Cosmoteer: Starship Architect & Commander - Walt Destler
THE CHAINGUN HAS ARRIVED, FULLY ARMED AND OPERATIONAL!



The 0.24.0 update adds the Chaingun, a powerful new projectile weapon for mid-to-large sized ships.

The Chaingun sports a rotating multi-barreled cannon that spins and fires slowly at first but gets faster and faster the longer it shoots, eventually reaching an extremely high rate of fire.


While firing, the Chaingun is exposed and vulnerable to enemy weapons. But while not firing, it retracts into a protective shell that closes around it, greatly enhancing its damage and penetration resistance. You'll have to think tactically about when to start firing your Chainguns because doing so will create a few seconds of exposed vulnerability while they are getting up to speed.


Because they use so much ammunition, Chainguns are designed to support any number of additional ammunition magazines with belts that feed directly into the Chaingun itself. These extended magazines must be placed on either side of the Chaingun or other magazines, and each one extends the maximum amount of time that a Chaingun can keep firing before having to retract and reload. In fact, the Chaingun itself does not actually have enough internal ammunition capacity to reach its maximum theoretical rate of fire, requiring at least a few magazines to reach it. When designing a ship with Chainguns, you'll need to think carefully about exactly how many magazines to attach to them, because while each magazine will increase its Chaingun's firing duration, each also of course increases cost, bulk, and crew logistics.

Due to the fact that the ammunition belts are constantly moving while the it is firing, the Chaingun cannot be reloaded while it is firing. The Chaingun must stop firing and retract into its shell before crew can start reloading it or its magazines, meaning your battle plans will have to account for the downtime while your Chainguns are being reloaded.

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While Chainguns are of course the Big New Feature of 0.24.0, there are also plenty of other bug fixes, quality-of-life improvements, and modding features in this update!

Here's the full 0.24.0 changelog:

