#Meltdown Update Preview
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They just need really short power delivery paths since they use power relatively fast for how much capacity they have.
Yeah, thats true
Idk I found them really effective expecially with the small, but highly impactful change of their projectiles being hitscan
Kinda made them like mini ions
Yeah. I am very pleased with them. I was getting micro outages with like a 4 tile walk from a med generator, though.
Yeah, it was smalls that I was using.
I will need to plan future small laser ships around having the shortest possible walks.
Tripleshot is really nice
Though the fact that they have to be on the front of my ship still kinda doesnt sell them for me
They have the durability of armour, and can be shielded easily
And you can just spam them
Doesnt seem to happen consistently, no idea why
sigh
Another one to look into I suppose
it'd be nice if it was consistent and reproducible
Ill see if I can try to log occurances to provide better data than "its not consistent"
Iโll try to do the same
programing wise how does the OCTB work
and is there a way to fix the problem of when light ships get moved by the burst they move so fast they get a bunch of drag and then stop on the spot?
It applies an impulse to the centre of mass of any ship within its radius. The light ship problem is a drag problem, not an OCTB problem. AFAIK drag is being changed in some way soon, so I'm waiting for that before evaluating the TB jank
The problem is that the drag equation produces a lower resultant speed for a ship going 500m/s vs a ship going 100m/s
It's acting more like something hitting a non-newtonian fluid
could a speed limit when hit by the the burst be implemented as a way to avoid having to deal with that?
i have zero clue how it works so im just aproching this from a logic puzzle perspective
Possibly, but whether its even necessary remains to be seen. Tapuck said something about the high drag exponent causing that behaviour, but I don't even know where that's set so I'm completely working off what he said
What's OCTB again?
overclocked tractorbeam
Objectively the funniest OC
like any good parent no no no, your just more "proud" then others
new cosmoteer lore: it takes place in slime
Look, I know this is a hot take, but I am just going to say MRT overclock is the best overclock.
the Genome Guardian crossover where the entirety of the game is actually on a microscopic level in a petri dish
It is going to be an MRTbomination when it is done, and I love it. I am planning to build a huge missile pod off on a arm to act as a counterweight to align the center of mass behind the two big oc MRTs.
while 60% better ramp time is great, MRTs are a logistical strain
you don't even gain more thrust
But you do. Each extender adds 250 base thrust before the multiplier so they become more cost efficient the longer they are.
cost is not just price, it's also price in space, crew and logistics
for example, you want those MRTs as close to the outside of your ship as possible for the most leverage and to make use of that faster ramp up
Each extender becomes more space and crew efficient the longer the MRT is.
but fitting that when you already protect a central core is pretty hard
The both OCed and normal MRT are also the most surface area efficient thrust.
You just need to build the ship so that the center of mass is behind the off center thrust.
If you look at this, the MRT is off center, but the random little arm on the back shifts the center of mass behind the single long MRT letting the ship go way faster than it would without the single big overclocked MRT.
With an overclocked MRT, you can even haul an 37 extender railgun backwards at over 125m/s for under 1.5 while staying super skinny... ignoring a certain weird arm thing.
All of my favorite Meltdown ships only make sense with overclocked MRTs
I've been having a blast in PVP with my Battleship using a Spinal MRT and Deck Cannons
manuvering thrusters are REAL
whoa, that thing is 1.5mil?
it looks like a 10mil career barge lol
what 0 thrust does to a mf
my Battleship has gone through several iterations since that version, but Quix and I have been using the same principle on other ships too with spinal MRTs
that looks really fun to pilot
tbh it's the first ship i've ever used hotkey thrusters for 
turn the MRT on and leave it on, activate turning thrusters as needed
MRTs were one of the harder OCs to come up with. I didn't want something just like more thrust, because the extenders already do that exact thing.
But I've wanted to see more ships of this shape for a while
Also heavy ships
Spinal MRT is lame. Off center or go home.
every one loves the off center, front facing OCMRT that is taking up a spot that could have been a gun.
Broadsider ?
Sort of, but also if you rotate just slightly on the approach you can fire all cannons forward for devastating volleys
probably. oc dcs dont need that much crew cuz they fire so damn slowly and mrts are cost efficient. majority of maneuvering thrust is also much cheaper because dynamo and heat missiles are cost efficient too. really maximizes its dollars spent
I am thinking of including a random railgun on my ship just because railguns are heavy and I need a heavy counter weight.
Railgun extender is 2x as dense as armor.
Deck cannon weighs 27.07. What an oddly specific weight. I would have expected the deck cannon to be much denser with the big turret sitting ontop of the room. Unlike other tiles, I could see a strong argument for it being very heavy due to the double decker nature.
I wish that changes to the right most settings for ship stats was remembered across saves
right now each time I open te game the settings get reset (credit, mass, flying direction & cursor position) and I have to reenable them individually
i dont think mass is being displayed correctly anyway
in blueprint mode mass isn't displayed
true!!!! #1019739575683399840
yeah because the game doesn't know how to calculate it without an existing ship
its mass
its a tally of the total mass of all parts
that should be capable of being displayed inside blueprint mode
Yeah, it's on the list
How do u extend the parts list upwards?
ยฏ_(ใ)_/ยฏ
It's stupd but I seriously does not know
It may be either a bug when I open the sub tab of the resonnance turret or that my settings got messed up and shows more than two rows of parts (or both lol)
DPS is missing from OCSC tooltip
From OCLC too but that's less relevant as you don't really use it for dps
I am going to go use the OCLC for dps right now.
- I don't think fires should be visible on enemy ships
- I believe this spotter has a minor problem
I think fire should be visible, I mean cockpits and sensors can afford thermal imaging right ?
I don't like the fire icons.
i believe you should only know what you can realistically see
Yes. We need to add porthole blocks to the ship and a spotter crew role! Great idea!
you realistically can see fire
well with fancy particles
fire indicators became a texture instead of indicators and i assume its temporary vfx until status icons are fully implemented
what happens when u overclock tractorbeam?
I calculated the dps it's 0.2 higher than LC
Non OC LC that is
OC tractor beams gain a pulse that can send a target at an impulse towards or away from it
Basically instant acceleration on targets
i wonder if a short duration instead of a pulse would be cool but i'd imagine so many huge effects would lag
The pulse is funny though
U can make ships go 500ms with it
Though they will rapidly stop moving due to drag
nice!
is there any chance of getting direct contact radiators to work without pipes or is that deliberately not being done??
you need to move that up by one, its not conected
basicly the green arows ar not alighned
ok thanks
surprised that thing doesn't melt...
That's why it's called the "Meltdown Update" aka "Why is my ship on fire!?"
in my experience the fire from self heat is negligible
i just melt into nothing
probably because i use like 5 radiators total
I am planning to solve this... somehow.
is the game still running 30tps at 1x speed?
