Hhow to download an old version of cosmoteer
The icon should be green and the mod should say "ON". After turning on a mod, close the Mods Manager and restart Cosmoteer. Turning on and off mods will have no effect until the game is restarted. The mod should now be active.
Have fun! Note: If the [code]settings. The game will start with the previous settings. Mods can be manually installed by manually unpacking them to a certain location. For experienced players this saves time be not having to go through the game.
As of Cosmoteer 0. Each mod needs a unique folder name without any spaces. This should be followed by a combination of the mod's name and version number. This is to avoid collision of like named mods and to help troubleshooting. For example: author. Note: After unpacking the mod. Chained backup via Dropbox can be established by telling Dropbox to backup the same location as the game's standard location. Making manual change there will affect the cloud and Dropbox.
Jump to: navigation , search. This article is a stub. You can help Cosmoteer Wiki by expanding it. Categories : Article stubs Tech Support. Navigation menu Personal tools Create account Log in.
Namespaces Page Discussion. Views Read View source View history. Attempting to toggle out of blueprint mode while a ship needs repairs but construction is blocked would report that repairs will cost 0.
Formation positions were being shown in the incorrect location when the formation leader is itself following another ship. Holding Shift and right-clicking the minimap would cause two identical commands to be issued. The Engine Room's tooltip description was displaying the incorrect buff percentage. Modding: Part targetor TargetTypes now supports a 'ShipLocalPoint' type which allows the player to target an arbitrary point relative to the weapon's own ship.
Weapons now support a 'SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent targeting overlays for weapons targeting ShipLocalPoint targets unless the weapon is specifically selected. Weapons now support a 'SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent the weapon's target from being overridden when it is targeting a ShipLocalPoint target unless the weapon is specifically selected.
Weapons now support a 'SuppressDirectControlWhenTargetingShipRelativePoints' parameter which, if set to true, will disable control of the weapon in direct control mode when it is targeting a ShipLocalPoint. Part targetors now support a 'TentativeTargetLine' that will be rendered while the player is selecting a target.
Weapons now support a 'SaveShipRelativeTargets' parameter which, if set to true, causes any ShipRelativePoint target to be saved in the ship's design. Medium Reactor: Increased cost from to Large Reactor: Increased cost from to Ammo Factory: Increased cost from to Increased explosion damage from to and doubled the chance its explosion will create fires.
Explosion damage no longer depends on the amount of ammo stored in the factory at the time of destruction. Missile Factory: Increased cost from to Missile Factory. Explosion damage no longer depends on the amount of missile parts stored in the factory at the time of destruction. Increased maximum explosion power drain from to Explosion power drain no longer depends on the amount of missile parts stored in the factory at the time of destruction. Nuke Factory: Increased cost from to Mine Factory: Increased cost from to Explosion damage no longer depends on the amount of mines stored in the factory at the time of destruction.
Missile Launcher: Reduced cost from to Will no longer explode nuclear when destroyed while set to nuke mode. It will now explode identically to if it were holding H. Missile Storage: Will no longer explode nuclear when destroyed while set to nuke mode. Engine Room: Increased cost from to Will now act as a central delivery point for adjacent thrusters to which crew can deliver batteries without having to travel to each one individually.
Standard Cannon: Increased range from to Increased projectile speed from 50 to Decreased projectile HP from to Large Cannon: Increased range from to Increased projectile speed from 35 to Small Laser: Increased range from to Increased projectile speed from 80 to Large Laser: Increased range from to Increased projectile speed from 60 to Electro-Bolter: Increased range from to Ion Beam: Increased range from to Missile: Increased range from to When delivering H.
Nuke: Increased range from to The missile now has very weak homing capability. The missile launcher has a degree targeting arc when launching nukes. Nuke explosions will now become "anchored" to any ship hit by the expanding shockwave.
Tractor Beam: Increased lock-on range from to Both pull and push modes. Increased pull-mode stretch range from to Flak: Increased range from to Door: Reduced cost from to Crew: Reduced cost from to Crew will now return to their quarters immediately after finishing a job.
When crew drop off a large battery containing more power than the receiving part needs, the crew will no longer briefly hold a smaller battery containing the excess power.
Any excess power will now be immediately discarded. Added the 12 winning ships from the Jan. Updated the Excalibur to have sensor arrays. User Interface: When building or repairing, crew that become disconnected from their quarters will now be teleported back to their quarters. Removed the "Reset Crew Positions" option from the crew panel because crew will now automatically reset their own positions when building and repairing. Crew, power, and ammo bars no longer display a "minimum" amount because that was potentially misleading for new players.
