#Release Candidate 0.30.0 - MELTDOWN UPDATE

1902 messages Β· Page 2 of 2 (latest)

rapid galleon
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Oh wait

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That's just a radiator

eternal solstice
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can superpower it with connected boost thruster + capacitator

kind swallow
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Okay, what about this: ores (and, rarely, rock) could drop slag when smelted: this could be directly processed into a choice of basic resources.

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That way, thermal weapons become a way of recycling less useful asteroids into more useful ones.

eternal solstice
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S? no, Copper
Hy? no, Copper
Fe? no, Coppe- wait..

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though sometimes i wanna melt iron into copper anyway

rapid galleon
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time for more mining lasers!!!!

vital briar
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there is still the bug with the lasers, that it shows u can attach cooling to the back but when u do its overheating

merry badger
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I have a question: does the new surrender thing for career acccount for the strength of the ship surrendering only? Or all ships nearby?

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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

rapid galleon
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its peam

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mining laser op

hollow prairie
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Any idea why Diamond factory doesn't have a overclocked option

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Quite weird

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I guess it is capped by animation speed or something like that?

regal pier
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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.

prime thicket
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not much point increasing the speed of something instant

past sonnet
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  1. 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!
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  1. 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 πŸ˜‰
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  1. Damn you need a lot of Radiators! XD
dull marlin
rapid galleon
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scrapped

hollow prairie
quiet dune
regal pier
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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.

quiet dune
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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

eternal wave
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per-ship ai customization even if exclusive to modding/coding for career only would go a long way but idk how would be executed

regal pier
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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?

regal pier
quiet dune
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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

rapid galleon
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cooked

regal pier
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Of course, I should have kept this to a general channel.

quiet dune
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You're fine 😁

eternal wave
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i mean more of allowing the existing ai system to be coded differently for specific ships if the architects so want

quiet dune
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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

eternal wave
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eg. disable the feature of "ignore attack defaults at 50% hp" specifically on some rammers or orbiters

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by making a copy of the normal ai but setting that number to 0

regal pier
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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.

eternal solstice
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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

quiet dune
regal pier
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I suppose they are way more reliable than overlclocking for a bit.

rapid galleon
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oc mining lasers are so funny lol
slap em on a rammer and say goodbye to any enemy armor

worldly agate
rapid galleon
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peak

grave shard
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Has anyone tried for a new top speed using overclocking?

ashen galleon
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The drag equation was reworked so it's a loooot harder to achieve super fast speeds despite more available cost-effective thrust options

ashen galleon
silver jay
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probably one of the worst things ive ever seen

ashen galleon
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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

grave shard
ashen galleon
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part of the meltdown update

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otherwise OC thrust would make a borderline unplayable speed meta into an unplayable speed meta

grave shard
ashen galleon
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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

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the logistics are annoooyying tho

dull marlin
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is thruster heat damage going to be implimented in meltdown?

fallow zealot
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Yeah, that's a long time ago for many of us. πŸ˜›

regal pier
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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.

grave shard
lethal wraith
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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

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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

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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

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also, it'd be nice if we could have some more detailed tooltips on specific stat differences for overclocked parts ? some even seem incomplete:

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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

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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

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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

prime thicket
prime thicket
lethal wraith
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i dont imply a requirement to toggle overclock on to see said stats

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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

lethal wraith
prime thicket
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possibly having what you suggested as a toggle could be good, but imo the current implemenation works fine

lethal wraith
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seems to be disputable as an improvement ^^

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here's something more objective; the description of the diamond smelter blueprint doesnt seem right, at least in the english locale:

prime thicket
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yeah that's been reported i believe

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it's at least been mentioned

lethal wraith
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should i remove it to avoid duplicate reports ?

prime thicket
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nah definitely leave it here

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actually i don't think it's been put in #1019741923893858305 yet so maybe do that

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devs may have missed prior mentions here

dull marlin
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i just made a bug report about it

dull marlin
prime thicket
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huh, didn't think that was the case

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admittedly i haven't tested it since the RC

tired flower
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DPS is 3/2, IIRC

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(because half fire-rate)

dull marlin
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the shot speed (as in bullet velocity) is slower than non overclock

tired flower
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It definitely shouldn't be

dull marlin
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but the stats are missing that information