Fire indicators have been textures since long before statuses
sorry i meant fire icon indicators weren't mediaeffects or mediaeffects-like (that's what i know about the current meltdown implementation)
you could'nt see them if you disabled the ui, and can't be seen on enemy ships
Yeah that's what I mean - they have been for a long time
Visibility on other ships was changed with statuses, yeah. The ui thing is just a bug
the Investor, monolith-style ship
what does it invest in
gun
w
The game always seems to autosave when I toggle on overclocking as if it knows something I don't.
halved from stable
FYI this is genuinely sick and I am in love
Is there any chance we could get a png cause this thing is actually such a sick design
Really wish there was a repeating stencil paint system so i can copy-paste this paintjob onto my ship.
you could just straight up copy and paste the paintjob
Ship is not a U shape
well then the paintjob won't work in any case
hence the "repeating stencil" part. Some kind of repeating texture system to paste a paintjob style onto any shaped ship
code wise it would be that the shaded paint surround a 'puzzle piece' and regions with shading going inwards would be connection points. Then you can just scan all shops for these stencils, and randomly generate connected parts.
Or you could just learn how to paint
This seems like a hefty amount of work on the devs part
maybe, but it is the kind of thing second year coders do.
Second year coders?
Already can, but just not this well. And every time i expand my career ship i have to repaint it.
Yeah. It was a intro level code task for c++ users (into to c, not coding) in my uni at end second year.
This is off topic
It's not a skill issue so much as a limited time/effort issue. Afaik we are planning to support custom decal composites of some sort, though
If you mean some sort of 'wave function collapse'-esque system for painting, I don't think that's something that will end up in Cosmoteer. Technically interesting, but I don't see much of a point to prodecurally generating ship paints
Be an awkward conversation between the devs, who code, and the architects, who make and paint ships to put in the game ๐
"Sorry guys, we're replacing you with a machine that does your job but much worse"
- Society in 2025
at least this time its not an llm
call me chatgpt the way i make bad ideas fast
The only real difference between procedural painting algorithms and LLMs is that grifters have only convinced the world that one of them is basically sentient and omni-capable
wheres that one post about on of googles Ai that they simulated running a bisness and had to be replaced by a new AI so the only rational thing it could come up with was to blackmail the software engineer into not replacing it
Yeah, pretty much.
LLMs are not magic everything-machines. Neither are they evil masterminds who are scheming to destroy humanity. Nor are they atrocities which must be destroyed before they unemploy everyone.
happened when trying to close a modded part sub-tab/minitab
Ah, I think I see the issue. Would only ever happen if your last selected tab was another sub-group
yeah i think it was the TRL as the last one
I found it. "Between Nine and Eleven", by Adam Roberts, in case you want to read it.
It's actually not that simple. IIRC it's actually based on the part collider areas multiplied by the density, but I may be wrong on that. Either way, the actual calculated mass is a function of the physics engine. Not difficult to show in BP mode, but would require more work than just for each part: totalMass += part.Mass
that is a really unintuitive way to calculate grid mass
I think it was less intentionally designed that way and more "the physics engine takes density and collider shapes, and outputs a mass value, so lets just use that"
But yes, I've spent a decent chunk of time in the past just trying to figure out where tf mass is calculated
mostly irrelevant to cosmoteer but i was reminded of barotrauma where you can also overload your devices with extra power and they do more work but might explode/ignite
the hypothetically optimal flaming reactor \๐
Fixed for the next patch. Now I just have to fix the fact that instead of crashing it does this
that is certainly something

anyway nice!!
placing a TRL makes pumps flicker for a tick
'flicker' how?
unplaced
placed - active animation frame is on
1 tick later
a gif would be helpful
been ages since i turned on gif recorder
Hm, the TRL must emit a non-zero thermal_pump_utilization for a tick
The more ships you build, the more you're helping Walt to train S.A.R.I.S. bot 
This version is much more up to date, and has a much more fitting paintcard made by TooMuchErin 
thanks :)))
so does it just turn slightly to fire all the dc?
No way to loop the pipe around the reactor? The crew get really congested. ๐
Yes you could do that, but this version didn't seem to have any issue with thrust flickering and maintains a solid 90.0 m/s
how come its set to alternating fire?
is it for stun reasons?
wouldnt it be better to shoot both due to the tight angle of fire?
Stun and fire rate
k
I've found that firing multiple volleys with alt fire is still more than enough burst damage compared to the incredibly long delay of sync fire
is it meant to be played with rts?
You certainly can, I typically use direct control but I think I have the thrust hotkeys setup if you just want to leave the MRT autofiring and toggle turning thrust as needed
oh right i forgot weapon control in direct control was disabled by default
do many people use it?
I can't speak for anyone else, but I have weapon control toggle set to a hotkey to switch between AI control and manual aim while using direct control
Giant OCMRT orbiter seems to be working okay, but the medium OCMRT orbiter definitely seems better/
About two thirds of its missiles end up hitting its self as it tries to fly in circles.
I wonder if a mine laying orbiter with front facing mine layers would work.
i do also
what the hell how did i JUST find out you can overclock factories
every day i learn a new amazing button in this game
information overload. you missed checking some parts, best check every part again so you can be more shocked a month later that you still missed something ๐
what's the DPS on that thing?
It is just 48 thermal missiles and 32 overclocked ions. Most of the missiles do nothing when circle strafing since they just hit the ship.
I stopped working on it due to the unforseen missile problems.
I was hoping the tractor beams would be better for keeping a fixed distance while orbiting as well.
The big MRT T also segmented things in a way that made it feel really inorganic and bad.
I like the design of its ion core though. I think I am going to try to find a way to recycle it.
that core looks awesome!
I am playing with it a bit here. I might scale it down. 64 is a bit much.
it looks VERY fragile outside of career, but if those shields dont get cracked then holy is that ever cool
The shields will be overclocked, but something that big is just being built for fun, not to play with.
I might have a problem. i cant stop making oversized ships and playing with them lol
I make ships to play with first
The only problem I have is that I can't make them much bigger... approaching the size limit I am
biggest problem with big ships is actually finishing them!
I suppose I could load up the old career save and stomp rando AI with a 10m ship.
career transition point version back when i still had the TCMs in the central barrel
the damage on that thing was horrible, but it didnt matter because the angles and other defenses stopped pretty much everything
next to no repair costs โค๏ธ
EMP missiles are the bane of my designs :/
We dont have speed-base weapon, right?
-# >:D
Tractor beams count?
meeeeee
those aren't really weapons
they are closer to thrusters
Considering they affect projectiles when overclocked they sort of count as weapons if you get creative 
What's a good DPS for a 1.5mil Meltdown ship?
4 ion beam
10k dps?