Crew, power, and ammo bars now fade out after passing the "suggested" line to indicate diminishing returns. In build mode, the grid coordinates of the mouse cursor are now displayed beneath the "Total Ship Value" display, Mouse edge pan is now enabled again by default for new players and is the default method of camera control described in the first tutorial.
When a ship is at maximum capacity, the ROSTER tab in the crew panel will now display a message reading "Build more quarters to hire more crew. Nearly all popup dialog boxes and windows will now properly respond to pressing the Enter confirm and Escape cancel hotkeys. The loading screen now has a starry background with the text "Walternate Realities Presents". Removed the info about the "eye" icon from the "Attacking the Enemy" tutorial.
The eye icon still exists and works fine, only the tutorial blurb about it has been removed. Added a Swedish translation by the Cosmoteer Translation Project. Miscellaneous other translation updates from the Cosmoteer Translation Project. Multiplayer: Selecting a ship for another player will now un-ready that player. Bug Fixes: Possible for fix severe lag spikes during gameplay on some computers.
Crash on startup when Windows "Controlled folder access" ransomware protection is enabled. It will still be impossible to save games, ships, and game settings without disabling it or adding Cosmoteer as an exception.
Crash if the game can't create the Saved Ships or Lost Ships folders. Crash on startup if the Mods folder doesn't exist and the game is unable to create it. Rare crash if exiting the game before it is fully loaded.
Crash when trying to delete a ship from the ship library and the language is set to Latin American Spanish. Crash when viewing Engine Room stats in Hungarian. Crash when viewing Mine Launcher stats in Traditional Chinese. Crash if the news window is displayed while start or loading a game. It will no longer be displayed. Rare crash when a ship is damaged at the very same moment that it is removed from the game.
Crash when clicking on a map sector to view its information and for some reason the height of the game window is very short. On very rare occasions but more common with certain mods , making an FTL jump would prevent the game from being saved from that point onwards. Audio glitches would often happen during gameplay, especially when there are a lot of things going on, such as a big battle. When switching from Domination to another game mode, ships worth more than 1,, would be removed on the non-host players' screens but not on the host's screen, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.
Crash on the multiplayer pre-game setup screen if a player selects a ship and then immediately leaves the match. Crash in multiplayer if a missile launcher's mode is changed and then, before the mode is actually changed due to network latency, the launcher is then given a target.
On the multiplayer pre-game setup screen, it was possible to select a ship and then click ready before the ship is fully uploaded, allowing the game to launch either without that ship or with the previous ship in that slot. In Arena or Domination multiplayer games, removing a ship from your fleet selection and then immediately spawning your fleet or spawning the new ship that dropped into that slot would sometimes cause the old ship to be spawned.
In Arena or Domination multiplayer games, changing a ship slot and then spawning immediately afterwards would sometimes spawn the old ship in the slot. In Arena multiplayer games, clicking the "Respawn" button multiple times in rapid succession after the countdown is completed would cause you to automatically respawn the next time round.
Crash if a player in a multiplayer game removes a ship while another player is trying to set its role priorities. Installing mods containing additional decals wasn't always causing multiplayer incompatibility, which could later causes crashes and desyncs during the game. Modifying a ship's blueprints would immediately remove any crew in excess of the ship's current crew capacity.
This was also possibly causing occasional desyncs in multiplayer creative mode. Spawning a ship with thrusters attached to engine rooms would sometimes not fire those thrusters at full thrust. Crew would wait at a mine factory for it to produce mines even if it didn't have any ammunition in stock.
Crew that were walking almost on top of each other in the same direction would often not cause each other to slow down. Crew with nothing better to do would never stop manning a room even if it was powered off. Now they will return to their quarters if the room is powered off. Projectiles could sometimes pass through shields if they hit the shield in the same location as the non-existing portion of a triangle or wedge armor block.
Weapons firing at small, fast-moving targets such as PD firing at projectiles were being more inaccurate than intended. Fixed-direction weapons would sometimes fire too early. Modded ships that had parts or doors not found in any active mods wouldn't appear in the Ship Library. If an enemy ship is being displayed in the Picture-In-Picture while the player is using Direct Control Mode, but the player has not explicitly targeted the enemy ship, it would sometimes be impossible to target weapons on the enemy ship by clicking in the Picture-In-Picture.
