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  • 19:55, 27 March 2024Enlargification (hist | edit) ‎[995 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:Enlargification}} This is when you remake a ship design at a larger scale, looking as much as possible like the original when viewed from afar. * Shape and paintjob should be respected * The original should apparently be a built-in === Examples === First know example, the FSR's Fanged Fighter was remade as "Doubled Fighter" by JaniTNT. Also featured, "Toothed Warrior" by Pavloydus, as a loadable PNG.<gallery mode="packe...") Tag: Visual edit
  • 20:40, 26 March 2024Thruster (modding) (hist | edit) ‎[1,382 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:Thruster (modding)}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Thrusters.Thruster}}<blockquote>A part sub-component that exerts a controlled force on the ship as determined by its activation level.</blockquote>Inherits from OperationalChainablePartComponent. Used by thrusters. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Modding/Components/Buffs|Buffable?...") Tag: Visual edit
  • 23:10, 25 March 2024Small Disruptor Platform (hist | edit) ‎[106 bytes]TheIllusiveMan227 (talk | contribs) (Created page with "{{Disambiguation}} * Small Disruptor Platform (Cabal of Sol) * Small Disruptor Platform (Imperium)")
  • 23:05, 25 March 2024Small EMP Platform (hist | edit) ‎[94 bytes]TheIllusiveMan227 (talk | contribs) (Created page with "{{Disambiguation}} * Small EMP Platform (Cabal of Sol) * Small EMP Platform (Imperium)")
  • 14:04, 25 March 2024Beam colors (hist | edit) ‎[1,342 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:Beam colors}} {{WorkInProgress|relates to=page|up to date text=0}} So you want to change the color of, say, the ion beam. If you are not familiar with RGBA format, learn that first on the internet. Then make a copy of the whole folder of whatever beam you're choosing to use as a reference for your own beam and modify the copy. === The beam's .rules === Then, you've probably noticed changing the color in here doesn't seem to do anything. It actually aff...") Tag: Visual edit
  • 21:18, 24 March 2024Weapon (modding) (hist | edit) ‎[3,626 bytes]Dj0z (talk | contribs) (Created page with "{{WorkInProgress|relates to=page|up to date text=0}} {{DISPLAYTITLE:Weapon (modding)}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Weapons.Weapon}}<blockquote>The base class for all types of weapon components.</blockquote>Inherits from <code>OperationalChainablePartComponent</code> . {| class="wikitable" |+Parameters !Name !Type !Required? !Buffable? !Default value !Description |- | | | | | | |- | | | | | | |- | | | | | | |} Categor...") Tag: Visual edit
  • 20:37, 24 March 2024ShipRenderLayerRules (hist | edit) ‎[1,087 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:ShipRenderLayerRules}} {{WorkInProgress|relates to=page|up to date text=0}}{{GameRulesFileReference|Cosmoteer.Ships.ShipRenderLayerRules|sub=0}}<blockquote>Stores the rules for a single render layer on a ship.</blockquote>The terran.rules file holds a list of these defined by the base game, ranked in order from lowest to highest <code>UniqueBucket</code>. It's unknown whether more can be added by a mod. {| class="wikitable" |+Parameters (Complete list) !...") Tag: Visual edit
  • 16:39, 24 March 2024DamageType (hist | edit) ‎[1,009 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:DamageType}} {{GameSourceCodeReference|ref=Cosmoteer.DamageType}}<blockquote>Contains all of the hardcoded part categories.</blockquote>'''Hardcoded''' means we can learn about them by looking at the source code, but never modify them. It is unknown whether anything custom can be added to this list. {| class="wikitable" |+Complete list !Name !Type !Access ! !Description |- |Salvage |ID<DamageType> |readonly | |Only used by <code>crew</code> and <code>...") Tag: Visual edit
