#Meltdown Update Preview
21868 messages ยท Page 22 of 22 (latest)
tremendous skill issue how the fuck they get a heatstroke in a vacuum
@everyone I fixed a bug causing Chaingun turrets to point in the wrong direction.
NOOOOOOOOOOOOOOOOOOO
Ok
pog
yippee
That was fast lmao
aaaaaaaaaaaaaaa
40 min patch is crazy
walt is doing a marathon rn
Simple, it's not a vacuum
How else do ships have drag?
lmao
its not a vacuum is lore accurate
After 45 min of the report a patch appears, if there is a dev patch speedrun I would put my money on this run lol
How would it be a vacuum? I haven't seen a single one in the game
If I had a copper for every change to Overclock Chaingun I'd be richer than Terraria Goblin Tinkerer
Don't tell anyone, but when Cosmoteer launched on Steam, I deliberately left in a minor but obvious bug so that I could immediately fix it and look like a proactive dev. ๐ (It turns out that was unnecessary since there were plenty of real bugs to fix, lol. ๐ญ)
this message gave me a terrible idea. I am truly sorry.
what even is that
That's actually sick
what? i dont get it
R u happy now
yessir
I had to compare it against stable. It's something I broke. They're supposed to hold until aiming on target unless they've already started firing
single cannon shot and its dead lol
Imagine how I felt reading the messages ๐ฎโ๐จ
dyson sphere
What the fuck ๐ญ
I hate this fucking gun omg
i will hear no chaingun slander in this channel
Oh thank Walt, I don't have to touch the chaingun again today
Have you had a chaingun nightmare yet, Celeste?
Yes, but I think it was a premonition. I was a crew member operating the chaingun and it started turning towards me while in the shell
oh
i can feel the fucking eyes watering from frustration in this message
You're just coming up with more reasons to @everyone at this point, aren't you? 
Cosmoteer is just a ploy to ping more and more people
One day, we'll ping the entire world
oh god
its working
HOW
ok this confirms that its possible but idfk how im gonna even begin to turn this into an actual mining ship
i guess while im at this i might as well try to figure out the minimum amount of exchangers for this abomination to work
Why are your screenshots half white and completely blown out
does that not happen when you touch the sun?
That's the sun? ๐
this is why
they've touched the sun with the ship's shields
the fuckin crew members in that ship must be walking around with their eyes closed
yes
that is as a matter of fact the unmatched power of the sun
i just shoved enough exchangers on the shield to eat the heatgen
holy fuck
significantly less than i thought it only needs 8 total exchangers
the second i remove one though the thermals start gradually failing
it works with one of the shields removed too oh god oh fuck
i gotta keep going how stupid can this shit get
Chain guns (both OC and non-OC) are firing at max fire rate immediately, is that intentional?
the bags under celestes eyes will keep growing
ive successfully matched the unmatched power of the sun with an abysmal mining ship
id prefer to have been able to given it sensors or engines that dont suck or any shape other than cube but i think this is the best i can do with only 4 shields
you sir are a true explorer
where do i post bots for banning
some wushi0.0 dude whos only in this server joined 2025 and hasnt spoken a word in here randomly sent me a friend request the second i sent this message
i recognize the pfp and name from other bots
lol thanks
actually wait this thing doesnt need more than one thermal battery
XD
pain and suffering
-# stealth non OC CG buff yes please
Nonononono I don't believe you
If they are I think Walt mightโve broken it with the fix to facing the wrong direction bc they were working fine last night... I think?
The CG is just basically whack-a-mole bug edition
hey cel
is it possible to make a ship constantly look at a set point while strafing around without having an enemy or ally act as the target point
would mean i can make a sundiver that doesnt need full shield coverage
I don't think so? Not sure, but I've had to manually try and orient ships when I try sundiving
Like you can click and drag when strafing to set direction but you can't make it always face the sun automatically
also in my testing they still pre-fired
yeah the ramp up bar is maxed here before firing
i managed to give it bigger thrusters by killing some of the thermal batts, thank god
he go zoomies
might be something cool that could be added later, just a 'always look at this waypoint' control
would be hella helpful for sundiving, dunno about other purposes but whatever
there is a way make your ship look at the sun properly but it requires this option and for you to put your cursor at the center of the sun
oh right that
this is not automatic but its the closest we got to keeping the shields facing the sun
Does combining an OC'd ion beam with a non-OC'd ion beam do anything?
I didn't know where else to ask this, so I put it here
Nope
Trl is going to be super broken in career since the vast majority of ships lack radiators
i mean. radiators aren't necessary for dealing with it
nor does their presence automatically mean a ship's fine against it
reactors have a unique 'burnout' effect
usually parts will just quietly deactivate when they burn out (take a lot of damage from fire)
but reactors will release a large AoE of EMP around them
not shipwide, but pretty big
i assume its just reactors with a unique effect on burning out
to my knowledge yes
im trying them rn and they ARE super broken
you can also abuse the fact that they dont have a blueprint cost rn and start with a TRL and a shield
it may also be the case that storages containing ammo/flammable resources explode as their burnout effect, though that may still be random instead of the burnout
unsure on that
it is random
ive seen it myself
what HP threshhold deos burnout happen at?
~10%?
ive seen storages explode at... ~50%?
when fully on fire
i don't think it's based on an hp threshold, rather a damage via fire threshold
but yeah, wasn't sure on that bit

id still test just in case im speaking out of my ass but im fairly certain bullets still explode from fire
how rotten and vile of an idea is a cockpit dynamo for overclock- just the small one
with that stroke of a pen, you'd have a whole new generation of viable, career mode, wasteship to swarm with
tbh, its far more problematic for the domination meta than career
I mean, it's already gonna be in a hell of a state when the patch drops in finished form
You'll have gunbricks and gunwalls but overclocked now
but the presence of tiny ships might make side guns and protection less silly an idea
just as a holdover till carriers one day, y'know?
control rooms being able to regenerate energy would make the single reliable counter to waste ships aka emps far worse vs them
the only thing that keeps wastes remotely balanced is this counter
I'd just be curious to see what would happen
i dont even know what they could do for a control room oc
A variable number of extra command points at the cost of heat gen
thats just really fuckin boring tho
Should have an upper limit though
Yeah but what else could it do?
do combined beams take on the not-losing-power-over-distance property if just one of the beams is overclocked?
combining OCion and base ion just cancels the base ion
oh, so they don't combine
4
5
thanks
"Reduce crew requirement by 1, but generate heat while undercrewed."
this is fantastic
That could work quite well considering they all use odd numbers of crew
Who needs a mining ship, gimmie a Dyson Cube.
i mean that's fair enough since you are one as i think we all can tell.