The Mine Factory was displaying the incorrect production rate for mines. The Mine Factory wouldn't display the "no ammo" indicator if it only had 1 ammo in stock. Creating a new ship in multiplayer Creative Mode would cause the view to focus on the wrong spot. Creating or joining a multiplayer game and then going back to the lobby would scroll that chat window back up to the top. An empty tooltip would sometimes be displayed after deleting a ship on the multiplayer pre-game setup screen.
If a ship splits into multiple piece while in Direct Control mode and each piece has a Control Room, each such piece would become selected and thus Direct Control mode would be canceled.
Clicking-and-dragging multiple overlapping command handles would drag all of them at once. Using a brush larger than 1x1 to paint certain parts such as the Large Cannon wouldn't paint the edges of the part. Rotation target lines would appear to jitter depending on how fast the target was moving laterally relative to the selected ship.
Selection circles around crew would often be a little glitchy and not perfectly centered on them. The hotkeys for changing the "Play As" player number in Creative Mode didn't work.
Note: This "fix" actually just disables multithreading, so you are likely to experience worse performance compared to playing the game on Windows.
Possible fix for rare audio crash. Fixed a spot of missing paint on the Cosmoteer logo ship that was making the game literally unplayable. If any of the specified toggles are off, crew will still be allowed to operate the part, but only if they have nothing else to do.
AmmoStorageProxy can now be used in almost any way that a regular AmmoStorage can, including as a supplier, a toggle, and a value. All ammo storage component types now support a 'ProvidedValuePerAmmo' parameter that can be used to control the value it provides to other components based on the amount of ammo.
The default value is 0. Use ProvidedValuePerAmmo instead. Added a 'MultiAmmoStorage' part component which can be used to logically combine multiple other ammo storage components including AmmoStorage, AmmoStorageProxy, and MultiAmmoStorage into a single component that can in most cases be treated as a single storage with the total capacity of all the combined storages. It has almost all of the same features as a regular AmmoStorage component, including the ability to take ammo for delivery and supply ammo using identical customization parameters.
See this forum post for more details. Removed the 'AmmoSum' part component. Use 'MultiAmmoStorage' instead. MultiToggle, MultiTrigger, MultiValue, and the new MultiAmmoStorage now all support a 'ViaBuffs' block that allow them to hook to components in other parts that are either buffing or being buffed by the local part.
Added a 'ComponentPresenceToggle' component which is similar to a proxy but can be hooked to a component of any type and is toggled "on" when the hooked component exists and "off" when it does not. Minor translation updates. Crash when hovering the mouse cursor over the camera rotation speed setting when the language is set to Russian. Occasional pathfinding crash when a part is destroyed right before a crew tries to path through it.
Crash when clearing projectiles or everything in creative mode at the very same moment that a mine explodes due to hitting a ship. Rare audio-related crash when ending a game or making an FTL jump. Ship blueprints could get into a state where some parts are erroneously considered illegal, making it impossible to delete certain other parts and causing multiplayer desyncs. In build mode, text displayed underneath the mouse cursor would often overlap with the tooltip information for the part being hovered over.
The text underneath the cursor will now automatically move out of the way so it doesn't overlap with the tooltip. Using the delete tool with a brush that deletes multiple parts would cause buff information to be rendered overlapping multiple times when deleting parts of a railgun. Most aspects of crew A. Most aspects of ship A.
Weapon targeting calculations will now utilize multiple CPU cores, even within the same ship. Greatly improved framerate when building extremely large ships. Miscellanous other performance improvements and multicore improvements.
Disabled multiplayer desync debugging. This should improvement performance and greatly lower bandwidth usage of multiplayer games. User Interface: In build mode, hovering the cursor over a possible part construction location, or hovering over an existing part, will now display the path and distance to the nearest sources of crew, power, and ammo.
Any missing resources will be displayed in red. A resource that exists but is itself missing a different resource will be displayed in yellow. This feature can be turned off in the settings. The no-crew, no-ammo, and no-power indicators are no longer displayed when in build or paint modes. Removed the "Enforce Crew Access" setting. The game will no longer prevent you from building a part that doesn't have crew access. Updated the power tutorial to mention the various reasons why a part may be out of power.
Added a tutorial that describes how to use Railguns. Added a tutorial that describes how to use Ion Beams and Ion Prisms. Halved the recommended crew and power for thrusters.
When downloading an update, the amount of data downloaded thus far is now shown. Crew whose squad has been exclusively assigned to a part but are otherwise idle will now be willing to put out fires. Crew that are assigned to fire extinguishers or have higher priorities will still be preferred. Built-In Ships: Added eight winning ships from the Dec. Updates to many other existing built-in ships to improve their combat effectiveness. Thanks to player 0neye for the improvements!