427.75 dps per OC SC, 20 OC SCs, 8555 dps
yeah roughly 10k dpm is great for a 1.5mil ship
bear in mind you can't really calculate dps for OC LCs
and disruptors technically turbo boost ur dps, but not in a way u can statistically show
dps literally does not matter
if your opponent dies you win
that does not mean you need to blast down the front door
eeeh
true
dps doesnt matter if u dont hit, and low dps might mean one huge burst fire
Hmmmm
that guy is practically in open space
The disruptor ain't even operational ;-;
when I un-oc engine rooms, the connected engines stay OC and must quickly be manually undone before a fire starts, are there plans to change this?
I reported it as a bug iirc
Could you send me the ship.png files for that diagonal ship and the other one with both OC chain guns please? I want to test my own ships against them.
Can we get a (temporary) built-in that shows the use of the TRL and overclocks, because I kinda have trouble with how to properly use some of them
all of them
except maybe capacitor and cannons
My biggest trouble is... What even is the purpose of the TRL
What is the role of that weapon
Like it heats up stuff
but where does it fit in a ship
An example ship would help a lot
@plucky fossil
in pvp? currently its main use is just to debuff shields
the dilator pump increases its debuff, which is increased damage vulnerability
it's like a deck mounted hitscan unavoidable "all enemy projectiles are eb bolts" beam
wherever is convenient lol
not my question
Ah, thank you
not my question again
it doesn't matter where it goes as long as it gets heat pipe and has some semblance of logistic to it for its fairly low power draw
it literally does not matter where it goes since it's a roof beam
*in terms of combat effectiveness
it's not my question
what is your question then
My question "where does it fit" was like is it a main weapon, is it a support weapon, is it a damage dealer ?
Like do I get one a buff it to the max
or do I use it with other weapons
is it an Ion core type of weapon
or is it an emp type of weapon
ohhhh
i see
it's not really useful as main weapon or damage dealer
(unless your opponent has no shields and no heat exchangers)
thank you
How much should I invest in it
*at its current state!! hopefully balance changes come and it changes
for dilators? as much as you can cram in lol
if you're using it for shield debuff
if you're using it for heat damage, then as many as you can fit while still keeping all pumps powered
if using for shield debuff, only use 1 beam though since the effect doesn't stack
damage boost on parts as well
i haven't seen a ship make good use of it yet except with mining lasers
(since they pen shields)
Please send me your designs as well ๐
keep in mind both of these designs are incomplete and may have various errors. the r0.60 may or may not even function still as it was made before the public preview and many changes have happened since
I wish the heat extractors did not show their aura when cutting and pasting.
TRL test
Meh, I find that helpful
does this do anything? it is weird that it connects
no
its pulling in heat but has no storage or way to dissipate
if that is the case then it probably shouldn't connect
overclocked shields really let you fight above weight class
1.4m vs 2m Imperium Ion Beam
it connects to the heat system so that would have been a correct connection even if it had no way to escape or store
It connects the same way you can connect a Laser to a corridor that leads to a dead end. But for it to be useful, that corridor needs to lead somewhere.
well you can do the same with weapons so that's normal behaviour
you can overclock capacitors
so you need to be able to connect it to heat pipes
I know you can overclock capacitors and that stuff, but it seems unintuitive that you can connect these two components directly is all
connecting a heat pipe to it so it can connect to the heat sytem is one thing
but I'm not aware of any situation where this would help, and perhaps newer players may confuse the heat exchanger for a vent or something
weird FX
I suspect it is this way because some parts do allow heat to pass through them e.g. heat missile launchers and the TRL turret. So in that case a heat exchange connected to the part can have its heat piped out a different port on the part.
@crimson osprey
Technically speaking while it's best used as a support weapon given that it amplifies the amount of damage other weapons do, you cannot underestimate it's ability to melt through armor like butter and set the entire opponent on fire when you invest into it properly
You need but watch what they do to asteroids to understand
its kind like disrupters
however, asteroids do not move and do not have shields
radiators are the strongest (non mining laser) weapon by that metric
i haven't really seen the damage amplification being used very well either, mostly just the shield debuff
if it were useful then more ships owuld use amp pumps but it also is probably too early to generalize
Or the ones that you can buff to apply more than 550 heat per second at a much higher range when placed on a turret...
And yeah, to what end do you claim "if they were good then we'd see more of them" when it's already been established that people aren't good at coming up with new competitive designs
very high amp (dilator doesn;t do anything alone) beams still cannot break shields with exchangers alone
And?
A ton of weapons can't break overclocked shields if the opponent is playing correctly
radiator is hitting PD
That can't be it, because according to build mode this Radiator is unblocked at 100% efficiency. Also I've never seen this effect before.
From a testbed it's very inefficient as an "only" weapon, demanding significant investment for not much damage. Best used imo for support, but using it for damage is also viable as long as you're pairing it with its own support, something to help take down shields, and something to quickly take down priority targets.
some may apply more pressure than others
It's the effect when the radiator exhaust is hitting something and the pd is heating up
There's a loose chunk of structure
mb
it's not the pd it's loose structure beig hit and heating up the pd
TRLs can absolutely be used as a main weapon, and as far as pure weapons go, they're better at dropping stacked shields than most of them. While they don't do direct damage to shields, they're more than capable of burning up the emitters provided the system is big enough. However, their support role is still where it really shines, both for debuffing shields and armor
OCLC is more viable for firestarting
The problem with TRL is that non-OC shields don't really get damaged from it alone
i think thats kinda fine tbh
breaking: game adds weapons that are more effective at some things than others, chaos ensues
They don't have to be. Their debuff lowers their HP and the weapon itself can burn the emitter
TRLs vs shields as a weapon is interesting, bc they are very slow to get through shields, but, the damage they do to shields is permanent bc they hit the generator rather than just drain the battery
yeah mb wording, it's a weakness, not really an issue
my ass running exchangers on non-oc shields cuz I oc the capacitor
When TRLs did damage to shields during testing, their debuff amplified the effect and they abolutely crushed all shield configurations nearly instantly
Against 4OCLS 6 exchangers. The LSs melt pretty quickly
try against non-oc
and have heat exchangers
pipes don't pull hostile heat
It will make zero difference and I said 6 exchangers were present
try it
just unoc the shields
no overclock, 6 exchangers still present. Not sure why you expected something different
hmmm
Hmmm indeed
how large is the TRL ship ?
