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Automation++

a mod for Cosmoteer

Version 2.0.0 for Cosmoteer 0.23.1

This is a modern version of the mod Classic versions are available on the Cosmoteer forum

Distributed under the MIT License. See LICENSE for more information.

Roadmap

  • I) updating

    • A) update code to not crash the game

      • buffs : check if good
      • gui : find mod adding gui elements as examples
      • ai : find file for ai logic (triggers and toggles)
      • decals : check if good
      • strings : check if good
      • parts
        • uniformize parts type category
        • check usefulness of GeneratorRequiresDoor = false & NoAutoDoors = true
        • check replacement of AreaAmmoDrain for WifiProvider
        • ai mainframe
          • graphics code
        • ammo belt
        • auto gun
        • auto laser
        • auto rifle
        • auto loaders
          • advanced auto loader : find if freeze related
        • auto reactors
          • graphics code after doing sprites
        • capacitor
          • find a new name : automated capacitor ?
        • circuit breaker
        • console
        • coupling wires
        • drone controller
        • drone cores
          • small
          • large : update graphics then graphic code ; check if good
          • autonomous
        • drone ftl
          • update vanilla ftl as needed to give them the same features
        • ftl resonator
        • internal structure : check if good
        • nodes
          • check if basic node good
          • update other nodes
        • scout shield
          • SelectionTypeID = "shield" > "shield_gen"
        • semiconducting wires
        • small sensor
          • graphics code
        • transformer
          • update graphics code after finishing sprites
        • weapon controller : check if good
          • update graphics code after finishing sprites
        • lantern : check if good
          • new trigger ID
          • battery sprites graphic code
    • B) remake sprites in modern style

      • buffs : wrong shade of green, add shadow
        • redo range buff and accuracy buff
      • gui : redo all + check code for merging sprites
      • decals : check if good
      • parts
        • ai mainframe
        • ammo belt
        • auto gun : mix point defense and small laser
        • auto laser : mix point defense and disruptor
        • auto rifle : mix classic sprites and point defense
        • auto loaders : don't spend too much time on ammo and missile auto loader as size might change when grinders get added
        • auto reactors : regular reactors with extra stuff
          • check schematic in secret folder
          • bonus : differents lights for each modes
        • capacitor
        • circuit breaker
          • blueprint : green
          • roof sprites
          • normal map
          • doodads for screen
          • damage levels
        • console : 2x2 control room with extra stuff
        • coupling wires
        • drone controller : 3x3 control room with extra stuff
        • drone cores
        • drone ftl : regular ftl but smaller
        • ftl resonator
        • internal structure : done
        • nodes
          • all sprites
          • special sprites for each nodes
        • scout shield : large shield but very small
        • semiconducting wires
        • small sensor : mix big sensor sprites with radar from control rooms
        • transformer
          • blueprint : green
          • roof sprites
          • normal map
          • doodads for screen and lights
          • damage levels
        • weapon controller
          • blueprints : red
          • roof sprites
          • normal map if different than roof light
          • merge floor, optimize doodads
          • damage levels
        • lantern : check if good
          • battery sprites if needed
  • II) porting and balancing

    • A) rewrite parts to make them useful and not op

      • auto loaders : take ressources from grinders to produce ammo
    • B) add new parts as needed

      • grinders : one for each natural resources, store large amount of resources for auto loader only
      • ammo belt for other ammo
      • auto storage : like an ammo belt, but with more storage
      • small automated resource collector : 1x1, smaller range
      • large automated resource collector : 3x3, longer range
      • drone mining drill : 2x2 side mount, short range
      • extra cpu : more command points for drone core
      • automated hyperdrive beacon
    • C) add feature and qol

      • fire resistance buff or automated fire extinguisher (might need c# to not look janky)
      • make transformer and circuit breaker detect autoreactor adjacency for turning on
      • weapon controller code glue reset crew priorities
        • solution : leaving partcrew as is, add crewtoggle and replace partcrew references by crewtoggle reference (pro: bug removed, cons: more code, more works to make other mods compatible with auto++)
  • III) c# or waiting for feature

    • removing crew from drone : prevent ship from turning into junk when no crew on board if they have a node
    • build/repair ships without crew
  • ?) faction ships and career content

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