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huh

tired flower
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OVERCLOCK
{
    SPEED = (&~/Speed/BaseValue) * 125%
    RANGE = (&~/Range/BaseValue) + 50
}
Speed
{
    BaseValue = 240
    BuffType = Overclock
    BuffMode = Lerp
    MinValue = &BaseValue
    MaxValue = &~/OVERCLOCK/SPEED
}
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Overclock off = 240
Overclock on = 240 * 1.25

dull marlin
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maybe test it in game to see if something got messed up?

tired flower
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If it's not the case I'm going to bite you

dull marlin
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that's not the threat you think it is

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i chew on my arm cause it's interesting sensory wise

tired flower
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Queer people 🀝 biting

dull marlin
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oops

pseudo crystal
dim kestrel
tulip pulsar
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bruh, just saw the announcement when I was doing so well in my 'pacifist' mining lasers only run

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this is a legit 'let em cook' moment

empty canopy
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but anyways i'm not complaining i feel like i can somewhat exploit it with tbs to kite and stuff

lost onyx
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used to go 275

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this thing

kind mountain
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My fleet of 180m/s rapid responders begame 90m/s paper mache craft πŸ™πŸ₯€

visual torrent
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and how smart you want it and how deep you are willing to hack the game

potent finch
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that happend to me at one point, i think i have a gif of it

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found it

sullen laurel
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i hate finding bugs in release candidates man. in beta versiosn its fine but in RC's

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it just delays the release. (for completely sensible reasons but im impatient now )

sullen laurel
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nvm someone else did it already

visual torrent
sullen laurel
empty canopy
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i assume we're at the bad stage right?

sullen laurel
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yes.

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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

hollow siren
quiet dune
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Customizable settings to make ships automatically fight in certain ways

regal pier
# lyric sail I don't understand.

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.

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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?

regal pier
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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?

lyric sail
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But I agree it would be way better if we had custom AI

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but I don't know any mod that would allow custom AIs to be made

regal pier
rapid galleon
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mining laser !!!

eternal solstice
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noice layering

eternal wave
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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

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not sure how that worked

dull marlin
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are astroids super easy to melt through?

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if so should that be changed

eternal wave
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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

dull marlin
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asteroids are a bit less meltable than armor (1x1 armor vs 1x1 soft asteroid)

visual torrent
regal pier
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How do shields handle melting?

eternal wave
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thermal = -25%

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for some reason

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otherwise the status applying so much makes little sense tbh

regal pier
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I'm searching for any built-in ship with thermal lance. I don't see any in IO. Is there one somewhere?

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ok, found barbatos, but that is a large ship.

visual torrent
eternal wave
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idk what happened why it did that

eternal wave
regal pier
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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?

visual torrent
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yeah pretty much

fallow zealot
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@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.
fallow zealot
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(FYI, we are aware of a few crashes and are looking into them.)

knotty epoch
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engine room generates heat on power delivery now, darn

neon token
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Added 3 new WHAT now

prime thicket
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ships for the new faction that got added (with like 100 ships) when the RC first came out

neon token
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dear god

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well time to play again

rapid galleon
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hopefully we can still pipe out heat from the thrusters themselves to not get that nasty heat bonus

quiet ridge
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Is the heat bonus removed?

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Idk I'll have to look in game

hexed jetty
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engineroom changes are interesting

rapid galleon
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just realized that mrt nozzles have 10k thrust compared to huge thrusters 8k, but they use 0.1 less power

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hmmmm

vestal hinge
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cool

silver jay
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i think

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i barely notice it

rapid galleon
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its 2 seconds

summer shale
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Were OC efficiency bonuses for factories tried and decided it was too OP?

rapid galleon
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if you oc it its 1.5

eternal solstice
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simulate the great factory fire

quiet ridge
summer shale
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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.

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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.

hexed jetty
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mine doesnt have that..

silver jay
hexed jetty
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oh probably still in preview, i thought it would auto switch to unstable

silver jay
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nope

tired flower
tired flower
summer shale
# tired flower 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.

tired flower
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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

dim kestrel
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Modular factories is definitely a sick idea

summer shale
dim kestrel
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I love modular everything

summer shale
dim kestrel
tired flower
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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

summer shale
prime thicket
summer shale
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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.

visual torrent
tired flower
prime thicket
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also hearing that you're an FTD fan does explain some things about the TRL

tired flower
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I agree. That's why the TRL is the way it is and not... FtD lasers

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The TRL could've been much more complex lmao

summer shale
# visual torrent now though, they use 5 billion crew (also problem before) aaaand need a bunch mo...