  • New weapon: The "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.
  • After launching Cosmoteer, a popup with a "Did You Know?" style tip will be displayed on the title screen. These tips let you know about various lesser-known features in Cosmoteer. You can disable these tips if you don't like them from either the popup itself or the Misc settings. You can also view all the tips at any time in the Codex.
  • Crew roles now each have a "Hiring Priority" between 1 and 10 that will determine which roles new crew will be assigned to. Crew will be assigned to roles with higher Hiring Priorities before roles with lower Hiring Priorities.
  • Crew roles now have an "Auto-Fill From Lower Priority Roles" toggle that, if activated, will automatically fill any empty beds assigned to that role by transferring crew from roles with lower Hiring Priority.
  • When transferring crew between ships, crew assigned to roles with the lowest Hiring Priority will now be transferred first.
  • Station crew with the lowest role hiring priority will now be preferred when the game chooses which ones should be hireable. This should make it much less likely for the player to hire crew in critical roles from stations.
  • New sound effects for picking up and delivering of most resource types.
  • When using the "Load Ship (Replace Existing)" feature and checking "Also Load Resource Assignments", the resource limits will now also be loaded.
  • Most turreted weapons should now be a bit quicker at automatically picking targets thanks to an improvement in the targeting algorithm.
  • In Creative Mode, if crew find themselves carrying resources with nowhere to put them, the resources will now be deleted.
  • Disabling crew construction in Career or Creative modes will now cancel all queued construction. This is done to prevent other issues such as being able to switch to free-build mode and then build parts next to not-yet-constructed parts.
  • Trade ships that are about to jump away will now reject all incoming hails.
  • The F11 feedback window now makes it clearer exactly how your email address will be used (if you choose to provide one).
  • Small optimizations to Cosmoteer's multicore task scheduler which may result in small performance gains.
  • Added 3 new Monolith ships: Juridical, Negotiator, and Sentry.
  • Added 6 new Imperium ships: Cooper Hawk, Hummingbird, Rain Crow, Razorbill, Sharpshinned, and Skein.
  • Added 4 new Fringe ships: Crumblerig, Hecatoncheires, Thornlark, Toadvine.
  • Updates to all language translations.
  • Miscellaneous updates to existing stations and defense platforms.
  • Bugfix: Occasional "NotSupportedException" crashes in Career mode.
  • Bugfix: Occasional crashes when flying or jumping away from trade stations.
  • Bugfix: Random freezes when playing on Linux or Steam Deck with multicore enabled. Multicore was previously disabled by default to prevent these freezes but has now been re-enabled. If playing on Linux or Steam Deck, you should now experience improved performance at the expense of higher CPU usage and lower battery life. Use the launch argument '--cores 1' to disable multicore if desired.
  • Bugfix: Possible fix for "The game cannot currently be saved" messages. (Most common when using mods but theoretically possible in vanilla as well.)
  • Bugfix: Resources that were pre-purchased from trade ships or stations but not yet picked up wouldn't be refunded if the ship or station made a hyper-jump or was destroyed/removed from the game.
  • Bugfix: In creative mode, ships belonging to a different allegiance were erroneously appearing as possible destinations in the crew/resource transfer window.
  • Bugfix: Loading a saved game while using mods that the save wasn't using would display "Host Not Using" even though they shouldn't ordinarily cause problems.
  • Bugfix: A.I. trade ships weren't jumping away after being attacked as was intended. (They will now attempt to jump away after being attacked for 10-20 seconds.)
  • Bugfix: The resource collection cursor had the wrong glow color applied to it. (Literally unplayable.)
  • Modding: All buff provider components now support an optional 'BuffMultiplier' parameter that can be hooked to other value-provider components to multiply the buff value by the value provided by that other component.
  • Modding: Added a 'Stopwatch' part component that provides a value which increases over time while the Stopwatch is operational.
  • Modding: ProgressBar components now support an optional 'LerpRange' parameter that controls the range of input values that map to "empty" and "full" on the progress bar.
  • Modding: Hit effect 'DamageType' parameters can now be arbitrary strings. If omitted, then "default" will be used by default, except for ExplosiveDamage which defaults to "explosive". The string "salvage" has special meaning and will be treated as salvage damage.
  • Modding: Parts, shields, and bullets can now specify damage resistances versus those arbitrary strings using a new 'DamageResistances' parameter. (ExplosiveDamageResistance is now obsolete but still supported for backwards-compatibility.)
  • Modding: CircleCollider and PolygonCollider can now be given 'InitialPenetrationResistance' and 'DamageResistances' that, if specified, will override the values in their part when that specific collider is hit by a weapon.
  • Modding: CircleCollider and PolygonCollider now support OperationalToggle.
  • Modding: Timer components now support optional 'StartExpired' and 'InvertToggle' parameters.
  • Modding: MultiResourceStorage components now support optional 'CycleStorageOnAdd' and 'CycleStorageOnRemove' parameters that, if true, will cause the list of storages to be automatically cycled when adding or removing resources.
  • Modding: Added a 'TransformLerp' part component that takes an input value between 0 and 1 and uses that to linearly interpolate between a starting location/rotation and ending location/rotation.
  • Modding: Added a 'ValueTween' part component that provides a value which "tweens" over time towards either an 'OffValue' or an 'OnValue' depending on the state of its 'IsOnToggle'.
  • Modding: Added a 'TransformMatch' part component that will match its own location and/or rotation to those of another component at a given speed. It also supports a toggle to reset it to the "zero" position, clamping based on circles, rects, and arcs, and acts as a toggle that is "on" when it is matching the desired location/rotation.
  • Modding: Added a DirectControlToggle component that is "on" whenever its ship is in direct control mode. It can also be hooked to a specifc weapon and will only be "on" if that weapon is under direct control (bound to a fire input). Optionally it can also only be "on" when that weapon is actually being fired in direct control mode.
  • Modding: TurretWeapon now supports an optional 'ResetRotationIfNotAllowed' parameter that, if true, will cause the turret's rotation to set to zero if it is not otherwise allowed to rotate.
  • Modding: TurretWeapon now supports an optional 'InstantSearchesAfterTargetLost' parameter that can be use to tell a weapon to quickly do some number of target searches instantly after losing its current target.
  • Modding: TurretWeapon now supports an 'AimIncludesEmitterOffset' parameter that, if set to false, will prevent the turret from considering its emitter's location when calculating where it should aim.
  • Modding: FixedWeapon now targets using its own location and rotation instead of its emitter. In cases where the emitter is ChainedTo the FixedWeapon with no Location or Rotation offset (or always has the exact same Location and Rotation as the FixedWeapon), then there should be no practical consequence of this change. But in cases where the Location and/or Rotation of the emitter differ greatly from the FixedWeapon, you may see a change or break in targeting behavior depending on the difference.
  • Modding: Split ToggleOnMode's 'WantsToFire' into 'WantsAndReadyToFire' (the old behavior and old/new default) and 'WantsToFire' (doesn't check permission or resources).
  • Modding: ToggleOnMode now supports a HasTargetExceptShipRelative value.
  • Modding: ResourceConverter now supports a 'CheckAnticipatedCapacity' parameter that, if true, will check to see if any resources are being delivered to the destination storage and only convert if there is enough capacity anticipated even after those resources are delivered.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: All proxy components now support an optional 'ProxyToggle' parameter that can be connected to a toggle component which, if toggled off, will disconnect the proxy from its connected component.
  • Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.
  • Modding: All resource storage components (except for flex grids) now support a 'GiveResourceMediaEffects' parameter.
  • Modding: Most types of resource storage components now support an optional 'AllowManualReceiveToggle' that, when toggled off, will prevent the player from manually transferring resources to that storage.
  • Modding: Setting a string to an empty string ("") will no longer result in it displaying the string key path instead.
  • Modding: ResourceSprites components now support an 'AnimationSpeedFactor' parameter.
  • Modding: Bullet Sprite and AnimatedSprite components now support a 'CaptureBackBuffer' parameter that, if true, will capture the backbuffer into a texture that can then be used by the sprite's shader.
  • Modding: Added a 'GetHitNormal' particle updater/initializer that will copy the hit direction normal of the bullet or beam into a particle variable.
  • Modding: Added a 'ParticleRotationFromNormal' particle updater/initializer.
  • Modding: Added a 'ParticleAlternatingConstVector2' particle updater/initializer' that sets a Vector2 variable to one of two possible Vector2 values in alternating sequence.
  • Modding: BeamEmitter now supports an optional 'Spread' parameter that works just like BulletEmitter's.
  • Modding: BeamEmitter now supports a 'BeamMediaEffectsOffset' parameter which causes the beam effects to be offset by the specified [x,y] amount relative to the BeamEmitter's location and rotation.
  • Modding: BeamEmitter now supports an optional BeamMediaEffectsLengthOffset parameter.
  • Modding: Renamed the ModifiesMultiplayer flag to 'ModifiesGameplay' for clarity. (ModifiesMultiplayer is still supported for backwards compatibility.)
  • Modding: Mods that have ModifiesGameplay (or ModifiesMultiplayer) set to false will no longer suggest mods synchronization when loading a saved game with that mod. (Only works for newly-saved games.)
  • Modding: Setting ExpandStartRadius to a value greater than or equal to Radius will now cause a crash with error when the explosive effect is triggered. (Previously it would silently get the game stuck in a non-saveable state.)
  • Modding: Fixed crash on load that was being caused by certain kinds of modding errors but was hiding the actual underlying error.
  • Developer Mode: Multiplayer rec files now contain the list of mods active while playing. Loading a rec file without those mods will now prompt to synchronize mods.
Cosmoteer: Starship Architect & Commander - Walt Destler
  • Bugfix: Multiplayer desyncs caused by Resource Collectors.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.24.0 is now available for testing! (See this post for info on how to test release candidates.)

