#Meltdown Update Preview
1 messages ¡ Page 17 of 1
memoryleak..
flashback to when i was devving a mc modpack and a world file ballooned to 30gb in like 20 mins
Maaybe.
I have never suffered it before, hm.
Ha, fun. I try to be a little more careful with that in my mods.
That would mean a new item, though.
else you can't stop it from being taken by processor factories
yeah not much of an issue
Well not really because to transmit heat you need a lot of area
Also that would "soft-lock" overclocks behind a higher level
Even better.
not needing to make the blueprint as expensive
So which heat-related parts do you think should require gold?
I'm thinking thermal batteries, for one.
All of them
just make 1 raw gold give like 4-6 plates
to not make pipes too expensive
That way you can also use a limited amount of overclock early game
Oh, I was thinking that just some of them would. It would feel a bit odd to have gold produce that many plates.
Well we could call it gold sheets or maybe gold alloy and mix it with iron or copper
Gold sheets would be good for 5 or so per ore.
i did fix it, it was caused by one mod doing too many checks and saving each check induvitually
will this update require the existing ships in game to be changed, like adding vents? it seems like a full thermal beam ship would be very strong against conventionally strong normal ships
no i think
Hosting MeltDown Domination FFA
two LC changes i would like to see
the shrapnel itself has a shorter range, rn if flak shoots down OCLC right when its shooting it just makes a shotgun for full LC range
shrapnel able to be shot down
Interceptable shrapnel would distract PDs from shooting down actual threatening muntions like missiles/OCwhatevers
added benefit (shrapnel smoke screen or smth)
does the rts ai know when thrusters are overclocked?
TCMs are bugged and fire twice as fast as intended
Hosting dom Meltdown
a way to see deck cannon stun radius would be fantastic
not specific to meltdown, and already asked. For now, you have to use a mod for that (this one https://steamcommunity.com/sharedfiles/filedetails/?id=3011398047), but it doesn't include the widened Oc DC stun
oc mrt needs a buff
mhhh.
maybe thrusters should kinda work like radiator sdo
keep the ''danger'' zone of the thruster
but
make there be an extra radius behind it that makes it less effective the closer theres a block
nerf block ships đĽ
make oc TB'd missiles switch to the team of the TB 
it needs to be rescaled, afaik it's ok for massive ships, it just is not useful for normal size and smaller
I 100000% AGREE WITH THAT
But wait until we get that orientable thruster at least
why?
and orientable thruster would NEED to be deck
or like
burn your ship if its in your radius
of blocks
itd be hard to work with
So we can get reverse thrusters like this, who are at least partly protectedby the armor
oh dude
thatll be
LATE in
with the joints
Not really, it can be like a front mounted turret
Orientable like -45 to +45 degrees
it would need too adress to the burning blocks thing
or make dangerzone in a cone ;-;
just make it a laser like radiators and reduce efficiency when there is an obstruction
i mean
I suppose that works
only let them work as close as they are
to other things
yeah I suppose that could work
which kind of mods will break when the meltdown update goes public ?
bassically all of them id assume
Some of them I guess until the modder decides to change the number on the mod.rules > version line x3
wdym rescaled
the curve needs to be refit
Set to a different size, scaled again. Re-scaled
skimmed over faq couldnt figure it out, how do you actually access the meltdown preview?
is it like a beta access code i gotta find
I believe the password is previewpreview
#1370799036591898837 message
cheers o7
so whats the rundown on some of the new stuff?
heat mechanics seem neat, radiators heat pipes all that
i sense this being a pain in the ass to work around though
whats the thermal oscillation lance or whatever it is and the heat amp and its variant though
thermal resonance lance
yeah that thing
it applies heat to an enemy where it hits, the amount of heat applied is increased by amplification pumps and the propagation area is increased by dilation pumps. it also debuffs shields that it hits by making them have less HP per energy, this debuff is increased a lot more by dilators
ohhhh thats what theyre for
it also creates heat as a waste product
so ideal setup for it is have a bunch of rads on it, stack amps and dilators, and ball
it's neat because it can be set up as an anti-armour support weapon, an anti-shield support weapon, or a main damaging weapon depending how you use pumps
im gonna need tips for how to set it up for an individual purpose fml
a note: pumps apply to any TRLs (the resonance lances) on the thermal network they're connected to
though with diminishing returns, scaling power use, and heat generation based on the amount of pumps
cant wait to slap an mmct substation on them lol
or for when mods get updated for it ig
i would advise against using mods on meltdown for the time being yeah
figured that out already dw lol
also the TRL isn't the only new weapon, there's also a new missile type
the Thermal Canister Missile (aka TCM)
basically: shove your heat in, and make it someone else's problem
huh you can actually use the heat as a weapon?
i thought it was just something you had to dissipate via rad
shit ok
you can also dissipate it via TCMs and throwing it at someone else
fr
it's also possible to use radiators to airfry opponents
no way lmfao
so what you can just overclock your thrusters direct it into frontal rads shield it and commit freshly seared ship
yes
that sounds funny as fuck ima do that tomorrow
yeah, though they're very short ranged
and it can be difficult getting enough heat to run that full time
it's more of a gimmick thing that you can do than a fully viable tactic
ive like only ever played the game with a fuck ton of mods though so this is gonna be interesting
i've never really used mods, the game doesn't really need them
the only mods ive used are changes to existing weapons or vanilla+ weapons or lights or new career ships to fight or more pirates
thats kinda it
yeah not me
anyways
so uhh, thrusters just go faster when overclocked, laser turns into a beam weapon and gains fire rate, ion emitter doubles up on power, what other effects are there
a lot
i will link back to [air's gif](#1370799036591898837 message)
try things out
there's enough to keep you busy for a while
every weapon basically gets an additional mechanic that changes its use in some way
small lasers get hitscan and fire faster, heavy lasers fire slower but more powerful and with an aoe, small cannons get burst-fire faster and more accurate projectiles, large cannons get incendiary shrapnel, ions create lightning instead of directly impacting, railguns have windup time and a much more powerful shot, etc
oohhhhh
ima see about making a sniper rifle on crack then
do the railgun parts need to individually be connected to each other with pipes or does it only need to be expelled from a single part
just a single part
if its the latter, :)â
aye
:))))))
it is worth noting that if you dont want to disspiate it, then 2 railgun shots dont produce enough heat to completely overheat the railgun
this is, good information that has been given to the wrong person :))))))))
good to know
completely overheat means cause fire
yeah i figured that out p early
im fairly certain it is 2 but id try and see
ill need to check how many rads is needed for every overclock
It Dependsâ˘
heavily depends
for some weapons like lasers its not that many but for some like shields its very dependent on what you're fighting
there's also thermal batteries that can store heat, allowing you to get away with using burstier things with less radiators than strictly necessary
i figured itd depend for the reactors at least but everything else if its just shooting surely itll be p consistent
heavily recommended for chainguns, deck cannons, and railguns
oh thermal batts is cool
batteries are also way cheaper than radiators
4 batteries is 1 radiator i believe
or is it 3.5k
jesus
its either 3.5 or 2.5
oh and shields
running overclocked shields without thermal batteries is certainly A Decision
if its 3.5 then its around 3 but if its 2 then its 4
2.5k since the last balance change to them iirc
trust me i will survive the alpha and use my alpha
whats shields..?