  • 02:39, 24 March 2024ExplosiveDamageEffectRules (hist | edit) ‎[1,601 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:ExplosiveDamageEffectRules}} {{WorkInProgress|relates to=page|up to date text=0}}{{GameRulesFileReference|Cosmoteer.Simulation.HitEffects.ExplosiveDamageEffectRules|sub=0}}<blockquote>Applies damage over an area using an algorithm that damages objects nearest the epicenter first.</blockquote>Alias "ExplosiveDamage". Inherits from <code>BaseExplosiveEffectRules<ExplosiveDamageEffectRules.Proxy, ExplosiveDamageEffectRules.HitInfo></code>. Used by stacks of...") Tag: Visual edit
  • 02:02, 24 March 2024MultiHitEffectRules (hist | edit) ‎[518 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:MultiHitEffectRules}} {{GameRulesFileReference|Cosmoteer.Simulation.HitEffects.MultiHitEffectRules|sub=0}}<blockquote>Stores rules for an in-game hit effect that may contain multiple sub-effects of different types.</blockquote>Inherits nothing. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |Effects |HitEffectRules[] |Yes | - | - |List of HitEffects to apply. |...") Tag: Visual edit
  • 01:56, 24 March 2024HitEffect (hist | edit) ‎[945 bytes]Dj0z (talk | contribs) (Created page with "{{WorkInProgress|relates to=page|up to date text=0}} == HitEffectRules == {{DISPLAYTITLE:HitEffect}} {{GameRulesFileReference|Cosmoteer.Simulation.HitEffects.HitEffectRules|sub=0}}<blockquote>The base class for weapon hit gameplay effects.</blockquote>'''Abstract''' class. Inherits nothing. Has no specific parameters. == HitEffectParams == {{GameSourceCodeReference|ref=Cosmoteer.Simulation.HitEffects.HitEffectParams}}<blockquote>Contains parameters for a single hit ef...") Tag: Visual edit
  • 00:54, 24 March 2024Impulse (hist | edit) ‎[1,094 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:Impulse}} {{GameRulesFileReference|Cosmoteer.Simulation.HitEffects.ImpulseEffectRules|sub=0}}<blockquote>Applies an instant physics impulse to a hit ship.</blockquote>Alias "Impulse". Inherits from <code>HitEffectRules</code>. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |Impulse |float |Yes |Yes | - | |- |UseEffectDirection |bool | - | - |<small>seems false...") Tag: Visual edit
  • 00:18, 24 March 2024EffectFilter (hist | edit) ‎[3,486 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:EffectFilter}} {{GameSourceCodeReference|ref=Cosmoteer.Simulation.EffectFilter}}<blockquote>Stores rules for filtering hit and media effects.</blockquote>Also behaves like a rules class. {| class="wikitable sortable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |Ships |bool | - | - | - | |- |OperationalHealth |bool | - | - | - | |- |StructuralHealth |bool | - | - | - | |- |OnlyPa...") Tag: Visual edit
  • 23:59, 23 March 2024TargetFilter (hist | edit) ‎[825 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:TargetFilter}} {{GameRulesFileReference|Cosmoteer.Simulation.HitEffects.TargetFilterRules|sub=0}}<blockquote>Filters the contained hit effects depending on the shot's target.</blockquote>Inherits from <code>HitEffectRules</code>. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |Filter |EffectFilter | - | - |<small>n...") Tag: Visual edit
  • 20:47, 23 March 2024FixedWeapon (hist | edit) ‎[939 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:FixedWeapon}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Weapons.FixedWeapon}}<blockquote>A weapon that is fixed in a particular direction.</blockquote>Inherits from <code>Weapon</code>. Used by <code>ion_beam_emitter</code>. {| class="wikitable sortable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |TargetingArc |Angle? | - |Yes | - |How far off-center the weapon can s...") Tag: Visual edit
  • 18:43, 23 March 2024Modding/AI (hist | edit) ‎[10,244 bytes]Dj0z (talk | contribs) (Created page with "''Write here!''") Tag: Visual edit
  • 16:52, 23 March 2024BeamEmitter (hist | edit) ‎[4,776 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:BeamEmitter}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Weapons.BeamEmitter}}<blockquote>A weapon emitter that emits a straight beam.</blockquote>This component creates a hitscan (no projectile, hits instantly & can't be dodged) straight beam. Inherits from <code>Emitter</code>. Used by all beam weapons and equipment, e.g. <code>ion_beam</code> or <code>resource_collector</code>, but also all hitscan...") Tag: Visual edit