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.

tired flower
visual torrent
#

yipee

summer shale
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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. ❀️

dull marlin
visual torrent
dull marlin
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like making nuke part and nuke part x2

tired flower
summer shale
tired flower
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It's possible, but it's janky

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Also would need to somehow link the storage of bullet and bullet2

dull marlin
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if its janky and it works properly it isnt janky

summer shale
tired flower
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works properly is carrying all the weight there lol

tired flower
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This would be having two storages for bullet and bullet2 on top of eachother

summer shale
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What would the difference between bullet and bullet2 be? Ammo type or just a bigger stack (like how batteries work)?

tired flower
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Batteries work... strangely.

summer shale
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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.

tired flower
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The parts would have to convert bullet2 into 2x bullet

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Which is trivial in itself

summer shale
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Just, uhhh... port Factorio over to Cosmoteer. Assemblers, inserters, furnaces... problem solved! πŸ‘

dull marlin
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pretty sure someone made a mod for that

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i dont agree with modding a work around for the main game mechanic but it is what it is

tired flower
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if people enjoy it that way Β―_(ツ)_/Β―

summer shale
#

What is the cost / purpose of crew in Cosmoteer? (Abstract question I guess... should have just deleted this question in hindsight. diverwheeze )

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.

eternal solstice
summer shale
eternal solstice
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yop

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plus it would give less of a downside for having iron stuck all the way down there in the moving warehouse

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weapons do NOT have roof openings though, so that's a balancing factor

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plus as you mentioned, space transport of resources is very slippery in motion

summer shale
kind swallow
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I personally would approve of conveyer belts and arms, Factorio-style.

eternal solstice
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I may also need to take a look at how airlock movement is done

summer shale
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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.

safe patio
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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

summer shale
safe patio
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yeah

kind swallow
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Well, that would explain that.

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Not enough radiators, and nothing to shoot at.

eternal solstice
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i understand how the small thrusters on the very edge of the exchanger burnt, but everything else...

summer shale
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Well, it also has thermal rockets, but I guess if you're not actively using them, they're not doing much.

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Would be a nice feature if you could toggle those to auto fire when the heat network is at maximum.

eternal solstice
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two aren't lit up

summer shale
safe patio
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heat does pass through

eternal solstice
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pass through

safe patio
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i tried to scrap the ship and it made my game crash BigBabySnap

safe patio
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the ship's cursed i guess

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i shoulda typed faster

summer shale
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He answered the question you already answered 10 ms earlier.

safe patio
#

on my end i was faster for that one at least

eternal solstice
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and it was indeed enough time for my end to be later

safe patio
#

guess i'll go make a bug report in a few minutes

summer shale
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When's Cosmoteer getting VR support?

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I'll see myself out now.

prime thicket
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would fit the game's retro sci-fi vibes and emphasis on crew really well

kind swallow
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Fair. I just like conveyer beltsβ€”and I'm not really sure how pneumatic tubes would work in the game.

night arrow
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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

summer shale
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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'.

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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.

night arrow
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I don't know whether I'm remembering this right or not, but aren't SE pipes instant?

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Like, the moment an amount of resource is requested by a factory, it is immediatly pulled?

prime thicket
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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

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probably a 1x2 part

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no pipe splitting/merging either, just have a direct connection

tired flower
summer shale
eternal wave
#

First came Factorio
Then minecraft mods
Then Factorio takes from minecraft mods ideas
Isn't it so fascinating

eternal wave
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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

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i guess i could add an overclock for them? but they dont have doors...

prime thicket
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nor do radiators but they still connect to thermals

eternal wave
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true

eternal solstice
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overclocked radiators??????

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would actually be a peak melee weapon

summer shale
eternal wave
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inspired

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yea

summer shale
# eternal wave inspired

Well, yeah... laughtre

I didn't think it was the Minecraft mod AE2 loaded directly into Cosmoteer. haha

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How does that even work? Does it just keep all of the items on a single tile with infinite storage slots?

