#Clouds & Storms Preview
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they however make way for progress
its great and makes organization better
i mean they're great but they're inconvenient for a lot of ppl
double edged sword thats like good in the greater sense
just can be annoying for some
the changes are completly required to get the new system generation working
well, mostly but i dont think leaving them all scattered would be good
yeah
i feel like the smaller nebula scale for PVP is a bit too small, or the cloud clumps themselves aren't big enough
hey i was wondering how you add nebulas am comfused
the entire nebula can be seen by one sensor range
electron clouds become just "dip in here to get higher damage and no shields" for energy weapon ships
cloudy nebulas are too small to hide inside because the enemy can easily see the last place you were
but i think there's little that can be done, other than something like spawning generation changes
in creative: doodads menu or checkbox when generating a new map
thank š
wait does it work for multiplayer?
im dumb its right above me
i still cant find it
so doodads
but i dont see anything regarding nebulas or generating a new map
ok so
Quick question will the saves you have in the preview transfer to the actual game?
no idea but should'nt cause issues
Sweet just wondering me and a friend are grand admiraling in a career mode. Gaseous nebulas scaryā¦
There is no difference between going to the preview and updating the game.
Everything is transfered, saves, mods, settings.
Good to know for future reference thanks š
You may have issues going backwards from preview to current stable, though once stable gets updated with nebulas, the saves will most likely work. I don't want to promise that though.
I donāt plan on reverting the save to the current game state, only when nebulas are integrated to it.
just a small suggestion-- eventually there should be an option to remove the tooltip for what the gas clouds do that displays when ur ship is inside of one, because after a while people will already know what it does
For the next preview I'm making it so those tooltips only show up if zoomed out pretty far. Please let me know how you like it after that preview is released.
I just tried with my friends last night and it crashed- good to know once the nebulas are moved to stable weāll be able to play our save! Looks like weāll be in beta-land til then š«”
Clouds & Storms Preview
*tried launching our save in stable after we had played in the beta w/ nebulas
@everyone New nebula clouds & storms preview build is live on Steam! Thanks for all your testing and feedback so far! Keep it coming! š
Changelog:
- Nebulas are now called "clouds" or "storms" in all player-facing text. (They are still called nebulas in code and rules files.)
- Clouds/storms now have much softer edges when zoomed out and look more natural. Their edges are also a bit thinner when zoomed in to better convey where the nebula begins.
- Electron clouds now have a more yellowish tint.
- Cloud/storm tooltips will now only be shown when zoomed sufficiently far out.
- Ships will no longer pathfind around gas clouds.
- Gaseous Cloud balance changes:
- Increased radar range from 50% to 75%.
- Increased drag from 2.0x normal to 2.5x normal.
- Electron Cloud balance changes:
- Decreased reactor debuff from 90% to 80%.
- Reduced radar range from 100% to 50%.
- Increased drag from 1.0x normal to 1.5x normal.
- Ships will no longer respawn inside nebulas in Arena mode.
- Players will no longer spawn inside nebulas in Build & Battle, nor will any nebulas be generated that overlap the central control point.
- Firing Tractor Beams and Resource Collectors will now reveal their ships while inside gas nebulas.
- Ships will now properly pathfind around clouds/storms when their destination is another ship.
- Ships will now fly normally when exiting sun damage zones. (Also fixes a flight issue that could occur when trying to exit a binary sun damage zone.)
- Fixed Ion Prisms not receiving the +75% damage buff from electron clouds.
- Fixed enemy A.I. ships being able to "see" inside gas clouds and follow their targets when they should not have been able to.
- Fixed fancy lighting being applied to ships as if they were in exterior view even when in interior view.
- Fixed Ion Storms not visually blending properly with the fog of war.
- Fixed an issue causing clouds/storms on the minimap to have strange parallax effects when zooming in and out.
- Everything from latest stable branch patches.
Will the current saves we have been playing in the previous build work in this next build?
pretty sure yes
Also, one thing we noticed last night - we encountered a pirate base in a nebula and I was able to turn on my ion beams to infinite fire and just cozy on up to the station just outside visibility and wait for it to melt without it firing a single missile at me. However, before that when we were eliminating the ships that were patrolling around the base, the base opened fire on us. So the base knew we were there when its allies saw us, but immediately forgot once its allies were destroyed. Not sure if that is intentional, maybe pirates in the cosmoteer universe have goldfish-like memory.
I liked how electron clouds had no drag. The reactor debuff will turn thrusters off anyways.
But Im gonna see how it feels in game
Were you out of its sight range?
quitting my minecraft rn brb
I believe so. I canāt remember if it had a radar module on it or not but I did not have radar and it was outside of my sight
Oh so you were firing your ions blind?
Yes š
interesting haha
If the station was manned by humans, I would imagine they would fire their missiles in the general direction of the ion beam that was melting their station, no? It sometimes seems like the pirate hunters are capable of locking on to my ships far outside their sight range. Iām curious if your intent is to support my blind ion firing tactics or not - I personally felt like I was cheating while doing it but we had suffered massive losses already so I felt I had to try to mitigate losses
Maybe firing weapons should just generally let enemy weapons target outside their normal sight range?
Mt. Dew clouds :DDD
do i just have to reload the game for the update to roll out?
well are you participating in the preview yet?
i was in the preview
hi coco
yeah me too
i was going to give an answer but then i realized i dont know š
Gaseous Cloud balance changes:
Increased radar range from 50% to 75%.
