mining Lasers, where crew priorizes mining before supplying lasers with energy due to queue timing

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I still have absolutely ZERO clue why Resource Collectors refuse to work with seemingly no issues whatsoever

vast peak
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yeah seems like a bug

astral valley
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Walt needs to catch up at this point, we found the important bunch of bugs lol

placid pike
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new and updated ships are epic

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pecadillo and tri-raptor got a glow up

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renegade will stay in our hearts

placid pike
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playing in a starter system created before the update and noticed that the new tri-raptor is tier 4

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I don't think it's strong but it's weird that it's labelled as tier 4 in a starter system

calm drum
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Sorry is there a way to get rid of that warning?

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I didnt find it in settings.

calm drum
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Is there something im missing? Crew seem to just not want to wokr there. The power has been delivered.

astral valley
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Also be careful when using Deck Cannons

calm drum
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They are broken?

astral valley
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Shots collide with armor, potentially more, yes

calm drum
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Yeah deck cannons are broken.

toxic aspen
west lion
still ibex
west lion
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I have a collection order for them

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And turned off airlocks

astral valley
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Sometimes works, sometimes doesn't; it for sure isn't consistent

still ibex
west lion
# still ibex Also storage nearby?

I was just testing the collectors at all, havenโ€™t put them next to storage. Will crew just refuse to operate collectors with no adjacent storages?

still ibex
west lion
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Good to know! I can see what an adjacent storage does. ๐Ÿ˜๐Ÿ‘

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Just tested it - unlike all other weapons, they donโ€™t continuously man collectors until a resource collection order is placed, and only if thereโ€™s an available storage.

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Thank you so much for your help! ๐Ÿ˜๐Ÿ‘

mild ferry
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i did die and i did look if i still can do things with my ship that i was building, i can still interect with it, it makes me wonder what if i fix this ship, i go to look what will happen if i fix this ship.

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i did start and stop the free build setting to build this ship, and now i'm playing with the deathscreen

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it is posible because you can still interact with the ships you was building. and because you did not finish it did not cound as ship, after building the ship you can just play again with out restarting... but the deathscreen does not know...

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(i did die by level 3 ship with in a level 1 place...)

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because of the deathscreen i cant save my game ๐Ÿ˜ฆ

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i go to start a new game, i do want to give a save but i cant save it because it's a deathscreen glitch...

karmic tartan
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For anyone having issues with resource collectors, please upload a save file. Thanks!

gray cypress
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It seems to be less so a bug and more so that people are confused about how the resource collector actually works. Might be handy to mention that crew only operate it when there's resources to collect in the description

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Also, all projectile based roof weapons seem to be broken in the RC, not just the Deck Cannon. From what it looks like, the projectiles are colliding with any friendly ship part as soon as they've left the source part, almost as if FriendlyShipLowCollisions = false is acting more like SourcePartLowCollisions = false

calm drum
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?log

robust flaxBOT
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Please upload your latest Cosmoteer log file, which will help us solve your problem. Log files can be found in C:\Users\[username]\Saved Games\Cosmoteer\[Steam User ID #]\Logs with the extension .txt. (You may also see files with the extension .rec, which are not log files and we do not need unless we specifically ask for them.) Simply drag-and-drop the latest log file into this Discord channel to upload it.

karmic tartan
karmic tartan
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@everyone Thanks for reporting all the issues in RC1! RC2 is now ready for testing!

  • RC Bugfix: Deck Cannon bullets (and all modded roof weapons) were colliding with their own ships.
  • The Resource Collector now requires a blueprint purchase to unlock.
  • The Resource Collector can now fire its beams through asteroids and friendly roof turrets.
  • Crew will no longer "steel" resource nuggets from Resource Collectors.
  • The Resource Collector's tooltip now mentions that crew will only operate it when there are resources marked for retrieval.
  • Modding: Added 'NonFriendlyShipLowCollisions' and 'NonFriendlyShipHighCollisions' to SimpleHit, PenetratingHit, and BeamEmitter components.
west lion
jaunty kindle
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......oh

toxic aspen
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preview build is gone, reduced to atoms

karmic tartan
toxic aspen
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only complaint is roofs of factories being a single sprite instead of splitting for the storage hatch to open but alright

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sends chills to my optimization focused* modder brain

azure jackal
toxic aspen
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what happens if you use sourceship = true and friendlyship = false

azure jackal
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the sensors need to detect that the ship is there in the first place to work

light kraken
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I set budget to 1.52m but it only lets me pick 1.5m ships?