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On second thought, I assume Cosmo has a virtual "item provider" that crew can use for task item demand.

grave shard
eternal wave
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drags you two to #modding

visual torrent
#

overflow can just be delrted

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for balance testing it shouldn't matter tooooo much

tired flower
eternal solstice
visual torrent
#

the idea itself might not even be very good even if it sounds good, so better to just make it work (badly)

tired flower
#

We're beyond the point of testing new features/reworks for Meltdown at this point

visual torrent
#

can just bundle it into the next rebalance mod

tulip pulsar
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I can't quite tell but do overclocked rooms still emit waste heat even if they're idle?

jaunty void
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however, overclocked shields produce heat when they lose power, which includes the passive power drain

tulip pulsar
#

so far the rooms I like to overclock are pretty much just the reactors

tulip pulsar
#

weapons?

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ngl it's kinda funny how we can overclock fire extinguishers

visual torrent
tulip pulsar
#

we kinda need a bigger room that's just a tall fire hose so we can do firetruck stuff on other ships

tulip pulsar
silver jay
#

from what i know

silver jay
inland mulch
tulip pulsar
silver jay
tulip pulsar
#

dang...I just closed my game πŸ˜…

silver jay
#

dwdw

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all good

tulip pulsar
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it's basically just a normal 4 PD setup with a capacitor but has like 4 heat exchangers and radiators on em

silver jay
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whuh

tulip pulsar
#

just the 4 PD modules and some exchangers and radiators around em

graceful kiln
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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

tulip pulsar
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I relied on exchangers cuz there's just no compact way to pipe the PD modules

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I'll try again later

graceful kiln
#

I think one exchanger is enough for about two PD's?

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I'm not 100% sure on that though

tulip pulsar
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with direct piping? probably

graceful kiln
#

oh no not radiators

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one radiatior can provide 4 easily

tulip pulsar
#

I see

smoky wolf
potent finch
#

with how stronger the oc ones are i hope we'd be able to use them

rapid galleon
#

deck weapon with low power usage and no tall part dead zone in theory sounds busted

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its low range makes up for that

potent finch
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that and haveing to figure out how to pipe them

rapid galleon
#

if youre low on space one heat exchanger can work on 2 lasers

eternal wave
#

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

potent finch
#

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

eternal wave
#

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

quiet dune
#

I don't know if that counts as straight up beating given that they had surprise against an exceedingly unprepared opponent

potent finch
#

ture, plus it could have been a 1/3 chance of another faction

#

true*

past pebble
#

i mean nukes still perform well against overclocks

#

maybe io had flak tbh

empty canopy
#

they just invaded while oc flak was busted

pseudo crystal
#

I dunno I think imperium has 5x the weapons per ship when compared to io

#

and oc weapons are 2x stronger at best

tidal lava
#

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

lyric sail
#

OC ships are gucci meaning you get more dakka in a smaller ship

tidal lava
#

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

eternal wave
foggy fractal
#

thanks

past pebble
#

the universe itself had to nerf it for a reason

kind mountain
#

Why is OC Electrobolt spam effective as an offensive option πŸ’€

#

It just ignores armor and damages internals

eternal solstice
#

only for smaller ships that don't use cannons

potent finch
#

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

kind mountain
#

Oh god it's even better with a TRL supporting it

#

OH GOD

eternal solstice
#

O

kind mountain
#

Does TRL reduce penetration defense+HP??? That's the only thing I can think of

silver jay
#

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?

tulip pulsar
#

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

eternal solstice
#

nope, though non-OCable heat parts generally do if there's more than one

tulip pulsar
eternal solstice
#

yuppe

#

or lots of heat exchangers if that doesn't fit

tulip pulsar
#

That's pretty much my only option rn

eternal solstice
#

(going on about manip beams and storages and factories)
it even sorta happens if I strategically deconstruct storages that have rsIron, it just doesn't happen naturally

eternal solstice
#

it's especially tricky to get a swift truce with an overclocked ion beam

visual torrent
kind mountain
#

This is terrifying

#

I just need better uptime on my TRL

tired flower
kind mountain
#

NOOOOO

#

back to my original design πŸ˜”

eternal solstice
#

will still be terrifying on small ships

kind mountain
#

Madame Celeste can we please please please please keep the disruptor pen damage πŸ™πŸ₯Ί

eternal wave
#

no

eternal solstice
#

keep a tenth of it

#

or perhaps if possible make it only damage parts it also drains

fallow zealot
#

@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 (2000β†’1600).
  • Fixed Overclocked Tractor Beam β€˜Overload’ 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 β€˜flickering’ 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.
rapid galleon
#

nooooo

kind mountain
#

NOOOOOOO MY OVERDOSE DISRUPTOR :despair:

silver jay
#

rip structure cooling

dull marlin
timber nimbus
#

it would make sense if structure cooling were balanced by having structure be a lot easier to melt with heat

safe patio
#

structure cooling makes sense for a 0.30.1 type thing. i'd love to see it come back

silver jay
#

i think

#

i read it in game recently, it seemed to be fine

eternal solstice
#

huh, opportunity for gotp stuff from modern...