Electron Cloud balance changes:
Reduced radar range from 100% to 50%.
why is the one made around being stealthy not reduce radar range as much as one that isnt?
oh huh
im still getting normal sensor range for the electron cloud
or is it like
enemy pings
wawa
I know in StarCraft/warcraft the way this is handled is once an enemy outside your sight range (ex above you on a cliff or behind foliage) fires upon you, theyāre revealed to you within your normal sight range and you can attack them. I think it works generally well and stops silly cheese like what I was doing to that poor base of pirates last night
sensor ā visual range
its just enemy ping range
oh

liking the changes so far although the tiny time i could test did not get me seeing the far away to zoomed in transition
emergencies called
i wonder if changing "radar" to "detection" range in all instances might help players confused?
i don't know i'm too tired to give any more meaningful feedback other than the very high contrast/saturation of electron clouds
gn
n
woah the implications of diff storms having diff drag means maybe some areas can have less drag? or maybe some sort of wind?
some sort of outside force on ships would have to be implemented if the game is gonna have black holes..
still vouching for areas of currents or space wind that push in a direction
i have had multiple suggestions and an entire fourms post on things like that
it would be cool
yes you can make low drag clouds
Space clouds :D
Pathfinding issue with RTS where the ship oscillate when entering a gaseous nebula
electron clouds buffs lasers so what about cloudy nebulas buffing explosives
if two ships are just beside eachother and one is inside a gaseous cloud and one is not, the outside can't see eachother (and may even be colliding with, unsure.)
i suggest like a 100m or less radius where you are able to see ships inside a gaseous cloud even if you're outside
many things can happen if the enemy knows your exact location and they don't, and are only 10m apart from eachother
#ask-walt message
it's full of oxygen so it would be accurate if it buffed fire propagation
evil cosmoteer be like
weed cloud
chaingun storm
idk if this is supposed to happen but its running straight through the station when on AI normal
nvm the pathing magically fixed itself š
Yes it is a common occurance
Iāve noticed this playing career with the new nebulas too, the same seems to happen with asteroids
I have to manually pathfind around rocks now
(oh, also i don't think the asteroid belt doodad is supposed to show when ui is toggled off)
question is PD considered an energy weapon? do they get buffed dmg?
bounty points and hyper jump beacons, cute couples
mmm very very very spicy
fancy storms make ion storms very easy to tell edges of
intentional? but that gives advantage to fancy clouds and storms
how curious. its all symetrical
Rotational symmetry for placing cap spots but not for my mirro mode? SMH
Noticed that the electron clouds seem to trap the civilian ships when the cloud fully encircles a station.
mob farm
Litterally moths
That's pretty funny, do you have a save file?
Yes can you let me know where it would be located on my computer and Iāll post it
C:\Users\USERNAME\Saved Games\Cosmoteer\STEAM ID\Saved Games
Great Iāll post it. Also, question for you - is there a way to reveal the whole map in developer mode? My friendās hauler has completely disappeared without a trace and we spent 4 hours trying to find itās remains last night with zero luck
Sounds like it was destroyed, you can't lose a ship as it will always have a blip on the map indicating its position.
To reveal the entire map you can go into your current game settings and turn ON the "I hate exploring" option.
But that only shows the. ā?ā Icons right? It wonāt allow me to find the pile of resources at the site of the Haulerās death?
This was our 4 hours of searching
I don't think there's a way to remove the FOW in career. To see what's in an area you need a ship nearby. Someone might correct me though
Totally understood. I have zero intention of actually running career without fog of war. My intention is to find the remains of my friendās ship and then continue to play as normal
i don't think there is much you can do
i think you can transfer a ship to someone but
idk i havent played
what is this...
that looks like it was painfull to do
what does supernova aftermath do?
many nebula
ohh
this, no star and a shit ton of storms
is it all three?
i agree
cloaking be like
bwomp
ion barge jumpscare
lmao
preview build and rails and railfanning don't like eachother
or was it last stable branch release?
i do not remember
aftermath systems has so many ion storms my ship ai decided to dive
that's almost a quarter of the circle 
Binary + High density when
nvm i think its high density by default
Sorry I spilled my radioactive juice there
gaseous clouds are like a toggle on radar and is not contiguous with eachother ( i am the ship on the mid left, i can detect the one on bottom right despite being on separate clouds
oversight or limitation?
new feathering is good but it looks like this sometimes
bruh uh
i mean technically you can see in a short radius in pvp, even though its really small and is difficult to fire at the enemy if they arent firing. even inside nebulas (which i thought you could see inside, not just the radar ping. maybe a simple overlay to show sight range in clouds might help?
Headlights can have a meaningful role now! š¦ #1237176604992606208 message
i still stand by that it could work without changing the visibility bubble and just letting lights reveal ship pings from a further distance, lidar-style
i wish the sight range in pvp inside a gaseous cloud would be higher but i think it's tied to the normal sight range so... hmmm...
is there any reason why some of my ships when im attacking something just completely goes off somewhere else when in an electron cloud?
pathing is silly
interesting
piloting skill check?
in my mind the clouds and storms update is ready for release although I can't see back end stuff
i think rails and railfanning is bugged, and like never fire
also some stuff like seeing ships outside your gaseous nebula clump is funky #1240477727597920357 message and i hope its fixed or something
people bring up the amount of ion storms in supernova systems
some bugs here and there if you scroll up
when it is released: Will clouds/nebulae appear in games saved before the update? maybe in a system not yet visited?
From how the system was described to work in the past, it should likely appear in new systems
limitation but might be able to solve it
A saved game of this would be helpful.
it's getting close, lots of feedback to still implement though
ill try and replicate it my friend has the save hes not online
- Only in systems not yet visited.
- All star systems in existing saves will default to the standard system type (no binary, high-density, or supernova systems).
i think thats how you do it idk
just some things just incase it doesnt replicate
it doesnt happen all the time though its only a few ships i know do this, my APS and a few of my friend's ships
Thanks! I'll check it out when I get a chance.
pvp in normal range, short ROD size, varied sparse nebulas
sad that very little clouds spawn and often only electron clouds 
Have you meet some large obstacles or it's just a ton of slight tweaks?
mostly just a lot of little/medium things
i think electron nebulae are either incredibly undesirable to fight in or are good for a bit, but this just makes a no-go zone for most pvp, since unless both players are willing to go into it, nothing will happen
the effects should not be so undesirous that a fight will almost never be in one unless rod is tiny, so i think they should not disable shields - it hurts ears and also already makes "good" shield setups bad by limiting reactor
maybe instead of disabling shields it makes the passive power drain faster?
i dont see why it needs to effect shields in specific like this when the reduced power gen already hurts them massively
if that's a possibility it'd probably be a lot more organic than just switching them off and be pretty easy to balance
i think the option to have the entire map be nebula would be pretty fun
you couldnt avoid it that way
I know but there are still big empty areas where you can camp
Are the dust clouds etc getting some sliders or other customization options which make the amount that spawn somewhat tweakable?
there is some railskipping issues with railfanning in the RC
agreed
Thats been the case for a long time. I dont think its the rc
maybe EMP should not be buffed by electron nebula but i do not know
A friend and I tried Build & Battle in this version, we found two bugs:
-In the Build time, Chainguns give infinite money (Slowly)
-Can see other ship when both are in gaseous clouds, no matter distance or if one is firing or not
I'm able to reproduce a B&B bug where if you auto-fire chainguns during build phase, your money will increase while it is firing and then reset back to normal when it's finished. Is that what you're seeing, or is there a more permanent way to gain money?