1.5m
working on a trl main weapon ship myself
And it's not at all the strongest system one can create at that point value
TRL main weapons can work fine and can get through anything given enough time. They just don't shine as much because they shine more as a debuff than as a main weapon
I was testing a <1mil ship using a trl as a support weapon, sent the video, but even against built-in without heat protection it didn't seem to damage the shields at all
that's why I was dubious
probably could use some more amp investment
not as a support weapon
I've been building TRL ships of all kinds since the council got a hold of the weapon. It's changed many times, several because I broke the hell out of it
the goal was just to make shields easier to pierce
well if youre using it as a support weapon with no investment into the thing that makes it do damage you shouldnt expect it to do damage
it was def helping it in that manner
dilation is rly strong
If I say something can or can't be done, it's only because I've done a heck of a lot of testing
was at least expecting to notice the heat effect that's what I'm saying
yeah, used 6 or 8 idr
oh well sorry the way it works is that dilation doesnt increase the heat application
ahh oki
to shields
amps increase the heat application
dilation strengthens the debuff to shields and the beams aoe
i dont think the trl benefits itself off dilation though im not sure
i suppose it could
In and around the 1.5m price, you want as many dilations as possible and a single TRL if you're gunning for shields debuffs
If you want to mainweapon TRLs, you want to stack amps primarily
i still think that should be changed :/
We'll see. Either way knowing how it works allows plenty of ways to make it work
how many amps are needed for a lance to reasonably burn a small emitter?
interesting
I think that should be added to the weapon description because I had pretty much no idea what I could do with it from the tooltips
also is oclr "fixed"?
what was the issue
weird battery mechanics
dare to explain more ?
its complicated short story crew sometimes take longer to pick up batteries than they should from oc lrs
Amps say "thermal amplification" meaning more heat
Dilations say "thermal dilation" meaning more aoe
If you want to main weapon, one would want more heat
from my testing trbs are perfectly strong as a main weapon. im trying to make an emp trb thing rn
yeah but I thought you kinda needed both
youll want a couple dilators but you really dont need much more for primary trbs
TRL doesn't proc any heat generation from shield OC because it neither does direct damage nor EMPs
oki
fun fact: i tried this in testing, and it did not work well
that was almost certainly down to me investing way too much into EMP and not enough into TRL though, plus i'm not very experienced with diagonal avoiders
If you mainweapon, some dilations are good, but you mostly want amps. If you want to debuff, be it armor or shields, the opposite is true
Which part
youve mentioned this a few times now. fundamentally, theres no reason it shouldnt work afaik
trl debuff doesnt stack so having multiple is actively worse than a single one for debuffing shields
not just less efficient due to the cost of having a second one but literally a weaker debuff
-# *multiple on a single system
but yeah
How to utilise the weapons and pumps is an exercise for the player. Tbh I have no idea how to put together useful TRL configurations, so me adding anything to the tool tip would be unreliable info at best
Ah, right, yeah I've been considering making it stack but have to figure out how I want them to combine numerically
In the case of my most recent TRL ship it's got something like 52x Amp pumps, 6x Dilation, and 4 OC DC to punch a hole through the melted spot
i think a bit more clarity on what exactly the pumps do in literal words would be good. Putting under the amplifier "Increases rate of heat application" and under the dilator "Increases area of heat application and shield power efficiency reduction"
absolutely do add diminishing returns
Do their descriptions not already essentially say that
I don't remember exactly what they say
honestly maybe just have the debuff calculate as if there was only 1 output
tbf to Celeste, because this is still the preview the pumps have gone through multiple iterations of how they work, imo the tooltips and stats have all been kept as up-to-date as possible and any missing stats have been pointed out and added
they say it in wordy and not entirely intuitive ways, and the dilator doesn't mention the shield debuff
mostly says it, but its a bit... wordy? i had to read it a couple times
and it doesnt mention dilation increasing the debuff strength on the pump, only in the stats themselves of the trl
Maybe the description could be reversed to "increases the amount of heat applied to ship hulls by Thermal Lances by ..."
it mixes what is ostensibly flavor text with the exact effect of the part
which is questionable imo
honestly not even sure you need to mention hulls. keep it simple, just 'Increases heat application by...'
Lots of parts do that, do they not?
I'd also be fine with just having multiple TRLs not make the shield debuff weaker. The TRL debuff is already really strong. Having to have too many TRLs to yield the optimal debuff would be be a nerf
The hull addition was specifically to differentiate thermal system heat and heat on ship parts
ah, fair
with notably less emphasis on the flavour text
right, but the modular subparts generally mention their exact effects in their stats when you press alt. all amps/dilators do is say +100% amplification or whatever
I can perhaps add the pump's effects on the TRL to the pump's stats
If that would be useful/clearer
i think it would
aye
Well, I guess saying that using primarly dil pumps turns the weapon into an anti-shield support would be a good start.
i had to flip between the pumps and the trl's stats so much trying to work out what they actually mathematically do
i also think reducing the... i guess technobabble in the pumps' descriptions would be a good call. it's cool, but information takes priority imo
So it might be a bit misleading?
@granite sapphire Real talk though, if TRLs end up requiring time to build up on shields AND you need, say 4 of them for the optimal debuff, you're gonna spend a massive amount of heat and energy for the debuff. Less turrets for a good debuff means a better heat/energy expenditure
well i think thats more reason to at least add any sort of reason to do that
wat
well like
if its already difficult and janky it shouldnt be actively further punished by a numerically weaker debuff
and be rewarded instead
Also, making the debuffs both stack and accumulate is going to be challenging
So what if the debuff always treated your system like you only have 1 TRL? no reward but no drawback to having multiple
i dont think that should be the case but at least multiple trls are better at other things than debuffing shields
Yes. Make the technobabble be grayed out,
-# This pumps dilates spacetime itself inside the piping system to turn the TRL into an AOE monster
(I don't have it on hand lol)
Going over 2 TRLs is already often counterproductive. Going over 4 is pointless
would it be counterproductive if it didnt make ur shield debuff weaker?
Hmm actually I think DotA does something similar...
and should that be the case? should literally only running 1 trl be the only usecase?
Against shields, it still would by way of pointlessly burning energy and heat for no gain. It just wouldn't be a worse debuff
I think it's fine, after all the weapon already takes like the most amount of space and investment out of any modular weapon, maybe tying with ion beams
A lot of games do that iirc.
Oh okay maybe not
But more straightforward
Tbf DotA players complain about things "not making sense" a lot less than Cosmoteer players ๐ญ
it does clearly split the flavour and mechanics into different sentences
Aye the turret numbers are fine, if the optimal debuff required 4 TRLS the heat/power requirements would explode
So do the pumps
Or I guess not sentences
-# ||I love ogremagi it's so stupid to stack 2 hearts of (tarrasque ?) and be a gambling-stun-tank||
Hmm yes dota pretty clear on what abilites do what
Bottom line is they can definitely be improved in terms of clarity, but I hope we can keep some flavour text
Wow did flavor text in tooltips pretty well too
Yeah pust have been what I recalled, warcraft III maybe cuz I don't play wow
yeah
That flavour text is more abstract, though. Like it's not about the ability so much as a random fun fact about the subject of the ability
Remember, if optimal debuffing is balanced around using multiple TRLs, the lower number TRLs will be worse. As is, I'm not convinced it's worth going over two. Increasing that number will result in a worse system overall
Like, the pump flavour text is part of describing how it achieves the effect, whereas that summon one is irrelevant to how the ability functions
It's pretty clear considering the systemic context. It used to be worse for sure when they had Like 3 different types of magic immunity and dispels
Also when a character had "dodges projectiles" and whether a skill was a projectile or not seemed entirely unrelated to whether it had a visual projectile
I think TRL scales very well with ship price, so making it into a "a single massive investment" weapon (one lance a lot of buffs) is fine as it gives it a peculiar weakness.