ok then yea
shields overclock?
yes
3x the efficiency (and thus HP) but smaller shield arc and produce heat when taking damage
i know what they are dw im not retarded that much
50% EMP resistance as well
oh holy fuck yeah thatd be kinda nuts
i thought emp resistance was 50% of what it normally was
makes sense
i wouldnt mind seeing the emp resistance be a 50% weakness
or produce a fuck ton of heat
overclocked large shields are kinda ridiculously good right now, we (the balance council) are definitely looking at them
ideally you overclock something only if you have a substantial buffer before it then huh
small standard shield buffer before large overclocked shield
thanks autocorrect
i wanna try using 2 radiators and like 60 thermal batteries and seeing how that goes 
eh, or just have enough thermal management
uhhhh
im already godawful at proper optimized crew logistics so thats gonna be fun
you technically dont need thermal management if you kill whatever you're fighting in pvp before you explode
i did pvp like once back in 2024 and never again because nobody plays with me
thermal management is generally easier than optimizing crew logistics i think. for the most part it's basically shove as many batteries as possible in and have a decent amount of radiators
and im not playing pubs with how little i know about basegame balance
that's one of the issues with modding
pubs are a thing
thing is, everyone had my pack, played it, then never touched the game again
not even when i asked to do basegame
most PVP stuff happens in either [Excelsior](#links message) or, recently, the [Tidepool](#links message)
im like the only one out of all my friend groups that even remotely enjoys the game which sucks ass
yeah, it's always annoying when that happens
this game does have a good community though for the most part
yeah yall seem nice
or for the domination gamemode, [Fight Club](#links message)
i honestly forgot everything about the pvp games i did back in 2024
it's certainly a different experience from career and creative
i just remember basically kicking everyones shit in because nobody made even remotely large ships like i did
my big ships arent even that fkn good
none of my ships are for that matter honestly i use some mods for crutching
-# part of the reason i don't like using mods
anyways, yeah, nobody to play game with so no pvp and no metahead optimization and shit
that's what the servers are for
im trying to crutch less in my current career run, use crew logistics for everything instead of ai cores and mmct power
plenty of nerds willing to play and to autism out to help, myself included
-# should we move to general? this is less meltdown-y now
yeah probably
ill be in modded ships ig
i wonder how fast i can get a fully overclocked MRT to go
speaking of, whats that vacuum part or whatever it is
does it just eat heat from around itself? does it have a limit to how fast it can do that or
sounds like itd be useful for engines or other parts with specific connectivity
railguns maybe? idk
yea its 900/s
good to know
ill need to see how much heat stuff generates specifically, is it in stats when you hold alt on a part
-# i dont need the stats right this second ill look at those when im on later today if they exist on the statscreen
yes, though you also need to hit ctrl to toggle showing OC'd stats
good to know
im actually curious if i can get some of the simpler mods to work just by changing some of their version parameters
stuff like bulkheads and corridor fire extinguishers should be pretty simple
im worried about how built in ships are gonna make use of overclocking though this shit is gonna be nasty
the current builtin factions will have little to no overclocking, though the architects are working on a new faction dedicated to overclocking and thermal stuff in general
oh ok
like imperium they won't spawn in the first system, making them a bit more late-game
that works better cool
so what other changes are there apart from the heat system and new weapon
only one i know of is flak goes from 2500 against projectiles to 3000
a change to drag (increased at high speed) and another couple QoL changes, i think projectile speeds are increased across the board as well
oh theyâre fucking with ship speeds?
also not sure if you're including these in the 'heat system' bracket, but overclocking and TCMs are also new things that aren't strictly the heat system
yeah there was a much more drastic change to overall pacing earlier in the meltdown previews but that was mostly rolled back
weâll probably get a drag reversion mod instantly
fair enough, i meant those to be in the heat system but yeah youâre right
eh, it only really comes into effect above like 110m/s, most gameplay won't be affected
it's mostly just for pvp
the council and devs are looking into other tweaks/changes on that front though
i make all my campaign ships with insane engineering bay mrt systems :))))
autocorrect turning all into my is crazy
I find the question funny every time it's asked bc rephrased it's like: "What was changed aside from adding a per-tile heat status effect, a modular fully heat-based weapon, a heat-based missile type, alternate modes for almost every part in the game, heat management via a pipe system, and overhauling how fire works?"
overhauling how fire works wait what
nobody said anything about that
what are the changes to fire, honestly idk shit about it outside of any beta to begin with lol
It no longer destroys parts, instead doing a significant portion of the part's health in damage, and eventually rendering the part inoperable
oh
huh
so its not just a dot its more of a bleedout without destroying the part
wonder how repairs will work with that
alr cool good to know, i had no idea fire was changed
also just to be clear, theres no other parts that benefit in any way from having heat accumulate in them apart from the missile type right
everything else is just get off my lawn
correct
sweet
Yeah, but like... what else was added?
it's also worth making a distinction between 'hull heat' and 'system heat', as it does affect a few things and might account for a few seemingly counter-intuitive situations you could encounter
yeah i didnt mean the question in a âthats cool but anywaysâ way i meant it like am i missing anything
oh?
