he kinda touched on that briefly - check the ship library. There are some good ideas built into the ships already by pros including crew roles and placement / routes
For the sundiver. It is much better and easier to use mining lasers and resource tractor beams, while banning your crew to mine our pick up resources outside. That way you can mine the resources inside the sun's radius, reducing time spent, crew requirements, ship cost and the chance of critical failures during the operation.
i’ve been taking a break from the game because there weren’t any in-depth guides on manufacturing! thank you so much for this, and explaining sun divers too
Amigo re viendo tus videos e descubierto la traducción automática jajajajaajajja, aunque lo explicas tan bien y ayudas con tus tomas y gráficos, que entendía casi totalmente el contenido, muchas gracias y espero subas algún video más, eres lo mejor de cosmoteer.
the tip about the hyper coil factory is a so nice and the knowledge really should be more prevalent. i think i spent about an hour using google to try and figure how to prevent total coil loss while producing hyper coils without micromanagement, then proceeded to look at the work shop for some hope but ended up giving up. went to start working on a cannon ship and found your vid on projectile weapons and found it quite nice and succinct. proceeded to watched all your basic guides and ended here which solved my blight.
I use simple pushing for my sun divers! If you use clever thruster placement you can make sure it never tips over and expose sides even when pushing the biggest asteroids.
Hey brother I just want you to know I truly appreciate the video series you’ve done on the basic guide. I work a lot and I wouldn’t have the time to learn the game. I’ve fallen in love with Cosmoteer and I’ve used your work as a bible to learn the game. Thank you so much your effort is greatly appreciated. Please continue to make videos on cosmoteer.
I typically develop and run around with highly specialized "Civilian" ships and convoys... My small mining ships break apart asteroids, freighters pick up the material and haul it over to mobile refineries to be processed; Corvettes and Frigates make for decent escorts during my convoys resourcing missions
Yeah, I opened the ship library once, saw nothing an figured I had to put stuff in or import it an never looked again. If that was all I got from this one it was worth the watch
I tried best part is no part approach for my support ships, and it is working really well. My cargo hauler has no defense, designed around 90% hyper jump efficiency to have max storage possible, 2 huge thrusters to have decent speed (but little maneuverability),and 3/4 crew is enough to run it. I even cheap out on doors, since the crew only need access to hyperium storage, the general storage can be accessible only from space. My mother ship is designed around mass asteroid mining and processing. Max build size U shaped vessel with all the infrastructure running around the bottom side of build space and 2 thin scaffolding pitchforks running up the sides to catch and haul asteroids/ships. Again no defenses, whatever shielding you provide to your storage/mother ship is barely enough to hyper jump away from enemy, unless you sacrifice speed, my ship can outrun most of the enemies if necessary. I found that the best way to protect your non fighting ships is to hide them, disguise them as junk until the solar system is clear of any danger.
''Amateurs worry about tactics, Dilettantes- about strategy, and Professionals- about logistics.'' Wise words, my caffeine-addicted friend, wise words. Anyways yeah, this is an amazing, completely true and worthwhile guide video, just like your previous one, no controversies here. I am surprised that it actually taught me stuff that I didn't know about the game. As a player who's been there since the classic era (Since ~late 2020), I strongly dislike the changes with the crew management _(Especially the arrow opacity changes (Arrows were only visible when you'd hover around or select a module or a crew room. Now they are constantly visible, even if on lower opacity, at all times. _*_EVERY, SINGLE, FUCKING, ARROW!_*_ Your ship instantly turns into blue-green clusterfuck after some assignments) and the splitting of crew role assignment and the actual crew-to-module assignment into two different things, plus not to mention how switching through these two is an actual pain. And no, I don't mean the separation of crew management and resource management into two separate tabs. That was actually necessary),_ and even if I more or less got used to it and there are some things the new crew/resource management did right, I still don't really get all that supply chain nonsense with storages and factories, and this guide really helped me understand how it works. *6:23* Also yes, I am prone to staring at the Built-In ships for hours... Imitation is indeed the sincerest form of flattery, as I only copy the ships I actually adore... And put my own unique twist on them just so I don't get an _Impending Lawsuit,_ no pun intended XD
Very well done video! I'm finding myself trying to enjoy and expand my gameplay, but I have the glaring problem of always having to play in the hardest difficulty available. I will check your other videos but I'd love to find a "first steps to safety" after starting an hard combat/hard economy campaign.