That's it
gotcha, thanks!
@everyone New nebula Clouds & Storms preview build!
- Clouds/storms are no longer "binary" in the sense that ships are either completely inside or completely outside. The effects of the cloud/storm will now ramp up as the ship goes deeper into it.
- While touching or inside a cloud/storm, an icon will now be displayed on the U.I. indicating its type and percentage of ramp-up.
- Ships that are hidden in gas clouds will now have a different selection circle to indicate that they are hidden.
- Ion Storms now cause powerful lightning strikes that hit the perimeter of the ship instead of continuous damage all over. These lightning strikes are theoretically blockable by shields. (But the shields will take damage from them like normal.) [Note: The ion lightning VFX is placeholder and does not yet have any sounds.]
- Ion Storms will no longer kill crew.
- Disruptors and EMP missiles are no longer buffed inside electron clouds.
- Shields can now operate inside electron clouds.
- Ships in one gas cloud can no longer see or detect ships in another unconnected gas cloud.
- Supernova Aftermath systems now have a bit less ion storms.
- Tweaked the visual edges of clouds/storms so that it is more apparent when there is a gap between them that a ship can fly through.
- Ships should now be better at not accidentally straying into nebulas when navigating around them.
- Navigation around clouds and storms can now be disabled in the gameplay settings. (Note that having it enabled also requires collision avoidance to be enabled.)
- Fix: The feathered edges of the ion storm lightning weren't rendering correctly.
- Fix: Ships to get stuck when pathing around nebulas if their final destination was sufficiently close to the nebula that they were pathing around.
- Various other fixes/tweaks unrelated to clouds/storms that I'm too lazy to writeup but will be in the next stable patch.
Please note that we're still working on polishing up the VFX for the nebulas, will hopefully be making them a bit more alive/dynamic.
Please keep your feedback and bug reports coming!
awesome!
hell yeah
quick question, has the ion prism fix been added?
those all seem like great changes
the ion storm no longer being a no go death zone is defintly a great change
Yes, that should have already been fixed in the previous build.
Uh, wait until you try flying into it before concluding it's no longer a death zone. š
slightly less of a death zone then
Here's a gif of the new ion lightning:
nice, why so red tho?
Because red is the color of ion!
most hyped for the 1st change
fair enough lol
i am now reminded how much i sounded like chatgpt when suggesting ideas earlier š
very nice!
makes me imagine a lighting rod type part you could stick into ion storms to generate power, but you still have to be careful to not stick the rest of your ship in
Yes!!!!
wasnt it already ready for testing?
Yeah, the one thing that's still binary is if a ship is hidden by a gas cloud. Not really a way to make that non-binary.
Oh also FTL prohibition in electron clouds is still binary.
iirc the effects are per ship center

so no "just the tip"
but idk if that changed for this update
Thanks a thousand times!!! It's great to have a living game that get careful development and listen to feedback <3
badass, what speed was this recorded on?
could do that like the space endgenears decoy block
looking at the explosions cant be more than twice if at all
alr ty
pretty sure 1x
gotcha, just wanted to know how hard it's gonna hit
Those new ion lightning graphics are awesome
I welcome feedback about ion storm balance. I basically took a wild guess on how frequent/powerful the lightning strikes should be.
They're literally just the EMP lightning changed to red. They will likely be refined/replaced.
is it fully RNG targeting or does it take anything into account?
based on the gif that seems like a medium inconvenience
Love the change on ion storms from a death zone to a lightning hazard. seriously awesome change, well done!!
It targets random parts on the ship but then does an actual raycast to see what it actually hits.
btw on those strikes are all the strikes the same damage?
(so fixed damage for how far you are in)
I kinda like the ion storms being a death zone, it brings something against kites
from my point of view armor should act like a lighting rod for ion lightning
I havenāt been following the cloud stuff so closely, is this available in elimination like asteroids are? If so is it available as randomly generated or is it seeded or something
always 10k damage currently
so weighted rng
is there a code to test this?
CHECK PINS
That would be a pain to code imo
Not worth it
Yes. Random it seems
from my point of view not really
just may make the ligthning a bit more laggy by a very small amount
i see. makes sense.
I think where I'd like ion storms to be balanced is for it to only be a good idea to go into them in extreme/rare circumstances, or you've made a ship specialized to survive them.
alright cool,
maybe if they are too weak it would be cool to have a sorta range of bolts with some being thicker and doing more damage perhaps
Thank you Walt btw and everyone btw yeah
Sorry I didnāt know these discussion posts could have pins. It is hidden behind the settings wheel for some reason
yes

depends on how it's done
Beta branch on Steam, password previewpreview to unlock.
oh
what a nice icon
i wonder what happens if two ships are too close in a ion storm
I also did not know that screen recording also copied your audio. Excuse the music please š
In theory they can get hit by lightning that was targeting the other.
my reasoning for this is that armor already has an anti emp effect
i meant more as in "does the origin of the lightning appear inside of another ship or does it take into account both ship's radius"
The origin can theoretically appear inside another ship. Not exactly sure what will happen in that case...
The original is currently always 50-100 meters from the target ship's bounding circle.
Well guess that answers the question š
maybe i should make that not happen?
I do like the idea that you can have a ship protect another ship if it's close enough.
would'nt "only affect the ship that is being zapped" be less laggy than "avoid both ships"
hm. that's also interesting too
Walt do you have an opinion on this?
Could be interesting but annoying to code.
alr
Whaa it look so nice!!
put it on the maybe list lol
stretch goal
I like how you actually fixed ships getting damaged by storms in civilian difficulties
you are telling walt to do things?? 
