#Release Candidate 0.30.0 - MELTDOWN UPDATE
1902 messages Β· Page 2 of 2 (latest)
can superpower it with connected boost thruster + capacitator
Okay, what about this: ores (and, rarely, rock) could drop slag when smelted: this could be directly processed into a choice of basic resources.
That way, thermal weapons become a way of recycling less useful asteroids into more useful ones.
S? no, Copper
Hy? no, Copper
Fe? no, Coppe- wait..
though sometimes i wanna melt iron into copper anyway
time for more mining lasers!!!!
there is still the bug with the lasers, that it shows u can attach cooling to the back but when u do its overheating
I have a question: does the new surrender thing for career acccount for the strength of the ship surrendering only? Or all ships nearby?
i've been seeing 2 ships start to gang up on me then one of them surrendering because they think they couldn't win the fight, when solo they couldn't but with their duo they had a decent chance
Any idea why Diamond factory doesn't have a overclocked option
Quite weird
I guess it is capped by animation speed or something like that?
Playing career code on the RC. Started from the beginning. It is very satisfying to destroy a large station via destroying it's exhaust ports. Normally I'd have trouble with it.
it works instantly once enough resources are inserted, for all intents and purposes
not much point increasing the speed of something instant
- when you turn on OC on the Engine room all connected thrusters get OC too.
BUT when you switch the ER's OC off all connected thrusters stay overclocked. Since they may not be connected to the heatpipe system (like on the screenshot) they overheat now!
This cannot be intended. Plz change!
- Sometimes when a ship strafes thrusters facing in opposite direction all thrust almost fully, instead of only one side thrusting slightly.
It is like that for a long time but more obv in the meltdown update.
Not pretty and also not "cool" like in cooling system π
- Damn you need a lot of Radiators! XD
https://youtu.be/a6KuHI8ll6E
in this some OC flak is used and the battles with it are very boring, while OC flak may not be overpowered its complete shut down of all enemy weapon systems makes for uninteresting combat, kinda like missiles vs pd but more boring
scrapped
That is interesting and somehow a pitty
Did it not ever rotate towards you?
It did. I sent it a larger ship just out of range and smaller ship on the flank where exposed radiators were.
To be honest, I think the AI should turn off overclocking once last of its radiators is gone. At least if it contains a device that constantly produces heat. Well, there are always ways to cheese, though.
Very clever of you. I hope you know that I'll be adding shields to the sides to at least delay that strategy, if nothing else
I agree that it would be a good AI change to automatically turn off the overclocks of systems that have no storage or heat dissipation, but AI changes are presumably planned for the future
per-ship ai customization even if exclusive to modding/coding for career only would go a long way but idk how would be executed
Btw, I saw an "AI tournament" on youtube, which was just ship-design-for-ai tournament. Anyone knows if modding actualy AI is planned or perhaps even exists?
roadplan has at least some info about that, i.e. it mentions a couple of predefined modes.
The issue with AI changes is that it's both a yawning void of problems to solve, and secondly that I believe it's one of the oldest systems in the game, meaning that it will likely have to be rebuilt from the ground up
If it happens, it will probably constitute a major update and is **definitely **out of scope for the meltdown update
cooked
Of course, I should have kept this to a general channel.
You're fine π
i mean more of allowing the existing ai system to be coded differently for specific ships if the architects so want
That being said, if you happen to easily cheese any other of the new ships or stations and think that they need tweeks, feel free to say so, Xilexio. Your feedback lets me directly improve them
eg. disable the feature of "ignore attack defaults at 50% hp" specifically on some rammers or orbiters
by making a copy of the normal ai but setting that number to 0
So far I tried specifically targetting radiators i some early ships (the initial system), but just killing weapons did the job done faster. Especially that most of them generate hit only when firing at me, which is not what I want. I'll see if I'll have more success with larger ships later on in the campaign.
One thing that slightly concerns me is that I basically don't need a booster thruster now, since I can just overclock a regular one for a bit, just before it starts fires, and get out of range.
having the preferred engagement details panel like in Battlefleet Gothic would be nice other option, if only because it's easier to vary ranges that way than with the attack option default
Boost thrusters still have a niche because they won't directly kill you. That sounds more like a fun emergent mechanical risk that you can take, to me
I suppose they are way more reliable than overlclocking for a bit.
oc mining lasers are so funny lol
slap em on a rammer and say goodbye to any enemy armor
peak
Has anyone tried for a new top speed using overclocking?
The drag equation was reworked so it's a loooot harder to achieve super fast speeds despite more available cost-effective thrust options
Evil
Big meanies π
hardly, it killed these things
probably one of the worst things ive ever seen
i thought it would be a lot more annoying for career due to ships transiting slower at the same game speed but in practice it's really not a problem
the top speeds of ships around 100 m/s are only slightly lower, the only things affected are super fast ships that were literally capable of outrunning weapon projectiles
Was that changed in meltdown or before?
part of the meltdown update
otherwise OC thrust would make a borderline unplayable speed meta into an unplayable speed meta
Soooo how do OCed MRT systems compare to pre-mektdown MRT systems?
OC MRT isn't any stronger in raw thrust terms but it's better at ramping up quickly - in PvP it's meh but for AI ships it's quite a bit better
the logistics are annoooyying tho
is thruster heat damage going to be implimented in meltdown?
Yeah, that's a long time ago for many of us. π
Destroying ships by destroying their radiator is satisfying. Well, I had to destroy most of the ship on the way, but still, more to salvage.
If you can't reach the radiator, cutting the pipe can be just as effective
funny thing, the update reeled me back in and ive been obsessing over pre-patch stuff that's always been here again without having actually gotten into any of the new heat mechanics
im about to sink my teeth in and design my first heat-utilizing ship now after playing around with some of the io constructs in creative and seeing how they utilize heat distribution systems
also, i dont know how new the ui adjustments to the direct control mode are, but having roll and thrust vector visualization is lovely and wonderful
also, it'd be nice if we could have some more detailed tooltips on specific stat differences for overclocked parts ? some even seem incomplete:
for example, the overclocked tab mentions a fire rate increase and a reduction in damage, but i dont seem to see the reduction in damage detailed here
if its not prevented by some limitation then it might be nice, instead of displaying the overclocked tooltip to the side, to overwrite the normal statistics tooltip with the overclocked one
the numbers modified by the overclocked variation could be tinted different colours to display statistical increases/decreases at a glance and it would reduce screen clutter
that's a situation in which the description is wrong
eh, i'd rather be able to see both variants at once without having to toggle overclock
i dont imply a requirement to toggle overclock on to see said stats
as is, you simply press control to toggle the overclocked tooltip addition; it would be the same control, just a toggle between the two tooltips instead
oh, i see, thank you !