silver jay
#

"fires in a salvo burst and increases firerate, produces heat as a waste product" or something, idr

prime thicket
#

it's too cool of a mechanic to entirely drop, imo

silver jay
#

also 20% nerf to oc flak πŸ™πŸ»

#

we used to pray for days like these

dull marlin
#

oh it was fixed, my appologies

silver jay
#

all good, i think it was a shadowchange

lost onyx
#

which ships were removed? (now that i can't see them anymore)

#

damn i loved structure cooling

silver jay
lost onyx
#

maybe nerf it slightly but why remove it :(

lost onyx
silver jay
#

oh thats kind of my worry as well

#

that the save wont load

tired flower
eternal solstice
#

otherwise lost ships would crash games

dull marlin
#

now my really neat ship doesnt work cause of structure cooling changes :(

silver jay
hollow siren
dull marlin
#

ik

#

why was it removed

tired flower
grave shard
#

also yea, active cooling is soooo much cooler if passive cooling exists

tulip pulsar
#

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

vestal hinge
#

huh yeah a ship rescue mission would be baller

vestal hinge
#

-# distress signal ability from starsector

late walrus
scenic thorn
#

any particular reason the heat faction is called what it is?

prime thicket
#

why not?

scenic thorn
#

read the codex. cool

#

meant the lore reason

visual torrent
#

the codex gives the lore reason? it is the great house of io

late walrus
prime thicket
silver jay
#

small rounding error

visual torrent
#

unplayable

prime thicket
silver jay
#

ill check rq

silver jay
vestal hinge
#

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

prime thicket
#

structure no longer dissipates extra to space

vestal hinge
#

shiiiiit

#

thats gonna fuck with some Io ships isnt it

prime thicket
#

i'm not sure if there's still extra diffusion into structure

prime thicket
vestal hinge
#

oh

#

funky

prime thicket
#

the patch notes are pinned btw

vestal hinge
#

looks like the only notable is that structure thing yeah

#

shame

prime thicket
#

OC flak and OC disruptors were also nerfed

vestal hinge
#

oh? lemme see

prime thicket
#

well technically the disruptor one was a bugfix

vestal hinge
#

oh yeah the pin didnt show the whole message

#

oh yeah they actually fixed oc disruptor lol

prime thicket
#

they also gave it a new bug

#

doesn't apply its debuff to shields

vestal hinge
#

was wondering when someone was gonna do something abouβ€”

prime thicket
#

it's just a 100 damage projectile

#

luckily celeste already knows and it'll be fixed

vestal hinge
#

oh ok

grave shard
vestal hinge
#

uh oh :))))

#

the forbidden word :))))))))

sullen laurel
full hinge
#

wait the disruptor change makes my 8dc finaly free from the cheky attack welp thats a hell ye

silent cedar
#

Still possible to stunlock the ship though

silver jay
#

if theres a single shield it gets fucked, because oc disruptor is bugged rn

full hinge
sullen laurel
#

so overclocked disruptors do damage to the first part but disable/drain the other parts right?

full hinge
#

I think so

sullen laurel
#

ok

celest wind
#

they should add these back but only on the lowest difficulty, that would be pretty funny I think

sullen laurel
#

yeh lol

#

pirate ships that slowly self immolate

celest wind
#

a worthy opponent for new players

sullen laurel
#

indeed

#

months of raging on forums before they realise they can just run away and win

tired ore
#

I guess now I know the answer to "is there any non-cosmetic difference between heat pipe and heat pipe structure" πŸ™ƒ

silver jay
#

i dont think there is?

tired ore
#

Not now no πŸ™‚ but sounds like before this patch, structure could offer passive cooling?

late walrus
kind mountain
#

It really is just aesthetic difference.