This release candidate adds the long-awaited "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.

This release candidate also has a good number of other quality-of-life improvements, bug fixes, and new modding features.

Thanks for testing!

RC1:
  • New weapon: The "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.
  • When booting Cosmoteer, a popup with a "Did You Know?" style tip will be displayed. These tips let you know about various lesser-known features in Cosmoteer. You can disable these tips if you don't like them from either the popup itself or the Misc settings. You can also view all the tips at any time in the Codex.
  • Crew roles now each have an "Hiring Priority" between 1 and 10 that will determine which roles new crew will be assigned to. Crew will be assigned to roles with higher Hiring Priorities before roles with lower Hiring Priorities.
  • Crew roles now have an "Auto-Fill From Lower Priority Roles" toggle that, if activated, will automatically fill any empty beds assigned to that role by transferring crew from roles with lower Hiring Priority.
  • When transferring crew between ships, crew assigned to roles with the lowest Hiring Priority will now be transferred first.
  • Station crew with the lowest role hiring priority will now be preferred when the game chooses which ones should be hireable. This should make it much less likely for the player to hire crew in critical roles from stations.
  • New sound effects for picking up and delivering of most resource types.
  • When using the "Load Ship (Replace Existing)" feature and checking "Also Load Resource Assignments", the resource limits will now also be loaded.
  • Most turreted weapons should now be a bit quicker at automatically picking targets thanks to an improvement in the targeting algorithm.
  • In Creative Mode, if crew find themselves carrying resources with nowhere to put them, the resources will now be deleted.
  • Disabling crew construction in Career or Creative modes will now cancel all queued construction. This is done to prevent other issues such as being able to switch to free-build mode and then build parts next to not-yet-constructed parts.
  • Trade ships that are about to jump away will now reject all incoming hails.
  • The F11 feedback window now makes it clearer exactly how your email address will be used (if you choose to provide one).
  • Small optimizations to Cosmoteer's multicore task scheduler which may result in small performance gains.
  • Bugfix: Random freezes when playing on Linux or Steam Deck with multicore enabled. Multicore was previously disabled by default to prevent these freezes but has now been re-enabled. If playing on Linux or Steam Deck, you should now experience improved performance at the expense of higher CPU usage and lower battery life. Use the launch argument '--cores 1' to disable multicore if desired.
  • Bugfix: Possible fix for "The game cannot currently be saved" messages. (Most common when using mods but theoretically possible in vanilla as well.)
  • Bugfix: Resources that were pre-purchased from trade ships or stations but not yet picked up wouldn't be refunded if the ship or station made a hyper-jump or was destroyed/removed from the game.
  • Bugfix: In creative mode, ships belonging to a different allegiance were erroneously appearing as possible destinations in the crew/resource transfer window.
  • Bugfix: Loading a saved game while using mods that the save wasn't using would display "Host Not Using" even though they shouldn't ordinarily cause problems.
  • Bugfix: A.I. trade ships weren't jumping away after being attacked as was intended. (They will now jump away after being attacked for 10-20 seconds.)
  • Bugfix: The resource collection cursor had the wrong glow color applied to it. (Literally unplayable.)
  • Modding: All buff provider components now support an optional 'BuffMultiplier' parameter that can be hooked to other value-provider components to multiply the buff value by the value provided by that other component.
  • Modding: Added a 'Stopwatch' part component that provides a value which increases over time while the Stopwatch is operational.
  • Modding: ProgressBar components now support an optional 'LerpRange' parameter that controls the range of input values that map to "empty" and "full" on the progress bar.
  • Modding: Hit effect 'DamageType' parameters can now be arbitrary strings. If omitted, then "default" will be used by default, except for ExplosiveDamage which defaults to "explosive". The string "salvage" has special meaning and will be treated as salvage damage.
  • Modding: Parts, shields, and bullets can now specify damage resistances versus those arbitrary strings using a new 'DamageResistances' parameter. (ExplosiveDamageResistance is now obsolete but still supported for backwards-compatibility.)
  • Modding: Timer components now support an optional 'StartExpired' parameter.
  • Modding: Timer components now support an optional 'InvertToggle' parameter.
  • Modding: MultiResourceStorage components now support optional 'CycleStorageOnAdd' and 'CycleStorageOnRemove' parameters that, if true, will cause the list of storages to be automatically cycled when adding or removing resources.
  • Modding: Added a 'TransformLerp' part component that takes an input value between 0 and 1 and uses that to linearly interpolate between a starting location/rotation and ending location/rotation.
  • Modding: Added a 'ValueTween' part component that provides a value which "tweens" over time towards either an 'OffValue' or an 'OnValue' depending on the state of 'IsOnToggle'.
  • Modding: TurretWeapon now supports an optional 'ResetRotationIfNotAllowed' parameter that, if true, will cause the turret's rotation to set to zero if it is not otherwise allowed to rotate.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: All proxy components now support an optional 'ProxyToggle' parameter that can be connected to a toggle component which, if toggled off, will disconnect the proxy from its connected component.
  • Modding: All resource storage components (except for flex grids) now support a 'GiveResourceMediaEffects' parameter.
  • Modding: Setting a string to an empty string ("") will no longer result in it displaying the string key path instead.
  • Modding: Bullet Sprite and AnimatedSprite components now support a 'CaptureBackBuffer' parameter that, if true, will capture the backbuffer into a texture that can then be used by the sprite's shader.
  • Modding: Added a 'GetHitNormal' particle updater/initializer that will copy the hit direction normal of the bullet or beam into a particle variable.
  • Modding: Added a 'ParticleRotationFromNormal' particle updater/initializer.
  • Modding: Added a 'ParticleAlternatingConstVector2' particle updater/initializer' that sets a Vector2 variable to one of two possible Vector2 values in alternating sequence.
  • Modding: BeamEmitter now supports an optional 'Spread' parameter.
  • Modding: Renamed the ModifiesMultiplayer flag to 'ModifiesGameplay' for clarity. (ModifiesMultiplayer is still supported for backwards compatibility.)
  • Modding: Mods that have ModifiesGameplay (or ModifiesMultiplayer) set to false will no longer suggest mods synchronization when loading a saved game with that mod. (Only works for newly-saved games.)
  • Modding: Setting ExpandStartRadius to a value greater than or equal to Radius will now cause a crash with error when the explosive effect is triggered. (Previously it would silently get the game stuck in a non-saveable state.)
  • Modding: Fixed crash on load that was being caused by certain kinds of modding errors but was hiding the actual underlying error.
  • Developer Mode: Multiplayer rec files now contain the list of mods active while playing. Loading a rec file without those mods will now prompt to synchronize mods.