system heat is heat inside a pipe network, it's 'safe' and applies no debuffs, heat generated by any part attached directly to a pipe network is system heat
hull heat is the dangerous type, it happens if you get hit by a thermal weapon (TRL, TCM, radiator) or if system heat exceeds your network's capacity
hull heat increases the damage parts take and decreases their penetration resistance, it also starts fires and causes damage over time if beyond a certain threshold
ohhhh
so thats why the trl can be support focused its a dmg amp
shit, thats p cool i might make a lil mini trl support ship
you can turn hull heat into system heat by using heat exchangers to suck up heat from the hull and into a network, though it is throughput-limited and has inefficiency (it adds 40% to the heat slurped in the transfer process)
also it can go through parts i think, or at least thrusters can go through engine rooms
aye
that alongside its shield debuff makes it a serious force multiplier
yeah, though the benefits it offers often outweighs that
mm true
a hell of a lot easier and cheaper to hook up things like OC PD or small thrust, and very handy on smaller ships where pipe layouts conflict a lot with crew logistics
im awful at crew logistics lmao
moving walkways when they uhhhh
wait whats overclocked pd do
higher damage projectiles or more acc?
generates power for itself
o
much like base small thrust does
which, by the way, overclocked small thrusters increases that generation rate
neat
very handy as emergency turning thrust
i really should try to make a ship that isnt just some variation of an oval
no creativity for actual ship shapes though
it all just expands outwards from a certain point
yeah im not a rectangle person
it is a fairly effective shape for a ship
shit that reminds me i still need to rework my âpvpââ˘ď¸ fleet to not use those damn impulse drives
i gotta give it engineering bay mrts or something
wdym by engineering bay?
4x4 engine room with boosted range
my current career ship uses it
the resource logistics ship does too
ah
when i get on my pc later today ill post a full pic in modded ships
Uhh it really shouldn't be able to go through walls? if you can reproduce that, submit a bug report
also it ignites some resources and functionally just instakills the part
What have the Romans ever done for us?
@half wyvern
the shield seems to cover the radiator but the hit box extends past.
unlike the laser where both the hitbox and part itself both are covered
I guess the hit box thing will eventually be fixed but report it to bug reports if not already done
okay
Also your rads aren't connected to the pipe system
yeah thx this was a few days ago i fixed that lol
made a quick lil ion prospector with meltdown stuff :>
i realize now though that i could probably pretty easily turn that mining laser sideways
why is everything red
ion storm prospector
truly terrifying
the pipes cant pass through it so not really
Oh? That's odd, I didn't think it did. Will look into it
yeah
yeah it appears to. Thanks!
Wait, are you referring to the highlight box?
yeah the part looks like its int he shield but the hitbox is outside the shield
but the laser is right
its still taking damage then right
yeah thats just the minimum exhaust sector
either way it get killed through the shield
does it actually get hit or not if projectiles impact the shieldâ
ok then yeah
makes more senseâ˘ď¸
idk it just get killed every time without the shields going down
By what weapon
laser heavy
OC?
overâ ^
OC heavy laser is splash damage, which will damage parts behind shields if they're close enough
yes
then yeah theres your answer
yes
In future, if you experience something like that - get a save where it happens. I'll try to reproduce it
it was lol sorry
oc heavy lasers, mining lasers, and ions can go through shields
Schrodinger's overclock
so thats not a bug?
yeah its an area of effect attack
ys
the impact range is damaging it after projectile hits the shield
Ions jump across shields. The others are splash damage
ions dont have aoe they chain lightning which can go thru shields to parts behind
very funny vs walls
ion go brr
i think this needs more research in dom tbh
sounds very very strong and not taken advantage of
and oc ions are alr rly good at melting small ships
Are there release notes anywhere for the Meltdown preview builds? I've observed that the tool-tip info doesn't always match what's actually happening. Specifically Thermal Resonance Lance pumps use WAY more than 0.4/sec. (more like 1.5-1.67/s)
Really enjoying the Meltdown preview. Tons of new things to optimize and quite a few deadly new combos. I wish the balance committee the best of luck. On the one hand, heat management is a big jump in complexity so it has to result in more powerful ships or nobody will use the new mechanics. On the other hand the old ships need to stay relevant.
Huh, I did have 10 lances on that ship. Was trying to keep 6-pumps per turret for max heat on target per plasma battery. Hidden stats really screw up my optimization spreadsheet.
power use and heat generation for pumps scale off the amount of TRLs on the network
@next urchin might be a good idea to put
-# per connected TRL
after the power use stat of TRL pumps
im actually getting some really basic mods working with preview
corridor fire extinguishers, bulkheads, the works
but even stuff like advanced ammo storages is working
yeah, i spent a couple hours on my own setup but inly autofired 1 turret when testing :(
I'm having some issues with heavy lasers, when OC'ed they sometimes do no damage. Is this known ?
I think it happens more often when they hit shields, they just explode on the shield surface but shield is not consumed at all
Architrcture!
Administrative divisions.
Model of European society (though that was Greece)
is it moving
why can the overclocked disruptor bolts be blocked by cannons
they aren't armor and have high pen resist
New meta
Cannon armour
Cannon Armor is Canon
cannon plot armor
There was some guy suggesting balance change cannon hp from 21K to 36K or something, and some guy replied with a ship with its front made out of cannons.
Reminds me of that.
I think CG shell should recieve hp buff.
Funny idea, what if overclocked CG shell got 100% damage reduction, but every hit generated utterly ludicrous heat?
Like 4 heat per damage.
chaingun is probably getting changes soonâ˘ď¸
Mmm
Imagine the idea of CG composite armour, hilarious.
for most this wouldn't change much. the shell is a really odd addition snd doesn't make much sense since you want to kill what you're fighting and avoid not killing them and all for a measly 70% dr for that enormous downtime
if the weapon wasnt modular, sure
Yeah that's why I' saying CG shells should recieve huge buff to AT LEAST make it have the FEELING of being slightly impactful.
It was one thing I was saying about CGs that they feel a bloated and gimmicky weapon, rampup weapon, modular and defence-based all at once.
