#Meltdown Update Preview
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It has 8 base storage + 200% extra from OC
then how much does medium have??
like their storage?
oh
wow thats a ton extra
never rly looked into it that deeply
Medium reactor says 24 but has... 40?
I used to work as an aircraft audio repair tech. There was a unit that was in the field for THIRTY YEARS.... with a schematic and circuit board error in the power input circuit that meant it only ever ran on roughly 60% of the power it should have been....
Some things are VERY wrong, but mostly work well enough to hide the problem for a long time, regardless of the number of eyes.
I feel pain from not noticing this..... OH its likely been that way since the old OCs that each had +1 battery capacity?
how did u get your name to shimmer like that?
i didnt. thats server side, and seems to be on several different roles
ah ok
i.... hear ion beam noises in my head when i watch it shimmer like this
we all do.
@next urchin did I miss an update note or did something happen to deck cannon thermal connection points? โค๏ธ the thermal layout look now, its a lot more clear
It only shows the connection for overclocked parts since the network visualisation was introduced if you mean that.
how do i have connected, and not connected heavy laser blasters???
OH, overclock toggle is what actually connects them now, neat
Does it move on your end?
it moves when my mouse is hovering over that chat line yes
yours does too
yup, time to sleep... before Xsnow tells me that they dont see moving text x.x
I don't!
question: if i have multiple lances and the assorted pumps for buffing does it apply equal max buff to all of them or split the total possible butt between all the lances?
it increases the rate of fire, if they're all on the same pipes
To be fair, when I do testing, that's never something I'd pay much attention to. I set everything to auto-fire and set time to 8x and see if it keeps up.
I don't sit there and count how many power cells are in the reactor haha
I noticed it was more than double but I didn't speak up ๐ I thought it was yet to be implemented like TRL heat stats
How are you going to operate those laser plasma weapons?
And what's the response given to people asking why the "laser" weapons clearly shoot plasma, not lasers, while the "ion" (plasma) beam uses crystals to focus light? Lmao
The best handwavery I could give is:
"Laser" weapons make plasma excited via lasers and then fires the plasma. And when OCd (depending on if you change it or not), the medium blaster actually fires lasers.
"Ion" beams are kind of an alternative name for laser anyway. Light amplification through stimulated emission of radiation. Ions are stimulated and releasing photons. Slap it in a laser cavity and you're good.
easy.
When the Cosmoteers took to space after leaving earth, the language changed and the meanings swapped
Somehow this actually seems reasonable enough to not make me upset
Considering the number of crew that I send into the abyss immediately before buying as many humans as I can find, I'm sure we're scraping the bottom of the barrel here.
I still have to explain to people in HD what a laser is when people start arguing about the sickle on a weekly basis
"bUt It SaYs LaSeR iN tHe DeScRiPtIoN"
The description doesn't change physics!
The developers also could have easily made the sickle into a pulse laser but I don't know why they didn't. It would be so much cooler if it was IMO.
Not many games add pulse lasers. MechWarrior is the only one I'm aware of, in addition to hell divers 1.
a pulsed laser is still a laser, calling it a laser is just a less specific term
literly one shot
#1370799036591898837 message
Keep in mind that the power use for the buffs multiply for each lance
Not at a disminishing rate like the lances
sometimes tooltips dont proactively disappear
not sure if a bug or just annoying yet
or rather
i know its a bug i just dont know how to describe replicating it
yeah I have that, some popup menues stay and you cant get rid of them
it was caught earlier today by someone else
question: are ppl currently happy with oc chain guns?
they feel pretty underwhelming to me
there's also from the depths
The sickle isn't a pulse laser. It's a plasma weapon.
Its projectiles are very slow compared to light.
Oh yeah. I kept having that happen but couldn't figure out exactly how to reproduce it.
I assumed it was exiting blueprint mode while a popup was fading in or out.
the atmosphere is filled with some version of Bose-Einstein condensates
Well, cosmoteer I think canonically already takes place in some sort of weird nebula (this is the explanation I have heard for ships having drag in space, I'm only like 60% sure it is canon) so maybe whatever the medium in slows down light more the more concentrated it is or something
iirc walt's said somewhere in #ask-walt that the 'laser' weapons are basically a laser bouncing around inside a bubble of plasma
or something to that effect
I filled in the corridor with steel and the crew mystically teleported out of the steel prison.... ill have to try harder next time
they are laser blasters. they shoot condensed energy balls, likely made of delicious reactor juice, and were named after ancient sci fi lore the creator was obsessed with.
Ion emitters shoot a stream of charged ions, not plasma. this is part of why the OC overcharges the ions to cause lightning in space
awww damn, i missed that one
potential problem
because of the way fire propogates damage it seems like in arena mode the ammount of points im getting with lances is way less than it would be using more conventional weapons
@everyone New preview build, thanks for testing!!! (Best community of all time??? Best community of all time!!!)
Features:
- Added an amplification/dilation value overlay to Thermal Resonance Lance in build mode when hovered or when placing a connected TRL or Pump
Balance:
- Disruptor (Overclocked): re-added damage on initial hit (100)
- Heat:
- (Fix) Reduced empty-cell diffusion speed (0.04โ0.004)
- Heat on structure parts now diffuses into empty cells at 500% the base rate
- Heat on structure part cells now considers its underlying cell to be 75% empty space when calculating self-diffusion (ie. from a cell to the same cell)
- Chaingun (Overclocked):
- Increased ammo per shot (0.25โ1)
- Increased heat per shot (300โ600)
- Increased explosion radius (1.5mโ2.5m)
- Reverted explosion damage type to โexplosiveโ (resisted by armour)
- Added impact damage (1,200/shot)
- Large Cannon (Overclocked): increased shrapnel damage (78โ100)
- Deck Cannon (Overclocked): increased spread (1.5dโ2d)
- Fire Extinguisher (Overclocked): increased heat on restocking (150โ400)
- Point Defense (Overclocked): increased heat (150โ300)
- Tractor Beam (Overclocked): increased force (60kNโ80kN)
- Small Laser (Overclocked): reduced damage per shot (400โ350)
- Cannon (Overclocked): increased heat per shot (265โ350)
Other:
- Fixed tooltips staying open after clicking a stacked part
- Fixed Overclocked shield arc VFX showing on hidden ships
- Fixed Thermal Canister Missile launcher filling with heat at half the intended rate
- Fixed Thermal Canister Missile launcher having double the intended reload time
- Fixed overclocked Small Shield collider failing to update when overclock is toggled off
- Fixed overclocked Small Shield visual stretching at the ends of the arc
- Fixed overclocked Small Reactor Power Capacity stat excluding its base capacity (16โ24)
- Fixed overclocked Medium Reactor Power Capacity stat excluding its base capacity (24โ40)
Hi
the scale of this update is slowly dawning on me
hopefully that's the last OCCG rework
ye, theres a lot of things that are bing done for it
seems good
Holy shit my tourney ship got nerfed again ๐ญ
mine shrimply continues winning
my poor baby point defenses...