RC2:
  • Increased Chaingun firing arc from 40 to 220 degrees. (It now pops out a bit further to allow it to swivel so far and has updated art to accomodate.)
  • Increased Chaingun damage resistance when closed from 60% to 70%.
  • Increased Chaingun penetration resistance when open from 1 to 2 and when closed from 7 to 13.
  • Chainguns no longer get their "closed" damage reduction and penetration resistance when hit on the sides or rear.
  • Increased Chaingun Magazine bullet capacity from 5 to 6.
  • Increased Chaingun ammo storage on each side from 5 to 6.
  • Chaingun magazines now allow doors on the sides of their lower tiles.
  • Reduced the cost of the Chaingun from 18k to 12k and the cost of the Chaingun Magazine from 3k to 1k (and eliminated the Magazine's tristeel cost).
  • Chainguns and Magazines now explode with collateral damage based on how many bullets they are storing.
  • The "No Ammo" indicator for the Chaingun will now be displayed when it's not firing because it's not completely full of ammo.
  • The Chaingun "Force Fire" button is now only shown when a Chaingun is actually selected.
  • In multiplayer, auto-saving is now disabled for non-host players. (Non-hosts can still manually save or quick-save.)
  • The Chaingun tutorial now mentions that it won't start firing until full but can be force-fired.
  • Bugfix: "NotSupportedException" crashes in Career mode.
  • RC Bugfix: Crash when crew attempt to build a chaingun.
  • RC Bugfix: When using a translation, almost any text that was supposed to be identical to English was not being displayed.
  • RC Bugfix: Chainguns could shoot through the walls of enemy ships by sticking their barrel's into them.
  • RC Bugfix: Saving a ship design with Chainguns force-firing would cause those Chainguns to force-fire when the design was loaded.
  • RC Bugfix: Chaingun Magazines could cause crew to occasionally throw ammo out airlocks.
  • RC Bugfix: Hiring priority and autofill settings weren't being saved as part of the default roles.
  • Modding: ResourceSprites components now support an 'AnimationSpeedFactor' parameter.
  • Modding: CircleCollider and PolygonCollider can now be given 'InitialPenetrationResistance' and 'DamageResistances' that, if specified, will override the values in their part when that specific collider is hit by a weapon.
  • Modding: CircleCollider and PolygonCollider now support OperationalToggle.
  • Modding: ResourceConverter now supports a 'CheckAnticipatedCapacity' parameter that, if true, will check to see if any resources are being delivered to the destination storage and only convert if there is enough capacity anticipated even after those resources are delivered.
  • Modding: BeamEmitter now supports a 'BeamMediaEffectsOffset' parameter which causes the beam effects to be offset by the specified [x,y] amount relative to the BeamEmitter's location and rotation.