Back when still in preview
they're essentially a roided out ion that doesnt last as long. thats now i treat them
the side mounted magazines make it hard to actually mount on the front vs turning them sideways and making bootleg ion core
But we already have that type of weapon, it's called ion!
I think the CG were always meant for rotational use.
I think they need to bring back the 90 degree per second rotation.
Though that comes with side effect of removing the cg core downtime.
amusing but also, us?
sorry I don't understand. What's moving ?
the target
whats the elim meta in meltdown ?
deck cannon op
OC deck cannons, OC large shields, dilation TRLs, lots of thermal storage, i believe are the main components of the meta
I have a feeling OC deck cannons will get nerfed, even the super stun is not a huge downside when they have massive range and hit like a pair of trucks
cool
yeah they will be
from playing with them in dom which is where they are the strongest the shot speed is the thing that makes them really strong
@next urchin how happy are you with the current state of the preview? how much testings are you expecting to need before stable release?
By the way I think it's a really wonderful update and breath of fresh air and I guess you really worked hard on it!
I had this exact problem but with OC mining lasers
Pretty happy, but only with the knowledge that it's not in its final state. Probably still a bit of testing, but I expect that even after stable release I'll be making improvements, particularly on the balance side - we'll see
They should not be doing that. I've already fixed 2 bugs causing this - you're telling me there's a third??
@next urchin
I don't remember where I saved the gifs, but I have gifs of around 8 OC mining lasers just not damaging a shield at all
it was very inconsistent and generally odd
sometimes the lasers would annihilate the ship, sometimes they couldnt do even one shield
I watched inside the other ship, the crew were not delivering batteries outside of the natural decay
I'd need a save file to fix it
I created a save file just in case someone were to say that
I overwrote it saving a different bug đ I'll try to recreate it
ok I got it to happen again first try
actually i think I see what is happening
they fire at shield 1 and it goes down
then the others go down
but then when shield 1 comes back up, despite hitting shield 1, they are not damaging it
and only dealing aoe damage, and only to shield 2-3
so
the beams are hitting shield 1, but only damaging shields 2-3
@next urchin
Ya think it'll release before the end of july?
you got a fair bit of testing already and so much polishment I wouldb'r be surprised if it takes more than that ^-^
just hope the odd collider bug gets fixed before rc
-# its been like several weeks since i touched cosmoteer rahhh
@next urchin Quixotic (not on the server still waiting for that unban form to work rahh) asks the following:
what's supposed to be put inside OnlyStatuses[] since putting just a status id into [] gives a "Unable to find node at path "StatusType" relative to "<C:\Users\Admin\Saved Games\Cosmoteer\76561199027201253\Mods\multiverse\Parts\Weapons\FellMagicBullet\bullet_large\bullet_large.rules>/Components/Hit/HitFriendly/HitEffects/2/Filter/OnlyStatuses/0"." error
Uhhh from memory and the error, it might be an object that has rules for value ranges - maybe optional?
I would try just putting StatusType = "xyz" in an object (curly braces)
It wouldn't be if we had accessible documentation đ˘
i looked into it i think its supposed to be like
OnlyStatuses
[
{
Statustype = x
Minvalue
Maxvalue
(optional for both)
}
]
I see (good to know what its called)
Sorry, I tried to make that clear with the parentheses
i used to call anything similar node but i guess its different
Node for Named fields in {} and Object for unnamed in [] then?
-# example_mod also gives out the names as {} group and [] list, i see
Is there a bug ? I don't think I should be capping out the radiator with only 1 OCLT and 1 fac on an exchanger
I'm only generating 940 heat
the OCLT is 550*1.5 and the fac is 82.5*1.4
oh wait
the tooltips are lying
mhhhh
bot cool
known issue i think?
oki
looks like you are sucking heat from more stuff to me
the heat generation tooltip on factories is bugged. the calcs were multiplying by the interval, when they should be dividing
I only have these two OC (and pd)
ah yeah
@everyone New Meltdown Update preview is now ready for testing! Thanks for your continued testing and feedback! We're getting closer and closer to launch, I swear! đ (Note that there was even more stuff we wanted to get in for this build but just didn't have time and felt like there was enough for a new build and didn't want to wait.)
Features:
- Fire Extinguisher overclocking
- Added connectivity visualisation to the Part/Thermal Network blueprint overlay
- Suns now apply heat rather than dealing direct damage
Balance:
- Railgun (Overclocked):
- Reduced base charge time (0.75â0.5)
- Fire interval timer can now progress while charging
- Capped charge time to a maximum of 3.5 seconds
- Small Laser (Overclocked): reduced fire rate (4/sâ3/s)
- Ion Beam (Overclocked): reduced base damage per lightning strike (200â180)
- Deck Cannon (Overclocked): reduced projectile damage pool (12,000â10,200)
- Mining Laser (Overclocked):
- Reduced damage against enemies (750/sâ500/s)
- Reduced damage against shields (500/sâ400/s)
- Heavy Laser (Overclocked):
- Reduced damage (2,000â1,500)
- Increased shield damage (800â1,600)
- No longer deals damage to parts when hitting a shield arc
- Large Cannon (Overclocked):
- Reduced projectile speed (300â195)
- Reduced shrapnel range (150â75)
- Standard Cannon (Overclocked): increased heat per shot (175â265)
- 1/2/3-Way Small Thruster (Overclocked): increased heat generation (200â250)
- Medium Thruster (Overclocked): increased heat generation (250â340)
- Large Thruster (Overclocked): increased heat generation (550â675)
- Boost Thruster (Overclocked):
- Disabling overclock now disables boost
- Increased heat generation (550â675)
- Reduced max power usage while boosting (1.58/sâ1.38/s)
- Thermal Resonance Lance:
- Increased base heat pool (1,800/sâ2,250/s)
- Rebalanced Shield Overload:
- Now builds up to max value over 3 seconds (was instant)
- Reduced base value (50%â4.4%)
- Reduced value per amplification (1.25%â0.6%)
- Reduced value per dilation (16.5%â10%)
- Heat: halved diffusion (spread) speed
- Capacitor (Overclocked): batteries now take time to pick up (same as Large Reactors)
- Large Shield (Overclocked):
- Reduced the damage per energy bonus (300%â200%)
- Reduced energy drain resistance (50%â33%)
- Reworked Small Shield Overclock:
- Increases arc by 150% (to 135 degrees)
- Increases radius by 150% (to 11.25)
- Generates heat continuously and on taking damage
Other:
- Corrected Overclocked Engine Room heat multiplier (75%, now 175%)
- Fixed Beam Effects not showing spread
- Fixed issue causing toggled-off radiators to retain their last activation value, causing pipes to glow
- Unified Thermal Canister Missile non-targeted and targeted lifetimes to match other missiles
- Corrected Small Thruster dynamo production speed from half-speed value
- Fixed thermal ports showing on non-overclocked parts
- Polished the sub-parts U.I. and started using it for all modular parts, plus missiles+factories and armor.