  • 16:08, 23 March 2024Airlock (modding) (hist | edit) ‎[1,289 bytes]Dj0z (talk | contribs) (Created page with "{{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Crew.Airlock}} {{DISPLAYTITLE:Airlock (modding)}} <blockquote>A part sub-component that allows crew to enter and exit the ship.</blockquote>This is the component that makes the airlock work. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |EnterExitPoint |Vector2 |Yes | - | - |Where ex...") Tag: Visual edit
  • 15:53, 21 March 2024Developer Mode (hist | edit) ‎[2,838 bytes]Dj0z (talk | contribs) (Created page with "Developer mode a.k.a. "devmode" is a special way to run the game. It can be accessed with launch arguments or from a small menu when launching the game. You can tell it works if the loading screen displays things like "Generating planets..." above the loading bar. Once loading is over, devmode gives you access to hidden features that help you '''develop or debug''' the game, and that implies your mods. Note that there is no button for this, you will...") Tag: Visual edit
  • 01:41, 21 March 2024PartSprite (hist | edit) ‎[1,978 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:PartSprite}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Graphics.PartSprite}}<blockquote>A part sub-component that renders a sprite, possibly attached to another component.</blockquote>Alias "Sprite". Be aware that there are other types of sprite. Inherits from <code>OperationalChainablePartComponent</code>. This means it can both be attached to a part, and turned on/off based on a Moddin...") Tag: Visual edit
  • 00:50, 21 March 2024OperationalChainablePartComponent (hist | edit) ‎[1,339 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:OperationalChainablePartComponent}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.OperationalChainablePartComponent}}<blockquote>Extends the ChainablePartComponent base class to implement on/off "operational" functionality common to many components.</blockquote>"Chained to" means components that follow the position of a part, or somewhere offset : a place that doesn't move relative to that part (as oppose...") Tag: Visual edit
  • 00:22, 21 March 2024ChainablePartComponent (hist | edit) ‎[1,654 bytes]Dj0z (talk | contribs) (Created page with "{{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.ChainablePartComponent}}<blockquote>The base class for part components that can be chained to other part components.</blockquote>"Chained to" means components that follow the position of a part, or somewhere offset : a place that doesn't move relative to that part (but not the background). This is an '''abstract''' class. It is made to be inherited from, sharing common functionality. It itself inherits from <code>Mod...") Tag: Visual edit
  • 23:44, 20 March 2024Proxy components (hist | edit) ‎[319 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:Proxy components}} A proxy is a component that communicates with another component. There is a variety of results you can get by using those. Category:Modding Category:Buffs") Tag: Visual edit
  • 07:56, 19 March 2024Guides Hub/Sun-mining (hist | edit) ‎[7,032 bytes]CraftingCatIX (talk | contribs) (Created page with "Sun-mining is the process of entering the sun‘s damage zone, which is colored red as a warning, to extract expensive minerals. For this, you will need a ship that can withstand the incoming damage. This guide will help you build your own Sun-mining ship/modify your mining ship to fit this task. It will also lead you through the process of Sun-mining and the different strategies you can employ. (coming soon)") Tag: Visual edit originally created as "Sun-mining"
  • 22:43, 18 March 2024Guides Hub/Installing Unstable Builds (hist | edit) ‎[1,895 bytes]TheIllusiveMan227 (talk | contribs) (Initial creation)
  • 16:22, 16 March 2024Modding/Normals in Modlab (hist | edit) ‎[53 bytes]Dj0z (talk | contribs) (Created page with "((WIP))") Tag: Visual edit
  • 14:42, 16 March 2024Miscellaneous (hist | edit) ‎[86 bytes]Aliser (talk | contribs) (Created page with "This page contains things that do not fit into the main pages.")