RC3:
  • RC Bugfix: Freeze/crash when salvaging or deconstructing certain parts such as wedge armor.
  • RC Bugfix: Crash when construction Chainguns or Chaingun Magazines using crew construction. (again...)
  • RC Bugfix: Chainguns were unable to target properly if the line-of-sight from the turret in "retracted" position was blocked but would not be blocked in the "extended" position.

RC4:
  • Increased Chaingun cost to 18000. (Magazine cost is unchanged at 1000.)
  • Increased the amount of time is takes for the Chaingun's turret to retract from 0.7 to 1.2 seconds. This fixes an issue where, if the turret is at an extreme angle when it starts to retract, it may not be able to rotate back to center fully before deactivating.
  • Bugfix: Occasional crashes when flying or jumping away from trade stations.
  • RC Bugfix: It wasn't possible to transfer crew to derelict ships.

RC5:
  • Increased Chaingun cost from 18k to 24k.
  • Increased Chaingun per-shot damage from 500 to 610.
  • Reduced Chaingun turret rotation speed to 50.
  • The Chaingun can now be given a fixed aim direction similar to Ion Beam Prisms. This will not force the Chaingun to always pop out but will restrict it to only firing at targets along that path and will improve detection of targets along it.
  • Chaingun Magazines can now be placed upside down and they will still connect to Chainguns and other Magazines.
  • The Chaingun will now much more reliably keep shooting after destroying or losing its current target and in between switching targets.
  • The Chaingun will now only start firing once it is actually aiming at its target.
  • When controlled using Direct Control Mode, the Chaingun will now pop out immediately instead of waiting for its ammo to be full. It will also stop firing immediately instead of waiting a couple seconds.
  • RC Bugfix: The mass of the Chaingun would change depending on whether it was firing or not.
  • RC Bugfix: The automatic supply toggle for Chaingun Magazines was being shown in the incorrect location.
  • RC Bugfix: The Chaingun shot VFX were "overshooting" their target by 2 meters.
  • Modding: Added a 'TransformMatch' part component that will match its own location and/or rotation to those of another component at a given speed. It also supports a toggle to reset it to the "zero" position, clamping based on circles, rects, and arcs, and acts as a toggle that is "on" when it is matching the desired location/rotation.
  • Modding: Added a DirectControlToggle component that is "on" whenever its ship is in direct control mode. It can also be hooked to a specifc weapon and will only be "on" if that weapon is under direct control (bound to a fire input).
  • Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.
  • Modding: TurretWeapon now supports an optional 'InstantSearchesAfterTargetLost' parameter that can be use to tell a weapon to quickly do some number of target searches instantly after losing its current target.
  • Modding: FixedWeapon now targets using its own location and rotation instead of the emitter. In cases where the emitter is ChainedTo the FixedWeapon with no Location or Rotation offset (or always has the exact same Location and Rotation as the FixedWeapon), then there should be no practical consequence of this change. But in cases where the Location and/or Rotation of the emitter differ greatly from the FixedWeapon, you may see a change or break in targeting behavior depending on the difference.
  • Modding: Split ToggleOnMode's 'WantsToFire' into 'WantsAndReadyToFire' (the old behavior and old/new default) and 'WantsToFire' (doesn't check permission or resources).
  • Modding: ToggleOnMode now supports a HasTargetExceptShipRelative value.
  • Modding: BeamEmitter now supports an optional BeamMediaEffectsLengthOffset parameter.

RC6:
  • More than doubled the mass of the Chaingun.
  • Doubled the mass of the Chaingun Magazine.
  • Increased ramp-up time from 6 seconds to 18.
  • Increased recoil per-shot from 1 to 20.
  • Decreased damage per shot from 610 -> 600.
  • Updates to all language translations.
  • RC Bugfix: Various issues caused by giving Chainguns a fixed aim direction, including still being able to aim them in direct control mode, being able to override their aims when giving ship-wide explicit targets, and battle music being played.
  • RC Bugfix: Force-firing a Chaingun while it is on Hold Fire would reload its ammo without actually firing. (It now fires.)
  • RC Bugfix: It wasn't possible to force-fire Chainguns when set to auto-fire.
  • RC Bugfix: Chainguns had an extra unintentional "cancel" button.

RC7:
  • Reduced the Chaingun rate of fire ramp-up from 18 seconds to 10.
  • Reduced the Chaingun Magazine capacity from 6 bullets to 4.
  • Reverted the Chaingun Magazine mass increase from RC6. (Main Chaingun mass increase has been kept.)
  • Reduced Chaingun recoil from 20 per shot to 10.
  • Chaingun shots now exert 10 impulse on whatever they hit.
  • RC Bugfix: Aim directions for Chainguns weren't being saved in ship designs.
  • RC Bugfix: Chainguns would shoot when given an explicit target even if that target was out of range, out of arc, or line of sight was blocked.
  • RC Bugfix: The Chaingun was firing when given an explicit target even if set to Hold Fire.
  • RC Bugfix: The Controls settings page was missing a text string for "Aim Chaingun".
  • RC Bugfix: Explosive damage (such as for Nukes, HE missiles, and part explosions) wasn't being calculated properly and was generally doing much less destruction than was intended.
  • Modding: The new DirectControlToggle component now supports a 'RequireWeaponBindingPressed' parameter.