just as an example that flavor text doesn't have to be directly accurate to how it functions if it can help explain it in a more thematic way
Also, I think people are conflating "1 is best for debuffing shields" with "1 is best overall all the time forever". Currently, 1 is best for debuffing shields, but 2 is quite a bit better for everything else. If adding more turrets didn't reduce the debuff, multiple turrets would still be better overall. Heck, multiple turrets is often better as things stand
Considering only the primary shield hit by the TRL gets the heat applied to it, having two TRLs means all shields debuffed and two of them burn
1 for support and 2 for damage seems good tbf
2 is still better for debuffing non-shield parts, because heat reduces damage resistance of parts. 1 is ONLY ideal for debuffing shields
when you're running cannon build tbf that's exactly what you want
Shields are your biggest nemesis when running cannons because you rely a lot on running small amounts of crew (aka lose dps as time goes on).
Deck cannons are another deal
They more on the quality than quantity side of things
Frontal cannon builds usually rely on mobility to get to squishy parts, but shields are light and shield ships may be able to follow you in your flanking
So that TRL is kinda good as a last resort support if you absolutely have to face hug the shield ship
what you can see in the video I sent
#1370799036591898837 message
Do thermal batteries need both sides connected?
Nope!
Only pumps need both, for every other part the number of connections is completely irrelevant
i know the previous update was focused around painting but I have an idea for a decal, a fade that's just a full tile with 50% transparency
would allow for some interesting painting stuff
essentially giving access to more colors without adding additional layers
As in by additively combining the 50% colour with the colours below?
yep
having a transparency setting per-layer would also be great
my 'rusty' fringe style would defiinitely benefit
or even per decal actually
Decals seem to individually store their colours, so it's probably technically possible
optimal
Typical MRT enjoyer.
The new drag equation is riduculous and frankly an unfun way to balance the game. UL are a problem in pvp but this blob of engines goes 152 cold and 162 hot (OC). This is like... I could go 150 with a hauler before MRT were a thing. I think the balance council should examine what overclocks brought to the game against UL (DC sniping, OC railguns, new TRL), the faster projectile speed in practice that I think should stay even if the speed changes are reversed, and reconsider the drag equation change. Not only does it take twice as long to accelerate, but now every single one of my fast ships just got neutered, and I'm just sad.
I didn't realise how bad it was until I started to play my old ships and revamping them
the council and devs are looking into and discussing things relating to drag and speed in general
i will note that OC rails and TRL are both not as good as you might think against ultralights, as OCrails are hard to hit vs fast-moving and agile things, and TRLs take a while to get effective damage onto a ship (especially a shielded one). though their shield debuff is very handy i suppose
If you guys can somehow find a way for UL to be less maneuvrable but keep ships as fast (or at least nearly as fast) as they were it would be amazing
A ship that invests purely in TRL can heat up shields pretty quick, since UL use them pretty sparsely it's also going to be expensive to put a ton of exchangers to counter that.
#1370799036591898837 message
Since TRL are turreted weapons, and hitscan, they pretty good at keeping the beam on target for long period of times
UL are essentially on a timer
that assumes that the target stays within range and presents the same shields to the TRL for a substantial period of time
That's why staying mobile enough is important
But alternatively you still got OCDC
which rotate slowly meaning it can be difficult to get a shot off, and are only one weapon type
and OCrails may not be easy to aim, but you're guaranteed to screw up something important on an UL if you hit like once
I think that makes it a pretty fair matchup
Can you hit me vs can I dodge you
i'm not denying that even without speed changes meltdown offers a decent bit of anti-UL stuff, it's just that like. people shouldn't be forced to use the anti-UL stuff to have a chance vs them
not being hit is already the main defence of ULs, and with OC LS they can conceivably take a hit or 2 from an OCrail if they take it on a concentrated-defence area
I agree that's why the relatively increased projectile speed should stay
Maybe the hitscan heavy blaster could return too ?
I like the explosive blaster, but I feel like that's something that would make more sense on a cannon
doesn't really fit the precision thingy
even with that i think some degree of speed downscaling is still in order, though not to the degree of currently
it's not actually explosive
Ik
I like both the AOE and the Hitscan heavy blaster
What about this : HB is hitscan but gains a piercing effect. It means the hitscan goes on for 2 meters after hitting a part and deal full damage to everything hit. That keeps the AOE thing AND the hitscan
While also being a bit less destructive
not sure about having both be hitscan tbh, feels like it homogenizes things a bit much. and having penetration might overlap too much with cannons, even if it's a different mechanism for penetration
it's not penetration, it's piercing. No matter what, 2 meters into the ship it will take damage
It's just like currently it's not an explosion, it's AoE
fair, but it does still turn out to be a similar effect. plus, people already do have issues with the aoe bypassing shields, and something like this would probably be even more egregious in that effect
it's a neat idea but i'm not sure if it'd work out
Not really, the AoE is 2 meters radius (not diameter), and I suggest a 2 meter piercing. Would bypass shields just as much, no more no less
if you do have more ideas do feel free to suggest, people obviously aren't too happy with the current implementation
the piercing would be less devastating as instead of hitting everything in a 2 meter radius circle (stripping a lot of armor behind shields) it would only hit a line
what is a UL again?
Ultralight
oh super mobility aight
MRT block usually protected with shields and armed with nukes, but I've seen some wielding ions and DCs
not necessarily MRT, some also use huge thrust
post-meltdown, there've been a decent amount of OCLT ones as well
This setup is supposed to drain 7.11 power a second yet it completely empties the OCLR
It's not wasted either
the crew is pretty efficient at this surprisingly
The reactor straight up doesn't produce enough power
Is the listed power drain of dilators/amplifiers per connected thermal lance? ๐ค
what ?
I'm wondering if the number that shows up in the UI when you mouse over a dilator is the amount it drains or the amount it drains per heat gun thingy
Doesn't seem so, the amps take 5 second to drain a battery, so 0.2/s
I think it's the reactor's being troublesome
pump power use is multiplied by TRL count on the system, pretty sure
Gif editor says about 3 seconds to drain a battery, so seems about right
It's misleading it's not mentionned anywhere in the tooltips
I kinda assumed the pumps would divide their effects equally between beams
Also to further say that the drag equation change is bad and mrt are still a problem, It took me 4 seconds to do a 180 and go back to full speed. MRT should lose rampup a loooot faster.