awesome
Amp/dila value to the TRL is very appreciated :)
passive cooling was at 10x the intended rate? damm
i don't think the SC needed another nerf but I'll mess around with it
new OCCG on left, base CG on right
Thank god I was 10k underbudget ๐ญ
Holy shit I can't even use OCPD anymore it's literally too heat intensive
Yeah it looks really overkill
I'm literally refitting my ship to not use it because it's cheaper than having the heat management
Thank god I kept my ship underbudget
Help my crew is asking for a raise
because I removed the automatic PD
Yeah it's been dawning on me for a while, too 
at least i dont have to make it lmao
But it's so good!
Thank you for briging it to us by the way
tests against mixed armour/shielding and pure armour
seems the OCCG puts out a decent bit more DPS leading to more burst damage, but is substantially less efficient with its ammo. initial balance thoughts: a bit more damage for the OCCG, maybe 200-400 more impact damage?
You're welcome. Thank you all for enjoying it - makes it worth it
it's definitely more fun now than it was last update
flak gang stays winning
My carefully crafted jack of all trades is losing against built-ins ๐ญ
rip
My OCHB ship was capable of ramming a 2DC ship and win ๐ญ
Now it just dies
heavy blaster? hm, wouldn't think that would have been majorly negatively affected
It got nerfed a few patches ago, lower damage
ah
love the change in color
thats cool
Wich one? I am out of the loop for one and a half month I guess lol
look through the patch notes for anything about shields
Was this in the patchnote? I missed it!
I guess the change in color is welcomed it must render better on eggs ships now
I don't think I put it in the notes. While I was fixing the stretching, I figured changing the colour/size to differentiate it visually would be good
game just crashed after update. (was editing a ship )
where do i find logs to forward?
(first time its ever crashed on me)
saved games, cosmoteer, [long string of numbers], logs
it didnt make one
log ends at 23:54
which as u can see from my messages is after i started it back up
wait hold on
nvm wrong date
it still ddint make one
ends here
does anyone want to see the full log for solution purposes?
or shall i just carry on unless it happens again?
Hmm probably another stack overflow if there's no crash log... very annoying
Carry on and just keep in mind what you're doing for if it happens again
yeh ive repeated the steps and it hasnt happened again
i was just editing a ship using a prefab design piece i had
What parts are in the prefab
chaing guns and storage
Thermal parts in particular
oh yeah that reminds me, celeste this should be the log for the crash i mentioned yesterday
Oh
the ship i added too has thermal parts
Yeah looks like one of those hard to solve, situational bugs
That error happens when the MaxResources is negative. I don't know why it would be negative
Any similarities between what you were doing immediately before the crash?
only that i was editing a ship
using symmetry mode
only this time i wasnt doing much of anything meaningful
just moving a fire extinguisher
anything i can do or provide to help?
Me
My ship used to be able to facetank a 6x OCDC but now it's just
๐ญ
cheer up dust
my tourney ship has literally only gotten better
the patch just means you were never meant to be able to do that with your build and all your previous success was thus fraudulent ๐
Awesome changes! When it comes to OC DC, I think the higher spread garners even higher range, if the weapon is TRULY embracing itself as a type of long ranged bombardment playstyle.
Ooo that is cool
gonna call it for playing tonight lads cos of wierd crashes im getting. if theres anything else i can do to help tag me
Did your ships have TRLs or just OC?
@mellow barn Trying to reproduce this atm, haven't had any success
I'm busy atm but will test hopefully later today
one more thing. i dont know or think its relevant but yesterday i was trying to see if chatgpt would generate viable ships and put this in my lost ships folder
it did not work
lol
just incase that its causing a problem
How many mirrors did you have active?
mirrors?
You said you had mirror mode on
Did it crash while you were moving the mouse with a part held, or like when you clicked
hmmmm
in both instances when i tried to put the part down was when it stopped responding
Okay, good to know. Were you in BP mode
Perfect, thanks for the ship, too. Fingers crossed it's easy to reproduce with this info
OC fire extinguisher?
it used to be this if that helps
maybe but im not sure
i hadnt gotten around to it yet
So it was not OC when you were placing it?
i was arguably literally sorting out the extinguishers near the top
no i dont think so
who the fuck trained chatgpt on cosmoteer ship ๐ญ
you silly... you know they steal data.
they most likely just harvested reddit wholesale
Also yeah there's a 0% chance that ChatGPT would 'understand' or correctly output the ship metadata. Just would make an image that kinda looks vaguely like a cosmoteer ship
Cosmoteer classic but weird
yeah
๐
billions of dollars to make a non-working cosmoteer classic provedural ship generator
i dont think i ever played cosmoteer classic lol
billions of dollars to make a non-working [insert anything] generator
Once I'm done with administrative stuff irl I'll finish that python procedural ship generator
vibe coding.....๐คข
tf does that even mean ๐ญ
its where people write code but instead of using skill and expertise they just put the prompt in an ai have the ai generate the code and say... 'that sorta looks ok' then cringe when it fails
i dont know how ppl do that enjoyably tbh.
lol I don't use ai
all my code is 100% natural stupidity
I cannot get this to crash ๐
I wonder if it's related to a specific game setting or something weird like that
Auto doors
id rather handwrite a trillion lines of code on paper then debug code someone/thing else wrote that ive never seen working for more than 5 minutes
maybe
would u like any of my config files to check?
Yeah may as well
I don't write code on paper
I write code in dirt
You managed to get it to happen twice in quick succession, which should mean it's reasonably common...
or theres corruption
settings.rules. I think it's just in the Cosmoteer directory
Did you have a specific save game you were using?