RC8:
  • The Chaingun is now one tile taller to prevent its turret from overlapping other Chainguns and other parts. (This may break existing saved games and ships that had such overlapping parts.)
  • RC Bugfix: Chainguns weren't targeting properly when given fixed aim locations close to the Chaingun.
  • RC Bugfix: Chainguns could cause issues with the resource transfer AI when suppliers are assigned to Chainguns or Chaingun Magazines.
  • Modding: Most types of resource storage components now support an optional 'AllowManualReceiveToggle' that, when toggled off, will prevent the player from manually transferring resources to that storage.
  • Modding: TurretWeapon now supports an 'AimIncludesEmitterOffset' parameter that, if set to false, will prevent the turret from considering its emitter's location when calculating where it should aim.
Cosmoteer: Starship Architect & Commander - Walt Destler
  • Bugfix: Clicking "MAKE IT SO" on ships with very large blueprints but no existing physical parts would cause extremely long freezes (potentially minutes, hours, or even days).
  • Bugfix: Crash if crew-based construction on a part is completed right as a ship makes a hyper-jump, goes into stasis, or is otherwise removed from the game.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.23.3 is now available! This patch has a variety of quality-of-life improvements, including the ability to automatically synchronize mods when loading modded saved games or joining modded multiplayer games.

Enjoy!

  • Saved games now store the mods that were active when the game was saved.
  • Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this patch or later.)
  • When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host. (Note that, due to this change, you will not see any modded games from before this patch in the multiplayer lobbies.)
  • The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this patch or later.)
  • The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
  • It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
  • Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now *usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
  • Significantly improved performance when large ships have many structure tiles queued for deconstruction.
  • Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
  • Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
  • The crew management screen now shows how many crew are assigned to each role.
  • The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
  • Added 1 new Monolith ship: Liquidator
  • Added 1 new Imperium ship: Chrysaetos
  • Added 1 new Cabal ship: Hadar
  • Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
  • Miscellaneous updates to other existing ships.
  • Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
  • Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
  • Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.
  • Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
  • Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
  • Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
  • Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
  • Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
  • Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.23.3 is now available for testing! (See this post for info on how to test release candidates.)

This release candidate contains a handful of quality-of-life improvements.

Thanks for testing!

RC1:
  • Saved games now store the mods that were active when the game was saved.
  • Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this version or later.)
  • When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host.
  • The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this version or later.)
  • The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
  • It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
  • Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now *usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
  • Significantly improved performance when large ships have many structure tiles queued for deconstruction.
  • Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
  • Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
  • The crew management screen now shows how many crew are assigned to each role.
  • The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
  • Added 1 new Monolith ship: Liquidator
  • Added 1 new Imperium ship: Chrysaetos
  • Added 1 new Cabal ship: Hadar
  • Miscellaneous updates to other existing ships.
  • Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
  • Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
  • Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
  • Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
  • Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
  • Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
  • Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
  • Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.

RC2:
  • The mods synchronization feature will now show errors for any locally installed mods whose version numbers don't match the host's.
  • Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
  • Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.23.2 is now available! This update has a variety of quality-of-life improvements, bug fixes, and modding features.

Enjoy!