fair, but it's still handy to be able to do a (literal) side-by-side comparison
possibly having what you suggested as a toggle could be good, but imo the current implemenation works fine
seems to be disputable as an improvement ^^
here's something more objective; the description of the diamond smelter blueprint doesnt seem right, at least in the english locale:
should i remove it to avoid duplicate reports ?
nah definitely leave it here
actually i don't think it's been put in #1019741923893858305 yet so maybe do that
devs may have missed prior mentions here
i just made a bug report about it
description is right, stats are wrong actually
OC SC is 125% speed and 100%*3 damage
DPS is 3/2, IIRC
(because half fire-rate)
the shot speed (as in bullet velocity) is slower than non overclock
It definitely shouldn't be
OVERCLOCK
{
SPEED = (&~/Speed/BaseValue) * 125%
RANGE = (&~/Range/BaseValue) + 50
}
Speed
{
BaseValue = 240
BuffType = Overclock
BuffMode = Lerp
MinValue = &BaseValue
MaxValue = &~/OVERCLOCK/SPEED
}
Overclock off = 240
Overclock on = 240 * 1.25
maybe test it in game to see if something got messed up?
If it's not the case I'm going to bite you
that's not the threat you think it is
i chew on my arm cause it's interesting sensory wise
oops
Masterful gambit
grok is this true
bruh, just saw the announcement when I was doing so well in my 'pacifist' mining lasers only run
this is a legit 'let em cook' moment
like for example this used to go about 50-70m/s faster
but anyways i'm not complaining i feel like i can somewhat exploit it with tbs to kite and stuff
i had a ship which lost 100 m/s
used to go 275
this thing
My fleet of 180m/s rapid responders begame 90m/s paper mache craft ππ₯
it depends how you define ai
and how smart you want it and how deep you are willing to hack the game
i hate finding bugs in release candidates man. in beta versiosn its fine but in RC's
it just delays the release. (for completely sensible reasons but im impatient now )
as you have the gif would you mind putting a big report in if you havent already please?
nvm someone else did it already
early delay: \π
late delay: \π‘
my feeling on bugs as we approach release
i assume we're at the bad stage right?
yes.
we're at the point where I secretly throw tantrum behind keyboard any time a bug that seems like it will delay release pops up
"when its ready" π
I don't understand.
Customizable settings to make ships automatically fight in certain ways
There was a Cosmoteer AI tournament where players supplied ships to be controlled by AI, as opposed to what I'd actually consider AI tournament, i.e., ships being controlled by custom AI mods.
I made this atrocity for grand admiral + starwright PvE, trying to optimize crew usage and use the thermal tech to start fires at the enemy with missiles. Considering swapping it for thermal lance, but that won't help with a surprise attack from the side. Is it only me or is overclocking good for improving crew efficiency?
I was planning on supplying myself missiles from stations for now, but it seems thermal missile parts are missing from the current one. Is this the case for all?
Ah yes, I'm the host x3
But I agree it would be way better if we had custom AI
but I don't know any mod that would allow custom AIs to be made
I think we will get there, but not in the near future.
mining laser !!!
noice layering
i think making status effects automatically adjust how many tiles they spread (that could be turned off with a modding option to ignore) for bigger ship classes is important
lol
not sure how that worked
yeah i'm trying to mod something as a suggestion but the status grid being the same size as the ship's grid is a bit wonky with megaroids because of this
asteroids are a bit less meltable than armor (1x1 armor vs 1x1 soft asteroid)
although it currently is possible (in multiple ways and degrees of freedom too!), cosmoteer "basic" ai modding is already jank as hell and i really doubt more than 3 people would participate (fully use all available tools) even with the most basic of ai moddingb
How do shields handle melting?
armor has negative thermal resistance compared to any other part
thermal = -25%
for some reason
otherwise the status applying so much makes little sense tbh
I'm searching for any built-in ship with thermal lance. I don't see any in IO. Is there one somewhere?
ok, found barbatos, but that is a large ship.
visually looks worse toh u h
what no i screenshotted because its a visual bug
idk what happened why it did that
i made something to try to fix that
can you give me your opinion on this mod i made about that #1372023145753612349 message
I was doing some testing and do I understand it correctly that thermal energy from thermal lance goes inside shields if they block it, thus causing them to overheat easily?
yeah pretty much
@everyone A new release candidate is now ready! Thanks for your testing and feedback!
- Added 3 new Great House Io combat ships: Thanatos, Loki, and Malphas.
- Added 4 new Great House Io stations: Med Ionian Arms Depot, Med Ionian Arms Depot II, Large Ionian Arms Depot, Large Ionian Arms Depot II.
- Misc other Great House Io ship updates.
- Loading blueprints can no longer be used to bypass having to buy overclocks in Career mode.
- Engine Room no longer forces overclock of attached thrusters.
- Engine room now generates heat on battery delivery.
- Increased Engine Room power distribution efficiency from 140% to 150%.
- Added minimum status thresholds for showing heat and scorched tutorials.
- Added tutorials for heat management and overclocking.
- The mass display toggle is now properly disabled when in blueprint mode.
- Translation updates for all supported languages. (Work in progress.)
- Fixed the description for the Diamond Smelter.
- Minor tooltip adjustments and fixes.
- Bugfix: The Small Imperium Trade Station III was missing its standard resource loadout.
(FYI, we are aware of a few crashes and are looking into them.)
engine room generates heat on power delivery now, darn
Added 3 new WHAT now
ships for the new faction that got added (with like 100 ships) when the RC first came out
hopefully we can still pipe out heat from the thrusters themselves to not get that nasty heat bonus
engineroom changes are interesting
just realized that mrt nozzles have 10k thrust compared to huge thrusters 8k, but they use 0.1 less power
hmmmm
cool
the rampdown time is rough though
i think
i barely notice it
its 2 seconds
Were OC efficiency bonuses for factories tried and decided it was too OP?
if you oc it its 1.5
It wasn't realistic
simulate the great factory fire
(previously we had 2x efficiency on OC factories but creating extra matter out of thin air isn't really realistic lol)
Realistically, 1 kg of iron ore wouldn't make 1 kg of iron either. lol
In Career mode, I always feel like I have way more resources than I know what to do with (as I'm a hoarder). I'd be interested in some kind of de-buff to the factories to make resource processing more involved or require more of an investment.
I have a 8x12 (or something similar) blueprint that I just throw into any mothership I have, containing only one of each factory, and it always gets the job done.