I just cannot get it to crash ๐
If you decide to try again @gloomy raft, launch in developer mode and under the dev toolbar (CTRL + ~) enable "Single Player Recording" (or something like that). It should hopefully generate a rec for if you crash again, and I might be able to actually fix it
the new chaingun rework is still stinky and bad
the base gun seems to outperform it even on a mag length of 3
and it generates a lot of heat which is really inconvenient and expensive to deal with
the OCCG does dump its damage a lot faster, making it a bit better vs shields
and it can reload sooner than the non-OC due to that
The accuracy is also significantly better
these images are not 1 burst, these are sustained fire on 8x speed for a while
the 1 burst isn't significantly better either
another occg rework...
on current chaingun where we mostly use core mounts, that just means a longer tube, generally not going to aim at weakpoints if the weapon is fixed
why are the numbers so weak?
the update will never come out because celeste will forever be too busy reworking the chaingun
Not much of a rework. The only non-numeric change is the impact damage
guess what you do with occg
you aim at weak points 
you can do that with the base chaingun too
it's just not going to be a chaingun wit hitpoints for very long
and in this image it is generally carving out a thinner, more precise hole anyway lol
regardless
in my opinion, having to deal with heat mechanics, and steep ones
and fast ammo consumption
for marginally better burst/accuracy is simply not worth it
you're also literally doing on paper tests
especially when i could make the mags MUCH longer for that cost
you're also doing it against the one thing it struggles with which is armor
it got changed to have explosive damage so its resisted by armor
try literally any other block
okay, you're right. I'm being too hasty and going into this with unfair expectations
although I will note that damn near everything in this game will have armour
thanks. ill do that tonight or tomorrow
and if it doesn't then a cannon does the job
The structure change is very interesting. I like that there is support for passive beat dissipation builds, especially because ot requires you to build around it more. I do have a question though: which tiles matter for passive heat dissipation? Just the orthogonally adjacent tiles, or the diagonal ones too?
i think just orthogonally, but could be wrong
Also, do parts which are typically in deadzones (like thruster nozzles and turret heads) count for the dissipation?
Finally, does anyone know if there is any difference between wedges and normal structures for dissipation? If there has not been testing done yet on these things, I will do some and post my results
Orthogonal, as theta said. Also the tile it's on (ie. My next response...)
what timezone are u lot in its 1:46am!
real
Yes. The self-diffusion component will dissipate heat proportional to the collision area of the tile. A 1x1 wedge is 50% "empty" for calculating self-diffusion
I believe heat will spread over the entire part, not just the physical collision area of the part, but I'm not 100% sure
I tried it on some small cabal ships, and it does perform better, though the difference is not massive. Going under shields and ramming would be way better, but I think there is at least some niche for if you need to shoot out weakpoints that are not too shielded at some range, and you're not using ions for that
im not a huge fan of the new ss overclock colour
it looks nice but i don't like the inconsistency with the large shield oc
Why would it be consistent with an OC that does something entirely different, though
true
when I OC laser blasters, or small cannon, or large cannon, I feel
wow, this is cool and I can immediately see and feel a big difference
with chainguns, it feels like an expensive sidegrade
It's not the final look, but it's specifically different to the Large shield because they behave differently
it should be inconsistent, it does the opposite of large shield
it should colour shift away from it
i suppose that the more dense light should actually be blue, and the more spread out shields should be red
but that's just a game theory
So, in practice, a small laser should be a 3x1 part for the sake of heat diffusion?
Thanks for all of the info, by the way!
i think a damage buff is all that's really needed
how and where do i access dev toolbar?
for oc chains that seems amazingly boring considering what it already does ngl
Have to launch in developer mode first (steam properties if you stopped the popup showing up on launch)
well what it's doing right now is very cool but not effective enough
yeah I'd 100% like a damage buff. It has a big heat and ammo cost, but the damage doesn't fit. If that gets adjusted then it will be much easier to see how it fits in the game
the pd nerf seems necessary but DAMN do i think its overkill
Then CTRL and ~ keys
pd is shit again ๐
i also agree with this
so to keep the same level of 'cool' but make it more effective: the simplest method of increasing a weapon's effectiveness, damage
Point Defense (Overclocked): increased heat (150โ300)
I think that maybe a 100% nerf was a bit much
add another couple hundred onto the damage numbers
and just when pd was finally usable :(
not that anyone asked but personally id prefer the oc chainguns to function like an actual rapid fire turret so its even worth putting them outside the ship
so no ramp up. immediate top level damage. firing interval per individual magazine
the council and devs are discussing changes to the base CG to make it more effective as a surface weapon and give it an overall clearer identity
it would be kinda cool if they were limited by heat
to the point where you have to slow the reload and mag to let it cool off
for reasons i can only guess. this doesnt appear to be doing anything. im on the menu screen pressing the buttons and nothing
did you launch in developer mode
been getting hard crashes with no error log, game just closes now lol
ah
so my keyboard has @ and ' on one button
and # and squigly dash on the other
annoyingly in my mashing of ctrl combos ive shrunk my discord font and dont know which combo did it
since they're discussing it. just throwing it out there as a tertiary feature.....
saved games>cosmoteer>[long number]>logs
same area you find ship files
sweet
kinda what old cg was
or old occg
infinite firerate
???? its never done that.
ehh, by definition those need to react quickly and chainguns do (and will still) take a while to respond
that is amusingly the biggest problem with having them on the outside of the ship
I think this is a really important note,
accuracy changes will be far more significant once it can be a surface weapon that is free to aim and switch between targets
right now accuracy is a cool footnote, but if it gets some changes then it will matter
yeah i did specifically propose these changes partially because they'd help pave the way for its use as a surface weapon
rn switching between targets is a mute point if it takes forever to deploy then starts putting itself back then redeploying. at a certain point u just say 'ill just use a cannon '
i'd say defence is
the shell is right now only useful when you don't need it, and when a chaingun's firing it's got less HP than a large cannon
plus the mags are tough to defend
yeh but a big part of the defense issue is that unless u are semi manualling the cgs the weapon takes a silly ammount of time to react to anything
so much down time is built into using it that its simply not useful as a coverage turret
so even if u buffed its health that buff isnt gonna matter if the gun is spending 25% of its time deploying, 25% of its time reloading, 25% of its time putting itself away and occasionally it also shoots
it did at one point, ive got a 15 minute vid of chaingun asmr from it
deployment and rotation speeds are definitely looking to be increased as well, but that issue is likely due at least in part to the size of chaingun you're using and your mag/ammo layout
u want the ratios to be better than that. more mags. more mags = more time the thing will spend reloading and less space for anything else including more weapons so eventually it just starts eating its own tail
more mags doesn't necessarily mean more reload time
spread out ammo and reload crew along the mag
this is a big note with the
mount on the side of your ship
-> anything on the side of your ship is probably fast moving and will break line of site repeatedly, so your chaingun never fires
it means one of the quarters of your typical chain gun experience is going up along with mag size
most chainguns in both pvp and built-in ships use 'modules' of several mags attached to an ammo storage with a few crew, and just copy/paste those modules till desired mag length is reached
oh I have one!