Not a fan of armor attracting the lightning since you could just go in with an armor brick
armor stick
awesome
Kinda sad having "fancy VFX" off prevent the storm effects from appearing
I think it should appear/not appear with the fancy storms and cloud setting
i really like this
Shields can now operate inside electron clouds.
Shields are already nerfed with the reactor nerf
its WIP graphics which iirc is taken from the disruptor shock

Hopes it get changed
send the full log file
wild idea: defensive roof mounted lightning rod building that needs a decent amount of power and is expensive, but when placed directs 80% of lightning bolts towards it, without taking damage
Unintentional
Also if it doesn't do that already maybe the lightning should also apply a weak emp effect to make "sundiving" it slightly harder
no its modding stuff
i'd disagree, ion beams don't have an EMP effect so why would ion storms?
Hmm fair
seems to be experiments on ai
Small ships not getting alot of damage is kinda dumb imo
nah i think that's a fine mechanic
Like it travelled all of this with little damage
Same can be said for the larger ship tbh
That damage should be directly proportional to ship size, but maybe it's just not frequent enough?
I mean, one correct shot will completely MIA that ship, versus the bigger one. I think its fine
I think so
sundiving is kinda the same case, you need a lot more shielding the bigger your sundiving vessel is
spinners will hide in red zones 
lmao
"already targeted by ally" Captain actually did it LFG
Been suggesting something like that for a long time
i think it might be about the 10k damage on hit and lower frequency of lightning 
Nvm it was Tapuck #1134169119508406363 message
Maybe damage frequancy could be proportional to speed? How codeable is that? (that is soly to balance fast ship current superiority in ion storms)
half damage, double frequency perhaps?
5k would still instakill 1x1 armor so that would be about double damage over time unless you use 2x1 armor 
That would be easy to code but I'm not convinced it would be better.
Is it relative to ship size or cost, maybe weight?
relative to number of tiles
will the Fmt strings be/stay uncapitalized 
i personally find it fine but idk about others
which strings?
oh the actual text

that HUD text has never been capitalized
I think double frequency and equal damage would be close to perfect
is that modded?
it'd be really cool for ion lightning to make ion prisms output a short beam
yes
WE HAVE BARACKS NOW?!
WHAT
whuh
That wasn't in the patchnote ;w;
hahahaha oh right
what?
(I can't play rn, enlighten me)
that was one of those "too lazy to patch note" things
is this update on normal, or only preview?
only preview
ah

Wait how many crew is it
one of them is mine (the second one)
where's my compensation for the idea since i posted on ask walt (this is satire) 
I'm melting from the inside
I must find a way to reduce setup time in avoiders
So exited with all the funky stuff that will allow
Indeed!
If Walt was too lazy to mention this I'm expecting to find black holes or another incredibly important thing

i think it could be cool. a station with lighting rods just existing in a storm could be a really cool place, and making faster ships get hit more would help with speed meta

that would be cool
How are you building that right barracks? It's not supposed to be in the build.
.
oh gotcha
how much crew is the new barracks?
24
ooo
Jani modding the previews any%
we tried something kind of similar to that (2 doors on one end, 1 on the other)
I am always terrified I will find stuff in the nebulae when I go in.
There should be stuff in then nebulas to be afraid of š
wait, does the design depend on doors palcement?
roof btw
but i chose for the simpler 1-door-on-each-end version
no that's my version i made for my mod ages ago
finally, crew corridors return
oh no
OH NO
it's all fun and laughs until a fire starts 
Tho the round tables look funky at the edges when zoomed in
i only changed 1 line of the mod to get preview-5 code to work on preview-6 
Lol, this was a concern, but my hope is that by being 3x4 people won't just spam them in place of corridors everywhere. š
That crew quarters should be 10x as flammable due to the extra skin flakes and farts
Lol, i used to saw that so much in classic
Door spam was a very common thing in Classic
this is definitely going to happen for operator crew
easy retrofit
oh my god
the setup time is so much lower
now i got 15 seconds without even trying
What the big quarters??????
its more crew per space but good luck making your ship be in increments of 24
Is that a mod or what
this one is vanilla
Yoooooo
I'ma make new ships
This will actually help a lot with my more medium sized ships because I'd always struggle to find a spot for crew
wait , the bigger quarters is real?
I wish the ion storm clouds could be mitigated by having ion prisms on-board
Very cool, I like the change that storms are no longer either 100% affecting or not affecting at all.
on another note i just saw crew fly off into space to clear out fires during a battle and thats wack
Starimaya
I thought i was cooking š
Anyways thanks Walt for not making this a thing lmao
Seen that happen multiple times already in the past, nothing new
Adding a thin layer of armor around the core might actually work
Or shields
i feel like ion storms should be used as like a barrier to a big reward, where the only ways to get to whatever its blocking is either fighting some hard ships or flying through
idk just an idea
I tried but might aswell do a full armor shell
Shields does not work
i'm still in disbelief all of this is real
yeah they do that now
a while ago
i thought they did not do that while in combat
if crew cannot reach a fire through normal means
or are too far to reach a fire in time
yeah ik the logic
they will leave an airlock with a fire extinguisher to remove the flame
š
tbh they need it
not exactly meta
i am getting straight to building with this new crew quarter
its pretty spacious for 24 crew but trying to find a use for 24 crew with a single role especially on smaller ships will be really hard š
im making a 6 deck gun rammer that uses a barracks to operate them all
š itll work
It litterally cannot sustain it's own thrusters 
7,6 powerdraw, that higher than what medium reactor gives
i will make it work
i promise 
i dont know how feasable it would be but it would be cool for it to have a bias against hitting long exposed edges and stuff, kinda like the opposite of lightning
the weird issue where longer MRTs consumed less power is no longer the case š
now I can design modules with confidence again yippee
made this with the 24 crew barracks but ima see how small of a ship i can effectively utilize it
after using mine for so long seeing the vanilla barracks makes me feel so weird now
but guess it all comes full circle
Wait.. how did I miss this?? How long has this been in the game???