If the factories were half as efficient and required cooling to work at normal efficiency and/or worked at a significantly slower rate (requiring you to build multiple of each to keep up with ore supply while mining), I think mining would be more of an investment and logistic challenge than just being unlimited free resources as it currently is.
I actually want to try modding the (non-ammo) factories to reduce their speed down quite a bit and see how it feels. It would be cool to have bigger processing ships with arrays of factories or something.
why does your game say MJ/shot
mine doesnt have that..
are you on unstable or previewpreview
oh probably still in preview, i thought it would auto switch to unstable
nope
An industry / factory rework/expansion is something I really want to work on. Probably not until after the economy itself is more interesting, though
A fair few people felt like it didn't really make much sense, which is valid
Yeah, that's reasonable. My response to that would be (as part of a mining/factory rebalance):
Refineries (ore factories) shouldn't produce 1:1. I'd be curious how the gameplay would feel if it was nerfed to 2:1, 3:1, maybe even 4:1.
Then, overclocking it could up the efficiency from 2:1 to 1:1, or from 3:1 to 2:1, etc...
Alternatively, a separate tier of factories just called "refineries" or whatever could provide the increased efficiency but be larger and more cumbersome, while the overclocking still increases speed.
In either case, I still feel like the speed at which the ore factories/refineries can process ore should be nerfed to make refining more logistically challenging, require more space, and a bigger investment in terms of materials. All we need right now is an 8x12 blueprint to paste into one ship and you're set for the whole campaign.
Tiers are somewhat antithetical to Cosmoteer's design philosophy. My hopes are more along the lines of modularity. Upgradeability via adding more parts to the factory construct as opposed to replacing the parts with more powerful variants
I agree that refining should be more logistically challenging, but Iβd argue that having over clocks be more ore efficient would still be too easy.
Modular factories is definitely a sick idea
Too easy in the senes that overclocking itself is too easy? Or too easy to make too many resources?
I love modular everything
If we got some sort of conveyor belt/automation system... 
Obviously it'd have to be done right. Maybe just with factory blocks feeding into one another or something.
Over clocking itself is too easy. Hook the factories up to a small number of radiators and a couple heat batteries and its hardly a nuisance especially as you scale up
I'm a big fan (at least conceptually, I'm not good enough so it gives me a headache) of From the Depths, which has largely very simple parts but they're almost always parts of a more complex whole
Agreed.
Maybe that's a good bit of insight to solve the concerns with the weapon overclock variants.
You guys ever played Starmade?
i do also really like that game, though i don't think its design philosophy is entirely a good fit for cosmo
It's been a long time since I played Starmade, but I think it has 4 basic types of weapon blocks and 4 or 8 weapon augmentation blocks. But then you combine those to make all kinds of different weapons.
now though, they use 5 billion crew (also problem before) aaaand need a bunch more suppliers
I don't think it is 1:1, but there are great lessons to be learned
at the very least, cosmoteer's logistics systems add another layer of functional complexity of having to connect things together which FTD just lacks, so approaching an FTD level of modular weaponry/parts could get to be a bit much for cosmo
also hearing that you're an FTD fan does explain some things about the TRL
I agree. That's why the TRL is the way it is and not... FtD lasers
The TRL could've been much more complex lmao
Logistics crew in career is always a pain because they're my buffer between how many crew my other ships need to function and my max crew due to fame.
And the work priorities for logistics guys are never right. Either they ONLY do logistics stuff and sometimes I want them to help with other tasks or I have them capable of helping with everything and they can't keep up with factories because of other miscillaneous stuff to do.
I know how the crew assignments and priorities work. It just seems like sometimes the game bugs out and the wrong crew get assigned and the whole organization falls apart lol.
I did look into producing denser ammunition nuggets, but it's just not technically viable atm. It seems like something that might be useful for other things in the future, though, who knows
yipee
What are your guys' thoughts on conveyor belts (or similar) for automating cargo storage, factories, loading guns, etc?
Before you jump on my case, I know it's not a simple question and has major gameplay/balance implications. I just want to hear your thoughts. β€οΈ
not even with designating it as a completely seperate resource?
i think i can mod it super jankily, will try when i get home
like making nuke part and nuke part x2
All ammo receivers would have to duplicate their storages/consumers for the separate resource
If missiles were more powerful, it would be a good excuse to require a factory to make missile boosters and separate factories to make missile warheads.
It's possible, but it's janky
Also would need to somehow link the storage of bullet and bullet2
if its janky and it works properly it isnt janky
Isn't that how factories that require multiple ingredients already work?
works properly is carrying all the weight there lol
They have separate storage stockpiles
This would be having two storages for bullet and bullet2 on top of eachother
What would the difference between bullet and bullet2 be? Ammo type or just a bigger stack (like how batteries work)?
Batteries work... strangely.
Also, I don't think I've ever realized how comical it is that we power our space ships by manually carrying batteries by hand to every independent system.
I guess that's also how Void Crew does it. Partially.
Just, uhhh... port Factorio over to Cosmoteer. Assemblers, inserters, furnaces... problem solved! π
pretty sure someone made a mod for that
i dont agree with modding a work around for the main game mechanic but it is what it is
if people enjoy it that way Β―_(γ)_/Β―
What is the cost / purpose of crew in Cosmoteer? (Abstract question I guess... should have just deleted this question in hindsight.
)
If we were to have conveyor belts that could automate moving cargo, loading/unloading factories, or even loading guns, how could that be made as an alternative to using crew without being explicitly better or worse than just using crew?
If they were slower than crew and, of course, took up tiles that wouldn't be (as) usable as hallways, it doesn't seem that unreasonable. One item per second could be reasonable for ore processing or slowly refilling a gun, but wouldn't keep up in combat. Could also cut down on a lot of excess crew usage (helping crew tasking performance), but would also circumvent the fame limit in career quite a bit.
or relatedly, using manipulator beams since factories already have roof openings
That's not a bad idea. Would require being stationary though.
yop
plus it would give less of a downside for having iron stuck all the way down there in the moving warehouse
weapons do NOT have roof openings though, so that's a balancing factor
plus as you mentioned, space transport of resources is very slippery in motion
Would make it even more justifiable to nerf the production speed of refining factories as you could have factory arrays being fed by manipulator beams without worrying about crew congestion/crew running marathons through the warehouse.
I personally would approve of conveyer belts and arms, Factorio-style.
I may also need to take a look at how airlock movement is done
A conveyor system could operate on the same logic as crew tasking actually. Space Engineers style. Just connect everything up and the conveyors move things as requested. Big ships could have a spinal conveyor so ammo could be passed along.