-# Sorry if anyone already said that, can't read this whole thing
Does this preview is named meltdown-preview-2025.7.15_steam?
Jesus, why so many heat exchangers?
Is the heat transferred to the shield generators? And do the heat pipes not pump that heat out?
No, it's currently 2025.7.14b because I screwed up the date.
Thanks. I want to point in the commit of my mod the exact version that made spinning shields possible lol
yeah it applies heat directly to the part the part doesnt generate it
thermal piping doesnt work with solar heat
i spammed exchangers just to see if theyโd even work for what i intended for them
worked, so i started gradually removing some while i kept the ship like a meter away from the sun, and as far as i can tell a single shield needs 8 exchangers total to dissipate its heat
i can try to see if they work with 7 exchangers? doubt it though
Can you please upload this ship so that I can use it for testing?
CloudBirb found with suspicious gunshot wound to the back of the head, ruled a suicide...
oh uhh sure
here it is, god i wish i couldve had more space for like anything on this thing more storage more speed but nope
wait a fucking second the laser isnt connected thermally with pipes anymore
fuck
i realize i can fix that super easily by just moving the exchanger up by one though lol
was i not supposed to be able to make a sundiver like this or something
works like a fuckin dream either way lol
made some quick modifications to be able to add some extra side thrusters and not use as much thermal piping
yes its basically touching the sun in that image im direct controlling it to edge it lmao
this shit feels like skating
anyways time to see if it can actually do the job i made it for
holy fuck yeah no the shields need an absolute minimum of 8 exchangers, even that is struggling
7 wont cut it, and despite it lmk that theres damage being taken its removing it just fast enough for no actual repairs needed
just fast enough
fully capable of mining though even in the radius of the in fact matched power of the sun
this game is funny af
oh shit no we've got a breach
Nice Job Icarus.
couldnt recreate the front breach but i found another in the rear shield
apparently 8 exchangers isnt enough for it, needs 10
dunno why that specific one cant work with just 8??
im not seeing any more problems with it
i guess heres the new one for walt
still need to find something to replace one of the thermal batteries with, it doesnt need 2
given that its completely external though theres nothing i can really put there thats crew accessible though
god i am flooding this thread im sorry yall
Nothing wrong with a bit of redundancy if you can afford it
it genuinely doesnt need it, the only reason the thermal batteries are there in the first place are for the tiniest shield heat buffer
without any buffer all the shields would instantly ignite afaik since the rads have no internal buffer
id kill for a small thermal battery
Yeah, that would be cool! Same with a big one that requires power and/or produces heat on its own
yeah passive heat generators that take power and shut off at a certain defined point would be killer
would make thermal can missiles less of a pain in the ass to use
i still have no idea how to give those fuckers full uptime even with proper factory setup
Thermal canister missiles seem really weird right now. Even when you use missiles, it often seems better to use a radiator
yeah
Yeah, I think they should get rid of more heat, so they're better for getting rid of
bursts of heat
I don't see any issues with them being impossible to sustain if they have a different niche than radiators
eeyup
i managed to give this abomination a hyperdrive at least? could swap that out for more storage or something
im actually curious what walt wanted this thing for
Sunmining is supposed to be hard but rewarding. Something the size of a station weapon satelite is not supposed to be able to literally touch the sun. Since sunmining has some major changes in Meltdown, they want to look at your design and tune the sun so you can mine asteroids but not the solar corona.
oh
hopefully it doesnt make this thing unusable
im hoping to make an upgraded version for career
also it cant touch the sun
the second any part hitbox actually comes into contact with it its gone, but as long as its just the solar heat radius its impenetrable
and this thing is pretty damn expensive, was a pain in the ass to setup both power wise and thermally as well so idk if it needs any extra difficulty?
but ig weโll see what walt says, i just hope this thing doesnt become useless next patch :/
huh now that i think about it that ship has spare distributors usually maybe I can just clear all the operator bunks and use the barracks as distributors and operators both
would make extra room
actually shit yeah thats a great idea ima do that when i hop on
imo thruster heat gen should be reduced, it feels like too much
it was a good design synergy (idk a better word) that two overclocked large thrusters only required a single radiator
Normal thrusters are still weak compared to OC ones though
I do get what you're saying though, the awkward heat production amounts are annoying
All things considered, I think reducing heat production again could work, as long as they gain some new penalty. With the firefighting potential of OC fire extinguishers, I could see regular but infrequent fires on larger OC thrusters working for that purpose
they are annoying and I'm not sure if they're annoying in a way that makes designs interesting
having a thruster throttle limit would be nice cause then it would be simple to have a equal to cooling cruising mode and a full throttle battle mode
You can already do that, actually! You can set a group of thrusters to a hotkey group, so you can overclock them once you get into battle
yeah that's true
One Qestion: Are Thermal Rockets not priorised over radiators? Or do Radiators not work till thermal rockets are full? I have some problems whit that.
heat prioritizes thermal canister missiles over radiators, i believe
i made it so much worse
unfortunately the guy who redid the network back here fucked it all up so i cant actually send the ship file or do much else
but it turns out i could place a hell of a lot more on the corners of that ship which made a lot more room
@heavy berry
I think not, all my radiators are working but my Thermal Missiles dont get heat to shot.