Translations: Added Japanese and Hungarian translations. Miscellaneous translation fixes and improvements for other languages. Miscellaneous: Texture cache files are now stored in "Local" AppData instead of "Roaming" AppData because there is no reason to back them up or transfer them between computers.
Upgraded to. NET Core 3. You can now specify a '--cores N' command-line argument where N is a number to tell Cosmoteer how many cores it should assume your computer has. Specifying a number greater than the actual number of physical cores usually half the number of "logical processors" that appears in Task Manager on your computer may reduce performance.
You can use a lower number than the number of cores you have to tell Cosmoteer to use less CPU, such as if you want to conserve battery life or leave CPU cores available for other applications. Bug Fixes: Some weapons had slightly slower rates of fire than was intended. This was especially pronounced with very high rate-of-fire weapons such as Ion Beams.
Nukes fired from slow-moving ships could sometimes disappear just before hitting their target. Crash when playing that game at very high speeds exceeding about 15x only possible with mods. Multiplayer desyncs caused by mixing bit and bit players in the same multiplayer game. Multiplayer desyncs caused by ordering a ship to rotate to face a specific part right before that part is destroyed.
If a multiplayer game desynced, the colors of ships on the non-host computers would change to those of the host computer, and ship colors for all players would not respond to changing the settings. Missiles would attempt to avoid friendly structure tiles even though they can fly over them without hitting.
Clicking the cancel button when attempting to close the build interface for a ship that has only blueprints would cause the ship grid to disappear. Crew assignments would often be lost when copying parts and then flipping them horizontally or vertically. Ships should now be less likely to get stuck together when colliding. In multiplayer Creative Mode, clicking "Cancel" when closing the build interface while the ship has only blueprints would still close it, causing the blueprints to be lost.
Selecting multiple ships including some ships that can't be controlled would still display movement paths while issuing explicit commands. Using the 'Rotate' command on multiple closely-grouped ships would cause them to separate from each other. Stats related to the Mine Factory's production rate were incorrect.
It was not possible to cancel an update download. Only applies when updating to future updates after this one. Small audio clicks and pops during sound effects. It can now figure out whether its sub-component should be included in a ship's blueprints from its Toggle, but only if 'IncludeInBlueprints' is true. Certains kinds of toggle components are incompatible with IncludeInBlueprints and will cause crashes. Minor updates to Simplified and Traditional Chinese translations.
Behind-the-scenes code changes to help debug multiplayer desyncs. Bugfix: Crash on the host computer if another player tries to assign a 3rd player either human or A. Bugfix: Rare problem starting up on some computers whose "MachineGuid" value in their Windows registry contained non-hexadecimal characters. Modding: Added a 'LoadLastSave' initial state option to developer mode. Bugfix: Multiplayer desyncs caused by the A.
Bugfix: "Could not get IP address from host name" error that some players experienced when trying to play multiplayer. Improved performance of audio and visual effects. Improved performance of ship A. Improved overall performance by reducing the update rate of some simulation elements from hertz to 30 hertz. Improved crew performance by reducing the crew update rate from 8 hertz to 6 hertz.
You may notice that crew appear a little more smooth when going around corners as a result. Miscellaneous other performance improvements from code optimizations. Loading or saving a ship design will now automatically remove any decals that won't be rendered because there is no actual ship at the decal's location. This should generally improve loading speed of ships that have a lot of such decals, but you'll need to re-save the ship to see most of the performance improvement.
User Interface: The first title screen in the rotation now has an orange planet instead of yellow for better contrast. New application icon with an orange planet. Updates to existing community translations. This can be used to measure average framerate over a period of time. The Camera Helper is now only available when running in Developer Mode. If the data folder can't be found in the initial working directory, the game will now search in the folder one above it.
This means it should now be possible to run the game by directly double-clicking Cosmoteer. If the default network port is already in use, the game will now pick an unused port and use that instead of preventing multiplayer from working. Crash on the multiplayer game setup screen when there are A. Crash if choosing to add Cosmoteer to your Steam wishlist and you do not have a default browser set on your operating system. Selecting a ship that takes a long time to load could cause the player to become disconnected from a multiplayer game.
If an Ammo Storage only had one bullet remaining, crew would wait at it indefinitely instead of picking up that one bullet. The list of players and the scoreboard in multiplayer games weren't showing the names for the A.