However, each input/output interface could have a limit of one item per second or something.
is the Savnock supposed to light itself on fire after flying for a little bit? found it after it had burned, decided to give it a few crew and take it to a station, but before it got there it caught itself ablaze
That whole ship only has eight radiators?
yeah
i understand how the small thrusters on the very edge of the exchanger burnt, but everything else...
Well, it also has thermal rockets, but I guess if you're not actively using them, they're not doing much.
Would be a nice feature if you could toggle those to auto fire when the heat network is at maximum.
two aren't lit up
Do those pass heat through or only absorb it? I thought weapons didn't pass through except for the... TRL?
heat does pass through
pass through
i tried to scrap the ship and it made my game crash 
It's cursed.
Tell that to Demon's Eye
He answered the question you already answered 10 ms earlier.
on my end i was faster for that one at least
and it was indeed enough time for my end to be later
guess i'll go make a bug report in a few minutes
personally i wouldn't go with conveyor belts and arms, but something that might fit cosmoteer better is pneumatic tubes
would fit the game's retro sci-fi vibes and emphasis on crew really well
Fair. I just like conveyer beltsβand I'm not really sure how pneumatic tubes would work in the game.
Maybe it would be exactly like heat tubes, but for items, and it would also need a module that would receive and dispense the items
I think this is a good solution.
I wanted to think of a game that uses the same mechanic as reference but unless you guys play a lot of modded Minecraft, I've got nothin'.
I could name at least half a dozen (independent) Minecraft mods that use that mechanic but can't think of a single other game. Closest could be Space Engineers but that doesn't have input/output nodes. Everything just connects directly to the "pipe" system.
I don't know whether I'm remembering this right or not, but aren't SE pipes instant?
Like, the moment an amount of resource is requested by a factory, it is immediatly pulled?
i don't think exactly like, but something comparable would be good yeah
ideally imo each 'endpiece' module should have an outgoing resources slot and an incoming resources slot, and have 2 input pipe points and 2 output pipe points
probably a 1x2 part
no pipe splitting/merging either, just have a direct connection
Factorio fluid handling is actually inspired by Thermal Expansion pipes
Thermal Expansion is my favorite (family of) mods.
First came Factorio
Then minecraft mods
Then Factorio takes from minecraft mods ideas
Isn't it so fascinating
i have a mod exactly for something like that π
honestly i have no clue if these could get use of new meltdown features, idk if network sheninigans would be better for this and worth the hassle
first thing i can think of is using the new valuesprites instead of janky resourcesprites for some of the display panel counters
i guess i could add an overclock for them? but they dont have doors...
nor do radiators but they still connect to thermals
true
Oh my, is that AE2?
That's definitely AE2.
Well, yeah... 
I didn't think it was the Minecraft mod AE2 loaded directly into Cosmoteer. haha
How does that even work? Does it just keep all of the items on a single tile with infinite storage slots?
On second thought, I assume Cosmo has a virtual "item provider" that crew can use for task item demand.
OMG IS THAT AN APPLIED ENERGISTICS SYSTEM?
drags you two to #modding
don't - just assume it's always shooting for testing purposes and have it convert in the gun
overflow can just be delrted
for balance testing it shouldn't matter tooooo much
Deleting resources sounds like a terrible idea
could even just be from storage to storage
that is true, but it would work for testing, no?
the idea itself might not even be very good even if it sounds good, so better to just make it work (badly)
We're beyond the point of testing new features/reworks for Meltdown at this point
can just bundle it into the next rebalance mod
I can't quite tell but do overclocked rooms still emit waste heat even if they're idle?
no
however, overclocked shields produce heat when they lose power, which includes the passive power drain
so far the rooms I like to overclock are pretty much just the reactors
it depends on the room
the ones with strong alpha strike potential do
we kinda need a bigger room that's just a tall fire hose so we can do firetruck stuff on other ships
I see, I've only tried out the chainguns and deck cannons
from what i know
all overclocked shieleds emit 40 heat passively
oc reactors only emit waste heat when they regen power (for something like a control rool, this can count as idle)
oc deck guns emit 40 heat passively
oc capacitors emit i think 50 heat passively
i think thats it
What factory-builder games have you tried for ideas? Factorio, ect.
I've tried OC'd PD turrets and they're kinda all over the place, I can't tell if its just cuz they're so close to each other, heating each other up with waste heat or I'm doing heat management wrong
OD PD only generates heat when its generating energy, so if its full no energy is wasted. however, post your PD setup, i can maybe help troubleshoot
dang...I just closed my game π
it's basically just a normal 4 PD setup with a capacitor but has like 4 heat exchangers and radiators on em
whuh
just the 4 PD modules and some exchangers and radiators around em
thanatos alredy was added
you can connect overclocked systems to heat pipes directly
otherwise, keep in mind that heat exchangers have a limit on how much heat they can collect per second, and them collecting heat makes more heat
dang...that's probably it
I relied on exchangers cuz there's just no compact way to pipe the PD modules
I'll try again later
I think one exchanger is enough for about two PD's?
I'm not 100% sure on that though
with direct piping? probably
I see
I remember Oneye telling me in an official design contest that mining lasers were not allowed, double standard >:[
with how stronger the oc ones are i hope we'd be able to use them
deck weapon with low power usage and no tall part dead zone in theory sounds busted
its low range makes up for that
that and haveing to figure out how to pipe them
if youre low on space one heat exchanger can work on 2 lasers
one question
is Io supposed to be like "stronger" than imperium in terms of difficulty for the player to deal with
or are the more of equals
or is imperium still the one supposed to be the harshest
Due to overclocking being stronger, they are suposed to be stronger
even more so with the funny bit about them imediately beating up imperium when they showed up
ohhhhhhh yeahhhhhh
now i'm not sure if i add a new boss post my imperium boss for my mod, or keep the imperium boss as the final one
I don't know if that counts as straight up beating given that they had surprise against an exceedingly unprepared opponent
they just invaded while oc flak was busted
I dunno I think imperium has 5x the weapons per ship when compared to io
and oc weapons are 2x stronger at best
I think part of it is just that OC changes the defence calculation in a way that wasn't accounted for by the other factions when they were made.
My TRL ship punches far above its weight class in career for just this reason
OC ships are gucci meaning you get more dakka in a smaller ship
I haven't played with OC rail recently but IMO they're busted
Back when I did use them, they made my railfan into a delete a rectangular section of ship button
what is this mod?