- Right-clicking on a sub-parts tab will now close it.
- Reorganized some of the ship editor part tabs. Thrusters now have their own "Thrusters" tab. Hyperdrives have been moved to Utilities, leaving Control Rooms in their own "Command & Control" tab. Armor and structure have been combined into a single "Armor & Structure" tab. (Armor is still in defenses too.)
- Reordered some of the thermal parts in the ship editor.
- Build mode polish/adjustments
wall of text
fire extigishers
fe rammer meta
OVERCLOCEKD FIRE EXTINGUISHERS?!?!?!?!?
FLOWTHROUGH LINES!! :D
yeee
facts
Yay my Meltdown mod works now 
what do oc fire extinguishers do
yippee im gonna have to rebuild ships!
FIRE EXTINGUISHER OVERCLOCKING??
yee
Woohoo
damn some big nerfs, big buffs and OC fire extinguishers haha
...FIRE EXTINGUISHER oc.... now that i did not expect 
stars now deal heat damage, that means we can make vanila sundivers
nice
oc large cannon nerf?
What does an oc fire extinguisher do-
what on earth would an OC fire extinguisher do give the crew jetpacks?
aw, i was hopeing for an aoe fire extigishing
making them remove heat in the general area not just put out fires would have been another idea
it just makes it so it only takes 1.5 seconds insted of 15
Ooh
does that mean one fire extinguisher can give multiple crew the suit things
đ¤ would you even need to sink the heat from OC fire extinguishers? 150 is so little heat that any fire would be tiny and a crew is bound to be right there with an extinguisher
in other words they restock faster
What about the Small Shield OC rework, what does the shield look like now
fire extinguisher overclocking
DEAR GOD that's a rise of speed
what
also cant wait to make vannila sun divers
i think it might have some issues
whoa
texture is weird
Woah the Polish
universal overclock nerfs, good
i really like the small shield rework and the cannon nerfs, thank god
That structure and armor tab change is awesome
Oh YES
wait i just realised, small shield now acts like a large one
Now small ships can have so much more use
It's like a mini LS arc now but with block phasing
Yes! You can now shield the barrel of even 5 prism ship with them for example
its like mod shield got added in cosmoteer
theres a new icon for radiators
The graphic needs a bit of work though with it being stretched out like that lol
yep
also heat beam buff is crazy idk
Reminds me of those electrical kits where you would snap parts together
also no worrys with the extigusher, you can do it on all sides
with the halved spread
also
directional wire indicators or something liek that
okay that i like
dat's not what I expected but I'm liking it
o shit
conveyor oc when
lol
The red army
its kinda crazy
i thought it would have like anti fire foam get spread around the extingusher position instead
Gosh looking at these numbers alone I bet shields were greatly nerfed
GOOD THING
shields were fucking broken
fire extingusher should spread like a fire 
Wdym aw this is good
What's it doing ?
also halved diffusion? idk i think this buff to no oc ships
Mineral rich asteroids won't get slowly eaten by the sun anymore
its like no oc parts dont spread heat
New icons !
new noise textures
also its buff to heat beams
Omg it's perfect
Fight fire with fire
the amount of crew from 1 overclockek extigusher
Oh it prints extinguishers?
Everything nerfed
Someone gotta explain what the hell is that to me
Its over
I couldn't tell where the crew were coming from. I thought they were extinguisher androids or something
New small shield oc?
alos have i been building my heat lasters wrong or are shields just ment to hard counter them
so sad đ˘
heat beams were buffed
Looks cool but useful?
Yeah but like
The thruster nerfs might be so much that even without overclock being blueprint locked it may no longer be worth it to run OC thrusters unless you have surface area constraints
Eveything else :(
LOLOL I wanted to suggest overclocked FE but only as a joke, there's no way XD
Testing required though
Well its probs for the best i trust cosmoteer balancing
Indirectly buffed chaingun my goat
Holy the small shield oc arc, that seems pretty broken 
Yellow makes it look like it's more resistant, but it kinda acts as a light shield of some kind, maybe another color ?
cyan ?
yeah this is pretty awesome
factory heat gen tooltip still bugged đ
Purple for thinner shield?
i do wonder what the build mode polish adjustments mean
Waiting on overclocked airlock 
what is this new update?
resock rate for OC extinguishers is slow enugh that you can use them without radiators
Group hyperdive and beacon
i dont like the new build menu personally itll make buildiing slower
Fires crew as projectiles
lol, knew it
Whats the difference
1 extighisher every 1.5 seconds insted of 15 seconds
Found something, the sun change of it emiting heat seems to make it so large shields just cant damaged, so if you have sheilds covering your ship, you are invounerable
Oh good
Remember that you can favorite anything you want easy access to.
These are some great balances, I really like long range for deck cannon by the way, I think this innacurate bombardment could be made a part of their gameplay but I'd like even slightly more range (400-450) and less damage (maybe damage dissipation over distance?)
from the old system to the new one
I personally think being able to move the tabs around would be really nice
Is this intentional?
Switch between what exactly?
like the sheilds make you unable to die from the sun
Oh my I love the new tabs!
the old annd new build system
OC airlock, like I saod, spawns a small wormhole that sucks willing crew into ship very fast. Would make doing stuff on the move so much easier!
or well tab's sysstem
Each time I think the QOL of this game cannot be improved, yet it always get prettier and better!!!
I'm not exactly sure what you mean by "tab system" because there were several changes.
pretty much i meant the seperation of the tabs of this, so people could switch back to the old one if they wanted
and or just overall perfered it
Do you mean the part stacks?