confirmed just now
all the rads are blasting but the cans filling up hella slow, second i switch the rads off the can fills up instantly
odd
thought that was the case in the last ship i made using can missiles
i think thermal canister missiles do have a limit on fill rate
but that wouldn't explain them filling instantly when radiators are off
lemme go try again
nah looks to me like theyโre filling up in a whole second
but with the rads on its more like 15
may not be instant but the rads are sure as hell taking priority over the weapon that eats heat
thats a problem. i hope this will be fixed. My whole ship was burning right now because i forgot i turned of the radiators ๐
what can i do to make them fixing that? My ship (result of 12 h building) doesn`t work. ๐
try to strike a good balance of active rads, or switch them off in combat and back on outside of it
thats probably the best thing you can do honestly these things need work
Looking at the code, TCMs aren't a priority target, but once there's heat in them it can't be removed by other sources. They do pull heat from the network on their own, too
yeah i figured, theyโll pull but the rads wont let them have all of it
i turned of the radiators, but i forgot it... 20 seconds later the wohle ship was burning
honestly it would be really nice if there was a threshold switch for the rads
or a heat generator
or like any other heat parts
A threshold for the radiators would be reasonably easy, actually
lemme go slap some shit in ideas and feedback, ive got some things cooking in the autism ocean
thanks
actually ill do that later i got a headache
oh lol
aw fuck it sure ill start brainstorming and putting shit in notes then ill write it all down in a thread
Appreciated! I'm focusing on tying up loose ends for the eventual Meltdown RC/stable atm, but I'd like to revisit some more QoL/configuration related features afterwards, too
time to take a good ol tylenol
can someone say me when it`s fixed? (I dont know if thats possible, i dont use discord often.๐ )
just check the patch notes every time walt does an everyone ping here
they should be a priority target imo, as they both remove heat and are a weapon using heat
definitely worth prioritizing over radiators which just remove heat
I don't disagree - the issue is more technical than game design.
ok i slapped something in the threads
thread contents are kinda basic rn but im hoping i can put in more later on
oh also i found what caused that first breach in the sundiver ship, looks like it got too close to a roid and it cut off the shield projection radius
just needs more careful control
Could spontaneous combustion of OC thrusters be related to an uneven MP setup? Aka perma ๐ข blinking? But somehow running almost fine
good ol Overclocked stub
Can we get a priority toggle on the TCMs? Some want to prioritize Missiles as a weapon, which need priority over radiators, while others use it as a more surface area efficent radiator with limited ammo, which should be prioritized LOWER than radiators but above thermal storage.
she cant. its not a design thing its a technical problem
More than, when they implement a fix, remember to have a button that keeps the other utility.
hmmmmmm
hmmmmmmmmmmm
autodoor pt2 electric boogaloo except this one doesn't matter
โ ๏ธ
okay this one i gotta replicate somehow
hmmmmmmmmmmm
okay for some reason you can somehow steal crew from the aether in creative
they got too far away from their ship on the z axis
who do i dm the savefile to
can you not send it here as a zip file if its too big?
nah i just dont wanna send it here lol
I think it may be because in creative you are set to "All Players": by default right?
ive not once placed an airlock on this ship
@everyone New Meltdown preview! Thanks for testing!
Balance:
- Ammo Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (200โ100)
- Reduced power per conversion factor (300%โ150%)
- EMP Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (250โ125)
- Reduced power per conversion factor (300%โ150%)
- HE Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (275โ110)
- Reduced power per conversion factor (300%โ150%)
- Mine Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (250โ125)
- Reduced power per conversion factor (300%โ150%)
- Nuke Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (333โ165)
- Reduced power per conversion factor (300%โ150%)
- Thermal Factory (Overclocked):
- Replaced 2x output with 300% speed
- Reduced heat generation per conversion (250โ110)
- Reduced power per conversion factor (300%โ150%)
- Missile Launcher: heat levels are now maintained when switching from Thermal Canister Missiles to other missile types
Other:
- Fixed Chaingun maintain โfiringโ status indefinitely (preventing mandatory reload and ramp-down behaviour)
- Added glow to build mode Editor Group tab icons of stacked parts
- Fixed memory leak due to Status VFX not being correctly disposed at 0 intensity or when ship is deleted
- Changed icons for Thermal Resonance Lance safety toggle
- Suns now do more heat when ships are very close to the sun.
- Direct shield drain from suns is now properly affected by distance to the sun.
Aaaaaaa
i think you used the wrong ping lol
no more matter duplication :(
Awww I thought the higher resorce efficiency was a good motivator for people to start experimenting with the heat system
There IS no chaingun rework, we must celebrate
Itโs called a bug fix but it basically is
nooooooo
hey he added the glow thing we talked about
what does power per conversion mean ? (what is a conversion ?)
Power per ammo made
im guessing the amount of power the factory uses per item output
if there isn't a new chaingun rework every patch, why even bother playing
Convert sulfur to ammo
but arent the refineries still reverse-entropy machines
Hmmm I was thinking what would a weapon that only works with a serten heat level already in the system work like a gun that needs heat storage to already be at 50% full or something in order to fire
arent reactors reverse entropy machines
basically just "game changes every 2 weeks why bother"
also, does anyone actually use mine factories?
its more compact to in some cases
people use mines so yeah
nick only/j
I thought that people that use mines generally just run storage
its situation dependent
i mean if im running mines in career you bet i have a factory lmao
as someone who has used mines in career good luck finding a station that sells any mines
or missiles actually
a factory sure, but are you guys running an OC mine factory?
multiple factories for uptime
generally i would just use storage and have maybe one factory to resupply them
previously in career it was alwayas better to OC the mine factory
now it isn't required to OC it but it's nice to have
factories are mostly career relevant since for PvP you fight like, once or twice, and factories are there to sustain fights
factories are there because stations just dont have any missiles
literally unplayable walt plz fix
granted, reduced their storage of uranium, processors, and hypercoils to make room for missiles and mines
YO
the UI improvements go hard, having the bottom bar get taller definitely feels a little weird though. I kind of wish there was a more elegant way to stack them than currently
I don't really want to make another UI suggestion though bc I'm aware it's a lot
i think they need a bit more glow
I'd agree, I'm more concerned about the icon sizes though
like, I wouldn't mind smaller icons (the size of the upper row icons for example), that show the information of the part when you hover over it
then you could fit more parts way more comfortably and it'd still be comprehensible
Oh, was there a temporary test of having factories increase efficiency?