  • Each ship can now have a maximum storage limit set for each type of resource. To do this, either click the little menu button in the Resource Manager or right-click the Gather/Salvage/Mine Resources button. When a limit is set, it will not be possible to collect, trade, transfer, or produce resources above the limit.
  • The "Sell Surplus" and "Buy To Capacity" (which has been renamed to "Buy Needed") options now use the resource limits if any have been set.
  • Updated the resource management tutorial to mention resource limits.
  • Crew will now empty factories into non-designated resource storage tiles and will prefer to fill storages before filling factories.
  • Added 2 new Monolith ships: Aegis and Journeyman.
  • Added 4 new Imperium ships: Alamgir, Bonaparte, Saker, and Selim.
  • Added 2 new Fringe ships: Porca Miseria and Raghdirst.
  • Added 2 new Cabal ships: Auriga and Eltanin.
  • Various updates and fixes to existing ships.
  • Improved VFX while crew are constructing ships.
  • Translation updates for all languages.
  • The missing part warnings are now displayed in the lower-left corner of the ship editor (above the build/paint/crew/resources/comms buttons) instead of the lower-center.
  • Crew will now more aggressively deconstruct airlocks as long as they have at least one existing airlock not scheduled for deconstruction.
  • When returning to the multiplayer game setup screen after playing a Career mode game, the galaxy seed will now be re-randomized.
  • When using the "Restock Resources" feature, if the designated resource type for a storage tile is different than the type of resource it is actually storing, then the stored resources will be changed to the designated type.
  • A mining laser or deck cannon that force-targets its own ship will no longer actually be able to hit its own ship.
  • Placing a custom marker will now remember the last on-default name used.
  • When the Quick Saves tab is selected in the Load Game dialog, the quick-save and quick-load hotkeys will now be displayed.
  • Tutorial popups on the HUD are now displayed in red instead of green.
  • A sound will now be played when a new tutorial pops up.
  • Improved performance when many Resource Collector beams were firing.
  • Fixed the spelling of the word "isosceles". (Was literally unplayable.)
  • Bugfix: Loading a game that was saved during construction where resources had been pre-purchased from stations (or trade ships) could cause internal game data inconsistencies and lead to crashes and possibly other bugs.
  • Bugfix: Resources that dropped due to deconstruction could be automatically assigned to storages that are also queued for deconstruction, resulting in those resources being left outside once the assigned storage is actually deconstructed.
  • Bugfix: Resources Collectors could get stuck trying to deliver resources if the destination storage was full. They will now try to deliver to an alternate storage or, if none are available, just give up.
  • Bugfix: In some very specific circumstances, crew delivering power or resources from one room to another could get "stuck" oscillating between jobs, walking back-and-forth or spinning in circles.
  • Bugfix: Moving a ship to a completely different location on the build grid could cause an "ALL HANDS LOST" if it was the player's only ship and crew construction was enabled.
  • Bugfix: Crew wouldn't prioritize building airlocks if the airlocks didn't exist in the ship's blueprints.
  • Bugfix: It was impossible to salvage your own ships when playing as "All Players" in Creative Mode.
  • Bugfix: Splitting a ship with auto-fired thrusters into more than 2 pieces would result in some of the pieces losing their auto-fire toggle.
  • Bugfix: Thrusters would lose their ramp-up after splitting off from their ship.
  • Bugfix: Pressing the hotkey for Direct Control Mode while a part or parts are selected but no ship is selected would cause parts of the user interface to get "stuck" until the hotkey is pressed again.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: The game will no longer crash if a string key is missing. Instead the U.I. will show the string key itself.
  • Modding: BlendSprite and BlendSpriteGrid now both support a 'GetColorFrom' parameter.
  • Modding: Random part sprites and UV rotations are now chosen deterministically based on the sprite's location.
  • Modding: ContinuousEffects components now support a 'GetColorFrom' parameter that is compatible with most visual effects.
  • Modding: All part Graphics and Sprite components now support a 'UseConstructionProgressAsDamage' paramater that, if set to true, will use the part's construction completion percentage (instead of health) for determining which damage level sprite to display.
  • Modding: Parts now support 'ConstructionProgressMediaEffects' and 'ConstructionProgressMediaEffectsTimeout' analogous to SalvageProgressMediaEffects and SalvageProgressMediaEffectsTimeout.
  • Modding: ResourceConverter now supports a 'CheckResourceLimits' parameter that, if true, will cause the ResourceConverter to not convert if the number of resources on the ship is at the resource limit specified by the player.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.23.2 is now available for testing! (See this post for info on how to test release candidates.)

This release candidate contains a variety of bug fixes and quality-of-life improvements.

Thanks for testing!

RC1:
  • Each ship can now have a maximum storage limit set for each type of resource. To do this, either click the little menu button in the Resource Manager or right-click the Gather/Salvage/Mine Resources button. When a limit is set, it will not be possible to collect, trade, transfer, or produce resources above the limit.
  • The "Sell Surplus" and "Buy To Capacity" (which has been renamed to "Buy Needed") options now use the resource limits if any have been set.
  • Updated the resource management tutorial to mention resource limits.
  • Crew will now empty factories into non-designated resource storage tiles and will prefer to fill storages before filling factories.
  • Added 2 new Monolith ships: Aegis and Journeyman.
  • Added 4 new Imperium ships: Alamgir, Bonaparte, Saker, and Selim.
  • Added 2 new Fringe ships: Porca Miseria and Raghdirst.
  • Added 2 new Cabal ships: Auriga and Eltanin.
  • Various updates and fixes to existing ships.
  • Improved VFX while crew are constructing ships.
  • Translation updates for all languages.
  • The missing part warnings are now displayed in the lower-left corner of the ship editor (above the build/paint/crew/resources/comms buttons) instead of the lower-center.
  • Crew will now more aggressively deconstruct airlocks as long as they have at least one existing airlock not scheduled for deconstruction.
  • When returning to the multiplayer game setup screen after playing a Career mode game, the galaxy seed will now be re-randomized.
  • When using the "Restock Resources" feature, if the designated resource type for a storage tile is different than the type of resource it is actually storing, then the stored resources will be changed to the designated type.
  • A mining laser or deck cannon that force-targets its own ship will no longer actually be able to hit its own ship.
  • Placing a custom marker will now remember the last on-default name used.
  • When the Quick Saves tab is selected in the Load Game dialog, the quick-save and quick-load hotkeys will now be displayed.
  • Tutorial popups on the HUD are now displayed in red instead of green.
  • A sound will now be played when a new tutorial pops up.
  • Improved performance when many Resource Collector beams were firing.
  • Bugfix: Resources that dropped due to deconstruction could be automatically assigned to storages that are also queued for deconstruction, resulting in those resources being left outside once the assigned storage is actually deconstructed.
  • Bugfix: Resources Collectors could get stuck trying to deliver resources if the destination storage was full. They will now try to deliver to an alternate storage or, if none are available, just give up.
  • Bugfix: In some very specific circumstances, crew delivering power or resources from one room to another could get "stuck" oscillating between jobs, walking back-and-forth or spinning in circles.
  • Bugfix: Moving a ship to a completely different location on the build grid could cause an "ALL HANDS LOST" if it was the player's only ship and crew construction was enabled.
  • Bugfix: Crew wouldn't prioritize building airlocks if the airlocks didn't exist in the ship's blueprints.
  • Bugfix: It was impossible to salvage your own ships when playing as "All Players" in Creative Mode.
  • Bugfix: Splitting a ship with auto-fired thrusters into more than 2 pieces would result in some of the pieces losing their auto-fire toggle.
  • Bugfix: Thrusters would lose their ramp-up after splitting off from their ship.
  • Bugfix: Pressing the hotkey for Direct Control Mode while a part or parts are selected but no ship is selected would cause parts of the user interface to get "stuck" until the hotkey is pressed again.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: The game will no longer crash if a string key is missing. Instead the U.I. will show the string key itself.
  • Modding: BlendSprite and BlendSpriteGrid now both support a 'GetColorFrom' parameter.
  • Modding: Random part sprites and UV rotations are now chosen deterministically based on the sprite's location.
  • Modding: ContinuousEffects components now support a 'GetColorFrom' parameter that is compatible with most visual effects.
  • Modding: All part Graphics and Sprite components now support a 'UseConstructionProgressAsDamage' paramater that, if set to true, will use the part's construction completion percentage (instead of health) for determining which damage level sprite to display.
  • Modding: Parts now support 'ConstructionProgressMediaEffects' and 'ConstructionProgressMediaEffectsTimeout' analogous to SalvageProgressMediaEffects and SalvageProgressMediaEffectsTimeout.
  • Modding: ResourceConverter now supports a 'CheckResourceLimits' parameter that, if true, will cause the ResourceConverter to not convert if the number of resources on the ship is at the resource limit specified by the player.