I thought I was playing with mods but no, none enabled
today


they can ALMOST sustain an MRT module
I'll figure out something.. someday.. I hope ;-;
ok yeah no nvm my dreams are staying dreams
True, before coming here would be comparable to death making ship as weak as possible
Wait, isn't it a bit... Too much? With such amount of lightnings, each one-shotting double armor block? Aren't even sun deal like 3-4 times lower damage if you are in 50-80 meters from the edge?
So, ion storm divers :)?
Making those will be harder than making sun divers I think
Wait what? I somehow missed it too
dang the lightning is somehow just as brutal in a much cooler way
it dropped today lol
i immediately made a ship with it in like 20 minutes lel
I'm still kind of shocked barracks have been added, it's going to change a lot with capital ships
Pummeler
the train I'm trying to build really benefits from it though, it uses way less space than bunks
I mean its VERY useful, 24 crew for 12 blocks is A LOT
3x4 24 crew is pretty dope
it's great for super crew heavy uses, though I don't expect it to be used everywhere
it's pretty overkill for most ship modules/sections, and the crew have to all go through a single door
There is 2 doors?
gonna be interesting to see the new ion beam ships w it though
.(Oh wait, sorry if pinged)
sorta, it has one door on the top and bottom in the middle
no doors anywhere else
yeah i mean i figured 6 deck guns was perfect for an operator barracks
so i made the little spine thing
and a rammer with 6 DC
Ah fair
Nah, just replace shields by armor
Make it have an internal spinner core; unlike the sun damage zone ionstorm spawn abit further away so the shell can eat the ion projectiles of the core
These should work like a charm.
Oh wow I love the Stitch pattern!
no way you stitched your ship together?
Tried making a 6 HE module with the new barracks, this version saves 4,400 credits (you could save more by cutting the bunks) compared to the 6 HE module in Inferno. There is a slight lull in the launchers because of how far away the crew are, so you could replace the FE with Bunks to improve it and offset part of the cost by replacing each side's 2 2x2 with 1 3x2.
After shoving it onto Inferno and replacing some of the operator's quarters with barracks (you can also replace some of the power suppliers quarters with barracks if needed), it is around 23k underbudget (23,504
under to be exact).
thing was worse
The preview still crashes for me with my current mod list
What the hell is big crew room šššš
through a bit of testing I've found something out, the best DPS version of this is 2 bunks + 2 quarters of factory crew and 2 barracks of supply/operator crew
it's cheaper to have a joint factory/supply barracks and then an operator barracks elsewhere but you lose dps
joint factory / missile supply crew aren't good
nah jani mod is the one that only one side is open
these are official
i like the new barracks, they're a lot of fun to use
It's obviously more cost-effective than quarters right?
yes, you save about 1.5k for each one
Quarters are no longer the optimal ones ;~;
it's not a huge improvement but it makes 24:12 ions (instead of 22:11) a lot more viable
Can you send it, I want to look at it?
ship that uses it
i feel like the recent modules we've been getting have been encouraging l o n g ships
chainguns
MRTs
3x4 crew quarters
3x4 is crazy.
Nice, so that's what, 24 crew?
yeah, its 24 crew so it saves 4 grid squares of space
effectively its an extra Quarters without taking up more space

its going to be strange to place though, because theres only 1 door on the top and 1 door on the bottom
crew who are at the very back of the barracks are going to take forever to leave it
so again ive mostly just been using it to fill operator jobs
basically any job where the crew rarely go back to the quarters
oh, its cheaper than if you were to just use 4 quarters aswell
just realized that
same price per unit area and per weight but less per crew
that's only if it doesnt have crew inside
thatās all iām saying
so from what little ive played ion storms act more like "minor inconvenience exept for your engines" š
i think it deals less than head-first sun damage
engine explodes
and thats 
death
regret your actions
I stand to my opinion that frequancy should be doubled
This thread be like...
Lol
true lol
nebulas effects battles, but people will try to mostly avoid them, plus they can change so creating a strategy it too early
while barracks adds new ship part that is very useful and can make ships way more price-efficient and more compress ships
like what can you do to nebulas? they just exist as a zone with effect
nebulas are terrain (as it was designed to)
barracks is a new ship part and easily sparks creativity 
mostly affects combat which idk if many are doing combat
anyway i how intuitive everything in the last preview is going
with the graphical tweaks and additions it'll probably be releasable already
Same
New update will be a meta boom, new modules, new ships
career may or may not get something new
idk if the dialogue thing will ship
but atleast AI will try not to clump one ship iirc
Here's a suggestion:
since the hiteffect for the ion storm supposedly can be anything
do a
slices = 1
type = explosivedamage
damagetype = default
so the damage spreads/is not wasted on hit
1 lightning (10k damage) destroys 2 armor blocks in one go plus damages a bit of another part
You're unhinged Walt 
that's extremly hinged
be glad Walt doesnt post in offtopic since uhh 2020
Now I'm imagining 24 off duty ion laser crews all in the barracks having a huge debate over what kind of ion cores are the best
theres just the one crew thats like: "i dont care what core it is as long as it goes EĢ·ĢĶMĢ·ĶĢWĢ·ĢĢEĢøĢĶWĢ·ĢĢE̶ĢĶ WĢøĢĢEĢ·ĶĢ W̵ĶĶEĢ“ĶWEWEWEWWEMM̶ĢĶMĢ·ĶĢMĢøMMMMMM̵ĢĢMĢ·ĶĶM̶ĢĶM̸̾ĢM̶MMM"
Wait, he used to?
a few times to post something
last time i remember something like that was #murphys law in #1019743360958877807
but thats not on offtopic
career 2.0 releases
it adds a lot of new paint decals
everyone fawns over the paint decals instead of the career overhaul
Walt removing all the new decals so it doesn't overshadow the career changes
The Great Cosmoteer Community Revolt of 2025-26
how can i tell what system is a supernova aftermath system?
ye
In my experience creative systems does not have the career features of various nebulas layouts. They are all the same layout
yes i encountered that too
tweaking the command move files doesnt appear to have any affect
are there intended to be points of interest surrounded by ion storms?
it is somewhat a hassle to tell the ship to go thru this
Maybe you should actually open the settings before asking
Or read the patchnote in pinned messages
Navigation around clouds and storms can now be disabled in the gameplay settings. (Note that having it enabled also requires collision avoidance to be enabled.)
hold shift
Save files of ships doing dumb stuff near nebulas would be appreciated.