I can see ammo factories being overclocked in a few situations but I almost never overclock the resource factories. I can't mine resources faster than one factory can process it all.
Overcharge bridge: Can function as a 14k thermal battery, and when full, excess heat heats the bridge, starting fires in one of the bridge consoles, meaning that none of the connected shield systems will catch fire as long as the bridge is manned.
We've all seen Star trek. When the thermal system overloads, fires start in the bridge, not the systems.
that just sounds like a straight downgrade
instead of burning down the shield thats being hit it burns down the one thing keeping your ship controllable
But you can ALWAYS have fire extinguishers RIGHT THERE.
you can have fire extinguishers in your shield
or just like have enough thermal batteries or radiators for your shield to not be on fire
Consider how much heat thrusters create. It will melt (not burn) in seconds
Are you not bringing appropriate radiators?
feels like a riskier heat exchanger
We're talking about an overheat scenario
and also about the fire extinguishers part it'll still be a bad tradeoff either you lose operating crew or you lose control for until the fires stop
So, either dead radiators, spent thermal canisters, or big hits on the shields.
Yes
I feel like there is no case where setting your bridge on fire is a good idea
in the situation, there's going to be fires anyway.
Besides, structure actually does this job. It can re-distribute heat from your heat-generating parts to your logistics
Watch what happens when the railguns fire continuously
aw shit they fucked over the sundiver
yeah but most of the time it's not on a part that requires operators
You dont count gunners or shield crew as operators?
like if shields or even a reactor catch fire you just get a crew penalty as said crew is extinguishing fires but if like a cr or weapon catch fire any operator death is a part no longer working
they don't have to be there for the part to work they just supply it, supply crew are way more disposable than operators
whereas if the fires happen somewhere in the interior, the shield crew can still be operating the shield at full efficency while dedicated fire management crew handle the bridge.
If I remember correctly, it's just 600 heat before a part starts melting. So, anything past 1,000 shield damage on your large shields and your bridge is in trouble
...so slap on a heat resistance effect.
I don't think OC large shields need any more support, anyway. Reducing the side effects of their overheat could be problematic for balance
Shields at 50% captian!
The bridge needs a price increase anyway. The Control room is only worth while between 101 and 250 control points, 2 control rooms are the same price as a full bridge.
Also consider that this would make Thermal Canister Missiles even less useful than they already are. If it can handle the level of heat from shields, it will completely invalidate the missiles
tbh for factory overclocks it would be neat for it to produce 2x stack resources that turn into regular stack sizes when moved somewhere
this would make missiles a lot more crew efficient which would help a lot in career
I love that idea
to my knowledge it would require making new items
i would be down for same rate of "packaged parts" so effectively a 2x rate
I've talked about it with Celeste at some point and iirc this is what she said
instead of making items it makes crates of items that get unboxed at their destination
The crate is a new item.
yeah?
Center of mass whohooo !!!
ive noticed a potential bug in chaingun behaviour every time the chain gun destroys a target when set to fire at will (a.k.a pick your own target) it tries to put itself away before checking for another target. This creates wastage in terms of targeting and ammo as it has to reacquire a target that was probably attached the the one it just destroyed. i can provide video if requested.
Yay factories getting love <3
the problem with the chaingun is that the enemy ships have guns and can hurt me :(
Makes me sad to see the efficiency factories gone ๐
I feel like I am missing a big part of the testings going on 
What was the driving force behind such a nerf? Who did what?
Makes me very happy to see the efficient factories gone 
That it didn't really make sense
ive missed something. what about the factories has changed?
They produced more product resources with less input resources when overclocked. Now they produce the same amount of resources as normal, but at an accelerated pace
Now an OC factory is just a factory with 8 adjacent factories.
...and each adjacency bonus is scaled up the same way.
I think that more efficient factories could still make sense
non OC are more wasteful, the OC waste less but use more energy to do so
yeah
"Proper Ratios"
yea now that i think about it
i would really like to see denser stacks of missile/ammo type stuff
oc factories seems like simply a way to save on factory cost itself
For a lot of factory types, faster resource conversion doesnt even matter, as you are more limited by your ability to find, mine, and load resources than turning those resources into materials.
yeah to fully realize the 300% speed you would have to deliver resources at 300% speed, no?
For sure. It's so impractical to take advantage of the higher rate of production in a lot of cases due to the greatly increased crew cost
at jani finally a use for 8x input
unless youre running station factories thats just not feasible - the launcher itself doesnt pull in enough crew for that - might have to do storage chicanery
you mean "use storage as intended as a buffer?"
I dont know if this is even feaable but... Overclocked Cockpit that, not only generates it's own power, but generates 1 EXTRA power every minute to slowly charge up energy storages? Can the cockpit be made into a source of power, not just a destination?
vanilla auto++ drop
you still have to crew it, of course.
being 100 times weaker than a small reactor means that it's only really useful for recharging between fights, and even that takes awhile, especially if you overclock a storage.