Clicking the "Restart Without Mods" button after crashing didn't actually restart the game. If the game failed to run because the Data folder could be located, no error message would be displayed. Watching a developer mode multiplayer replay with 8 players would crash the game. Game speed changes in developer mode multiplayer replays wouldn't have any affect, thus resulting in an incorrect replay and possible crashing.
Modding: Ship classes now have an optional 'RotationalInertiaFactor' parameter that can be used to scale the ship's rotational inertia relative to its "natural" rotational inertia. A value of 1. Various translation fixes and improvements. Bugfix: Crash for some players when starting a Domination game with observers. Bugfix: Crash in the multiplayer lobby when using the Spanish translation.
Bugfix: Crash when viewing stats for certain parts when using the French translation. Bugfix: Crash when opening settings if the player's language was automatically set to Simplified Chinese, Traditional Chinese, or Brazilian Portuguese based on their operating system language. Bugfix: Using the auto-updater would attempt to install Cosmoteer to the game's 'Bin' subfolder. Technology Upgrade:. NET Framework. NET Framework is no longer required to be installed on your computer, and Cosmoteer Setup will no longer automatically install it.
Performance is significantly improved across the board during CPU-constrained situations, including both load times and during gameplay. Players with bit computers can now play multiplayer with players with bit computers and vice-versa. These translations may contain errors or missing phrases. To improve the existing translations or help with new translations, check out the Cosmoteer Translation Project. You can also access this via the Community menu on the title screen. A message is displayed when using a translation for the first time that describes the nature of the translation and says where to go to help out.
Bounty Hunter: Updated the Calamity built-in ship. Added the "Badger" built-in ship that will appear as an enemy. The Cosmoteer setup program for the standalone version now has a more "modern" appearance. Bug Fixes: Rare physics crash when using extremely large ships far larger than the standard build grid or ships constructed extremely far from the center of the standard build grid.
After returning from a multiplayer game to the pre-game setup screen, the list of players in the lobby would no longer be updated and their chats wouldn't be received. Modding: Crew can now be given different "body types", each with its own sets of sprites, skin colors, and hair colors. The body type, skin color, and hair color will be chosen randomly for each crew.
Costs 30, credits. Double explosion radius compared to Small Reactor. If Medium Reactor batteries are dropped into a Power Storage, they will split into 2 small batteries.
Costs 60, credits. Triple explosion radius compared to Small Reactor. If Large Reactor batteries are dropped into a Power Storage, they will split into 3 small batteries.
Balance: Crew can no longer deliver power to Boost Thrusters while they are boosting. This effectively removes the ability to keep Boost Thrusters permanently in boost mode. Decreased Boost Thruster passive power consumption while in boost mode from 0. User Interface: The existing 2x2 reactor has been renamed the "Small Reactor". Role priorities are now colored from red to green, with lower priorities being more red and higher priorities being more green.
Multiplayer: Domination mode now has an optional "Min Ship Value" setting that forces the value of each individual ship warped in to be above the set value. Built-In Ships: Added the four winning ships of the Aug. Updated many built-in ships to use Medium and Large Reactors. Performance: Various optimizations to slowdowns caused by the new crew A. Bug Fixes: When choosing which crew should do a job, moving walkways were treated as if they moved in the opposite direction, which would result in non-ideal crew being selected and, in some cases, crew getting stuck in place as they frequently switched between jobs.
Error or crash when loading certain modded ships without the required mods enabled. Some ships with short-range weapons such as cannons and lasers that aren't placed near the front of the ship would sometimes refuse to default to attacking from their front.
Using the T key or attack button and then clicking-and-dragging on a ship would adjust the commanded ship's rotation instead of the angle and distance of attack as was intended. Modding: AmmoConsumer no longer itself stores any ammo. It now needs to be hooked up to a separate AmmoStorage or AmmoStorageProxy component specified using the new 'Storage' parameter AmmoConsumer's AmmoDesireToggle parameter is now called 'OperationalToggle' for consistency with other components.
The default is still true. AmmoStorage now has an optional 'MaxAmmoPickUp' parameter that sets the maximum amount of ammo that can be picked up by one crew from that storage. Crew will automatically take the amount that can be picked up into consideration when choosing which supplier to pick up ammo from, possibly going to a supplier farther away if they can pick up more ammo from it. AmmoStorage now has an optional PickUpRate parameter that controls how much ammo the crew can pick up per second.
This only works well for ammo types that have high amount of carried ammo, such as power. Lower amounts of carried ammo may not give the expected pick-up times. Ammo now supports a 'NestedCarriedSprites' parameter which can be used to non-uniformally distribute ammo sprites across the possible quantity of ammo.