if you add 10 large cannons onto your ship, the hitpoints scale with every cannon
so a really big ship organically has more hitpoints on the guns than a small ship
a chaingun.. doesn't
yeah, chainguns can be a bit overcentralized in terms of HP
a small ship with 3 mags has.. 18k chaingun health
a big ship with 20 mags has.. 18k chaingun health
to be fair though, that is similar in some respects to ions and railguns, the other main competitors as modular weapons
a bigger magazine length means either the reload time is going up. or the overall deployment time is going up time spent shooting doesnt go up fast enough compared to these two things
and to the TRL
honestly you might be able to offset the explosion to account for shield damage (occg)
though that's a turret so less vulnerable naturally
?
ions can have backup prisms, and TRL can just add more frontal armour
but I do understand your point
in what way does a larger magazine necessitate an increase in either deployment or reload time?
because when the gun is out of ammo it puts itself back
thats... concerning
from the looks of it, it doesnt seem to be actually pushing any error in the log
its just saying it loaded creative mode, then... nothing
so if the magazine gets longer u need more crew to facilitate the max reload speed but it doesnt help as much as ud like cos u still lose time the gun goes bakc under cover and time it comes back out.
deployment and retraction time has nothing to do with mag count though?
and, as i said earlier, reload time doesn't scale with mag count either if you use certain layouts
no but if u are maxing reload speed the number of times it does that goes up
time to go to bug reports, i guess
because it's able to fire more often
and if you increase mag count, the number of deploy/retract cycles per time will decrease
because it's firing for longer
actually no i cant really go to bug reports theres no specific cause to whatever tf is happening its random
im not saying increasing the mag count is entirely useless
this one's a less extensive rework
does it keep the increased accuracy?
yep
im saying that the upside of doing that isnt enough for a coverage turret thats also being shot at
i think it's still underperforming a bit, but it's just numerical changes needed to improve it from here
it does win out on DPS (at least in-burst) vs base CGs, and it does that damage in a different way compared to base CG, so it's an actually interesting overclock
defending the turret is only an issue cos the turret is in some way shape or form switched off for way too long for it to work in that role.
relative to the benefit from other overclocks, it feels like a sidegrade while the others are upgrades. Plus this uses ammo faster, while others actually use ammo slower
so I would say that in terms of damage it is underperforming a lot
did windows kill cosmoteer
im not task managering it out or anything, its happening while im in the middle of building
no idea if windont is doing anything at all
plus as mentioned earlier the moving side targets make keeping it deployed when it should be even more taxing.
an increase in rotation speed would help that
this is only happening since i updated the game to newest preview
yeh
anyway the chaingun discussion's getting a bit off-topic, i think there's some threads in #1019739575683399840 talking about them so if you have more points to make send them there
there's 2 actually, it's called force fire or setting it to always fire
the complete lack of error log and inconsistent timing means i cant really figure out what is causing this
im kinda sol, might have to switch off preview
i dont want it to fire i just want it to be out of its case in case something shows up
i shouldnt really have to manual that for this one weapon tbh with you imo
is the aoe capable of hitting stackes shields? thats all i rly care abt
no, I think that we should make celeste rewrite the whole thing again, add a new mechanic. instead of explosive, make it a bioweapon, and then in 8 months we can shelf it because it would be better used on another weapon in 2 years
it's an explosion-type aoe, same as flak and HE
so no? only overflow dmg?
believe so
well
a few moments later....
so anyway celeste me and Xeno were talking and we determined that the best way to get CGs balanced and working was to release fighter/bomber drones and boarding as discussed on the roadmap. how soon can u do that? tomorrow? smashing
it may not be good at breaking shields
or damaging armour
but if you need to kill an enemy with no armour or shields at a medium distance
this is the way
but wait for a damage buff then we'll see
it is pretty good at breaking shields due to its higher DPS
less time for enemy crew to respond
and i think it does still get through armour quicker, though a full mag of OCCG gets through less than an equivalent mag of base CG
that's true, though with current ammunition usage it's really tough on the magazine size
if the log stops its probably not cosmoteers fault
general rule
on the extreme off-chance its a bug (semi-consistently replicable) then cool
There's definitely exceptions to that rule, the main one being an infinite loop
true dat
it was working just fine before this newest preview
now its happening within up to like 20 minutes down to 2-3 minutes
i havent done enough testing to figure out the exact timing, its way too inconsistent for that
by any chance is it memory?
never had memory issues with cosmoteer before
nor memory issues in general for years
hm
this is out of my pay grade
best bet is its a mod? but if it was a mod there'd be an error log
there aint no error log :<
if you are playing with mods it'd probably be a good idea to disable them for troubleshooting
unless theyre the main cause
yeah, i can launch modless for now and see if it happens again
but with how inconsistent the timing is, reenabling one at a time or even in batches is going to be a royal pain in the ass
all previous crashes though have had logs which say exactly what the issue is
there not being a crashlog screen is really concerning
@gloomy raft What parts of the ship specifically were you editing when you kept crashing?
wrong ping but hi
Two people with similar (the same?) issues.
any. placing a cockpit, thrusters, weapons, a tractor beam, etc
o
or not even
placing anything or removing anything
Is it happening really consistently for you?
just, looking around the ship with wasd
oh now that's interesting
ok so, it'd be great if you could launch in developer mode, open the dev bar with Ctrl ` (same key as ~), then enable this. Play normally from then on until it crashes, then go to %userprofile%/Saved Games/Cosmoteer/[steam ID]/Logs, sort by newest, and send the latest .rec file here.