#modding message
thanks
okay but oc flak
the universe itself had to nerf it for a reason
Why is OC Electrobolt spam effective as an offensive option π
It just ignores armor and damages internals
only for smaller ships that don't use cannons
i think it has to do with being able to pierce, so instead of only 100dps, you get more then that
with suport it actualy is scary
theres a io ship that uses 4 of them plus a thermal lance and the thing is honistly realy strong
this one
Uhuh?
Oh god it's even better with a TRL supporting it
OH GOD
O
Does TRL reduce penetration defense+HP??? That's the only thing I can think of
yea
it does
heat reduces penetration resist and increases damage taken
also, does anyone else have the issue of:
selecting soemthing to be salvaged like a ship part, but it doesnt automaticlaly suck up the rseources like in stable?
Do OC'd rooms in a line automatically connect to the heat network even if only the ends are piped? I can't tell just yet
nope, though non-OCable heat parts generally do if there's more than one
I see, not even if the orange ports align? guess a PD wall needs way more pipes than I thought
That's pretty much my only option rn
(going on about manip beams and storages and factories)
it even sorta happens if I strategically deconstruct storages that have
, it just doesn't happen naturally
it's especially tricky to get a swift truce with an overclocked ion beam
and due to the way eb pen works in the first place it should be extra strong
The disruptor pen damage is a bug - it will only deal damage to the first hit part, so enjoy it while you can
π
NOOOOO
back to my original design π
will still be terrifying on small ships
Madame Celeste can we please please please please keep the disruptor pen damage ππ₯Ί
no
keep a tenth of it
or perhaps if possible make it only damage parts it also drains
@everyone Thanks for your continued testing! RC4 is now ready!
- More translation updates for all supported languages.
- Misc updates to existing Great House Io combat ships.
- Removed bonus heat diffusion speed from structure to empty space (was 400%). (We may revisit this mechanic after the stable 0.30.0 release.)
- Removed the following Great House Io ships/platforms because they used structure-cooling techniques that are no longer viable due to the above change: Cleeia, Ipos, Seir, and Small Laser Platform.
- Reduced flak shrapnel field damage pool (2000β1600).
- Fixed Overclocked Tractor Beam βOverloadβ not disabling on death and getting stuck on after repair.
- Fixed loading of old statuses triggering a huge number of effect ticks, freezing the game.
- Fixed Part Network null reference crash when splitting a ship with ToggledComponents containing certain network components (eg. T.C.M. Launcher).
- Fixed Thermal Resonance Lance βflickeringβ causing it to not drain (pump) power or generate heat.
- Fixed ResourceConverters resetting progress when losing operationality on the same tick they would have otherwise converted.
- Fixed Overclocked Disruptor bolts dealing damage to every penetrated part instead of only the first.
nooooo
NOOOOOOO MY OVERDOSE DISRUPTOR :despair:
rip structure cooling
sorry to ping you but are you currently aware that the OCSC description/stats are currently incorrect and missing information
description says shot speed and damage are lower
stats say shot speed is higher and doesnt list damage
it would make sense if structure cooling were balanced by having structure be a lot easier to melt with heat
structure cooling makes sense for a 0.30.1 type thing. i'd love to see it come back
this was fixd
i think
i read it in game recently, it seemed to be fine
huh, opportunity for gotp stuff from modern...
"fires in a salvo burst and increases firerate, produces heat as a waste product" or something, idr
it or something like it probably will make a comeback at some point
it's too cool of a mechanic to entirely drop, imo
oh it was fixed, my appologies
all good, i think it was a shadowchange
which ships were removed? (now that i can't see them anymore)
damn i loved structure cooling
Cleeia, Ipos, Seir, and Small Laser Platform.
maybe nerf it slightly but why remove it :(
i mean the files
The ships themselves are still saved into the file, just their original blueprint is removed
otherwise lost ships would crash games
appreciate that, ty
now my really neat ship doesnt work cause of structure cooling changes :(
speaking of holy wow oc small cannons are really fun and hit like a tiny island
dont delete those designs. set them aside for now. as stated, structure cooling might come back later
Rather not be stuck with a potentially half-baked mechanic that deserves more time and thought. We thought it was cool, too, so hopefully we'll see it back in some form in the future
heheh, "cool", heheh
also yea, active cooling is soooo much cooler if passive cooling exists
Any chance we're getting fire fighting turrets in the near future? Would be cool to have as like a quest as well for rescuing ships on fire
after-cooling π
huh yeah a ship rescue mission would be baller
-# distress signal ability from starsector
Is already somewhat planned and hidden in the game
any particular reason the heat faction is called what it is?
why not?
the codex gives the lore reason? it is the great house of io
Io (Jupiter Moon) has high Vulcanic Activity aka to live there they had to tame it's heat. (Short Version)
ah
small rounding error
unplayable
do you have small thrust?
what
you'd be right, what the fuck 
i need supplies and fuel :)))))))
if it comes from your ships when i blow them up it works just the same :)))))))))
mmm space war crimes
anyways, any notable changes with last update? i see the structure passive cooling thing, is it full removal or is there still some extra
structure no longer dissipates extra to space
i'm not sure if there's still extra diffusion into structure
that's why those ones have been removed
the patch notes are pinned btw
OC flak and OC disruptors were also nerfed
oh? lemme see
well technically the disruptor one was a bugfix
oh yeah the pin didnt show the whole message
oh yeah they actually fixed oc disruptor lol
was wondering when someone was gonna do something abouβ
it's just a 100 damage projectile
luckily celeste already knows and it'll be fixed
I'm getting chaingun flashbacks
nooo my flaks :(
Nooo disruptors my beloved. come baaack π’
wait the disruptor change makes my 8dc finaly free from the cheky attack welp thats a hell ye
Still possible to stunlock the ship though
if theres a single shield it gets fucked, because oc disruptor is bugged rn
ye but not killed using them
so overclocked disruptors do damage to the first part but disable/drain the other parts right?
I think so
ok
they should add these back but only on the lowest difficulty, that would be pretty funny I think
a worthy opponent for new players
indeed
months of raging on forums before they realise they can just run away and win
I guess now I know the answer to "is there any non-cosmetic difference between heat pipe and heat pipe structure" π
i dont think there is?
Not now no π but sounds like before this patch, structure could offer passive cooling?
Well heat pipes don't spread heat anyway? Just Transport
No.
It really is just aesthetic difference.
You don't expect a closed water pipe to irrigate your fields, no?