RC2:
  • Fixed common "Cannot access a disposed object" crashes during gameplay.
  • Auto-collection of resources when salvaging/mining will now obey resource limits.
  • Fixed the spelling of the word "isosceles". (Was literally unplayable.)
Cosmoteer: Starship Architect & Commander - Walt Destler
  • Bugfix: Crash in some circumstances when loading blueprints into an existing ship with under-construction parts.
  • Bugfix: Stations could sometimes "steal" resources from the player when helping with the player's ship construction.
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer patch 0.23.1 is now available! This update fixes bugs, improves quality-of-life, and improves the non-English language translations.

Enjoy!

  • Translation updates for all supported languages, including a complete re-translation of Simplified Chinese.
  • When exiting a ship, crew will now use the airlock closest to their current location instead of the airlock closest to their destination.
  • Ship mirror settings are now remembered per-ship.
  • Copy/pasting parts or loading blueprints from a saved ship design will now copy/load all part settings, not just those that are modifiable in the ship designer.
  • When the camera is rotated, a red "North" arrow will now be shown on the minimap. Clicking this arrow will reset the camera rotation.
  • Added a confirmation popup when exiting the game from the title screen.
  • When plotting an in-system FTL jump, the camera will now only zoom out as far as needed to show the possible jump destinations.
  • Doubled the speed at which Resource Collectors can move resources.
  • Crew will no longer leave their ship to pickup resources, salvage, construct, or repair if their ship is preparing for a hyper-jump.
  • The missing parts warning can now be disabled from the ship editor hamburger menu, in addition to the settings dialog.
  • New VFX for Ion Prism destruction.
  • The "No existing airlocks" warning will no longer be shown if the ship does not have any crew.
  • The Railgun Launcher and Accelerator tooltips now mention that crew can't walk from one side to the other.
  • Added three new Cabal ships: Callisto, Lyra, and Phaethon.
  • Added one new Fringe ship: Axlerod.
  • Miscellaneous updates to other existing ships and stations.
  • Tweaked the order of the armor and structure tiles so that "tri" pieces are sorted after wedges.
  • Roof lights no longer show crew speed in their stats.
  • Bugfix: NPC stations and ships could "steal" floating resources from the player to repair themselves. This most commonly happened during construction of the player's ships while resources are temporarily floating outside.
  • Bugfix: Reconstructing Ion Beam Prisms using crew construction could cause them to forget their target prisms.
  • Bugfix: Area-of-effect weapons that hit the player's own ships were unintentionally damaging neutral ships/stations, which could cause the player to become wanted.
  • Bugfix: Resource Collectors that grab only a partial bundle of resources could cause the remaining resources to be left outside after construction is finished.
  • Bugfix: When multiple ships make simultaneous in-system FTL jumps, one ship jumping could cancel another ship's jump.
  • Bugfix: Radar blips for player ships with only blueprints could still "see" into the fog of war, extending the player's sight range for free.
  • Bugfix: Restocking a ship's resources in Creative Mode (or Imagineer difficulty in Career) wasn't accounting for any in-transit deliveries.
  • Bugfix: It was impossible to transfer resources to your own ship if the receiving ship didn't have any crew.
  • Bugfix: Mining Lasers set to "fire at target" mode would not fire at any parts or asteroid tiles marked for salvage/mining.
  • Bugfix: Railgun disconnection icons were being shown very dark when in blueprint mode. (They are no longer shown at all in blueprint mode.)
  • Bugfix: Resource collection beams graphics could sometimes render beyond their start and end points.
  • Bugfix: Huge Thrusters had very slightly asymmetrical center of mass which could cause perfectly symmetrical ship designs to not fly straight.
  • Bugfix: Crash when typing certain non-English characters.
  • Modding: The part debugger can now be opened by pressing Shift+Tilde+P.
...