1 crew career gets cheaper
yo celeste or walt, pop into the thread for some ideas
might be some good stuff in there
also did a big edit, dunno if the balancing is any good but i actually suggested some parts instead of just ideas
they read everything in the ideas thread already
wouldnt I see them pop up in the thread if theyโd looked
they aint on the members list
neither are you
Is members everyone who's ever viewed it? Or just everyone who's posted? or even just the people who have it visible for 3 days?
but then again i see someone having upvoted it who isnt shown on the members list
so maybe idfk what im talking about
:>>>
no. only if you say something, or Manually follow it
ive read them i think i dont remember
@next urchin if new items were created would this be possible
yeah i like that idea honestly
alright time to return to the cubic sundiver
but given last patches notes i got a bad feeling about this
We believe in you
holy fuck
its struggling, real bad
overall shield uptime took a big hit, looks like it could use all 6 supplier crew but one is lingering in quarters not doing anything despite shield batteries stuck at 5-6
and the heatgen, the heatgen oh god
even 11 exchangers at the very front is struggling
this poor fucking thing
this might need a full rewire
shiiiiit
they genuinely cant supply it at too close a distance, and its not that they're incapable of it its that theres one lazy piece of shit who refuses to leave the quarters
with all 6 crew, maybe? but idk how to get a full quarters cycle
i didnt wanna have to do this but this needs 8 shields
4 isnt doing the trick no more :/
18 power slots is 5 crew running triple energies unless the shield is at the last 1-2 energy, or 4 crew running quad energies unless the shield is literally on it's last energy.
when i get to making a new frame with 2 shields ill see about doing a practice run just to see how many exchangers the setup needs
then ill go from there
i suspect upwards of 10-12 exchangers for both shields
do you need 360 coverage?
i already talked about this
I missed the discussion
no setting for ships to only face towards a single set point
and strafing needs you to constantly rotate the ship inwards again
360 coverage means less annoyance
it also means full speed in any direction
I mean, if you strafe directly on the line inward... pre-meltdown, I had a sundiver that could maybe manage 10 degrees off the line, and there was a lot of dive-returns
360 is safer
period
until walt pops a waypoint-based auto-look-at that doesnt rely on an enemy or ally, 360 is best
I think every single storage of that type would need to have another storage and converter added, and the factory would need to change its storage types as well.
I double checked with Walt about it yesterday but it doesn't seem like there's any good way to do it atm
pain in the ass to setup? sure
gives me something to spend hours on thinking about and working on? sure does
Maybe for a future industrial update. I think some sort of resource variation system would be broadly useful
Is there a way to have a "fireman" type setting that increases crew carrying capacity? So instead of carring 2 ammo, they carry 4, but it's still ammo?
No. The max carry size is determined by the resource itself
That's what I asked Walt about yesterday
Damn. Not as simple as giving the crew power armor with 2 "hands"
Or a costco cart with 1 storage slots that a single crew could push around.
Conjoined twins can carry twice the resources!
it begins
does this mean were getting chernobyl in cosmoteer so we can irreversibly mutate our crew for no good reason
Reversably mutate would be great, actually. all we want is the stacked resources, however it ends up happening.
@next urchin is this worth reporting btw?
I need to make a meme about this at this point
?
Celeste and the cursed chaingun
If it's not normal behaviour, yeah
I don't know how my changes would've broken aiming though
im not sure its ever worked
ive just noticed it and it looks bad and shouldnt work that way regardless
its like, it finds a target > target is destroyed > put gun away begins > finds new target > has to unpack gun. but all this happens every time it needs to change specific targets on a ship that is right next to it
observe
ive raised it now
gotcha, it is what it is
Why don't you just connect the pipes to the shields?
does he know
(does he know)
solar heat applied to shields doesnt get generated directly by the shield, it gets applied to it
Ah, ok.
hull heat, not part heat
I remember seeing that a while ago, I just forgot.
so instead i need to turn this thing into a giant dyson vacuum
The logic behind it still doesn't make complete sense to me, to be honest - I'd assume that the cooling system used for the part would be able to handle heat applied in a different way as well, but I guess not.
blame the devs
Yeah, I know.
i made a ship fully capable of skating along the sun a couple days ago
but walt specifically asked me for it for testing
the very next patch? increased solar damage and heat application
so im gonna bust my back making a ship capable of dealing with the patched sun
still works
why are you making a omnidirectional sundiver
that serves practically no purpose just make a super good frontal heat system
because its a hell of a lot safer than strafing and spamming r towards the sun
ive said this like 3 times now
the simple answer is its way less annoying to control
ok with how much this scales its basically impossible to get it to full impenetrability
shame
youve made your point clear
maybe ill try something like that when they add a look here and only here and only strafe to move control for ships
huh, actually it looks like the problem might just be not enough radiators
might not need this many exchangers?
lol what if we did a sundiving tournament where we blasted each contestant ship with more and more heat
nah
You could just give up on the omni-directional shielding and have more space for vents...
:)
small shield stacking is incredibly powerful for sundivers
im not gonna repeat myself
Like this...
you can use tcms
i think those can throw out more heat than radiators
this dumpster fire can make it pretty close to the sun before the heat starts exploding
Interesting
I would think needing to dive hundreds of times for the resources you could've gotten in 1 dive would be more annoying, but what do I know...
An exaggeration
the entire purpose of this ship is to be capable of lingering in the suns radius permanently
what if spinning sundiver
its meant to be a single dive for everything
so you can like have all heat exchangers taking heat out of the shields at once
just a different way of achieving it
maybe cant clear the sun of resources entirely before storage fills up, but i can work on that
actually, about the exchanger conundrum it looks like the actual problem was just me not paying attention to the thermal batteries, the exchangers are working fine even with plenty removed
it just needed more radiators is all
Yeah....
They have no issue soaking up all the heat, it's the radiators that are the issue
If all your radiators are on, you need more
2 radiators per oc extended small shield seems to be enough
main issue is crew cant get to the shields fast enough to resupply them
picture of dumpster fire
In combat, it's fine if your radiators are all on, because you're not always building heat from OC shields, but in this case, the heat doesn't stop
yeah
im just trying to keep an eye on the thermal batteries
they're on the low end but im still seeing damage if enough exchangers are removed
hm
Looks like a god damn black hole
looks like i found the right balance for the front
sides time
as for the rear, i actually dunno why but on both of these ships theyve needed extra exchangers on the rear
here you go
actualy prob should add Celeste to the text
๐
You could put Madeline on his head
@eager gyro you shouldve put this image trust me
will do lol
yeah!