Oo looks interesting.
yeah,
Or the thruster/ftl/armor reorg?
The new tabs system is super cool
ah, yeah this
Oh i just noticed! thats awesome! but i almost find it a bit to subtle, didnt notice it at all, i just thought that certain parts when clicked opened up more.
I don't think I want to support multiple ways of organizing part tabs.
fair,
Hello, I am still on the work so I do not have the patch notes, can someone give me the link for me to check it?
I could see adding an option to turn off the part stacking feature since that's just systemic.
It's pinned.
really like this yea
Ty
NOO MY MINING LASERS NOO
What if I want multiple tabs open at once in parallel?
THE NERFF
Maybe make it more noticable? didnt see it until it was mentioned
None of my pipes are connected to reactors, engine rooms, and capacitors anymore?
the lance and reactor crash bug got fixed
Sounds potentially useful, but a fairly significant new feature.
Are they overclocked?
honestly if you aren't noticing it's working great
They dont look overclocked?
Oh, that's different huh
what could causse this actually?
Bug: The sun does not deal heat damage to shields
Yep, noticed that
shields = invincable to the sun
alpha sundiver time

waste sundiver
i can't wait to build sundivers with heat application once the shield bug gets fixed
it could be quite interesting so long as shields aren't op for sinking heat
THANK YOU THANK YOU THANK YOU
I fear that its much easier than before
Testing rn
well its bugged rn so its trivial to do lol
Wait sundivers? whats that?'
idk it was pretty easy before 
Smh my head everyone knows that when you combine heat and a fire extinguisher you get a flamethrower
I'm sure the pvp community would find a use for that
Not to do it optimally. You needed very precise armor placement and crew positioning
@granite sapphire fe rammer specialist your time is now
Personally, I don't think fire extinguishers should have an overclocking feature because they're not a mechanical part that could be "souped up" like lasers, shields, engines, cannons, etc.
To me, the Fire Extinguisher part is just a holder for a fire extinguisher, without any other mechanics to operate beyond normal limits. How does picking up fire extinguishers faster generate heat?
In rare scenarios crew can leave the ship with an fe no? You could send a flamethrower swarm towards your enemy
Yeah that is true, maybe if they looked or behaved more "mechanical" it would make more sense
stick
(this no longer works due to OC SS rework) well technically it does because of the bug but whatever
Oh yea i guess oc shields ruined the complexity already lol
yes completely
I meant before all that. In the good old times
idk if these still work with the LS nerfs, may need to update them
Before manip beams they were a lot harder
I do agree that the oc fe is a little weird, imma give my fe suggestion here in a minute
if oc fe gets removed it's going in my iceberg
i have not built one pre manip beam but yea i can imagine. Can it even be done with 1 ls then? Pretty risky if even possible
You have an iceberg?
probably possible but harder, switching storage for tractor beam would be the easiest way i think
either a large reactor or multiple mediums/smalls required for power for sure
very old thread but yea
wait so oc small shealds are now just bigger?
Seems its time to update my dom ships with ss
oc small shields look so comical
i think their projection distance needs to be shorter but it's funny rn
You think? I think this is nice cause it makes it harder to prevent phasing on smaller ships
Guessing the OC small shield graphic is placeholder?
It's OP for getting more shields to overlap
Removes the LS placement restriction too
Dont you mean the arc length?
what does the FE overclock do?
reduces recharge speed
gonna be fully honest, really dislike the new OCSS
Well, both
I'm willing to bet you can fit an entire deck cannon module under the OC SS with room to spare
What If the health just got signifcantly reduced? I think this could be interesting. Just probably not balanced rn
i think it should just be reverted
So true. Double the distance just for that
on big oc ss this is just a huge buff
Make it project really far away 
Does it still have the amount of hp of old oc ss?
and cause of the gap you can place it deep into the ship which i dislike
it can be placed behind parts
I didnt see anything else in the patchnotes about it so i assume so? Kinda crazy
If true that's just game breaking LMAO
time to make a oc ss spam ship
I thought it may have had the normal ss hp
if you make it op enough it might just be balanced
Ok so
Fire extinguisher changes:
- Reduce the ability cooldown to 5 seconds
- Reduce the capacity of a single use by 66% (to account for the reduction in the cooldown)
This will allow more crew to use the fire extinguisher at once, helping contain fires quicker, while also promoting closer placement to fire hazard areas, so that the crew refuel quickly and can go back.
Fire hose:
- Not actually required but I'd like to see them
- Main gimmick is that it can only travel a set range from the part, using crew travel distances (Not a radius distance, so that corners actually matter). This could be around 5-10 m, not sure tho
- Has a much bigger ability cooldown, but also a much bigger capacity
- Extinguishes fires in a 3x3 area (being fastest in the middle)
- Only one crew can use it at once, and the ability cooldown triggers when it is returned, not picked up
- Should probably be 2x1 or 2x2
For more dedicated fire extinguishing, needs more placement thought, but the reward is very effective and crew efficient extinguishing.
Might crosspost this to #1019739575683399840
i also think the SC change is wrong
ok no sorry. All the old changes got removed and now we jsut ahve the new ones
okay good i was worried that shit had 45k hp lmfao
how so?
too much heat
sc was pretty op
Yeah
they are also a menace in dom
yeah i think it should be at the 250 mark
alr
*I dont think it is
the small shields just kinda look stupid too tbh
Wait, considering sun applies heat now, do shields even work, is sundivingh broken?
S H T R E T C H
hey if i get a crash log what part of it am i looking to copy?
not broken, reworked
it's time for armor sundivers !
I mean a lot of surface area technically does this as it will get hit way more often now
nvm just posted the whole file
And you know where else that damage would have gone with a smaller arc?
no
the OC deck cannon nerf is also heading in the wrong direction imo
the main problem is their shot speed, not their damage
Its not like shields dont take heat damage. But they are bugged rn
Their shot speed is their gimmick why tf you would nerf that
I think turning OCDC into a long range artillery battery would be nice, esp for broadsiders
Yea shot speed is kinda their thing now
cause i think its a problem that messes with the balance of the game, making them much stronger against interceptors
imo 12k damage per shot, 300 m/s shot speed
Well the fire extinguisher space makes fire extinguishers
So it would make sense that making them faster uses more heat
FEs do regenerate fire extinguishers, true. But the part always seemed like a holder more than a fire extinguisher factory. Particularly since FEs do not use power, ammo or resources to make fire extinguishers like other factory parts.