#

You don't expect a closed water pipe to irrigate your fields, no?

late walrus
#

But heat would dissipate actually.... /J

tired flower
tired ore
#

So how did structure cooling work? You would just... put structure areas near oc stuff?

lost onyx
#

oh yeah celeste pls nerf the oc disruptor power drain effect on control rooms πŸ™

#

getting stunlocked isnt very fun

silent cedar
sullen laurel
#

how does it work now?

lost onyx
#

it doesnt

#

it has the same cooling speed as any other part

sullen laurel
#

so no structure cooling at all now

lost onyx
#

well it still cools

#

just not well

sullen laurel
#

so small ships need pipes etc for everything?

lost onyx
#

yeah πŸ˜”

sullen laurel
#

poo.

#

i was looking forward to that

full hinge
#

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)

worldly agate
#

where is thermal canister missile emoji

empty canopy
#

where is great house io

weary pagoda
empty canopy
#

i forgot to put emoji at the end

full hinge
#

also thows 2 ships are used bu me for the new pvp type hive mind pvp

#

that I played only 2 times

weary pagoda
full hinge
empty canopy
weary pagoda
#

ah ok

full hinge
#

idk how to make house or great in text without saying it

neon token
#

Wait, it's already live?

#

Was structure cooling reverted back?

quiet dune
#

It was removed, yes

boreal meadow
#

congrats on the release!!
joy and sadness, as all the mods break.. lol

eternal wave
#

oh no

potent finch
#

-# Laughs in mod that doesint break due to basicly only haveing ships in it

eternal wave
#

Why is the update video unlisted 😭

quiet dune
#

Probably because it was created pre-launch and Walt forgot to unlist it

summer shale
#

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.

potent finch
#

best part of the video is the bit where the TCM has 3 misiiles then it cuts to it haveing 2

sullen laurel
#

is it worth me starting to minmax a new build yet or shall i just wait for it to be released

fallow zealot
eternal wave
#

drumroll to check the modded collider bug πŸ™

fallow zealot
potent finch
#

lol

summer shale
#

Bigons are just lines.

#

And past grievances. Or something.

empty canopy
severe coyote
#

GRAMMAR ERROR!

#

@walt

lethal wraith
#

thermal resonance lance is now easily my favourite part

#

with no contest

severe coyote
#

four hours, not fixed. estimated damage: millions

severe coyote
#

my thoughts exactly

tulip pulsar
#

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

tired flower
#

You can toggle OC on the blueprint when you're holding a part for placement

tulip pulsar
#

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

tired flower
#

Yes, you'd need to still enable the OC toggle when the part is in your 'hand'

kind mountain
#

Just me or does it feel like PD doesn't hit the targets as frequently as before?

prime thicket
#

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

visual torrent
#

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

silver jay
#

i advocated for oc pd to be hitscan for performance reasons

visual torrent
#

normal should be too

tired flower
#

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

jaunty void
tired flower
#

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)

timber nimbus
#

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

smoky wolf
pseudo crystal
#

or another chaingun LUL

visual torrent
#

turning pd into a modular system would be nice i think

eternal solstice
#

the roof beam 360Β° point defense that can strike many things once but only in synchronized fashion

sullen laurel
#

to overclock rails do i have to attach pipes to every segment or does one attached anywhere work?

quiet dune
#

Latter

sullen laurel
#

ok thnks

#

does the thermal lance act like a pass through pipe or will it separate the network unless the pipes are connected elsewhere?

fallow zealot
sullen laurel
#

excellent

#

thanks

potent finch
#

same with TCM

sullen laurel
#

what other pass through parts are there?

silver jay
#

chaingun now shoots down projectiles. surely celeste wont give the thousand yard stare when looking at the chaingun file this time

tired flower
sullen laurel
#

ah so the meet in the middle of the part

#

thanks

neon token
#

You can tell by seeing if the yellow line is split at every output, or connected in one point.

sullen laurel
#

can someone explain to me the difference vetween oc rail and regular please.

eternal wave
# sullen laurel 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

quiet dune
#

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

sullen laurel
#

is it worth ocing a short rg?

eternal wave
#

Normal rails can be "railfanned" by moving back and forth targetting a point precisely and taking advantage of the points above ^

sullen laurel
#

honestly considering the low rate of fire of rails anyway id be surprised if ppl arent just switching between modes for convenience

dull marlin
#

honestly really not a fan of the OC thruster flame, id rather have shock diamonds which look much cooler

smoky wolf
#

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.

eternal solstice
#

sorta blank yellow but that's confusible with boost thrusters

sullen laurel
smoky wolf
#

True.