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im stupid nvm

west geode
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the ability to cancel an ongoing repair would be nice. i cant disassemble this 3-way to rebuild a second standard thruster because I had already issued an order to repair the reactor. i even tried clearing the blueprint and reverting modifications, but the issue persists. the reactor needs 23 coils to repair
edit: i think i might have just been seeing this the wrong way... i had tried to do it through blueprint mode. next time i'll use the regular build mode

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i only skimmed through the discussion, so sorry if this is a rehash of anything already discussed

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i really like the update so far. i feel like construction should be slower than demolition/salvage, personally. it seems to be somewhat faster at present, but i've only been playing this version for about an hour (and most of that was spent scanning through this discussion after i was ambushed mid-construction and left in the state shown above

open willow
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construction is kinda slow in lategame where if you are building a completely new large ship, you will have to wait around 20 mins on 8x to build it

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atleast from my experience

west geode
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yeah that makes sense. i was speaking more of a direct part to part construction vs demolition comparison, but i could see that if it took too long to build parts then it could get pretty annoying at scale

open willow
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i also kinda think that if a part is damaged but surrounded by other undamaged parts, which crew can walk through (ex. corridor) then they should be able to repair it from the inside

urban cloak
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stupid question: can you repair other ships

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(not enemy ships(OR MAYBE YOU DO-shot))

mild ferry
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i dont think so.

thorn jetty
zinc lake
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My game just crashed, while building a ship

astral valley
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Resource manager did an oopsie while trying to give a crew a resource to build with

karmic tartan
zinc lake
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I captured a derilict ship that I found laying around, then loaded one of my own ships to replace it. While it was rebuilding it crashed out of nowhere

karmic tartan
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If you happen to have a saved game that reproduces the issue, that would be extremely helpful. (Though usually it doesn't reproduce after reloading.)

cobalt hedge
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I love steeling resources.

toxic aspen
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its kept as a pun

young dagger
zinc lake
small rock
toxic aspen
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personally i think the collector could have one extra block of range

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to allow breathing room for 1 corridor

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like this

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or this

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travel speed is the same as a crewmember, there's no need to return but that's still interesting
wonder if a 1.25x boost would be best

mild ferry
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that would be usefull

toxic aspen
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truly saddening

azure jackal
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rip

toxic aspen
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would be the easiest solution to that conundrum and operates similar to filters

  • patches old deck weapons to work the new way
  • allows skipy's roof sensors and other special modded parts to hit friendly ships through the roof without also flying above them
  • more modding possibilities overall
west lion
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I have a question - Iโ€™m trying to construct a ship from the ground up in Creative with crew construction, and I have crew from another ship nearby. The nearby ship has Assists With Construction on, and I have at least enough resources to construct a portion of the ship. But the crew refuse to leave my current ship to build the new one. Any ideas? ๐Ÿ™‚

toxic aspen
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check if blocked space

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airlock access

west lion
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oh wait

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I had disabled "Gather Resources" for all my crew because I didn't want crew to mine, since I have Resource Collectors. It seems Gather Resources also allows crew to pick up resources when constructing a ship!

west lion
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How can I prevent crew from gathering resources when using Resource Collectors, yet allow them to gather resources when building another ship?

karmic tartan
west lion
small rock
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wait so you died, entered freebuild, and it let you continue? That's definitely not correct.

mild ferry
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it's a easy glitch to do...

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  1. start a career, kill a npc and use the resources to start making a new ship.
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  1. when you need more resouces and go to fight npcs just die.
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  1. change settings to free build and finish the ship that you did not finish.
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and now you are playing in career with deathscreen in your face

mild ferry
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i want to give a save but the save game button is useless...

mild ferry
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i did test what will happen if you die in this, noting will happen if you die...

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you cant use a save to go back to the place you did live because you cant save if there is a deathscreen.

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does this info help?

small rock
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Looks like nothing about free build is even required, "all hands lost" is just triggering while you still have EVA crew alive and able to (in the process of) building a new design.

mild ferry
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interesting

west lion
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Do Resource Collectors try to place ammo or missile parts inside a weapon directly? Quite a few of these missile parts are queued to be placed inside launchers, but the collector only placed them in the adjacent storages and left the rest. I disabled crew gathering resources because I don't want them to leave the ship to pick up resources like this.

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I just noticed this as well, all these storage tiles are marked for HE missile parts.

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Hope it can be of help! ๐Ÿ™‚

small rock
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I'm not fully understanding your setup, but if you think it's bugged please upload a save file either here or in #1019741923893858305.

small rock
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Thanks!

west lion
karmic tartan
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@everyone RC3 is now ready for testing!

  • Resource Collectors can now deliver to any storage on the ship with an exterior hatch, not just those within 4 tiles.
  • When delivering floating resource nuggets to a construction/repair site, crew will now use the "Construct" or "Repair" priority instead of the "Gather Resources" priority.
  • The "ALL HANDS LOST" message will now disappear if the player is able to build a ship with crew.
  • Fixed resources and crew issues with Small Monolith Trade Station II.
  • Changed Crown from tier 2 to tier 3.
  • RC Bugfix: Crew were not putting out fires from the outside if the room on fire didn't have airlock access.
mild ferry
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with some ships i have a problem where i need to build more reactores but if i do not have enough recources to build it my ship will be useless because of what has been build first. it trys to build all reactores at the same time...

karmic tartan
sick echo
karmic tartan
sick echo
young dagger
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Have to have the shinest gold nuget on the top

west lion
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How do ships decide how much crew to send to build a ship? I have two ships, but for my largest one, it only sends one crew member to build the new ship. My other ship sends more crew. Is it just because the ship to be built is currently so small?