But heat would dissipate actually.... /J
Structure heat pipes did not have the bonus dissipation. They are intended to be a purely cosmetic variant
So how did structure cooling work? You would just... put structure areas near oc stuff?
oh yeah celeste pls nerf the oc disruptor power drain effect on control rooms π
getting stunlocked isnt very fun
^
Yea the structure absorbed the heat from the part and dissipated it quickly if next to empty space
how does it work now?
so no structure cooling at all now
so small ships need pipes etc for everything?
yeah π
or you can make a small 1-time use ship that will shoot and when its out of ammo/energy it just dies like this ones (at least I think they still work like intended)
where is thermal canister missile emoji
where is great house io
you need to start a new game
i forgot to put emoji at the end
also thows 2 ships are used bu me for the new pvp type hive mind pvp
that I played only 2 times
was it this? π₯
wilt the rose
no like the actual emoji word
"where is great house io emoji"
ah ok
idk maybe this? "? lo |_|.io"
idk how to make house or great in text without saying it
It was removed, yes
congrats on the release!!
joy and sadness, as all the mods break.. lol
oh no
-# Laughs in mod that doesint break due to basicly only haveing ships in it
Why is the update video unlisted π
Probably because it was created pre-launch and Walt forgot to unlist it
Laser Blasters [when overclocked] fire instantaneous energy beams at high speed, trading individual shot power for an overwhelming volume of fire.
"instantaneous energy beams"
aka, a Laser.
best part of the video is the bit where the TCM has 3 misiiles then it cuts to it haveing 2
is it worth me starting to minmax a new build yet or shall i just wait for it to be released
Thanks for pointing that out. I had set the video to go live automatically but I guess that didn't work for some reason. (I probably just don't understand YouTube, lol.)
It'll go live July 30, 2125.
drumroll to check the modded collider bug π
Haha yeah, some of the footage is obviously a little out-of-date. One of the hard things about needing to record all the footage weeks in advance.
lol
NOOOO
No bigons. Only polygons.
Bigons are just lines.
And past grievances. Or something.
the launcher remembered where in a missile famine and can't afford more thermal canisters
four hours, not fixed. estimated damage: millions
my thoughts exactly
is there an option to make the orange ports always visible? kinda bothers me that I'd have to build the rooms first and OC them before it pops up when I prefer making things in blueprint mode
You can toggle OC on the blueprint when you're holding a part for placement
so we'd still have to OC the blueprint first? was hoping for a builder setting to just make the ports always visible regardless if we OC em or not
Yes, you'd need to still enable the OC toggle when the part is in your 'hand'
Just me or does it feel like PD doesn't hit the targets as frequently as before?
projectile speeds were increased
PD and flak have had their damage increased to compensate i believe
so yeah they won't hit as often but it'll be more impactful when they do
i think hitscan pd should be tried, even if not in this update
it shouldn't have too much actual change beyond very fast projectile (nuke and hypersonic missile mainly), which should not actuallyhave too big an impact
i advocated for oc pd to be hitscan for performance reasons
normal should be too
In my ideal world, PD projectiles would be slower. I want my Expanse PDCs, damnit
Them missing more often has been mentioned a few times. Not sure what's going on there. I haven't looked into it
i propose a compromise, that every odd PD shot is hitscan, and every even PD shot isn't
PD random velocity between 0 (literally just floats there) and hitscan
PD is a performance problem for sure, buuuuuutttt there's a super hopeful potential improvement in v3 of the physics engine that ours is derived from. Problem is porting it over (it's in C), but I really hope we can try it at some point, because v3 apparently hugely improves on the performance of 'bullets' (Continuous Collision Detection objects)
ah yes i was noticing how badly it sometimes lagged when on e modding weapons that you had to take use of by directing its projectiles to a target through outside means
PD being the most useless and problem child 'weapon' in the game and creqting the most technical challenges too is so in line. Maybe we should just replace the whole thing with a laser defence systen.
or another chaingun 
turning pd into a modular system would be nice i think
the roof beam 360Β° point defense that can strike many things once but only in synchronized fashion
to overclock rails do i have to attach pipes to every segment or does one attached anywhere work?
Latter
ok thnks
does the thermal lance act like a pass through pipe or will it separate the network unless the pipes are connected elsewhere?
TRL is pass-through, unlike most other parts.
same with TCM
what other pass through parts are there?
true
chaingun now shoots down projectiles. surely celeste wont give the thousand yard stare when looking at the chaingun file this time
Any with heat network lines
When placing tiles, you can see by their graphics if they're pass through.
You can tell by seeing if the yellow line is split at every output, or connected in one point.
can someone explain to me the difference vetween oc rail and regular please.
Oc rail: variable charge time, stops penetrating once it's total stored damage is exhausthed, has no diminishing returns on railgun length, generates heat per segment attached
Normal rail: instant fire, no charge time, keeps penetrating and dealing lower damage (may not completely destroy a block) when damage pool is exhausthed, gets less damage bonus per length as you add more
It does slightly more than twice as much damage for prohibitive heat cost and a longer firing cycle, the firing cycle also scrambling when it fires so they can't be fired in sequence on the same target like you can with regular railguns
is it worth ocing a short rg?
Normal rails can be "railfanned" by moving back and forth targetting a point precisely and taking advantage of the points above ^
honestly considering the low rate of fire of rails anyway id be surprised if ppl arent just switching between modes for convenience
honestly really not a fan of the OC thruster flame, id rather have shock diamonds which look much cooler
Having them get a different shade at least would be nice, like a deeper orange or even red.
A slight bluish hue to fit with the magnetic-based radiators could also work.
sorta blank yellow but that's confusible with boost thrusters
this would be nicer instead of elongated tails cos the e-tails cover up the ship. it dont look right burning yourself like that imo
True.