That character's name is Madeline, who climbs Mount Celeste
damn they got a mountain as a part of the dev team in cosmoteer
Madeline is my profile picture
doing its job
polishing the instabilities rn
the rear and sides look fine too
it cant get too close to the point where the shields are clipping into the sun itself for too long, but its working
cant wait for walt to ask me for this ones ship file so he can turn the sun heat even higher
made this dumpster fire
i needed the shields since they are oc
runs on less crew but its like astronomically expensive
neat
saris said smoke bomb, not flashbang
wh
oh
no way in hell that speed buff-buff is usable
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โค๏ธ
also side note.... I THINK Celeste may have gotten into the yellow/green reactor juice
Correct
well, it should be hotter the close to the sun, but maybe less hot near the edge
Cosmoteer Chaingun here being more dysfunctional than the Austro-Hungarian empire ๐ญ
They should rework it so it's a 1x2 part with 3x4 magazines
lmaoooo
Oh god, what did you guys do to the chain gun again? Lol
unspeakable things
The sun damage is a bit annoying. As well as red clouds. Sometimes I feel like I barely touch them and then my ship gets desintegrated before I can react. (probably at 8x speed).
Does it count as a bug that extended OC Small shield is not affected by the sun until it enters normal shield range?
Its just how the sun is coded right now so its at least not an oversight
Its the same reason seperate ships can not protect each other from the sun
this is a thing in stable
id say no
oh it works when parts that would be burned enter the sun's radius
Why did my game remove default always show stats, and where is the option to turn this back on x.x
have to hold alt to look at every part's stats now
ship editor tab i think
i had to do the same thing
THANK YOU!
i couldnt even take screen shots because my hotkey for it has conflicts while holding alt
omg thank you, I was hating holding Alt
Why can I not make a dyson sphere? ;.;
you can when hinges
(and illegal ships)
Yeah, it's a shame that doesn't work.
But, if it would be too laggy, that's that.
Not for this reason
But rather because orbits do not exist
Don't need orbits while Huge Ships mod exists. Just build around the sun 5head!
i really want OC thrust to have blue flames and shock diamonds
hell yeah
as much as I'd like this, I really worry about it getting confused with radiators
different blue color
if you make the flame bright enough that's not an issue, but still, the idea of a jet being something but oh, this other jet is actually thrust, not dissipation, seems odd
something like this
it's pretty cyan.. maybe like a weird blue-purple?? Idk, personally I'd make the trail yellow-white instead
yeah see, this is the color of vents
obviously it's a different hue than this, but it's still quite the difference from orange
make radiators blow orange air because the air is hot 
OC ion beams are a little pinker, OC shields add a blue or orange tint on top of the purple glow and keep it. No OC parts change the color that drastically
wait a damn min-
But yeah anyways, Cosmoteer relies heavily on colors to discern what parts do what. So I worry that changing the color of something on the color wheel by an almost complete 180 degree rotation is too drastic
demonic red or bright yellow would be baller though
Cyan? No, you thinking indigo
Cyan is blue-green, indigo is blue-purple
it would be so awesome to edit the color of the radiator thing
are engine rooms supposed to increase the heat generated?
bc on thrusters it says at 100% thrust they make X heat..
so a thruster outputting 150% thrust should generate 1.5*X heat..?
It scales with heat not thrust
should be correct otherwise
I thought the same, the 100% makes it confusing. Maybe have it say max thrust instead of 100% for the heat stat specifically?
First image is from small shield and second from large shield.
Large shield is taking all the modifiers of small shield. That includes the Reinforced and Extended modifiers. I know that Large Shield can't get ShieldOverclockExtended buff and ShieldOverclockReinforced buff and therefore those will always be 0, but even though it is weird...
rip sacretis
Superheated flames turn blue -> invisible
Does someone know a way to make rail fanning working whit OC Railguns?
The OC is meant for rail fanning to not work
You can kinda get it if you target something earlier than your target and turn really slow
Rail focusing also works, where you disconnect parts of your ship and tilt them
Just an idea I wanted to share. Could ships auto-path around the sun a bit further? Or perhaps take into account ships in formation? (Though I can see the second one causing problems)
I've had ships get scraped off into the sun in formation before and crashing into an NPC ship could also do the same.
Additional idea: maybe the sun could passively heat up ships to a point while being near the sun even outside of the sun's damage zone. It could be annoying and not contribute to gameplay, but could also add another dynamic to the heat mechanics and make fighting near the sun a viable strategy to exploit ships not equipped to handle heat soak.
I think the overclocked disruptor should not deal damage when penetrating operational parts
example
and how easily it tears unarmored
compared to non-overclocked
Uhhhh crash when alt tabbing and deleting my oc railgun
not sure how it happened
I think the point is to ensure that they cannot be used as internal parts. Otherwise, you can fire them through your own cannons or armour with no penalty
i mean yeah
but it can be fixed with one of these solutions:
- reduce penetration speed and suddenly doing that reduces effective range drastically
- use a damagepool to limit its damage, would basically act like just hits the first block (basically that [max damage] stat of ocrail and other penetrating shots)
- disable friendly penetration (maybe disable junk too?)
or doing the simplest that is reducing damage
wait it has friendly penetration and not as an oversight?
Friendly penetration...
I wanna say, whoever did the little sparks in the Radiator thrust, cheffs kiss
thank you! definitely was not intended to deal damage after initial impact. OC disruptor is supposed to deal a tiny bit of damage on impact point, and then penetrate for zero damage through the ship to apply the drain debuff
friendly penetration?
as in it penetrates through the same ship or friendlies i think
I know that I have mods, but I think that crew doesn't like to walk through crossing pipes...