Not really, again a save file would be helpful
i should have elaborated. i suggest more options for enemy/ neutral/ ally ships.. also separate ion storms from electron clouds
how should i point out the locations with pathfinding issues
bc this map has a bunch
lmao i unintentionally cut 90% of this shrike's thrusters
anyhow there's this chokepoint here that the storm doesnt actually touch but my ship wont enter it
In multiplayer career we made a diamond factory and fed it carbon, No diamonds are being made.
This is in the nebula preview
So might be a bug.
save file
How do i proviide that?
You can find them in C:\Users\USERNAME\Saved Games\Cosmoteer\STEAM ID\Saved Games
Its on the Kalberd
Alright im sorry it appears there wasnt enough carbon in the factory and this was a false alarm, it looked like it had enough tho
no
:<
i have this glich with modding whats strange is that it works perfect for my friend, we are trying to play the new pach with some mods i have got them but every time i try to load in it crashes but for my friend he is able to play if someone could give me pointers on what to do and what things is needed to figure out the problem that would be wonderful PS the crash log says something about the cosmoteer.rules file failing aparently but opening with no mods mode works
Send the log.
I managed to fix the mod and can give you the modified version if u want
that would be wonderful
Can I see a turret version of the mining laser? :p
You need it for Pottermost? š
replace this rules in its relevant folder in the "shots" folder
Word
oh my god im talking with the friend rn and aparently he dident have this mod and aparently thats why it worked for him and not me im booting it up without that mod now, it was the mod now my game
I dont think this should happen?
I feel safer diving into the sun zone while tanking 256 ion emitters for the same duration. crossing a single triangle grid of this thing destroyed 90% of my thrusters in under 20 seconds
It feels wrong that this stuff bypasses shields. With no defenses and the massive damage, its a pure "Never go there" zone similar to diving directly inside the sun
120x120 grid ship designed to tank
the point of ion storms is to act as "terrain" you dont go into
gotcha. I wasnt sure if it was that or if there could be some faction specialized in fighting from within it.
as if they dont exist
I was in the field for half a second before my first engine exploded. the entire ship has shield coverage
very strange pathing for that cloud. as if it couldnt choose to avoid it or not. it definitely avoided the ion cloud
skill issue
seems oddly consistant. is this cloud supposed to make my ship angle weird?
I think it is intentional
Wait when i think about it, does it work with small shields? If so that definitively not intentional xd
Math seems wrong here?
8 ion emitters consume 10 power per second
LR 13.5 reduced to 80% should still have 10.8
Is the 75% energy weapon buff also increasing their power drain?
unsure if the collision avoidance should be avoiding electron cloud or gaseous cloud. Suspect this should be player preference as these 2 types are changing battle zone conditions rather than crippling ship. auto avoiding these areas would negatively impact ships that want to fight inside them
how can that be intentional? It went straight through the shield
not reduced to 80%. Reduced by 80%
I think it would be cool if we saw autofire ion arrays that are optimized to work in electron clouds.
Poor one large reactor can only power 2 beams now.
ah... that is way more extreme than I thought it was. honestly I kind of wanted it to be reduced by 20% instead just to create different battlefield conditions that favor different ship designs
this does that too, but far more crippling
According to the wording of the patchnote i am lead to think the shield emitter took damage. But when i'm looking at your gif it's the crew room that get hit. Likely because you are spinning?
its not because spinning. my MRT nozzle was destroyed in the first second while the shield that should have protected it did nothing
Strange
even the emitter shouldnt take damage
having a hard time seeing where the edge starts if it is supposed to match the triangle grid. The edge position visually changes based on zoom. its far more pronounced ingame than the gif shows. the edge changes more than the width of my 120x120 sized ship
Since when did the grid become triangular?
I don't see why it would work but inconsistently
The red area will melt the faces off your crew members before you can turn the ship around. would sure be dangerous if you were suddenly colorblind
I think the projectiles have a chance to phase through shields
let me check the game files
the grid was always triangular for nebulas
the position changes based on zoom so the edges are easier to see at closer zooms
map field zone grids are different from build grids
I see.
WHOAAAA. the effect is incredible if you mix the clouds and zoom out

I think I like it. that looks AMAZING
seeing the edge's start will be easier when you get used to playing with it. I figured I should give any useful feedback I found. Devs make good choices while informed
Nevermind i couldn't find anything
yeah i think its a bug
I think the lighting spawns behind the shield
Woaah, a mesh of all the nebulas looks nice.
I was expecting more orange from the mergure of red and yellow though.
Maybe due to the spinning? A save file would be helpful.
If the ion lightning is bypassing shields then that's a bug and I'd appreciate a saved game.
The edge doesn't match the triangle grid.
Ion bypasses even when standing still
Here is save file. Screen shot shows an example of a bolt going through one shield to instead damage the shield behind it.
My ship size also shows some of how this works as only the front end of my ship is inside the cloud, yet the rearmost point can take hits from the debuff
another example
that last one confuses me. the bolt ignores at least 4 shields. I assume penetrated another. and did damage to an armor block that doesnt perfectly align with the angle of the beam. it should have hit the armor to the right
that misaligned damage vs the graphic is common. should be in the same save file
I continue to stare at this trying to convert corridor into used space, but I cant move the thrusters or ions. Walt made an effective auto puzzle generator. the harder I compress, the more challenging it becomes.
*air logistics ad here*
XD, try to move ion around shields, you might have little hole in shields, since shields are visually bigger than their hitbox
Are you, yes, YOU, tired from how shitty your ship is? With all its disgusting inneficiencies and putrid flaws? Well you have come to the right place, because Air's Logistics is here to spice up your floating powdercan into a truly impeccable creation! Extra walkways and storages? GONE! Reactors? SQUEEZED! Aesthetical elements? PURGED! We don't need those dragging your vessel down do ya?
Air's Logistics, invest in perfection.
||[In 2x speed] warning: air's logistics doesn't guarantee total safety of your ship post-optimization, side effects may include reactor overstressing, reduced crew lifetime, overbearing lack of redundancy and randomly exploding mid-flight.||
Ive tried everything, but my ammo factories are not producing any ammo. The animation is runnig, but there is no ammo coming out.
can anybody help please?
ss?