vfx for a good bit of meltdown stuff is definitely not final, afaik OC thrust is one of those things
yay
i do also want the mach diamonds, but the VFX devs have been quite swamped lately so patience is necessary
Anyways with heat finally being a thing could thruster exhaust zone finally cause heat dmg? Would be cool if oc thrust got a longer exhaust zone as well
Absolutely not do you know how many built-ins that would break π
You could say "I want to stab saris" and I'd be more onboard
well the first part wouldn't cause issues for builtins
Yeah that would be fine, I'd be chill with that
Just in the exhaust zone, if you're talking about the increased oc exhaust zone then I absolutely understand and am willing to back down
Yeah
but yeah OC thrust having longer deadzones would cause a whole host of issues
I would make the exhaust heat cap at a fairly low amount tho to not cause too much trouble
There's like 400~600 ships in the game by now, and more than half would be broken π
i mean it wouldnt break builtins if heat was only applied in the exclusion zone
which is what i think is being asked for
It is
being able to get around a thrusters exclusion zone is actually a pretty big buff so it should probably have a high amount of heat
Yeah but there may be friendly fire issues
true
there was a whole elimination pvp archetype built around smushing a ship together to make it smaller and ignore thruster deadzones, in its time it was pretty strong
the heat applied value should be some combination of thrust and distance
well isn't that what the OC thrust-heat would do anyway
hmmmm hypothetically i coullld try something
idk if i can make the gradient work OR make it react to how strong but maybe
gradient might be possible by having 2 plume sprites together
Actually thinking about it more I'd maybe ignore thruster heat dmg until the ai update so that collision avoidance is improved first
Because I could see a civ ship getting stuck on a station and melting it
time to make every station burn for no reason
yeah prolly
like a 10 10 255 situation
it would be awesome if these automatically happened with hotter and hotter thrust boosts instead of directly attached to overclock yknow
a modded 400% thrust multiplier would get that applied instead of the normal plume hyper stretched
thatd be hard to vfx
proobably not as hard
higher than 100% activation: heavily slow down how much extra thrust makes it alongated
higher than 150%: begin fade in shock diamonds and purplish tint
higher than 200%: finish fade in and blue with finishing purple
i'm not sure how fading in and out the effect plumes can really work but something like that makes sense to me
i think the fire particles can get the value of intensity and apply to that maybe
color shifting
diamond thruster flames you say...
-# solve my rubix cuBE HOLY SHIT THATS SO MANY TINY CANNOSN WHAT HAVE I DONE
inspired one of the fastest built Rekyu vessels to date.... these normally take me hundreds of hours of overoptimizing and some dont actually reach their final forms
the abomination frfr
abomination reference?!?!?!?
heat brick my beloved
factory_ammo doesnt have specifying its fire its just status chance of nothing
another bug: seems like Resonance beam turret's DestroyedHeatEffects dont get affected by anything?
missing FactorHitEffectsWith = HeatStorage like the thermal battery
i dont know if im doing something wrong, but OCHLs feel a bit underwhelming to me
Balance or spectacle-wise?
balance wise they deal more damage even though the numbers say less
aoe is funky like that
agree that the ochl effects don't look super impressive rn
both. for how long they take to fire, i dont think they deal that much damage. i am firing them all at once, so its possibly overkill damage doing its thing. the explosion is nice, but i dont think its worth. i could be very very wrong
the effects are also not great, but i know a really simple fix is just slowing down the charge animation instead of actually lowering the firerate directly (inverse of small blaster basically). i imagine there'll be other stuff too
actually, i imagine with TRL + like 8 of them, itd be better to alternate fire instead of fire at the same time
another bug: ion emitters dont have firing animation for overclock
as seen by the harsher red in the non oc
they also don't have the firing sound
the firing sound seems intentional
i agree that that would look epic
is OC FTL gonna be one activation (tractor beam) or all activation (FTL jump)
If I use Mining Laser as a weapon, should I overclock it?
It's arguably unusuable as a weapon non-overclocked
When overclocked the stats show that it deals half as much damage...
It deals aoe, meaning it hits multiple parts, dealing that damage more than once
not even necessarily multiple parts, multiple 1x1 grid tiles of the same part can be hit
so a 2x1 armour thing will take the damage twice
I didn't know that, nice
oh. thats why they deal so much damage
ok maybe i should compile small bugs i posted here and little suggestions into a proper post
at some point a dev pointed out what inspired how cosmoteer radiators work (based on a real technology iirc) and i cant find it for the life of me
curie point radiators, iirc
yes
tysm!
@tired flower weird question but were there any change to OC rails whatsoever in the past few days?
or would that appear as a bug fix or something
Nope, no changes
huh
no bug fixes or anything
i was doing this consistently yesterday but i cant seem to get a single good volley now
its probably just a skill issue
how are you supposed to counter overclocked flak!?!
more flak
theoretically overwhelm it or run it out of ammo, shooting a bunch of lasers or PD may work
it's in a very powerful state rn
best i've found is to use a TRL to cook some of the armor on the sides of the ship, then let the thing burn while the ammo runs out
you don't
either you can outthrust and outpilot the opponent or use tb on some ships to flip it
otherwise there's not much counterplay
maad
my test platform ship with 8cgs, 6oc mining lasers,2 oc railg , trl and thermal missiles just got cooked by an io ship a fraction of its size cos 4 flak blocked essentially all outgoing dps
jfc
i wasnt even testing combat readiness π i was supposed to be functionally testing weapon output. (i.e does everything work at once and will it set itself on fire)
i think we need to straight up kill oc flak
oc flak should be something else lol
it feels like you always need it
and thats a problem imo
its also very difficult to do
Boo, mainstream narrative.
I won a tournament using them.
non-clocked mininglazors have similar advantage to ion beams, now combine that with thermal soften-everything...
(It was a joke FFA tournament but POINT STANDS)
Bad weapons don't get nerfs, and ML got a nerf in meltdown to deal less damage to alive parts.
sadly walt broke the record of having ml as the strongest weapon that only got buffs
no, you won with bribery
Intentionally making yourself look weaker and thus less of a threat via mining lasers doesn't seem a compelling argument if the foundation of their usage is ineffectiveness π
that wasn't the point of them i think nick just made an armor brick and then told people to help him for paintjobs and it worked, the ml was just back up weapon
that's why i love it but it is sad that it's less popular
Its truly a fantastic gamemode because it self balances
is it intentional that hiding a layer flips the currently selected decal on that layer?
huh...
had to doublecheck i didn't delete shoot.wav
but for some reason it only works with overclock
did we get an update?
i think we go tan update but im not sure becuase theres no notes or mentions (couldve just came out)
We got a hotfix, patch notes should be on Steam.