They used to do that. It was bad
(At least I think they did for a very short period)
MRT have actually been performing really badly in pvp because of their rampup

the problem is that they are about as efficient as normal ships - the small reactor builds of old were not and were more balanced
Z_THETA_Z said that the OC heavy lasers are not explosive, although they are aoe, what is the distinction between the two? I would think that mechanically the two are interchangeable
They deal splash damage in an area rather than slices the way explosions are coded
The biggest thing seems to be splash do at least the listed damage. It does more damage if more parts/shield are in is area of effect. Explosions do at most the listed damage. They do less if they aren't completely surrounded by targets.
thank you
they also do not deal 50% less damage to shields (shield damage is hardcoded instead) and are not stopped extra by armor
@mellow barn are you aware of the reason that heat beam is lockable
if you want a gameplay reason, its often advantageous with locked ion cores and the likes of core weapons
guarantees the trb always hits the shields the ions are hitting
since theres no ramping or deramping on the debuff its usually optimal to just lock them to the beam if ur running pure dilators
it is quite nice because it will just aim at middle of enemy ship alongside the other locked weapons, especially if you have more than one ship to control
when doing some battles in creative, i found that ai would often aim the beam in a different spot to locked chainguns, so locking beam really helped
that is true but i am asking why it was implemented only for it
Introduce crew limit to pvp 
introduce me to pvp ๐
i will be available in 20ish min probably
ping if itnerested
he's gonna wear the razer krakens with kitty ears for that one
might get a chance to later this evening
as someone with no PvP experience I'm happy to play either of you ๐
@plucky fossil
that would be really cool
I can join too tbh, I got nothing better to do rn (or today for that matter)
I could also join
Always nice to see some new sacrifices people trying out pvp
the fellowships of the trash
heat beams you cutely
30 min okay?
ye
damn, the wife is calling me away for dinner prep ๐ข
what time works?
for me... 1 hour and 15 mins from now
we can play for long enough that you could hop in
ready
im in lobby waitin
I'm John in lobby
Probably to make it easier to line up with locked prisms
that was a lot of fun
Still can't believe I repeatedly lost to silly piloting errors ๐
Meltdown equipment is a huge power boost
learning to pilot in pvp and playing against other players is totally different than career AI, especially learning direct control
What even is direct control?
it'd where you directly control your ship, instead of clicking to move you can use WASD
Oooooh
and mouse control to aim as well
That would have been helpful
but sometimes it's still better to just let AI aim for you
the one i remember fighting was pretty tanky, it was tough to get through those shields
I spent far too long not aiming at your ship due to lack of direct control...
why not add the function to everything?
I think that's the plan long-term

Hey everyone! Been a while.
I just realized something: Career mode would need some tweaking. Loadup screen should have the option of having and not having meltdown ships available as enemies, or otherwise there should be star systems that contain or not contain meltdown ships. Otherwise, itโs all too easy for beginners (aka 60-90% of total playerbase, itโs easy to get biased when the discord leans heavier towards Cosmoteer enthusiasts) to get demolished by a well-designed meltdown ship.
That, or meltdown ships would need to almost always be smaller than the credit value of a similar vanilla ship (in career mode). Probably would help game performance too
ships with meltdown features will be heavily leant into a separate faction i think
ah, thatโs perfect
its basically imperium situation, plus they would never spawn in the first nodes
I canโt imagine imperium getting even more buffed by this, but yeah Iโm also down to see imperium use this in later levels too
is there any way to unlock pipes etc in career at the moment? Thanks
I wouldnโt be opposed to smaller overloaded straggler pirates that are in [4-9] star systems, theyโd be a nice immunization shot to the possibility of something larger in other systems
can we not buy the blueprints? if thatโs the case, maybe a workaround can be to make a starter ship with some of the parts you want
yes thank you this worked
pretty sure everything meltdown's currently available from the start without needing blueprints
yipee
currently no because everything comes for free to facilitate testing and because it hasn't been done yet, but in the future each individual overclock will need to be bought as wel
10m career barge incoming
when thermal doesnt lag the game so bad
i feel like the heat exchanger should look less "space time vortex" and more "radiator fins", it looks kind of goofy and not really fit to the rest of the game to me right now
I agree.
I just noticed that heat exchangers will cool half of a room and let the other half burn down if their aura only covers half.
I just assumed the room had a heat pool as a whole. I had some factories that were tricky to pipe up that I was hoping to cool with echangers, but that is not happening.
That also means defensive heat exchangers are weaker than I thought.
yeah its specifically pulling away hull heat so it does'nt really reach far
Wow...
I love it.
"Power of the sun" ahh push
And that is why you make sure that your ship doesn't chain.
...What is even happening? Are you flinging a reactor explosion PAST enemy shields from outside conventional weapon ranges???
YES!
pretty sure this is forcibly adding a new chain
are oc tractor beams meant to keep doing the weird overcharging effect if they are destroyed while overcharging
ghosts are real guys
kablouiee
"whuh... whys it so hot?"
leftover radiation
@everyone New Meltdown preview!
Features:
- Added structure variant of the Heat Pipe
Balance:
- Thermal Resonance Lance:
- Added missing Amplification Exponent to shield heating calculation
- Now explosively releases stored heat on death
- Fire:
- Crew will now apply Fire-Foam for a minimum of 7.5 seconds, regardless of fire size.
- Increased the duration of Fire-Foam applied for a full size fire (20โ30)
- Heat:
- Increased diffusion (spread) speeds to ~3.3x (0.003 โ 0.01)
- Increased constant dissipation (0.05โ0.5/s)
- Increased fire size lower bound (0โ10%)
- Increased fire chance lower bound (0โ5%)
- Large Cannon (Overclocked) - reduced shrapnel base fire chance (10%โ3%)
- Tractor Beam (Overclocked):
- Reduced Overload pulse force (200,000โ50,000)
- Increased Overload pulse heat generation (5000โ12,500)
- Thermal Canister Missiles:
- Reduced missile count (3โ2) NOTE: sprites were not changed
- Increased parts per missile (4โ5)
- Increased missile part cost (8โ12)
- Increased heat per missile (7000โ7500)
- Now explosively releases stored heat on death
- Thermal Canister Factory:
- Adjusted resource costs (overall increase)
- Part production now uses copper and sulfur
- Huge Thruster (Overclocked):
- Reduced max power usage (450โ300)
- Reduced max heat generated (700โ550)
- Boost Thruster (Overclocked):
- Increased boost heat factor gain per battery (15%โ20%)
- Increase boost base heat factor (150%โ175%)
- Heat Pipe - increased cost (200โ300)
- Heat Pipe Crossing - decreased cost (500โ300)
- Thermal Battery:
- Increased cost (2,000โ3,500)
- Now explosively releases stored heat on death
- Radiator - increased cost (8,000โ10,000)
Other:
- Fixed Ion Prisms not lighting up / exploding when firing overclocked beams
- Improved tool-tips
- Made tool-tips scrollable when exceeding their allowed height
- Added a toggleable second tool-tip pane for overclock stats
- Fixed PenetratingHit bullets not accounting for hit ship velocity
- Blueprint-mode toggle changes are now only applied when โMAKE IT SOโ is clicked
- Fixed crash when deconstructing heat-containing parts with โI Hate Crew Constructionโ but not โI Hate Salvagingโ
- Build Toolbox stat toggle button states are now persistent through settings
- Removed useless โOverloading Tractor Beamโ hotkey entry
- Fixed right-clicking Lance Pump parts in build mode failing to select them
- Added missing destruction VFX to Meltdown parts
wow
structure pipes sounds neat
Thermal Battery:
Increased cost (2,000โ3,500)
aw really?
no more LT spam ships lol
LC nerf thank youuuuuuuuu
oh my ships
No oc large thruster nerf?? ๐(but balance changes are very good)
my poor ships
ack, that radiator is expensive
im wondering why the heat battery change was needed
10k each?