I'm noticing in the other person's save file that their ship is very close to the world edge, which is a bit suspicious if it's not strictly a placing parts issue.
im placing ships like next to the sun
aint worldedge
wow that was within like 2 minutes
fun
got a recording, hol up
this, yeah?
if this allows you to see the ship, dont ask it was from a build and battle im just trying to finish it lmfao
wouldve made the ship normally if not for the guy i was fighting complaining about me knowing how to build ships and him not
i barely know what im doing to begin with
im gonna try redoing what i was doing when the crash happened in a sec
actually, the file mightve been missorted if thats the wrong one i can look again
cause it says mp
i guess they all do actually k nvm
anythin?
got yet another crash this one was literally just from me changing tabs to defenses lmao
happened in a minute of me getting to main menu
wow yeah its consistently within like 2 minutes now holy fuck
confirmed switching to defenses wasnt the issue, this time it just happened completely randomly. this is probably my last one until someone asks for more, im not getting anything done lol
So strange. I was removing/placing/hovering everywhere for like 20 minutes and could not get it to reproduce. Thanks for the rec, hopefully it reproduces it...
if it doesnt load mods it probably wont reproduce
why a mod is causing this and not giving an error log, god knows
WingZeroZXT had the same issue (a stack overflow, could be a different cause) and didn't have mods enabled, so it seems like it's a vanilla issue
this shit goofy fr
The mods make it less convenient, but at least they're not like 1GB total like the StarWars mods lol
if you need me to i can get you the modlists and list what specific mods are enabled
unless the .rec has all that already
The rec contains that data
good to know
can also stream my game so you can see it happen to me if you cant recreate it
hosting pvp on preview
Ugh, nope. Rec doesn't crash
im not confident in my shipbuilding abilities enough to pvp with randos lol
running without mods didnt seem to crash for me though, which is strange
If you (in developer mode) start a LAN lobby and load your recs with "Load Replay (Debug)" at the top, does it crash for you at the end of the rec?
uh- lemme see
OH
also
this happened for the guy i was pvping earlier
it aint just me
doing the same thing, a build and battle, and it just suddenly happened for him
the fuck?
i think that tells me all i need to know one second
i never placed one of those down to begin with though none of us did
but ill try relaunching the game without my 1x1 quarters mod
and that platforms plus thing
Which rec is that
latest
cosmoteer>load save from .rec>(the file i last sent here)
Ohh, no, so go: Multiplayer > LAN > Host Game > Load Replay (Debug)
gotcha lemme reenable the mods then
?
player i assume?
no crash
i know the ship is godawful they fuckin forced me dont kill me please-
still no crash
yeah oc cg are still incredibly underwhelming damage wise
oc cg are like kinda balls arent they
and the choice to make them fire 4 bullets at once baffles me as weve been over this before with them spending damage faster barely being an upside
yeah, replay didnt gib the game
watching the ship get changed over time without my input was weird as hell though lol
Damn, I'd hoped it might recreate the conditions required to crash... Hopefully its not one of those hardware specific bugs somehow
no idea
idk why a preview update would cause something as serious at this though
game has worked completely fine before with the occasional modded crash that i fix
i just want a goddamn log :V
It's possibly to do with the TRL highlighting feature, but it's really impossible to know because StackOverflow exceptions don't print stack traces, yeah
The only way to know and fix it is to catch it in the debugger, but since I can't actually get it to happen...
i wonder where this came from then???
never seen that before, but then again ive never been in devmode
Loading a save from a rec is a pretty experimental feature
Maybe it doesn't play nice with mods or something
ill try playing without those specific mods enabled
if that does end up being the cause, not a huge loss i guess
will make sure to keep devmode on and get a .rec
if it happens again though i might have to take the loss and switch off preview until next update
nope happened instantly
You didn't even do anything?
got building, same ship, was moving armor around, gibbed within like 30 seconds
not even a minute lol
when you clicked? or just from moving the cursor/part
moved cursor over it
was literally just moving my cursor
:/
i guess if nothing else this means i can go back to my career save
If you'd be willing (I've never tried this before), we could potentially capture the stack overflow on your machine with some software. I'll need to do a bit of research into it, though
It might also be worth checking the windows event log for any errors it reports
not even a remote idea of how to do that :p
Type "Event Viewer" in your windows search bar
never seen this before oh god
On the left under "Windows Logs", look in maybe like "Application" or "System" for anything error / cosmoteer looking
got something
hold on
yeah wait this is it
is sending these errors in here a bad idea? anything nasty people can do with em?
You can DM them to me if you're concerned, but no, not as far as I'm aware
Maybe like... Your computer's user name
Wow okay that's crazy
i swear to god if its the blueprint mode overlay im actually gonna scream
you cant make this shit up
Oh, yeah, it is, but it's also like not. I suspect it's happening for you because your .NET runtime is being stricter with memory or something. That or a race condition? Unsure
alright game, you fucking win. gonna try again and never press shift+b
I have not the slightest clue why it wouldn't output a log
why would this update cause a memory issue like that though??
was there serious changes to how it handles memory or some shit?
happened within 25 seconds, never entered blueprint mode
its happening faster
No, and I'm genuinely not sure. The only thing it added was basically a dispose call to a GPU object, but there were other 5 other calls of the same type next to it
its the exact same log on event viewer
this is actually goofy
not just kinda, not slightly, this is just goofy
alr yeah idfk what to do about this nor how i was able to build for so long in that build and battle match before it happened and now its happening within SECONDS of loading the ship
the game took offense to that ship i was workin on man lmfao
How much RAM do you have? and VRAM?
anywhere i can see that? ive been told before i just forget constantly
Uhh I think dxdiag will show it
Or task manager
GPU?
3090
we both use the exact same modpacks enabled ingame....?