None of the parts are overclocked. I simply laid the pipes
However, if the reactors have some space (there is a corridor between the reactor and the crossing) crew does move by
Probably just lazy crew ai
How does shield overload status vanishes?
fascinating scaling on the shield size
#1272181420579749949
this is literly a counter to my 5dc and old 8dc (my 16 dc is to wide and now 8dc can shoot backwards)
I think you were missing doors
tell that to the FE
how do I dissapate heat from an overclocked ion beam? I understand how the heat pipes and radiators work, but the ion beam emitter doesn't seem to connect to the heat pipes at all
Can you post the ship that you're working with?
how?
post a screenshot or send the ship png
I tried putting heat pipes next to the ion beams but it didn't work
at least, they don't look like they connect
The pipes can only connect where you could otherwise put doors, so that is to say one of the four sides at the base of the ion
?
Pipes won't connect to parts unless they're overclocked
oh, I see
that is what I was missing
Ugh, I completely have to redesign this ship. was hoping to just refit an old design
Heh, yeah updating existing ships with thermal systems is nigh impossible
If you have enough heat dissapation, is there any downside to keeping a weapon overclocked constantly?
Just the cost in heat logistics, space and cost-wise
Do the lightning strikes of the overclocked ion beam get stopped by shields?
I believe if there's tiles close enough to the projection of the shield it can hit those, but that might have been patched
keeping a weapon overclocked constantly is a good idea
that way you don't get surprised when it performs worse under overclocking
not if theres tiles close by that the ions can chain to
i think they chain to other shields as well? could be wrong
Turning off oc puts the part in a cooldown, so it'e currently either oc all the time or not at all
Well i went from ocdc spam to oc flanks spam
And somehow my flanks are working better and are surviving longer (i know it cus i fighted artem and my ships or did big damage and died or eve survived sometimes)
Ocdc, my favorite punk rock band
And disorder
Couldn't decide which one was funnier.
Instead of showing the Railgun Exponent Bonus when Overclock on the launcher, wouldn't it fit better to show it on the accelerator? Specially considering that the base Railgun Exponent is shown on the accelerator and not the launcher
Same with the accelerator charge time
Does the thermal pumps power use grow with each attached trl?
seems like it does but isn't mentioned in the tooltip
ye and heat gen too
by how much each? who knoooooows
lol, didnt know u could put the heat output off a OC reactor DIRECTLY into an TRL
wdym
u can place an OC reactor directly next to an Thermal Resonance Lance and the TRL will take the heat.
TRL does have a bit of heat disipation yeah
very peculiar, it doesn't generate pipes but it still connects it
does all go through the center, also something in common with the other two dissipation parts (radiator and TCM launcher)
thermal battery also seems to be connected, although there's not much opportunity for that to matter because it only connects to one side (like crew quarters)
LOL
maybe a fringe case of it working?
most improtantly: u can still put a door on the SAME place.
DOOR PIPE has been archived.
quick someone delete this before celeste or walt see this and murder us ;XD
There is no pipe the crew just leave the door open to let the heat go through
you can make chains of thermal batteries on larger ships to make large battery arrays without using any pipes
Has anyone else experienced the game freezing, seemingly when loading a still burning wreck? At least that's what I've noticed being different from other cases when I had my storage ship go around the map cleaning up.
(Where it did not freeze)
(It doesn't crash either, just stays frozen for like 3-4 seconds)
Railgun needs to reorganize the overclocked stats
https://discord.com/channels/314103695568666625/1396960033979367586
how long did the shield change animation take
I bet @quiet vine would love to answer that (hopefully not too long)
-# guys this is definitive proof of Sacretis being a sleeper agent dev
๐ค
oh my, the friendly penetration is real!
Hmm, put on a built-in, and watch it get patched, or not ๐ค
put it on a built-in, regret later if it gets patched
Backup, V2?
Doesn't it require self targeting? I don't think AI can use that
Def add it then maybe it wont be patched xD
also you need fiendly fire to be on oof.
sounds like a job for the ultimate ship Ragnarok
another reason that can cause some confusion is the MRT. The Nozzle's heat generation [350 heat/sec (100% thrust)] increases the higher the thrust percentage is, but that is not the case for the other thrusters.
-# the reply is late because I just started testing MRTs
Iโm on really bad WiFi right now and I waited so long for this to load thinking it was a cool meltdown ship 
I think neither of us want to use or nerf this tech. Requires self targetting, eventually killing your own armor and even disruptorring your own parts when at angles.
Honestly this looks like a case where if anybody actually found a strong case to use it, they might thank nerfs for freeing them from the super annoying amount of micro it would need in actual combat
Self tageting does lend toward "barrel" type weapon layouts, instead of armored turrets.
roof turrets balanced around how far your able to put them behind stuff (going further behind makes them weaker)
I had a dream ss had a balanced OC
an inbetween may or may not be OP
Neither are really overpowered currently though, right? Extended has extra cost without a HP increase and reinforced has even more cost
yee, ..at least as far as I'm seeing
but extended range, plus health, for approximately same arc as normal operation...might be, even with heat in consideration
I was thinking of it as a default arc with more health per power and a heat cost from taking damage
Like reinforced without being concentrated
If the OC Large shield trimmed off the corners, it could ALSO have a focused/spread toggle, with the spread being almost 270 degrees... IF you have 270 degrees unobstructed by armor or other systems.
I don't quite understand the use case for the overclocked ion beam. It has a much larger AOE, but seems much worse at penetrating through multiple layers of armor, so in practice it seems like it will be worse than a normal ion beam most of the time, especially since you have to spend much more volume to add the heat pipes and radiators
it eats shields, and doesn't suffer nearly as badly as regular ions in terms of overkill damage. it also spreads its damgae a lot easier and can hit things off to the side. its much better for big enormous ion cores that reach so much damage they instantly kill armor in 1 tick.
its intentionally worse at armor i believe, because regular ions are really good at penetrating through regular armor
it also deals a bunch more damage
aye, it's a lot more brute force
it is definitely useful for when an enemy ship is maneuverable and you can't quite get your regular ion beam array to hit it, an overclocked one can start stripping off stuff it's not even directly aiming at
what about the use case for OCed Chaingun?
when you need a lot of holes in the enemy?