  • 11:07, 16 March 2024Guides Hub/Ship Subarchetypes (hist | edit) ‎[4,596 bytes]Aliser (talk | contribs) (Created page with "{{Stub}}") Tag: Visual edit
  • 23:25, 15 March 2024PartComponent (hist | edit) ‎[1,802 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:PartComponent}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.PartComponent}}<blockquote>The base class for part sub-components.</blockquote>This is an '''abstract''' class. It exists to be inherited from, sharing common functionality without duplicating code. Inherits nothing. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |ID |ID<PartC...") Tag: Visual edit
  • 21:08, 15 March 2024MultiValue (hist | edit) ‎[1,112 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:MultiValue}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Logic.PartMultiValue}}<blockquote>A part sub-component that combines multiple other value components into a single value component.</blockquote>Inherits from PartComponent. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |Values |<PartComponentRules>[]? |No |No |...") Tag: Visual edit
  • 18:39, 15 March 2024BuffableFloat (hist | edit) ‎[2,414 bytes]Dj0z (talk | contribs) (Created page with "{{GameSourceCodeReference|ref=Cosmoteer.Ships.Buffs.BuffableFloat}} {{DISPLAYTITLE:BuffableFloat}} <blockquote>Stores a float value that can be "buffed" to become a different value.</blockquote>This is '''not''' a component. You use it inside components. Inherits nothing. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Default value !InheritMember <sup>(?)</sup> !Description |- |BaseValue |float |Yes | - |true |The value...") Tag: Visual edit
  • 13:07, 15 March 2024Ship Archetypes (hist | edit) ‎[4,415 bytes]Plaus (talk | contribs) (Created page with "== Ul Nuke Orbiter == (work in progress) - General setup: - There are 2 main ways to build a nuke orbiter: Very light with shield defences or heavier with armored front. The light variants are considered to more competitive ones so this guide will focus on them. - 2 rows of thrusters - nukes on the sides or sometimes the back. Back nukes can be focused much better but you cant use a lot of the strategies side nukes allow. By Slowking: - Nuke modules: There are som...")
  • 02:51, 15 March 2024External walls (hist | edit) ‎[582 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:External walls}} You may have noticed that when you place or move a part in the Ship Editor, it comes wrapped in thin walls. These are the external walls. Parts like armor wedges define the edges and corners that call for external walls and those that don't. There is a complex logic to their placement, and the system may have potential beyond just visual eye candy and edge smoothing. === Tutorial mod === [https://steamcommunity.com/sharedfiles/...") Tag: Visual edit
  • 21:06, 14 March 2024Guides Hub/Troubleshooting (hist | edit) ‎[1,171 bytes]Plaus (talk | contribs) (Created page with "What if one of your ships parts isnt working? Here is a short checklist to go through: 1. Crew are assigned to the part 2. Energy/Resource source is assigned to the part 3. Crew have the right priority to supply the part 4. Enough Crew have the right priority to on operate the part 5. Part has door access 6. Modular part is attached properly (not fore example upside down)")
  • 17:35, 14 March 2024Modular Rocket Thruster (hist | edit) ‎[2,576 bytes]TheIllusiveMan227 (talk | contribs) (Created page)
  • 17:09, 14 March 2024M.R.T. Fuel Pod (hist | edit) ‎[2,098 bytes]TheIllusiveMan227 (talk | contribs) (Created page) Tag: Visual edit: Switched
  • 17:03, 14 March 2024M.R.T. Extender Module (hist | edit) ‎[2,375 bytes]TheIllusiveMan227 (talk | contribs) (Created page) Tag: Visual edit: Switched
  • 16:50, 14 March 2024M.R.T. Nozzle Module (hist | edit) ‎[1,760 bytes]TheIllusiveMan227 (talk | contribs) (Created page) Tag: Visual edit: Switched