Hm maybe it's thematically wrong but it still is very cool
Made a ship as quickly as I could
Old and new designs are welcomed!
Hosting for a bit
wait, are the pumps also functionally heat dissipators too?
that's a WIP texture issue
Such positive and constructive feedback 
all the other changes i like and dont really have complaints about
I am disgusted by the oc rail buff
It was broken in this exact state and now shields are weaker
They're just going to be even more broken than before
I believe there was supposed to be some extra heat added to them as well, but I'm not sure
That doesn't even matter
from my perspective, the rail change is a fix for the "broken" charge time of the last build where it was supposed to have a delay between being able to fire shots but instead turned into the cooldown didn't even start until after the shot had fired
The DPS per surface area is broken
I'd love to have a setting for always showing the heat network in build mode. That way you could differentiate between overclocked and non-overclocked parts without having to grab a heat part first.
The one scenario where I would accept the faster fire rate is if all of the accelerators required a pipe connection
I haven't tested the current build yet so I'm not sure how the fire rate compares, but the last build cut their damage in half with the added delay
With shields being nerfed that's literally fine
shields getting nerfed? cabal of sol hates this
i mean, starting the cooldown after the shot is fired seems to make sense to me
from an intuitive perspective
I love ss spam
the extra arc literally makes them look like modded parts
Needs to be a 360 degree bubble shields to really be like a modded part. đ
DIAGONALS THO
huh didnt realize flak shrapnel fields carry your momentum
Close enough, welcome back Bubble Shield
No way is that real? DIAG SMALL SHIELDSS
large shields produce 0 heat when they are taken out in 1 shot
honestly i would be down to see a double height aimable medium shield
but i dont think thats in the scope of this update
for some reason, infinite capacitor loops seem to slowly lose power over time due to the new recharge time on capacitors
secondary glitch: if an OC capacitor has less than 3 power, any crew attempting to pick up the remaining batteries get stuck infinitely
seems like the culprit is trying to turn off a capacitor while it's charging a battery
also, capacitors can still receive and supply power while burned down
are there notes for this recent change?
i broke capacitors again
apparently when they are burned down (and still working perfectly fine), OC capacitors no longer generate any heat
see pinned messages
#1370799036591898837 message
link if you can't see it
tactical self fires \đ
I am happy to report that the overclocked fire extinguishers make it so extremely large fires WILL be successfully handled by ALL the crew
every man woman and dog has been conscripted for the fire
It's just experimental. If the new OC is good, the graphics will be updated ofc
Crew body heat from the extra exertion đś
NOOOO ALL OF MY SHIPS ARE BROKEN AGAIN
Much needed nerfs though
Poor architects having to rebuild all the new faction ships again
Anyone else finding that their ships aren't refunding properly?
I started with the inbuilt shield starter twice, but can't move the reactor due to insufficient uranium (it only refunds 7).
New behaviour with todays patch. Could someone else give it a go starting a new game and check whether It's just me and I need to revalidate or if I ned to make a bug report?
does anything here require rebuilds? they might perform worse but thats the point right
ah, ig they dont run much spare cooling
what economic difficulty are you running?
i swear oc tb used to generate like half the heat they are rn
Top one. it's probably relevant. I'll try it without it. It never used to do this
i doubt it is, but its information nonetheless
reduced refund is generally a mechanic for captured parts but its steeper than -1 uranium for an sr so thats a bit strange
It does it on a fresh game for builder economic difficulty too
a tragedy đ
walt could you please not nerf thrust so hard đđ
ooh I like how capacitors batteries are now actually dividided into 3
yea the nerfs seem overkill
always were
đ˝
oh really dang
yeah lol at least to thrust
oc cap nerf also seems overkill
they were only op bc of ocls being op
and their synergy
they allow a lot of rly fun logi so i hope theyre not bad now
would be cool if you could also see reactor batteries go down segment by segment as crew pick them up
9/11 for pvp players
yo
also for things like small thrusters it would be good if you could see how much is left of the single battery
i be praying to the gods above that they somehow dont run out ever on their 2/3 uptime
looks p good tbh
auto spreading much harder to kill with concentrated dps
i really hope walt doesnt keep the thrust heat gen so high
man.. I get why oc small shield was too powerful, but I'm gonna miss it
new oc shield gen is gonna take gettig used to
i think it was changed bc it was weak?
idk
the changes should definitely be a net buff
felt the opposite to me, they would make great "fortress shields" since they'd focus on a tight area
ig the arc getting bigger ia a buff though
yeah
its almost a straight buff. there are small benefits to a tighter arc but its almost always just better to have the arc larger in a vacuum
especially on smaller ships that rly struggled to use oc ss bc its coverage was so bad it cant rly cover the front of a ship at all without having a stupid amount of them
it seems like oc rails aren't working quite right with oc ss
the rails should have went through three more sheilds, but they didn't
isnt this just the shields under armor intrraction
with the outer shield being hit bc of it peeking out of the armor
lowkey a p big issue with oc rails it seems its the first weapon that significantly pierces a large amount of armor with a single shot
but i think its always acted that way
where shields dont work until the armor theyre under breaks
the graphic is pretty bad but i love how fucking strethced it is
hmm
this doesn't seem like it's how it hsould work
it is, though. i think its always been this way
may be wrong
but its never mattered
until now
huh
ya shields inside parts can be by passed by penetrating shots. Try putting structure where the shield arc is and try again.
the issue is that I'd need to have strure everywhere to be able to use the sheild overlap
maybe lightented armor works better?
with the radius you can probably afford to thin it out to where the shields past the armor
Wish granted because he didn't - I did
AAAAAA
@mild gazelle what do u not understand?