Idk heat is just op
i think overall, they want to make OC a sidegrade instead of mandatory, like how it rn is
guess we gotta always define ReturnToStorage = false now
not a problem tbh
now heavily reduces the effectiveness of useing them instead of radiators for more longentivity instead of 100% upkeep (aka constant overheating risk you gotta look out for)
Oof, the thermal battery explosive heat release kills some of my designs ๐
I love that heat pipe crossings and normal pipes are the same cost now, that's so nice for building parallel pipes without infinite connections between them or spending thousands of extra credits on them
heat battery its self cant sustain overclock though
Nooo my perfectly priced tier two ships
Bro it's preview not pre building๐
Now I'm confident making an oc tier two career ship is almost impossible, at least if you include a hyperdrive
Not that it matters too much I do agree with the balance change
Just sad to see my ships caught in the crossfire
Any downside to always using crossings where there's no turns? ๐ค
Door cost I think
80% speed
What's the t2 limit?
i'm not sure about this
Not really, the roof texture is a bit choppier though
hmmm
I mean itโs 80% speed vs 0% speed
75k
Are crossings cheaper than regular corridors now?
They have less hp idk
no why would they be
No balancing for the deck cannon?
But normal are just looking better
Most important part tbh
i prefer this. also whats the thing right next to the CR?
modded ignore that
Fitting a hyperdrive on 75k seems hard in general...
But I reckon I can adapt my Plonkers to have one and thus make a viable t2 OC ship ๐
OC light blasters need only a single radiator
nice reactor and ship
was kinda busted tbh
For the tournament, I said it in #tournament-announcements , I'll be using pre-update prices so you don't have to send me an updated ship
Hold alt to scroll and Press Ctrl to toggle overclock Are amazing but stats always showing is throwing me off and is more eye movement to look all the way up to see part description
Hmm, perhaps hiding three buttons somewhere around the build menu or in the desc itself that allow you to toggle between the three would be good
"huh i wonder what this part is on the enemy ship"
wall
I still have a problem with the game being still loading after more than 5 minutes
i mean, ctrl and alt is already being used to modify it so its already 2 buttons
OHHHH I DIDN'T CATCH THAT
thats a very welcome change for sure
Why ?
because HT got a decent heat reduction
huge thruster better than before
so its no longer a no-brainer to pick LT every time
Octb Nerf noooo
don't worry it's still broken at launching projectiles
unaffected in my testing actually, lmao
Rough idea
i honestly liked it, the clips of people yeeting railgun projectiles into themselves was funny
my nuke mop still works i'm so happy
It wasn't very good at all, more of a disorienting gimmick
Click between them to toggle the shown content
YES overclocked tractor beams buff
i could see it needing a small price increase but this one is almost doubling it
Only the pulse got nerfed
what actions would you do to have it stay so you can click said buttons
Wait

Utter brain fart
very important to have the OC displayed at the same time as normal stats to compare them
Then maybe have those buttons small and hidden like the eye button for paint?
Oh okay it's more "welcome back ht spam"
Anyone have a screenshot of the new structure pipes?
Maybe the oc desc could show up or down arrows next to the changes stats
how does one try the meltdown update preview?
this stats update technically made something i was doing unavailible now but with enough line breaks should be good
the price changes are a pain
not really
they still didn't nerf projectile flinging so that still works btw
just add an extra thermal battery or smth and it works fine
OVERLOAD_FORCE = 50000
OVERLOAD_BULLET_FORCE = 10000
On steam: properties> betas and enter code previewpreview
But projectiles are still light as crap in my testing so they get yeeted just as hard
cheers butter
yeah ๐ข
ok so OC LC deserved that nerf
but wow a 70% reduction in fire chance
probably still really good tho
yeah
also the reduction in cost for pipe crossing makes sense cause you have to buy 200 in doors anyway
like, its 300 for pipe, 200 for doors, why was it 500 in the first place?
it was kinda ridiculous to have 2 or 4 large cannons at the front of a ship and the enemy instantly succumbs to fire
especially because OC LCs can go through armour
the shrapnel can pass through 1-2 layers of armour
yeah
How come the new heat pipe structure lists "crew speed" as one of its stats when crew can't walk on it?
classic moment
probably cause whoever added them copied code from the passage version
The return of crew walking on structure ๐คญ
i liked it lik that :( gave very heavy incentive to not use it a lot
uhh the logistical strain and the fact that it's still more expensive (300+200 for doors instead of 300) are incentive enough
heat pipe crossing without doors ๐ง
why use it then?
logistical strain is marginal and it was fairly cheap for how easy it made things
alternate them for fun
its like a corridor except its half the speed
thats pretty bad
its 80% isnt it
is it the same speed as a corridor?
now why does this happen
overclock off
speed decrease is negligible logistically in most cases
I'm sad about the new structure pipes
Not being able to fire through pipes was an interesting design constraint ๐ฆ
i hope the alt to scroll may become real in parttoggles
wdym
huh youre right it doesnt have a non-structure collider
huh
It's to avoid crashes with crew construction off but salvaging still on. Found it because the game was trying to drop heat nuggets
i think
i have never come across a situation where i needed to build heatpipes infront of weapons though
you probably don't want to be placing it infront of direct weapons but its useful for ion cores
and if you are running non TC Missiles
Ion beam ships in particular
now instead of making 20m oc ships i will be making 22m oc ships
if you want to use it for graphics, then the equal cost is great
true
That's unintended. The art/part were made together and given structure stats. I changed most of them but didn't remember the collider, I guess ๐
oh, so theyre supposed to have full collision??? lol
Yeah. Would be kinda busted if you could just have nigh invincible pipes ๐
They should behave (collision-wise) like prisms

whats the point of em? aesthetic?
Yeah
yea
kk
maybe different weight... hmmm
are they lighter than corridor pipes?
Nice
i imagine they should be like 75% weight or whatever
Hopefully a reduction in the viability/ease of 100% overclocked ships
The vision has always been a mix of OC and non-OC
thought so
same cost, less weight, still unwalkable
ignoring aesthethics why use the normal pipe
A mechanical advantage would undermine their purpose as an aesthetic choice, I think
was the intent not that overclocking is optimal in most cases at the highest level? increasing the cost of radiators and pipes shifts this equation at all levels, so having anything overclocked is less worthwhile

ok that makes sense
Also not intended to be less weight
How come coridoors are darker in dev mode?