Nope. It's not a mod issue. Whatever is triggering it is much lower level - .Net runtime or OS level. The stack trace in those event viewer logs is super helpful, but they notably exclude what the exception actually is - so I have no good guesses atm as to what's going wrong
If I can figure out how we can get the exception
I thought you tried that? Probably, though it's also possible the mods are like a straw that broke the camel's back
i did but very shortly
ill give it another go
happened modless
SHIT
yeah, im shit out of luck then
i could just try to restart my computer and try again?
will that change literally anything though
verifying the game seems to have done something though, but i didnt see any failed to see something and will reacquire
ok, for now im just gonna leave the game running on creative mode, not even spawning a ship
I suspect you'll at least need to pick out a part that activates the network/TRL overlays
probably lol
alr, hold on
pow, yet another godawful b&b ship
looking at this now i probably couldve just put heat exchangers on the cannons and pd oops
so far so good, gonna start actually changing it and building
im still good???
yeah no. this specific ship is fine
ill try another design
still fine
its that one fucking ship
its gotta be the tractor beam its the only thing that makes any sense
that, or the issue spontaneously fixed itself
still nothing, same ship ive been crashing on constantly
maybe im just getting lucky with the inconsistent time scale
who tf knows though, if it happens ill lyk :/
I think I've figured out what the crash is related to, but not the circumstances that cause it. Either way I should be able to ensure it doesn't happen in the future. But yeah, let me know if verifying integrity somehow fixed it
seems to have
still not happening even with me actively building, tab changing and moving camera and mouse
nope there it is
T_T
just delayed it i guess
yeah im just gonna say new cg oc is not it
im gonna need to run the numbers but the total damage potential feels so much worse
and then you have to pay heat too
i think a few things need to be done like first of all cutting its rof and improving the damage economy
alright yeah, i think ive done all i can with this issue
if you want me to do anything else lmk
i will try maybe running less chainguns or something ig because it just feels like i do all my damage in 2 seconds and then its over
but the damage itself is so unimpressive rn
even with 6 chainguns and around 70 mags
We could have had shotgun CGs that did good damage, but noooooo...
god forbid we try to give cgs actual use case out of ram locks
i enjoy usin em sometimes, but theres definitely better options lol
I thought you weren't a fan of the ammo efficiency of the previous CG OC, Yuuki?
i was, they were just underpowered regardless of it
thetas the one that suggested 4 ammo per shot, not me, though i dont hate the idea
also as far as i could tell they did less damage
speaking of chainguns, why is the left one retracting when out of ammo but the right one just isnt lmfao
Chaingun code moment
chaingonk
Does it happen all the time?
lemme try again
ive always clearly been of the opinion that cgs need to gain ammo/damage per burst for their oc to be viable
nope didnt happen again
could be my fault, could just be how complicated the chaingun logic is ยฏ_(ใ)_/ยฏ
Probably my fault - I did have to change how it detects when it has stopped firing because it kept trying to retract between OC bursts
im just gonna try messing with all my ships but that ship that was crashing me
ive only crashed with that ship
actually lemme just try slapping a tractrole beam on this other ship
oh hey the boost thrusters got fixed
celeste make it so i can overclock my armor
REAL
overclocked armor self repairs :))))))))))))))))))))))))))))))))))))))))))))
im kidding dont shoot me
or not, boost thrusters still do a little trolling with their heat factor
'fixed'?
their heat factor going down when in boost mode but idle is not in fact the case
seems to rise constantly until you turn them off boost mode and back
either way, game still hasnt crashed with me not spawning that ship
Huh, strange
the game genuinely took offense to that ship
Can you send the ship? Idk why it'd be specific to a single ship
o7 one sec
@everyone Small hotfix!
- Fixed Thermal Resonance Lance pump value overlay not interpolating position
- Fixed logless crash related to part-network overlay renderer disposal
Someone is up late
@gloomy raft @tepid charm in particular for the latter. Let me know if you experience it again somehow
Sleep is for the week.
itsy bitsy hotfix
Work is for the month
weekly nap
I would've snuck chaingun buffs in there too but Walt was too quick to notice the hotfix ๐
BRUH
you genuinely cant make this shit up xD
nuh uh
is me posting that breaking a rule or smth lemme go look again
me no thinf so
yeah i think im fine cool
alright lets see if cosmoteer does a little cosmotrolling
so far so good
yeah i think its over
thank fuck
the damage numbers that i initially suggested for this change were higher than what got implemented
would have given this a decent damage/ammo advantage over base CG, though admittedly that wasn't factoring in losses from explosion stuff
oh yeah while im here is there any way to see CoM while in build mode
im blind af so
no, unfortunately
how
the [excelsior](#links message) server does have a bot that can show CoM, but it isn't updated for meltdown parts
ignorance incoming, but is it super hard to make a CoM identifier ingame??
True, I apparently misread the 1600 as 1200 for impact damage lol
Kinda - at least for blueprint mode because the mass doesn't actually exist yet. It's on my to-do list, at least for outside of blueprints
is it possible to figure out CoT as well? would be helpful for asym ships
That one I have no idea. It's definitely much less straightforward especially when considering engine buffs / OCs
right
the excelsior bot is able to do it
though admittedly not with overclocks
I enjoyed reading the "Hunt for the log-less crash", when will book two release?
Oh you must've missed its predecessor: "Hunt for the hardware-specific crash"
That one turned out to be .NET's fault though, tbf
Oh my
The biggest time sink is feature integration, not the calculations themselves
fair
If every feature in Cosmoteer only had to work off a static image of a ship with a blank slate, they'd be easy haha
that is reasonable
It definitely goes down while idle
wasnt for me earlier, weird
How do you know?
got it high, stopped going forwards, put the timescale up to 144x, moved again and it filled it near instantly
144x?
filled a TRL and thermal batt, let them expel fully, stopped moving and put the timescale up to what is basically lightspeed, turned it back down and moved and it went up instantly despite having been inactive for so long
-6% on 144x is still pretty fast
At the start, the batteries fill way quicker than after it's cooled down
didnt know theres a part debugger ima look into that tomorrow
Also, the game probably doesn't actually run at 144x. It'll just run as quickly as it can process the ticks, up to a max of 144x.
My game will only run at ~14x in this save
maybe? but still, a minute on 144x is kinda long
I would have expected it to cool down by that point, yes
it always went up instantly like it had been active the entire time
The stored heat, you mean?
the heat it generated after a period of not thrusting
felt like the heat factor just wasnt going down or mightโve even been going up despite the inactivity
when filling the battery it goes up pretty slow, I stop to let it go back down, wait, and the second I move it goes up like triple the speed of before
i can do the .rec thing tomorrow, taking a break from pc that cosmoteer issue had me stressed
right, well, currently it kinda needs a buff. also i still feel like it still tends in the direction of spending its damage too quickly
so you could lower the rof to balance the buffed damage if needed
a faster dps only further incentivizes super high mag counts with less guns
i'm personally a fan of having an OCCG in whatever form be more towards a mag dump, but we'll see how we go
I've already made some changes, so we'll see what that's like after the next update
thats fine, but all the mag dump stuff thats been implemented so far is not rampup agnostic which just will keep encouraging adding more mags and using less guns which even further restricts cg use cases
wdym by rampdown agnostic?