How about a mini-playthrough that focuses on competing with the AI ships in each new sector as your fame increases. This is in regards to playing within the game's specific design limitations, e.g. available crew. For instance, building that Behemoth ship in the first sector is kinda pointless when crew availability is at a minimum. I stopped playing on easier difficulties long ago. So when I reach a new sector and get my old designs "tore up" then I need to be ready to upgrade. But stepping up my design to meet the crew limitations can be problematic. But what do I need, more speed, armor, PD, flak, missiles, etc?
Tip: what I do to get alot of loot really easy is I make a small railgun fighter and destroy merchant ships my method is simple Step 1: kill a merchant ship (you will get wanted) Step 2: use a big combat vessel (or vessels) to kill the Hunters Step 3: place a small ship next to a jump point (will keep you wanted) Step 4: kill all the merchant ships you want without any hunters coming Step 5: hide to stop being wanted and loot all the ships and build your grand fleet Just make sure you pick a faction that you hate
yes i also like to do that and i cant wait for the "supply and demand" economy-update because then you can really dive into a pirate career, creating shortages and selling the solution at a huge markup.
I love to tinker with logistics. To the point of me being a lot better at it than when it comes to building an effective combat vessel lol. I do hate the rather underwhelming ammoutnof copper that can be found in asteroids though. It always seem so little. Its not like copper is scarce compared to other resources, but rather that it is used a lot more compared to the others. Saddly, I caved in, and got myself a mod that slightly increases the ammount of asteroids that contain copper. Its a small increase that helps a huge deal. In any case, I loved this guide of yours, super helpful, managed to learn a couple of things, the tip to prevent depleting the entire coil stock because of the h-coil factory was a little difficult to understand, I'll have to check that part again.
In short: the COIL storages that should be left alone need to be an ENDstorage of the HYPERCOIL factory. the hypercoilfactory cant go in the opposite direction of a supplychain. and in order to prevent the hypercoilfactory from actually delivering hypercoils to that storage, we designate it with regular coils. the storages at the bottem left. the left is 1, the right is 2. both are designated as pure *regular* coil storages. ===> means supplychain (from===>to) coilfactory ===> storage 1 and storage 2 hypercoilfactory ===> storage 2 (because we want storage 2 as a stockpile and storage 1 to be allowed to supply the hypercoilfactory) hypercoilfactory===> actual hypercoilstorage at the top right but yes i should have used storages that are spread more apart so that the chains dont visually overlap.
Question: What about using all the resources you get on one ship from start to finish? Is that even a reasonable tactic or the reason why I rarely if ever make it past the first couple of sectors?
you can make a giant flagship that fullfills every role. problem is however, that you will be incredibly heavy and large in comparison to a regular combat vessel, which makes crew management a bit more annoying than it needs to be in career. its possible. i do it all the time. but its definitly an uphill battle. i would reccomend to take long range weapons like missiles and railguns but also heavily fortify your ship on all sides. You will get flanked and kited 24/7, so you might aswell just turn yourself into a station/raidboss. Endgameships with nukes will give you a headache though. so mentally prepare for a bit of frustration when you cant dodge a single one.
Would you make an updated ship design for the sun diver since we can now mine in the suns radiation with the new utility part that uses the magnet to grab floating debris and put it in the ship?
Hi, I see no hyperdrive on the support and mother ship, is this because late game you spend a longer time in 1 sector? or do you not jump those ships to new ones? are you using 1 specific sector as home base?
I just copied your sundiver design in creative to see how this works. REALLY need a guide explaining HOW to mine with a sundiver. Getting Over It full clear is less frustrating because you expect it to be painful. This is some next level infuriation where the tractor beams actively kill your 1.4m ship at any moment. Manual control doesnt work because the tractor beams dont bind to mouse buttons. Pull results in your ship perma hugging the rock, disabling the shields. Push doesnt work because the ship was designed to pull spinning you out of control. fixed distance + target + angular position + rotation should have been the answer, but the tractor beams rotate the rock causing your angular position to rotate your butt right at the sun again.
Wish the game had automation complexity like seen in Avorion. (You can designate and area and your miners will auto mine.) (You can designate a adventure area and your fighters will go kill pirates) (A ton more)
If a diamond factory doesn't benefit, why is it put into +100% location, while 2 next to it are only +50%? Wouldn't it be better to move it down or up so one of the benefitting factories next to it will get into 100% spot?