Overclocking, yes. Having 100% overclocked ships, no.
that is really weird it shouldnt be
Overclocking should be a decision you make to parts of your ship that it benefits the most, rather than just the only way you use parts
double heat generation of everything, it should fix that
(joke)
im not sure you can really achieve that with pure cost nerfs to cooling, as that makes overclock less worthwhile mathematically overall. we'll have to see
I noticed something weird with that when I was testing the thermal battery explosions
cost nerfs dont discriminate between situations
if devs dont like oc deck cannon for instance just make it produce a quintillion heat per shot
easy to stop people
people find ways
alpha oc dc wall
sure itll be less convenient/easy to build fully oc ships but it wont make it any less optimal than non fully oc ships as long as oc remains worthwhile in any way mathematically
cost balances them in pvp but not so much in career
considering most ocs are still just generally incredibly powerful buffs not situational benefits
That's intentional, corridor lights and other components lights turn off when a ship lacks enough control points, and some other parts shut down when the ship is in a Junk state
Ahh, right, I forgot about the corridor lights
Was that the case before the meltdown update?
I must confess I never noticed it anywhere until now
I'm afraid OC parts will still need nerfs, e.g. shields. Currently they gain 3x shield per battery, right?
its new
Not even the case before I merged it in 4 hours ago
Well that's an amazing feature then!
oc shields are diffcult because while powerful they can be countered relatively easily
Thank you for your work Kroom, ships feel more alive now
not enough control points
why pipe nerf though? their main downside imo is the space and they're already fairly expensive
whadahel darkness is real
huh... apparently you have a 54% chance that the OC LC starts no fires at all (did math)
junk ship
That would be highly dependent on where you're shooting
previously the chance of no fire was 0.12
isn't the fire chance per shrapnel?
They have 25 penetration, so lots of chances to cause fire depending on how squishy the things in front of them are
hmm
Is corridor 1 pen resist? hypothetically 25 per shrapnel, but the chance scales with the remaining pen
What do you mean? EMP? Perhaps I should check multiplayer huh
though it is still a huge reduction, assuming each shrapnel only hits once you go from 12% chance of no fire to 54%
OC LC deserved it
previously it only needed one
does OC LC still go through armour btw
cause that was a thing it did
Same penetration
pretty sure it's 0
darkness is pretty interesting
Just wait for the next patch: zombies
OC is just generally strong. Making it more expensive to cool things means less money on other parts
It's not supposed to perfectly balance anything, but it should be a step towards the ideal
ok thats a lot more balanced. This is 36 rounds of OC LC fire
there are now 6 parts that are priced at 10k ๐
i like cheap pipes but i'm not sure why
The funny thing is that Kroom added that like a year ago and then I forgot to merge it into the main branch.
get it over with and make everything 10k
it was one of the first thing i noticed when i started
what else have you forgotten to merge? 
something like "the challange is venting out and storing" ?
The Zombies
Pretty sure that was it. I noticed it when I was going through all our version control branches.
"this space plague is the worst!" - crew
and also since pipes intrinsically are already weakpoint, it lets you put longer stretches to boost far away and maybe get pipe cut
If they need to, pipes will go back down in cost. All remains to be seen
lower thermal batteries to 3k ๐
dev graphics ๐
ooooo
Ah, heat8, my beloved
Heat buffering ๐ฅ
why was heat6 afraid of-
heat8, but in drag, because she ate
i already forgot what i was testing
heat
actually it was darkness and stat scrolling
๐ญ
now that overclocked tab is a thing i think removing the redudnant (overclocked) is good
ion beam forgot to remove the overclocked stats lol
PD too
standard cannon too
Whoops. There are a lot of overclocks, in my defence
its only every single weapon and factory currently in the game 
i definetly feel like the wall of stats might be overwhelming for new players? maybe? (source: it is a bit for me and i'm not a new player)
thats what a tutorial is for
A wall of stats is intimidating regardless of tutorials.
Ideally, one would be able to navigate most of the game without walls of text - at least in my opinion.
I like the idea of having multiple pages in the hover screen - one for description, one for stats, and one for overclocked stats.
-# "let me try to play this game cosmoteer"
-# (25 minutes of tutorial) oh ok i understood nothing
even someone trying to start by testing out in creative would probably end up looking at all the numbers would be confusing
well, you can navigate the game without walls of text. You have to access the stats intentionally, and what is displayed is required
i mean, clearly, we don't actually have a proper tutorial setup
we have small "tutorial" popups but thats about it
just have a setting to enable site part stats
unlock the same way advance ship command does
its great but i think a 'forced' tutorial would be bad
an actual tutorial scenario that can be selected would be good
noita spelllab....
imo we should have voluntary interactive tutorials like in ftd
teaching logistics fundamentals and some game mechanics
but why such a bad nerf for heat battery cost when it doesn't help much in OC sustainability?
its a fair bit of work but its the best combination of unobstrusive/voluntary and actually teaching mechanics in depth
pressing alt could enable/disable like overclock
for scrollable ones, it only switches off if you tap it, instead of hold
and if it detects your mouse has scrolled in case of very short holds
oh yeah we are still missing dps stat on OC SC
dps stat on noninfinite penetration weapons is pretty useless
ok but the increase in damage is a major reason to use OC SC over normal SC/LC
I would argue this isn't the case as only nerds play cosmoteer and atleast the tooltip is readable
except some peop lhust like explosiosn
that 
I did not got overwhelmed reading railgun accelerator tooltip at the time as each stats has a clear meaning and when they dont a short description is stated
And remember I'm a foreigner so reading is not my forte ๐ญ ๐
speaking of tooltips, OC railgun doesn't display the % it gains
probably because you OC the actual launcher and not the accelerator
holy shit, these cost nerfs dont play :/
@next urchin is it intentional that er boost does not increase heat production? it makes thrust more than 100%
what is this
peak logi dont question it
literally everything is oc it needs to be like that
but yea logi on these sorts of setups is kinda weird
that is not peak ๐ญ
im prolly gonna go down an ion and cut ers
oh yeah well why does it uhhh burn down instantly when subject to damage output
what about that
thats a con not a pro ๐
working as intended
fire
literally
this is how I do my ERs
OC ERs that is
im probably going to use them like this though
also wow this is 53k
solid. i usually forego the walkways
unfortunately i think oc ers are even less worth now
with how heat inefficiency is even worse for ur ship now
my save game is taking suspiciously long to load rn
so apparently i cant really load my save game anymore?
thats fun
overclocked mrt is hella dissapointing
200000 > 50000
It's overloadover :c
there must be something im missing there
whar
Whar never changes ๐
girls who are wizards
||credit to erin for the joke||
erinneverfound