Small shield?
screenshot
You could've just said the word, acronym ss is coined by small shield.
Ayo where the hell did them Barracks come from? Are those legit?
yes
Sick!
sshield
ss is universally screenshot
even better check pins for a meme that walt made about them
Walt: i give you SPACE CLOUDS
The Community: Walt come over here and look at these new beds
Not here in the Cosminsane asylum architect and commander :D
Fixed for the next build, thanks for the save!
gas cloud vfx could do with being denser and thicker
background's very visible through it
are the barracks and bug fixes going to get added to stable soon?
This should be fixed in the next nebula build.
Are there any specific fixes you're waiting for?
ion prism aiming
it's just a bit weird that a ship just poofs out of vision but the background nebula shines like heaven through it
This meme is how I learnt that there are barracks now
if I'm in a nebula cloud or storm I want to be fully engulfed in it.
it would be pretty interesting to have the ability move the clouds around
or just affect its shape in some way while in a ship
that's less "terrain that is about strategy" and more "terraforming for no reason" methinks
This seems playable.
just name it a red supergiant star system at that point
rare chance of it spawining
Sol system
the throngling system
what if the boundaries of systems had less drag? like there's probably more matter near the star because gravity
or you could make up some weird reason to have to opposite effect so that there is more of a border that encompasses the system
now add spagetti highways going between each point of interest!
why do i feel like the gas cloaking clouds are actually the most dangerous part of that?
escaped the red death ooz to find all the pirates at point blank range
As they should.
'ah, finally, safety'
'wait why are there 8 railguns pointed at me-'
it'd be really interesting if there was some sort of secondary algorithm that generated like this and then carved paths into it between points of interest
could be used for a new kind of system
lowkey would be kinda funny if this was a thing. especially since it would kinda check out, considering how non-dense red supergiants are
This place is where i would put my station. I have deep insecurity issues
Would be cool if ships only partially in an ion storm would only receive attacks from the storm-covered side
That sounds like a pathfinding nightmare xD
adding to this, I wouldn't mind green supergiants and white/blue supergiants either
name the blue ones nebula's or inactive supernova remnants
Do you not control the ship that's shooting? Because if you did then wouldn't that be close enough to see it?
not controlling shooting ship
Oh i assume it's just the view from being outside the nebula
I don't think it need to be fixed. It is good at it is.
it looks really dumb
Iāll point out that locking ships are kinda silly in gaseous clouds too
Especially when only one part has weapons
propose a solution 
Making all ships appear in a radius of those are shooting could work.
just making vision a radius around shooting, that decays over time, would be good
possibly dependent on the size and amount of weapons fired
@everyone New preview build! (VFX are still work-in-progress.)
- Ion lightning strikes now do half the damage but are twice as common.
- Fixed ion lightning strikes often bypassing shields.
- Fixed ion lightning appearing to strike slightly off-target when hitting moving ships.
- Ion lightning strikes will no longer ever originate inside another ship.
- Ion Storm lightning strike VFX now renders even if Fancy VFX is off.
- The gaseous cloud symbol now has a small eye icon within it that indicates whether the ship is fully hidden within the cloud.
- Improved ship navigation around nebulas. Should reduce/eliminate accidental straying inside of nebulas.
- Fixed ships not being able to navigate through narrow nebula passages.
- Fixed bug that was causing ships to jitter near nebulas.
- Reverted "A ship being inside a particular type of nebula will no longer cause it to ignore that type of nebula when pathfinding around nebulas."
- It is no longer possible for Ion Storms to be generated in such a way that they cut off areas of the map in Career mode.
- Fixed rare asteroids spawning incorrectly in binary sun damage zones.
- The center of supernova aftermath systems now have a big ion storm filled with rare asteroids, if you can somehow manage to get them.
- More fixes/tweaks/features that will be in in the next RC but I'm too lazy to writeup.
yoo!
yee bug fix 
We need to make a contest
It is no longer possible for Ion Storms to be generated in such a way that they cut off areas of the map in Career mode.
aww man
there goes my dreams of shoving stations into cut off sections of Ion storms
whoaaa that feels like a storm now
I dont remember that wave before
ah. it was likely me only observing at 1/8 speed
is there a reason navigate around clouds and storms cannot be turned on while having avoid ships off?
probibly a modified sundiver
sheilds on all sides insetd of just the front
not sure it would be the same concept at all. sundivers try to reduce the shield face areas to decrease incoming damage
indeed
me and tapeable already made a blob that survives the ion storm
technical reasons, though I can probably figure it out
Save file hears the ion beam emitters of 2 ships far from the camera focus at a specific zoom level. suspect added this preview release.
zooming further in and out removes the ion emitter noise
This preview version still crashes when using mods. Same error as ever
---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<./Data/modes/career/sysgen.rules>/Spawners".
for everybody else. try that save file and zoom into the large shield bubble tanking the ion storm for the funniest balloon pop noises at 8x speed ever
Is this path gonna be definitive btw or is this going to be changed back to the now default position?
successful ion diver.
concept is shields on all sides while reducing the total ship profile.
Larger ship profile results in more places the ion hits the ship. it still eats my shield covered flagship in seconds lol
damage is definitely slower than before. most likely because it is not skipping past shields anymore.
ion lightning accurately hits where they display YAY.
feels actually possible to defend against, while heavily discouraging entry. I like this way more than previous version
IIRC there are omni-directional sundivers
heavy shielding and also some tractor beams
this will be the elim meta in 2021
got an error while testing the new damage ion storm. only mods i have are the large crews and huge ships mods.
HUGE fan of the resource collector remake
it makes it feel like a unique part rather than a copy of the tractor beam
the added crew speed buff is wonderful as well
What changed?
i do still like this idea.
i think making everything accessible without having to go thru any storms works very well.. the pathing is also doing a lot better. so i think not being able to go to this ā is not unintended..?
like i would just have to go the long way
they done gone buffed the tracter beams
best update ever
actually from that same position, this right most ā can't be directly piloted to
woah some ships just decided to kite each other into an ion storm
they can move absolute truckloads now
super awesome for economy ships, very big fan
idk i should be able to go across this or not, but should definitely be able to go around..
yeah that's odd it can go through that gap but on certain rts commands it doesn't
Wait supernova aftermath? Damn, I think I should consider trying the prev build now.