*rampup
ah
all the buffs for mag dump have boiled down to "shoots faster, ramps up more with more mags"
i generally prefer the term windup for CGs, less chance of getting confused with other stuff
which just encourages more mags less guns
potential odd idea to help with that while keeping it reasonably magdumpy is to increase the minimum fire rate while decreasing max fire rate
so longer mags would benefit less comparatively
the new burst fire mode i think would make lower mag counts viable if it was actually numerically strong
tbh i think the the more mags less guns problem is also kinda just a core part of the cg tbh
that was my idea with burst fire essentially
let it start at what is realistically more output by just shooting bursts
i think rly low mag counts could very much be solid rn if cg was good
the CG either needs corner mags or it needs to be able to have the mags connect to the back
the 16 "shots" for bursts would allow some cool stuff
Exhibit A for "why Celeste has started to hate chainguns" ๐ญ
doesnt need them. it would be one solution tho
they kinda are just core weapons not surface weapons
and also as i mentioned earlier here, there are some points of discussion to help base CGs be better as a surface weapon in the council
i disagree
it's not a problem that should be solved with an overclock, at least imo
i think we should try the boost loading oc plaus thought up thats in my thread
that would be very interesting as an oc
as in they can be loaded while firing?
if it can be solved with an oc, the base would be used as a core weapon and the oc could be used in more cases. i think thats fine, and the easiest way to fix them without some weird mag rework
The issue, especially when it comes to magazine-affecting OCs, is that the Chaingun's rules are terrifying and probably quite a house of cards
yeah
how feasible would it be to make the cg capable of being loaded while firing?
chainguns are definetly in the pile of parts that are either overpowered or underpowered, very difficult to get them in a solid balance state
(other parts in this category include nukes and tractor beams)
i dont think theyre quite in that level
their only real issue is the ramlock reliance, but thats always been balanced for the most part
they were op when first introduced at least
I have not the slightest clue, and I'd be afraid to find out. The logic behind their magazines, particularly the sprite animations, is something I've kind of intentionally avoided touching
there is one idea that walt had for a CG OC that could just be added as a separate feature independent of OC, the ability to wind up while still in their shell and without firing (so they can start firing already partially or fully ramped) but at the cost of heat generation
wasnt it tapuck that added most of the cg code? i suppose they might have a better idea
Yes
i dont think thatll be impactful enough as an oc alone, though adding it along with extra benefits would be interesting
that could be a good way to make short mags more useful, being able to pre-spin them to get their damage out quickly
honestly i'd prefer to have it as just. an extra option for the chaingun, regardless of OC
however, it wont solve the issue of how cgs with few mags just barely output any damage/credit
would it still produce heat?
bit odd
btw, celeste, are launchers something that overclocks are getting considered for?
imo heat shouldn't just be limited to overclocks, it's got a lot of potential for other stuff
Not for this release. The TCM broadly fills that role
Who knows about the future, though
and tbh it is technically not limited to overclocks already, with the TRL generating it as a byproduct even though it's not overclockable and the TCM using it offensively
i dont disagree
though to be fair the TRL is distinctly a thermal thing
oh, also while im shilling for ideas ive had, opinions on having different values for TCM absorbed heat and applied heat?
i mean passive disipation did get cut a lot so that actually may not be needed
it's worth testing TCMs further after the dissipation reduction
on it boss
i mean
considering it was like. 10x the intentional rate
i made some "thermodynamics โข๏ธ " contraptions that generate infinite heat
pretty funny
i've already seen the heat from my [Misfire](#sotd-submissions message)'s TCMs sticking around a good bit longer in combat, though that ship has a lot of other stuff going on so the actual impact of that is hard to determine
i might try to make a locking morb that uses the front half with blocked radiators to generate heat for the back half by using exchangers to suck up the radiators heat
theres a lot of silly stuff you can do with multi ships plus exchangers
that's cool
i will also note that i'd like to see some part that can dump heat from your thermal system onto your hull, which could open up more Thermodynamic Shenanigan opportunities
for sure
thats basically what im analoging already with friendly fire radiators
it'd also allow for automatic detach when under thermal stress, which has some serious doohickey potential
he vs tcm
previous version of the game (left) vs current version of the game (right)
incosistancies exist with the test
can you test with like a few missiles each?
tcms stacking heat should make each one stronger the more you have
that doesn't seem unreasonable especially since TCMs are also heat dissipation and provide a debuff and ignite fires
mhm seems solid
hows the 2 missile per launcher? it sounds like that would make it hell to sustain for missile modules
i think overall good
each missile takes 5 parts
my testing was a while ago
so it's 10 parts per launcher total
its overall heat limited vs part limited
aye
in most cases at least
i think TCM'll be in a good place with the dissipation changes, with the possible exception of their effect (or lack thereof) on shields
does the heat apply past pipes directly to the shield generator?
i believe it applies a small proportion of its heat directly to the generator
though the keyword there is small
It was a good idea I waited tomorrow then
I'll do some math on them later today just to make sure
i completely missed this releasing
whats new what did i miss
i see something about a heat mechanic
Ability to overclock parts for new/improved functionality at the cost of heat; risk of starting fires.
You can use pipes and radiators to sink that heat, bringing new design challenges to the table
Fun new toys to play around with
now it looks like it has the same damage per mag but it does it in a shorter time. cool
what exactly do overclocked disruptors do
just increased power drain and some damage?
they pierce non power reliant parts, directly drain power from parts they hit and apply a power draining status effect
yeah
not enough to keep it going for 100% of the time though
fair
the overclocked ion beam seems interesting
not sure how strong it actually is though
since it wont be drilling through ships like a normal one does
its very powerful vs shielded enemies, and it does not suffer from damage loss over range
ouh
overclocked mining lasers do damage to shields
oh they get a AOE too
deck guns just get a ton of penetration?
new menu, neat!