prime thicket
dull marlin
#

yay

prime thicket
#

i do also want the mach diamonds, but the VFX devs have been quite swamped lately so patience is necessary

pseudo crystal
#

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

quiet dune
#

Absolutely not do you know how many built-ins that would break πŸ˜…

#

You could say "I want to stab saris" and I'd be more onboard

prime thicket
#

well the first part wouldn't cause issues for builtins

quiet dune
#

Yeah that would be fine, I'd be chill with that

pseudo crystal
#

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

prime thicket
#

but yeah OC thrust having longer deadzones would cause a whole host of issues

pseudo crystal
#

I would make the exhaust heat cap at a fairly low amount tho to not cause too much trouble

quiet dune
#

There's like 400~600 ships in the game by now, and more than half would be broken 😭

dull marlin
#

which is what i think is being asked for

pseudo crystal
#

It is

dull marlin
pseudo crystal
#

Yeah but there may be friendly fire issues

dull marlin
#

true

pseudo crystal
#

Hmm

#

Maybe it should only apply heat when close to 100% thrust?

dull marlin
dull marlin
eternal solstice
eternal wave
#

gradient might be possible by having 2 plume sprites together

pseudo crystal
#

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

eternal solstice
#

time to make every station burn for no reason

past pebble
#

yeah prolly
like a 10 10 255 situation

eternal wave
#

a modded 400% thrust multiplier would get that applied instead of the normal plume hyper stretched

past pebble
#

thatd be hard to vfx

eternal solstice
#

proobably not as hard

eternal wave
# past pebble thatd be hard to vfx

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

hollow siren
silver jay
hollow siren
vestal hinge
#

the abomination frfr

rapid galleon
#

abomination reference?!?!?!?

severe coyote
#

heat brick my beloved

eternal wave
#

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

silver jay
#

i dont know if im doing something wrong, but OCHLs feel a bit underwhelming to me

quiet dune
#

Balance or spectacle-wise?

dull marlin
#

balance wise they deal more damage even though the numbers say less
aoe is funky like that

topaz inlet
#

agree that the ochl effects don't look super impressive rn

silver jay
# quiet dune Balance or spectacle-wise?

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

silver jay
eternal wave
#

as seen by the harsher red in the non oc

prime thicket
#

they also don't have the firing sound

silver jay
#

the firing sound seems intentional

tulip pulsar
#

Just saying

weary pagoda
eternal solstice
#

is OC FTL gonna be one activation (tractor beam) or all activation (FTL jump)

hollow prairie
#

If I use Mining Laser as a weapon, should I overclock it?

quiet dune
#

It's arguably unusuable as a weapon non-overclocked

hollow prairie
#

When overclocked the stats show that it deals half as much damage...

quiet dune
#

It deals aoe, meaning it hits multiple parts, dealing that damage more than once

prime thicket
#

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

quiet dune
#

I didn't know that, nice

silver jay
eternal wave
#

ok maybe i should compile small bugs i posted here and little suggestions into a proper post

dull marlin
#

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

prime thicket
#

curie point radiators, iirc

severe coyote
#

yes

prime thicket
dull marlin
lost onyx
#

@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

tired flower
#

Nope, no changes

lost onyx
#

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

sullen laurel
#

how are you supposed to counter overclocked flak!?!

rapid galleon
#

more flak

dull marlin
#

it's in a very powerful state rn

safe patio
#

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

visual torrent
#

either you can outthrust and outpilot the opponent or use tb on some ships to flip it

#

otherwise there's not much counterplay

sullen laurel
#

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

dull marlin
#

jfc

sullen laurel
#

i wasnt even testing combat readiness 😭 i was supposed to be functionally testing weapon output. (i.e does everything work at once and will it set itself on fire)

silver jay
sullen laurel
#

oc flak should be something else lol

#

it feels like you always need it

#

and thats a problem imo

weary pagoda
lost onyx
#

its also very difficult to do

smoky wolf
#

I won a tournament using them.

eternal solstice
#

non-clocked mininglazors have similar advantage to ion beams, now combine that with thermal soften-everything...

smoky wolf
#

(It was a joke FFA tournament but POINT STANDS)

smoky wolf
visual torrent
#

sadly walt broke the record of having ml as the strongest weapon that only got buffs

empty canopy
quiet dune
empty canopy
#

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

quiet dune
#

Ah, FFA my beloved

#

The place where dirty tactics are not just expected but mandatory

empty canopy
#

that's why i love it but it is sad that it's less popular

quiet dune
#

Its truly a fantastic gamemode because it self balances

empty canopy
#

is it intentional that hiding a layer flips the currently selected decal on that layer?