Okay my only complain is that manipulator beam emitter buff stranded crew instead of salvaging
These arent my crew, they are the junk ship crew xd
oh that's quite a significant change
wtf new item?
I thought the halved damage would hurt alot, but turn out it did so used to deal so much damage that it still one shot armor pieces. This is actually close to perfect in balance
They can no longer travel medium distances in nebulas
Me, who never applied the electron debuff to our SW shields 
yall what is that????
you will be ended in cold blood
erm, what the sigma?
I do get not thine joke.
erm, what the COSMOTEER: STARSHIP ARCHITECT AND COMMANDER
A PERFECT GAME F-
they did not add the shield disabling behaivour to swacd shields
my mind cant help but look at these preview images while being unable to play and instantly go "that looks ai" š
I thought u got a new pc?
yes?
i'm not unenployed or a school dropout
i can't escape to play cosmoteer right now
The debuff to shields (ion storms disabling them) got removed, I just never got to implementing it (less work for me lel)
Im playing career in multiplayer with a buddy but its severely bugged (the only mod is huge ships)
getting the save
I reloaded the game a couple of times already.
this keepss happening
It only happens on startup so
hmm
What's the issue tho? Losing all cargo?
Found a new way to shave armor of my spinner:
You can often reproduce this by pressing middle click while the ship is spinning. Idk how it works excactly
or just press backspace
what does that do?
lathe time
ok it happens when you middle click next to but not on a part
reset rotation of camera
can't be focused on a ship so press like wasd or something
IS THIS LEGIT?
Yeah!!
0.3 power allows this setup to exist
(ignore the medium reactors, nozzles and crs on the back they're there to test modules)
7 engine rooms per reactor
it's not easier to design after the buff, but it's definitely a buff
also, thank you for the 4s of base rampup, this is much better
I can see the asteroids identify enemys ext it only began today, it also happens to my friend
out of my view range
(This is Career tho)
Did MRT get nerfed in the last month or two? I feel like my main freighters speed got halved.
not since mrt release candidate
Hmmm weird. Thanks
this is another viable module
less efficient than the last one but it allows to extract a bit of power from reactor
Chaingun tween speed was buffed
explosive charge costs reduced
they nerfed mining bean rotataion 
(AND MADE THEY ROTATE)
MRT got buffed
this preview
ramp up and power use though
so... do they turn faster or slower?
What is chaingun tween speed?
Probably slower, since faster turret rotation is better
FYI, the latest nebula preview has a pretty bad bug that's causing things to become visible much sooner than intended, and probably other issues as well.
Will be fixed in the next preview.
turn slower but does not lock in
time it takes to come out of defense armor
Were you using resource collectors manipulator beams?
actually yes i was, but when i went to test out what crashed me they wernt causing issues?
okay, if you find a way to reproduce the crash, please let me know
ofc
Energy use was halved though, which is a clear buff as mining lasers were always energy hogs
Ok but the real question is can the resourse tractorbeam be used to push enemy crew away from their ship lol
these changes are wack
mining laser meta when
dps lost
I saw it was changed, but not what to.
I think having mining laser focus on actual mining is a good thing, if only because salvaging live enemies also made them drop more resources.
Nuke parts factory has higher energy storage now (4 to 6)
They will drop more resources if you kill them with mining laser than with weapons that are supposed to be used to kill them.
oh sorry i thought you said "what if"
yeah
they will deal reduced damage now so thats something important
I hope all these and other changes won't break too many mods lol
they will 
resource collector file name change
oh no i dont think i have the files
uhhh
local copy time
notable changes I found so far.
Mining laser pvp dps 1/2. dont remember the other stats
Laser blasters(both types) dps buff.
boost thruster's boost mode now stronger than a huge thruster
MRT base ramp 6 -> 4. Base power 0.4 - > 0.3. I will be messing with this later to see if it flickers, seemed better but still flickered in my quick check.
resource collector Manipulator beam stats look significantly improved. havent tested it yet
Liking these changes
found a bug
manipulator beam also affects crew speed when outside of the ship
thats a huge one
Why did the mining laser get nerfed smh
it got buffed
exept on dps
against enemies
it deals more dps against armor just like crew and if its junk
it can rotate while firing now. thast cool
Oh sweet
i'll have to test later, cant rn
oh wait it can?
finally
this is amazing
That's AWESOME
probably the best update ever
nah that was the update where ion beams had bullets for ammo
Is that what is causing asteroid element symbols and ship outlines to be visible as soon as they come in radar range? I wasn't sure if that was a bug or not, since I'd already explored the whole system. If this is a known issue, then I won't submit a bug report.
Not so much the name changes (unless you are pointing to vanilla of course) only thing that caused issues was the crew and battery āPRIORITY/resource_collectorā (donāt quote me on that) changing to ā/manipulatorā (donāt quote me on that either) that caused some pain. Was easy enough to fix last night though
i need to get the sprites from your repo raaaugh

because mine used direct references
Thatās why itās there for ya š„°
depression
Oh haha yeahhh that will break things. Womp womp
Ooph yep. Got yourself a problem right there
i could just revert steam ver to stable
Oh haha yeah. That works. I forget stable even exists sometimes
Also. I think I added in the shield debuff a while back. Is skipperwrath gonna eat my lunch again?
just change the address to emitter manipulator 
seems to work after that
i use sprites from it
that option is unavailible
dw about it
Wow the Clouds & Storms update is obv going into great detail adding incredibly much to the game!
I tested it only briefly, but will be starting a new career once it is out.
Adding more and more to the singelplayer mode motivates me to build more Singleplayer Career Vessels but also less Ships for PVP. So technically i'm in a PVP to SP Transition currently.
Feeling honored that my vessel is used for testing and presentation.
Shamelessly giving myself credit for the ship build.
It is a "youngtimer build" pre hyperdrive update so it still utilizes small hyperdirves. Career version of a PVP vessel actuallky.
Hope this isn't too much offtopic,
Have fun šŗ
Here you are:
not on nebula preview