And they get a bullet speed and range buff. It means they're nearly as long of a range as missiles
oh so they are just railguns now lol
If I'm not wrong, EMP effects drains energy from the first component in the rules file towards the last component. Therefore, the Overclock_BatteryProviderStorage from Power Storage should be above the BatteryStorage so that it drains first the overclocked energy and later the normal energy, shouldn't it?
it would be pretty cool if overclocked EMP missiles did the opposite, and surged full components, making crew near the components get hit by a lighting bolt lol
i dont think we're getting overclocked missiles
no damage
galaxy wide aoe
10% damage
1200% aoe size
we ignore that 10 alpha nukes are op as shit in this scenario
change it to nova bomb that you can shoot into the sun to obliterate the whole system, resetting your fame to 0
pros???
cons???
currently launcher OCs aren't planned
the idea I had was to give nukes a second aiming phase if they miss
that is absolutely horrifying
seeing the nuke miss then breathe a sigh of relief only for it to turn around and launch again is nightmare fuel
to balance it it would do reduced damage after the second aiming phase
nukes are scary, overclocked nukes should be scarier
What happens when a thermal canister missile hits a shield? Anything?
Transfers heat stress into the shield room right?
I don't think it's necessary, for overclock theme the missile got itself the heat canister/incendiary
Is there a place where people LFG for preview or is it mostly just people playing with their friends?
think you just do it in #multiplayer-lfg and you clarify that its meltdown
I've just been finding people's username from the server list and DMing them to ask if I could join haha
if you're looking for career then #multiplayer-lfg
if you're looking for pvp then join tidepool/excelsior/fight club
tidepool does every gamemode <~<
it does
Every campaign ever:
i wouldnt exactly make a brick of storage since i have this innate urge to make something that isnt a fucking brick
i ususaly just make somthing in like 5 mins thats not a brick
resources are stored in the balls
๐ฅ
Brick is efficient
the brick is 'I can't be bothered to design a ship that needs expanding every 10 minutes'
wow I just had such a cool idea
we should be able to overclock bricks and throw them at enemy ships to vandalise them
overclocked spray paint
: paint sticks to opponents' ships on contact
are we gonna get full descriptors on what overclock effects do on certain components on release?
once its all finalized
Yes
ah nice
oh is shield penetration a new stat? i dont remember that being a thing last time i played
can certain weapons "ignore" shields now by partially passing through?
oh i guess i just stacked too many shields to ever notice
also by certain weapons i'm pretty sure it's like. just disruptors
rails too
specifically shield penetration?
rails can pen small shields when theyre at low hp iirc
well yeah but that's not specifically 'shield penetration' that's just penetration working against both shields and parts
amen hahahahahahah
wait so does the accumulation of heat of OCboost passively reduce?
yes
i believe so anyways
i think its like -6% when idle
also question, do/are oc railguns gonna get nerfed?
if yes, i suggest lowering the raw damage per shot and/or making them not reload while firing. them essentially gaining exponential damage is kinda fucked up (to a certain point it like 4-6x) and their capped charge + reloading whiel firing makes their potential to kill fucking insane
if i had to give a number itd probably be 7500
base is 5k and oc is 10k i think
they dont need a nerf
they dont?
for pvp they probably don't, but in career they do seem very strong
p much straight upgrade in career as some have mentioned
i think we need more homing of some form in the overclocks
whether it be railguns or deck cannons
i want gyrojets
We need melee weapons. What if the overclocked chaingun became a chainsaw and the ammo line converted to a fuel line?
It would also only be useable as a surface weapon in that case.
lol
Definitely a unique idea
I think that for career maybe there should be more tools to deal with kites in general, rather than a railgun change, since even using an Icarus will wreck most ships in the mode
(and they are annoying to deal with as a player)
Disruptor have 50m penetration but only against shields
@everyone New Meltdown Update preview! Thanks for testing!
Balance:
- Chaingun (Overclocked):
- Reduced fire rate ((2.86-15)โ(1.43โ7.5))
- Increased impact damage per shot (1,200โ1,800)
- Increased explosion damage per shot (1,200โ2,100)
- Heat:
- Replaced โOutboundโ diffusion speed with โOccupiedโ. Diffusion speed across two cells is now the average of the cellsโ Occupied speeds
- Effectively halved diffusion speed from structure to non-structure, but increased non-structureโstructure diffusion speed to 13x the base
- Reduced structure empty-cell diffusion speed factor (5xโ4x)
- Replaced โOutboundโ diffusion speed with โOccupiedโ. Diffusion speed across two cells is now the average of the cellsโ Occupied speeds
- Sun heat now hits shields. Some of the heat drains the shield directly, and some of it is passed through to the hull of the shield generator itself.
Other:
- Fixed โ'0' cannot be greater than -{x}โ crash caused by out of date heat network MaxResources data
- Fixed overlapping of Heat Exchanger area of effect overlay
Hmmm
The pains of modding a preview
Still fire update!
peam
another CGOC (mini) rework!
So - wait - can we now use structure to pull heat away from other modules?
That's what it's sounding like to me, at least.
I find a few modding bugs that way
Iโm gonna have to redesign my oc chain gun ship again ๐ญ
yup!
OC CG rework -> It has problems -> OC CG rework again -> repeat
Awesome! So we can now dump heat into structure without needing pipes - and use structure as radiators.
You get to redesign your occg ship again
This was a nerf and buff, not a rework
shifting it to shoot slower but have higher impact shots feels a lot like a rework
if a small one
Hm
Balanced OCCG, just a week away!
it fits the design better tbh
since OC CG fires multiple ammo in a single shot
changed from it's og ver
(which i still miss a little)
Interesting, but how about the numbers?
you could probably forgo using radiators with OC SC on small ships and that's about it
most likely
cant wait to make structure briccs to radiate away heat
How much heat structures dissipate per second?
pipes but cooler
I don't know, I haven't played around with it yet.
at a certain point it's just easier to use radiators, since structure is extremely vulnerable
oh 100%, but it seems like structure can be fully internal where radiators cannot be
I didn't tested basically nothing of preview other than shields for my shield mod lol
but actually it means the new faction can use OC parts at the early levels due to radiators being so expensive, and requiring hypercoils
Nice
Does structure then disperse heat into the void? I assume structure needs to then be next to more structure/empty space
So now we might see more ships with empy holes in the middle for dissipation
structure arrays in the center for dissipation is yippee
(is there a plan for pipes and structure-pipes to be functionally different? They're currently a purely cosmetic difference, right? Or do they already have different hitboxes?)
mostly i think it might help OC ions?
all blocks have a certain level of heat dissipation
hp?
it's more that you can spread the heat out so said passive heat dissipation is useful
I thought they had the same HP, weight, etc
cosmetic difference, may have a different hitbox, unsure
maybe it will dissipate heat better now?
OC CG has been glitchy from the start