eternal solstice
#

had to doublecheck i didn't delete shoot.wav

#

but for some reason it only works with overclock

silver jay
#

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)

fallow zealot
past pebble
silver jay
#

@eternal wave you finally got your fix piiThumbsUp

eternal wave
# lost onyx 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)

lost onyx
#

Oh

#

When was that changed?

eternal wave
#

i think ever since mining laser overclock existed i guess

#

Explosive damage with damagetype = salvage would be cool but might not be too different

lost onyx
#

Huh

silver jay
#

from what i know missiles and oclasers use explosive and ocmls use area right

eternal wave
#

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 gasoline

#

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

prime thicket
eternal wave
#

how odd, might have been changed but that was its previous behaivour

silver jay
#

from what i know, they do

prime thicket
#

was changed in one of the previews or unstables

silver jay
#

OCMLs partially ignore my extended shields that are right over my larges

#

pretty much everything else ignores it, but OCMLs eat through it

eternal wave
eternal solstice
silver jay
#

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

eternal wave
#

i dont see why not add it tbh
normal ions would fall behind being less usable at high overkill levels

silver jay
#

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

eternal wave
#

yeah id imagine

silver jay
#

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

dull marlin
visual torrent
#

i think for mining laser it's ok since it's utility but definitely not for laser

eternal wave
#

mining laser but only for junk or ores maybe

silver jay
#

how does area daamage work against shields? as in the projection

#

becuase theres no way its 400/s

visual torrent
visual torrent
eternal wave
#

it could do the equivalent damage without areadamage

visual torrent
#

only buffs for the strongest weapon

silver jay
#

true

visual torrent
#

what is sulfer

lost onyx
silver jay
fallow zealot
eternal wave
#

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

potent finch
#

yep

eternal wave
#

scary

silver jay
#

unlike imperium which can have a nuke at t3

#

osprey...

potent finch
#

meanwhile my t1 ships, (i did used to have a t1 nuke but it got scraped)

silver jay
#

what hte hell is that deprestor ship

eternal wave
#

heat missiles

#

tcms i mean

#

Thank you Cceleste for being so awesome

dull marlin
#

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

tired flower
#

They have damage falloff, like other radius effects

dull marlin
tired flower
#

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

smoky wolf
severe coyote
#

OC flak crazy strong

lost onyx
#

yep

weary pagoda
severe coyote
#

is it just me or oc heavy lasers are doing way too much damage versus normal large shields

dull marlin
potent finch
potent finch
smoky wolf
#

Weird that this still hasn't closed considering the official update is already out.

eternal wave
#

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

grave shard
eternal wave
#

but what if its just a tiny nitpick πŸ₯Ί

visual torrent
#

tag: critical

inland mulch
eternal wave
#

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

hollow siren
regal pier
#

I noticed a "bug" in Asmodeus ship - the engines on the left/right don't get any energy:

potent finch
#

If it's those, the oc makes them not need reactor power most of the time

regal pier
#

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.

uneven wraith
late walrus
#

can we add structure to the subgroup of ions?

eternal wave
#

it would be nicer

#

unearthing this again from the depths of my mods but its just sprites of those

visual torrent
#

door optimality :(((((((((

boreal meadow
eternal wave
#

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

boreal meadow
#

unfortunately not good enough spritework to remove the walls completely

late walrus
# boreal meadow

u can optimize that tho? just have walls blend with corridor or is that a special sprite (havent checked pipes in a while)

boreal meadow
#

and open-merging with the corridor did create some issues with crew trying to walk along the pipes

eternal wave
#

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

boreal meadow
#

like this becomes a 'valid' walk path

late walrus
boreal meadow
#

^ ... 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

boreal meadow
#

no dice πŸ™

late walrus
#

offsetiing the traveldirection to the left and right cell?

eternal wave
#

yeah i also had issues with subpart walls like that

#

old version of datadriven

boreal meadow
#

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

grave shard
boreal meadow
#

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'

dull marlin
eternal wave
#

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 alanshrug

#

if it turned from 300 credits to 400 credits 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

lyric sail
grave shard
#

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

tired flower
dull marlin
#

alr

summer shale
#

The developers are fuckin' awesome. I just wanted to say that.

#

If you're a developer and you're reading this, be immersed in the love.