User Interface: The player's view will now automatically track the movement of any on-screen ships, making battles much easier to follow and making usage of the ship focus and eye icon features much less necessary. This auto-tracking defaults to on but can be turned off in the camera settings. When using Direct Control Mode, you can now right-click in the picture-in-picture to target weapons without needing to hold Ctrl.
This only affects weapons that are not bound to a mouse button, or missile targeting when the aim assist feature is disabled. Edge pan is now disabled by default for new players. The "Trap Mouse Cursor" setting is now disabled by default for new players.
Changed the default hotkey for sending feedback to F11 so that it doesn't conflict with Steam's hotkey for taking a screenshot F Tutorials: The initial camera tutorial now mentions middle-click-drag instead of edge pan. The ship micromanagement tutorial is now displayed automatically if the player selects any ship parts.
The "Require Ctrl To Select Parts" setting is now automatically disabled much earlier, after viewing the minimap tutorial. Bugfixes: Crash if, while paused, the player changes the type of missile for a launcher and then hovers the mouse cursor over a crew that was delivering the old missile type to that launcher.
Rare crash when targeting a weapon after making an FTL jump. Crash if a multiplayer game desyncs right before the game ends and returns to the pre-game setup screen. Using the "Forget Destroyed Parts" in multiplayer wouldn't cause destroyed parts to be forgotten on other players' computers, which could ultimately lead to crashes and other bugs.
Large ships with A. Fires on large ships with no fire extinguishers would cause very bad performance. It was impossible to repair your ship if it only had M. The wrench icon button would be available but the "repair all" button was not, preventing the player from entering build mode.
Crew delivering missile parts to an H. Missile launcher reload timers would reset when the missile launcher is separated from the main ship. The railgun loaded ammo very slowly, which could cause ammo to be lost if crew are able to deliver ammo faster than it can be loaded.
Railgun loading speed has been increased. Bugfix: Crash when changing the type of missiles stored in a Missile Storage while crew are on their way to pick up missile parts from it. Hold Shift to assign to multiple parts. This will override the role's priority settings and completely prevent the squad from doing any other parts' jobs. When choosing which reactor or factory from which to pick up power or ammo, crew will now take into consideration the distance to that reactor or factory and whether other crew are already planning to pick up from that reactor or factory, thus resulting in less waiting and more balanced utilization of all available reactors and factories.
Crew will now again wait at a factory that is out of power as long as someone is on their way to power it. When crew that are operating a part are swapped with other crew of higher priority, the crew currently operating will now remain at their station until the new crew has arrived, unless the old crew's operating priority has been disabled completely or they have a higher-priority job to do.
When crew have dropped off ammo or power, they will now immediately start getting more ammo or power if there is still has room for more.
Crew will no longer change jobs while they are carrying ammo or power, which would often cause them to drop the ammo or power they were carrying. User Interface: When adding parts or decals to a ship, a red X will be displayed over any existing parts or decals that will be automatically removed. These can be turned off in the game settings.
Recentering a ship's blueprints will no longer cause missile types, crew roles, and squad assignments to be reset. Using the grab hand to move or copy a part will now copy the part's missile type and crew role, if relevant. Added right-click menu options within the Role Editor for setting all priorities, all priorities in the same tab, all priorities of the same type, or all priorities of the same type in the same tab.
Using the "Clear Everything" or "Clear Debris" commands in multiplayer Creative Mode will no longer remove any ships that are being actively worked on by another player. The ship interior toggle button is no longer displayed in paint or crew modes. The "snapping" when adjusting the angle of an attack command now uses a much smaller threshold that doesn't increase with distance. The "Add Role" button is now called "New Role". The default name for newly-added roles is now "Unnamed Role".
Tutorials: Updated crew management tutorials with info about assigning squads to parts. The minimap tutorial now mentions the existence of color-blind settings. Adding A. Glitch causing crew to take slightly more time when picking up or dropping off ammo or power.
Bugfix: Multiplayer crash when one player has a squad selected while the room is deleted by another player. Bugfix: Crash when editing or creating a new crew role for an "asteroid". Bugfix: Crew would be willing to switch from getting power for a factory to picking up ammo from the same factory, which would then mean that no one would be getting power for that factory, thus the crew switches back to getting power, ultimately getting stuck in an infinite loop switching back and forth.
Individual crew are automatically assigned to squads but can be manually moved different squads.
0コメント