π i thought we stopped using AreaDamage as a vanilla thing
@eternal wave you finally got your fix 
very bad
imo
Wait wha?
explosive damage (raycasts from the center go out and go deeper depending on parts)
area damage (deals damage to everything in its radius regardless if line of sight is blocked)
i think ever since mining laser overclock existed i guess
Explosive damage with damagetype = salvage would be cool but might not be too different
Huh
from what i know missiles and oclasers use explosive and ocmls use area right
oc lasers use area damage
thats how they ignore shields
i disagree with areadamage being used at all in vanilla but not sure what else could be used that would be better and more interesting 
i really want to see explosions with damagetype = default and slices = 1 (this makes it splash 100% of its damage and spread to extra tiles if that tile gets destroyed, not wasting anything) on things
they apparently don't hit blocks if it impacts on a shield
how odd, might have been changed but that was its previous behaivour
from what i know, they do
was changed in one of the previews or unstables
OCMLs partially ignore my extended shields that are right over my larges
pretty much everything else ignores it, but OCMLs eat through it
this would be straight upgrade to ions for example
i gotta fix my ion beam damage replacer mod and suggest this
(i think i already suggested? damn)
was this also fixed or just the ion
i was gonna say i dont think ions need that anymore because oc ions are incredible at preventing overkill damage from being a thign
2000 damage per second vs 3 separate 180 damage strikes
i dont see why not add it tbh
normal ions would fall behind being less usable at high overkill levels
oc ions are better in massive cores but massive cores are still a massive bitch to pipe and radiate the heat from
normal ions are probably better in that rammer sort of thing in pvp where there arent that many and they all use different prisms locked into 1 location so the damage is spread out
i think oc ions were created with that intention partially in mind
yeah id imagine
that and kites
i will say i feel like the regular ions should be the ones for kiting and the oc ions should be better at close range but im not a balancer and i imagine its a technical limitation
just bringing it to your attention, capacitors and OCcapacitors dont have a listed battery pickup time
true!!!!!
i think for mining laser it's ok since it's utility but definitely not for laser
mining laser but only for junk or ores maybe
have you seen how much damage ocmls do?
how does area daamage work against shields? as in the projection
becuase theres no way its 400/s
yeah
nah
it could do the equivalent damage without areadamage
only buffs for the strongest weapon
true
what is sulfer
American english spelling patch notes: made it worse
im american
sulfer is a fucking thing?? i thought it was a misspelling
fixed, thanks
benefits for io: its so cool
cons for io: oh no the pirates have them
oh thats interesting io can spawn in the starting system
yep
scary
thankfully they dont hurt that bad starting out
unlike imperium which can have a nuke at t3
osprey...
meanwhile my t1 ships, (i did used to have a t1 nuke but it got scraped)
what hte hell is that deprestor ship
OCHL are supposed to deal 1.5k damage per shot to every tile in a 2m radius right?
if so thats not how they are functioning right now
inconsitant damage amounts both on indivual hit tiles and unequal damage across the radius
They have damage falloff, like other radius effects
I see, makes sense and is interesting
that doesn't fully explain the tile getting hit taking less than 1500 damage per projectile and the inconstancy tho
The hit tile is not the center of the effect - it's where the projectile hit location is
Inconsistency, I'm not sure. I'm guessing just inaccuracy or something
Actually it was such a funny moment, I won one of the games where I tore off enemy missile kite's exposed cockpit with precision (they had to ram me to not die from RoD)
OC flak crazy strong
yep
t1s have hyperdrives so they dont become this
is it just me or oc heavy lasers are doing way too much damage versus normal large shields
they have increased damage vs shields and their aoe effect means they deal damage to shields multiple times
missiles, the name is also a portamento of depressed jester
most of them do, fringe has a bunch without drives, and i think io might have 1 or 2
ah ok
Weird that this still hasn't closed considering the official update is already out.
not really
there's no reason to unless misused like above
was using to be posting small bugs here but i havent seen new ones
It's an official release now, so I would think bugs got turned in to #1019741923893858305
but what if its just a tiny nitpick π₯Ί
tag: critical
https://discord.com/channels/314103695568666625/1395420702470967367 bumping for new viewers
ngl i kinda wanted to do a mod or something to suggest more visible flashy projectile effects
but uh
apparently large cannon overclock kinda takes that route already
how interesting
anyway i think this would be great for missiles
god i love that projectile effect so much β€οΈ
I noticed a "bug" in Asmodeus ship - the engines on the left/right don't get any energy:
The small ones in the center?
If it's those, the oc makes them not need reactor power most of the time
No, the large ones on the left/right wing.
they don't get distribution of energy via supply and also in practice (tested when this thing was going after a kiter). There is access to the crew, but no one is assigned.
Probably should post it in #1019741923893858305 too
can we add structure to the subgroup of ions?
it would be nicer
unearthing this again from the depths of my mods but its just sprites of those
door optimality :(((((((((
pipe crossovers needing doors was one of the things I modded out first for meltdown.. you can see my solution in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3008620617
i could try making my own "underground grated" pipe and submit as a suggestion with free to use/no copyright liscence (i think this is how it would be done right)
hmmmm repairtracker component left behind
dunno how to repro this though
ok this seems to happen when status is repaired
hmmm
unfortunately not good enough spritework to remove the walls completely
u can optimize that tho? just have walls blend with corridor or is that a special sprite (havent checked pipes in a while)
and open-merging with the corridor did create some issues with crew trying to walk along the pipes
my idea/implementation would leave passability in the other way so would be innacurate
limiting doors on those ways would help but yeah not ideal since corridor still possible
like this becomes a 'valid' walk path
just have forbidden travel directions?
^ ... didn't work without the piece having walls and doors
and trying to forbid 'along pipe movement' using [0, 0] and left/right (or up/down as that's the way its designed) caused the game to crash with pathfinding errors
ForceManhattan?
no dice π
offsetiing the traveldirection to the left and right cell?
I tried lots of stuff.. in the end had to settle for a massive negative-crew-speed-buff... to try and force the pathfinding to prefer the 'correct' direction of travel
tried //IsExternal = true, //HasNonContiguousPathing = false
tried;
BlockedTravelCellDirections
{
//{
// Key = [0, 0]
// Value = [Up, Down]
//}
}
and Key = [0,1] and Key = [0, -1]
the issue is them being a 1x1 part.. as if they were a 1x3 you could easily block the 0,0 and 0,2 cells.. leaving the middle 0,1 open for travel
Did you mod in a solution for why the doors exist? (To prevent door access on the pipe sides)
yes, they still needed the AllowedDoors for when the part is placed against something
and tried many combinations of 'Internal and external wall by cell'
i would really like to see this in the base game, it looks much better imo
crew still would not be able to travel through a part's heat port
so i dont see why not
like this looks fine to me, would just be a slow path to get to
in my opinion the problem tbh only ends up as door prices 
if it turned from 300
to 400
and that change happened yeah i'd not bat an eye it would be fine
in ideal situations you do have to add only 1 extra door so that would be the same price
I think the sidewalls are good to keep
And doesn't risk you missing one of the damn things... which I've already seen more times than not
I mean.... as they currently are, it does kinda give incentive to place them where a door already would go, to save a door. But, above all, it's kinda ugly on the interior
I did try. RustyDios pretty much covered why it's not so straight-forward
alr