higher DPS overall and especially when just starting to fire, concentrated bursts of damage help break through 1 spot, better accuracy is just useful
ok but what are you even going to do with a 270 degree shieldf
yeah. 270 degree coverage is hardly useful outside of edge cases, especially further with ls's mechanic of projection restriction
180 is like all you need in their context
and without making it awkwardly longer, it'd be difficult to properly convey something wider than 180ยฐ
what about a longer, flatter shield?
flat shield is surprisingly something not done (although back in classic there was a reeeal good attempt with a far-away emitter and a thin arc bloated by the otherwise phenomenal radius, and i can't remember how much of a hand i had in pitching a solution...)
i dont know if its just me, but now that i know meltdown is getting close to release, im excited
im excited to actually get out of preview and start a run with my friend and friends again tbh
what's stopping you from doing that now?
probably a fear of major changes, but idk their reason
version jump maybi
tho if it's very active, can get there before it even goes to
forgot if the meltdown faction would be unveiled at release of meltdown or a future update
one thing i can say for sure about the meltdown update; it sure had a lot more certainty than the missile rework: the flak couldn't decide what it wanted to be (although 4 barrels was surprisingly early on)
and funnily there was an incendiary in the works back then but it had no reason to exist in classic
unsure
the faction, blueprints, + new career stuff, new balance changes, possible bugs
to be very blunt with you i can afford a TRL + amp pump and shield and have 75 credits left over, i dotn think thast very fair atm, so im waiting for meltdown to release so i can see how many credits i can cut before going insane
TRL + amp pump and shield and have 75 credits left over,
this is on top of 6 crew and a cockpit and a reactor and 4 tiny thrusters (be sure to mount them to the TRL unlike me, so i had to limp back home)
TRL having passive heat dissipation was made for this moment 
Without cutting the corners off, 190-ish is all you get.
what about 270 degree but the less of its arc is available the stronger it gets, so like same heat stats but it starts out at 270 degree 45k hp and ends at like only 1 shield node thingy at like idk 135k, i think it's balanced because at that point it will only barely cover itself (with some small gaps on the sides) and nothing else but that might not be enough so idk heat stats can also scale, smaller=more heat per damage up to like idk 1 heat per damage on 1 node
I mean, with 270 it means the shield generator has to be hanging out, completely exposed, AND it means Walt needs to make graphic changes to the generator itself. The limitation not to project over objects really messes with it's ability to project more than 180, because it is itself an object.
270 is just the theoretical maximum for "Overclock extended mode" with reasonable accomidations.
by any chance does the center of mass change basecause of active hitboxes or smth? sayyyyyyy cg firing
QOL: add Engine Room to M.R.T. sub Editor Group, i was like wait i have to go back to get my ER?
Are custom editor groups a thing for vanilla?
If not imma probs suggest that
especially since TRL does this too
Can I chain overclocked weapons to pass heat through them or does each weapon need a heat pipe connected directly?
Each weapon, aside from dedicated heat weapons (TRL and TC missiles) requires heat pipes to be connected directly. Railguns are about halfway in-between, where they only need one connection to cool the whole gun, not a connection for each segment
technically not ovrrclocked, but as for heat pipes...
you can chain thermal canister launchers, but nothin else (TRLs would but can't due to another restriction)
everything else requires a dedicated heat pipe connexion
oo wait, only one for the whole railgun?! ๐
that part could be a lil more intuitive
You also don't need nearly as much dedicated cooling as they suggest, if you use structure to support cooling them. As long as you can keep them below the threshhold where they'll melt, you'll be fine
meanwhile MRTs get fires because the engine room doesn't connect there
I really need to combine that list of broken collider parts
wdym? we can have favorites?
another QOL: ER FORCE OC'ed Thruster should also deOC once the ER OC is turned off.
also thrusters still self ignite if crew leave OC ER for even 1 sec.
Release of Meltdown! (I wasn't sure either, but now I am!)
so it's all gonna be done in one update!
There will definitely be patches/QoL/balance after the first big update, but most all of the big things will be in it yes.
New faction will be in RC1, so you'll see it before the actual stable update.
did sorta figure that much
There are some OC ideas that we didn't get to either. (I'm personally most excited for OC hyperdrive.)
honestly unsure how that'd work, unless...
knowing the tractor beam...would it be how the blink drive comes in?!
would it be how the blink drive comes in?!
I can neither confirm nor deny that OC hyperdrives are blink drives.||They're blink drives.||
When you select certain parts it opens a sub menu of related parts. I was wondering if you can make custom ones. IE I select a part and it opens a custom menu with parts I want related to that
E.G. I could make it so when selecting a DC it opens a page with DC, Quarters, Ammo Factory, Capacitor
Currently no, but an interesting idea. The closest you can currently get to that is the favorites system.
alr, well I will probs make a #1019739575683399840 post on it then ^-^
Any plans for another preview patch today before my friend and I load up our co-op game and the patch immediately drops? lol
yes it modable. prob fine to do it "locally" only too. but i guess u meant having to ability to do it ingame?
yee I am aware it is moddable. I was asking if it was possible to have a vanilla option for it, like the favourite system
So this was actually more @next urchin than it was me, although we ended up going back and forth on it quite a bit to work through some of the new challenges OC shields presented. Her original version/draft of the effect already had the arc smoothly changing but I did end up spending some time adding some new code/features to ensure that the hexes themselves didn't get squished in the process. The new bigger OC hexes sliding in over the top was something that took almost no time because it uses the same existing feature where shields grow out from the emitter when they turn on (rather than fading from a smaller size to full size as they turn on I fade them from a larger size to normal size).
What took the most time was definitely just figuring out what the bigger OC shields should look like in the first place, here's a screenshot of my folder of iterations:
fascinatinge
hexagon paradise...
Would u be willing / allowed to donate / share these for modders?
@lusty zealot i remember you asking a while ago about if fire (unsure if caused by trl specifically?) still explodes ammo or sulfur. i just checked. storage at literally 99% health and it exploded while on fire. i can give a firm and finally concrete "yes it does" to the question you had a while ago
thats a lot of exchangers