  • 15:25, 14 March 2024How to mod 🔮Buffs (hist | edit) ‎[6,186 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:How to mod 🔮Buffs}} ==How to mod buffs== There are multiple possibilities for how your own buffs can be implemented. ===Modifying an existing buff=== That is, modifying a buff from the base game. This is done with Actions of the following types: <code>Replace</code>, or <code>Overrides</code>. If you're not sure what this means, refer to the official Example Mod. It is preferable to '''avoid doing this if you want your mod to be co...") Tag: Visual edit
  • 13:21, 14 March 2024Kingslayer (hist | edit) ‎[1,094 bytes]TheIllusiveMan227 (talk | contribs) (Created page)
  • 13:15, 14 March 2024Semiramis (hist | edit) ‎[1,032 bytes]TheIllusiveMan227 (talk | contribs) (Created page)
  • 13:09, 14 March 2024Sol Regius (hist | edit) ‎[979 bytes]TheIllusiveMan227 (talk | contribs) (Created page)
  • 13:05, 14 March 2024Emancipator (hist | edit) ‎[1,168 bytes]TheIllusiveMan227 (talk | contribs) (Created page)
  • 03:17, 14 March 2024SelfBuffProvider (hist | edit) ‎[1,667 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:SelfBuffProvider}} {{GameRulesFileReference|Cosmoteer.Ships.Parts.Buffs.PartSelfBuffProviderRules|sub=0}}<blockquote>Stores rules for a buff provider that provides a buff to its own part.</blockquote>Inherits from BasePartBuffProvider. Has '''no specific parameters.''' Used by <code>chaingun</code>, <code>railgun_launcher</code> , <code>thruster_rocket_extender</code> , and <code>thruster_rocket_nozzle</code> ....") Tag: Visual edit
  • 03:08, 14 March 2024CircleBuffProvider (hist | edit) ‎[1,362 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:CircleBuffProvider}} {{GameRulesFileReference|Cosmoteer.Ships.Parts.Buffs.PartCircleBuffProviderRules|sub=0}}<blockquote>Stores rules for a buff provider that provides a buff to a specific circular area relative to the current part.</blockquote>Inherits from BasePartBuffProvider. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Descri...") Tag: Visual edit
  • 02:42, 14 March 2024GridBuffProvider (hist | edit) ‎[1,127 bytes]Dj0z (talk | contribs) (Created page with "<blockquote>Stores rules for a buff provider that provides buffs to all parts within a grid range.</blockquote>Inherits from BasePartBuffProvider. {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !Description |- |GridDistance |int |Yes |No | - |How far the buff can be provided, measured on the grid. |- |AllowDiagonals |bool |No |No | - |if this is tr...") Tag: Visual edit
  • 01:49, 14 March 2024RelativePartCriteria (hist | edit) ‎[2,446 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:RelativePartCriteria}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.RelativePartCriteria}}<blockquote>Defines the criteria that decides when one part can reference another part.</blockquote>This is not a component. You use it inside components. Inherits nothing. <sup>Seems to be usable outside of buffs?</sup> {| class="wikitable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Def...") Tag: Visual edit originally created as "Modding/Components/Buffs/RelativePartCriteria"
  • 00:40, 14 March 2024BuffableValue (hist | edit) ‎[1,193 bytes]Dj0z (talk | contribs) (Created page with "{{DISPLAYTITLE:BuffableValue}} {{GameSourceCodeReference|ref=Cosmoteer.Ships.Parts.Buffs.PartBuffableValue}}<blockquote>A part sub-component that provides a value that can be modified by a buff.</blockquote>Inherits from <code>PartComponent</code>. A clean way to keep track of a value in a part if that's all you want from a component. {| class="wikitable sortable" |+Parameters (Complete list) !Name !Type !Required? !Buffable? !Default value !...") Tag: Visual edit
  • 22:57, 13 March 2024Asteroid (hist | edit) ‎[6,008 bytes]AdmBorkBork (talk | contribs) (initial creation) Tag: Visual edit: Switched
  • 16:32, 13 March 2024Reactors (hist | edit) ‎[436 bytes]TheIllusiveMan227 (talk | contribs) (Quick and dirty red link fix)
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