celeste could you please not nerf thrust so hard đđ
where do I thin it out
they go past the armor everywhere
they look, behind the armor to me
no like screenshot in game
bc the shields look to be inside the armor rn
just make ur front armor thinner by like 2 layers so the shields are out the front
that doesn't make all of the sheilds overlap though
thinning out by two layers only covers 5 sheilds at once
better than nothing idk
still not ideal yea
full would be 11 sheild overlap
you can probably have reasonably thick armor with an 8/9 overlap due to geometry
but its a bit werid yea
I have so much budget thoooo
i mean if oc ss is fr good it should be fine enough with how much shields u have
rip
it is great against everything but oc rails
how does oc ss alone with no armor fare vs oc rails?
idk I don't have an oc rail to test with
I'll have to try
make one
not much better
rip
having them completely seperate barely stops it
With a lot of OC weapons generating heat, would this necessitate all career endgame builds to incorporate thermal infrastructure (pipes etc) if they wish to fight the new faction?
or traverse territories of the new faction, and/or survive random pirate encounters
literally ls behavior
if you want to have an oc ship
if not, idk why you would need the infastructure
You can always just build a bigger ship, which is what most people in career already do anyway
yeah but those non-oc ships run the risk of melting down more easily when they face oc ships
OC features will definitely be optional, it is just a matter of balancing/how it is implemented
otherwise all built in ships will need a complete rework which I dont think is feasible.
How do you think of new small shieldďźI don't like them tbh....
For me, in the vast majority of situations where it is needed, I tend to use the big shield
However, the effect of the original oc small shield is very important for many ships I think
If any modification is really necessary, I would prefer that the large shield has a wider shield face and the small shield has better defense
The wider arc and being able to be placed internally makes them good for diagonals, but their strength may need to be adjusted
Well I agree with this
large shield already has a 180° shield arc, how would you make it any wider? lol
Many ways
For example, a shield in a straight line,This can also prompt everyone to mixed use overclock and normal shields
And perhaps we can add medium shields to provide the effect of the current oc small shield
so uh how exactly does sun diving work now?
i assume it still has to be done with shields but those are bugged atm
You'll have to use shields and be able to vent the heat, but yeah it's currrently bugged
peak
i really like them in theory. its pretty cool that the identity of the small and large shields swap when overclocking and it solves one of the biggest flaws of small shields being their small coverage giving them poor defensive concentration. also small ships very much struggled to use small shields well before due to their very poor coverage
as for actual gameplay idk havent tested it too thoroughly yet i like how it looks on domination builds tho
lot more versatile
was hard to justify ocing small shields before due to coverage loss
???
I know many people have commented on the graphic looking odd, but it's temporary while this new OC gets tested. The current VFX it has was made for the narrow arc OC, a new one will likely be made for the wider arc if it's planned to stay the new OC
that's right, you're starting to see the possibilities
you can also do stuff like this
but why heat go through??
guh
oh are you testing it in the sun zone? idk there's weird stuff with the heat from suns and shields right now
lmao
diagonals living their best shielded lives
||to make up for that lack of thrust
||
personally I don't really like the new oc ss either, if they want to keep the new shield bubble maybe make a new shield, medium shield/heat shield, no overclock option, base shield generates heat like the oc one.
Agree
I feel like in many situations, OC Small Shields are practically a debuff. Their projector arrays are too far from the small shield itselfâ on smaller vessels they can't coordinate well with armor layers, while on capital ships they get entire defensive facades blown off instantly by AOE damage (Like nukes). What I desperately need is compact-coverage, high-intensity defense.(And it's even more expensive!)
As for the places where it is really needed. Just as I said, in most cases I prefer to use the large shield
But I agree that the wider arc and being able to be placed internally makes them good for diagonals,
Why would non OC ships melt? There's no source of heat
TRLâs, TCM, other OC weapons applying direct heat debuff to shields and stuffs
some newbies may encounter thermal stuff fairly late into the game
ruuuude awakening for them probably
no other weapons apply direct heat
TRL and TCM are not OC, they're just heat weapons, ofc they melt other ships otherwise they'd be useless.
There are no other weapons that apply heat
oh whoops
my bad
I probably would need to test some more too
but yeah not needing to overhaul infrastructure just to journey into another faction territory, thatâd definitely be nice; personally Iâll be OCing some or a lot of things in career, but yeah I can foresee a small pocket of players playing through the entire campaign without OCing something
Heat exchangers are not required to defeat ships with heat based weapons. Just kill the ship before it kills you, same as always
Going into a fight against a ship with lots of EMP without any armour is going to make it harder, but that doesn't mean you have to build armour to win that fight
Does anyone know if the built-in factions will have the meltdown update integrated?
there will be a new faction based on heat and the existing ones will also get small adjustments
Thanks :)
Iâll prepare and track it
Why do medium hyperdrives use a processor now? It just feels so unnecessary
They had the advantage over large hyperdrives of only using hypercoils before, why take that away?
they always have..?
no?
pretty sure processor costs were exclusive to large hyperdrives before
vast quantity of intelligence
don't worry i am too
It's the side specs into other processing
Why are there no oc diamond factories?
what does ocing factories even do again
Diamond factories instantly use all carbon to create one diamond. So the default of just increasing production speed doesnt make sense
Oh Yes
For standard factories: Increases production speed For ammunition factories: Also amplifies output yield
gotcha. yea what plaus said
huh
pipes don't connect to non oc parts anymore
I think it would be good for the final Meltdown Update to have a specific sprite that communicates "this pipe could connect to this part, but it is currently closed because the part is not overclocked" rather than the pipes magically snapping or unsnapping. It would help visually show which parts are capable of being connected to the heat system and which aren't with just a glance.
like having a "greyed out" connector symbol?
Maybe not a symbol but in the design of the pipe part itself. Like maybe the pipe and the module both extend a few pixels of pipe towards each other (to show that a connection is possible) but maybe each side has like a cap on the end of the pipe to show they can connect but aren't.
Again to better differentiate them from a pipe that is just minding it's own business because no connection is possible with the tiles next to it.
big fan of whatever is going on here
it turns out that passive heat rejection is enough to keep wreckage alive close to the edge of the sun's danger zone
Neat.
Does it means it's easier to go by the sun now ?
if you're using shields, yes as the sun doesn't affect them at all yet
uh is it me or are mining lasers horrible against shield ?
not just you
i played overclocked mining lasers a lot in pvp pre nerf and even then they struggled a lot against shields
yea youre right I feel like that nerf went in the wrong direction. Ill bring it up