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Also, my largest ship's crew wants to use the top airlock instead of the bottom ones

karmic tartan
young dagger
young dagger
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also minning tritanium so might be related to that, was minning it last time

mild ferry
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in that way i can easy build ships with out having a to big inventory.

mild ferry
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i did build a ship in that way and i still cant let crew come in the ship.

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(that ship is almost finished and it cant let crew come in... it's missing only 201 coils in the photo)

astral valley
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Can the crew construction follow a specific building pattern?

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I reckon that would solve a LOT of issues

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Start with airlocks and doors, corridors and command rooms, then follow with reactors and crew rooms; weaponry, armor, utilities and defenses should come at last

mild ferry
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airlocks doors and crew rooms and storage are needed to let crew go inside.

small rock
small rock
small rock
small rock
west lion
west lion
small rock
# west lion Personally, Iโ€™d like as many crew as possible to help with building the parts th...

Right now crew should be grabbing a resource, flying to the thing they're building, spend the resource on the spot, then return for more. The two jobs you're talking about are basically the same thing.
Aside from that, the main limitation in building speed right now is the initial structure layer; crew (at least currently) aren't smart enough to "expect" a nearby part to be built, so crew can only be called to build adjacent to existing parts, otherwise the ship would split. That's why more and more crew are called as construction goes on; the surface area of the ship under construction gets larger and larger.

small rock
west lion
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Alright, so I built the ship

toxic aspen
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was there a music update in these rcs

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i don't recognize some things

west lion
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Currently, crew will only gather the resources needed to build parts that exist. That works when most of the ship's structure has been built, there's enough parts to queue crew, but when there's only a couple parts available to build, only a portion of that crew can build.

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When I build this fighter (up to this point shown here), crew get really confused. They fly to the new ship with steel immediately after the airlock's structure is built, but then once any crew delivers coils to that airlock, some of them turn around and go back, while still carrying the steel. Probably the ones who were bringing steel for other adjacient structures around the airlock.

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It's as if crew are willing to build adjacient structure parts and gather the steel until that structure piece is developed with more resources

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Like when this structure is 1% built into an airlock

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Then, once the airlock is built, the steel-carrying crew that left earlier immediately turn around, fly back and place the steel to make structures again.

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It's like in-progress pieces cannot have structure queued to be built around it

karmic tartan
small rock
toxic aspen
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well a update did had 30mb

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was guessing it was the roofs of factories though

karmic tartan
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@everyone RC4 is now available for testing!

  • RC Bugfix: Crashes with error message "Specified door does not have a DoorConstructionTracker" or "Specified part does not have a PartConstructionTracker".
  • RC Bugfix: Crew from outside the ship could get summoned to deliver to a storage with no external hatch even if it had no airlock access.
  • RC Bugfix: Crew were unable to help with deconstruction of ally ships in Career mode.
  • When marking floating resource nuggets for collection, they will now usually be first stored in storage bays with exterior hatches before being moved to whatever weapon or part wants those resources.
small rock
toxic aspen
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i think the collector beam ends extending a bit behind the emitters is a bit goofy

small rock
toxic aspen
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huh....

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well for me it also extends past the resources themselves

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no idea then

small rock
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This is on the latest RC, correct? Any idea how old your GPU is?

toxic aspen
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iirc yes.

may be a bit old, but i haven't seen amy graphical issues elsewhere

small rock
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Let me test min-spec to make sure it's not bugged there somehow

toxic aspen
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will check the colelctor again

small rock
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Doesn't seem to be anything wrong with min-spec either... If you want to make the beam easier to see for testing, just change this to "Max" in the beam's rules file:

toxic aspen
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alright

mellow swift
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Ah, found the answer to my question from previous RC release notes. So, the Resource Collector still claims it can only deliver to within 4 tiles even though that was changed to deliver to any storage unit. Is the intent that this "any storage" is temporary until the logic is fixed, or should the tooltip be updated?

small rock
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Uh I think the tooltip is just outdated. Can you confirm @karmic tartan?

toxic aspen
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yeah now it doesn't happen

karmic tartan
ancient galleon
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Automatic station repair is coming?

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Or automatic ship repair?

stuck wing
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So will the update release today as said before? Or will it be "delayed" to some other date?

stark jewel
ancient galleon
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No, Crew that will auto repair damaged stations in career

young dagger
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Yes they do that

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Haven't seen ships get repaired though

karmic tartan
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Currently only trade ships and stations will repair themselves. (Combat ships don't typically carry repair materials.)

sage fjord
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but if they DID carry repair materials, would they ?
and would adding repair materials to some ships (especially larger ships) be something that might happen in the future so they could do this ..

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would combat ships need to account for the diversion of manpower for repairs?

azure jackal
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actually that could make it encounter players who shove their ships at stations

toxic aspen
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Thanks for fixing the crew atlas bug โค๏ธ

light kraken
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Was the gif in the stem update 1x speed?

young dagger
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Don't think so