So am I the only one that uses Mining Lasers in combat to maximize profits? All the play throughs I've watched, players go out of their way to obliterate their enemies and resources. Especially early game when money is tight and enemies are easy. Then they typically struggle to get enough Enriched Uranium to upgrade their ship.
idea: how about u dont use tractorbeams but a mininglazer and a stick on the end of your ship let me explain u fly (with manual contol) to the astroid with the face to the sun and then u use the mininglaser to "drill" a strait line into the astroit stick ur stick inside the drilled line and just push S to go out of the radiation circle
you can of course skip the tractorbeams and instead use structure cages or your stick-method. however, depending on size and shape of the asteroid, its a bit tedious and risky. with the tractorbeam, you just say "pull", press z (in my case to reposition, dont know your keyboard), click outside of the radiation area and wait. no human error involved.
@@captaincaffeine thx for awnsering yes i tryed my idea but i noticed that if i dont find the center of mass from the asteroid i YEET to one side and well shields arnt anywhere XD (sry for my bad english btw 😅)
@@sirtommenom2949 you can make it work! The ship only tips over when asteroid center of mass is not between your two thrusters. So if you make your ship wider, or switch to diagonal build, it’ll be a lot more stable
you can mine asteroids close to the sun without BBQing your crew, just disable the airlocks (select then turnoff) and they will not kill themselfes for your loot. way faster then playing tracktor
Not all of us. For me I start with what I call the "specialist role" as in every task zeroed out (except extinguishers) Then I see an idea for a crew role (usually from the vanilla ships) and I duplicate the specialist. The duplicated unit gets renamed and task priorities based on what that crew member does. I COULD copy paste but that would leave me with crew task priorities I don't really understand. Yes it's a bit backwards but the crew roles that work I save as my own. Imitation is the most sincere form of flattery but learning is about taking what you have been given and seeing how far you can run with it.
this channel is genuinely the most useful resource on this game i have yet seen
6 months later; still the best. And its not even close
again 6 months later still the best i can find
Another 5 months later and still best
I'd love a guide specific to crew efficiency. I find it very hard to figure out as soon as I begin scaling designs.
he kinda touched on that briefly - check the ship library. There are some good ideas built into the ships already by pros including crew roles and placement / routes
For the sundiver. It is much better and easier to use mining lasers and resource tractor beams, while banning your crew to mine our pick up resources outside. That way you can mine the resources inside the sun's radius, reducing time spent, crew requirements, ship cost and the chance of critical failures during the operation.
i’ve been taking a break from the game because there weren’t any in-depth guides on manufacturing! thank you so much for this, and explaining sun divers too
Amigo re viendo tus videos e descubierto la traducción automática jajajajaajajja, aunque lo explicas tan bien y ayudas con tus tomas y gráficos, que entendía casi totalmente el contenido, muchas gracias y espero subas algún video más, eres lo mejor de cosmoteer.
This video in particular covered stuff I hadn't even THOUGHT of in this game. Very helpful!
These guides are always fantastic but I think this one really made an impact for me. Thank you!
the tip about the hyper coil factory is a so nice and the knowledge really should be more prevalent.
i think i spent about an hour using google to try and figure how to prevent total coil loss while producing hyper coils without micromanagement, then proceeded to look at the work shop for some hope but ended up giving up. went to start working on a cannon ship and found your vid on projectile weapons and found it quite nice and succinct. proceeded to watched all your basic guides and ended here which solved my blight.
I use simple pushing for my sun divers! If you use clever thruster placement you can make sure it never tips over and expose sides even when pushing the biggest asteroids.
It really helped me save resources, and thanks to that my sun diver work with only 22 crew. Uploaded on workshop as Dyson miner
I'd love a video of the newest update, automated resource gatherers and chainguns just to name a few bits
Hey brother I just want you to know I truly appreciate the video series you’ve done on the basic guide. I work a lot and I wouldn’t have the time to learn the game. I’ve fallen in love with Cosmoteer and I’ve used your work as a bible to learn the game. Thank you so much your effort is greatly appreciated. Please continue to make videos on cosmoteer.
I typically develop and run around with highly specialized "Civilian" ships and convoys... My small mining ships break apart asteroids, freighters pick up the material and haul it over to mobile refineries to be processed; Corvettes and Frigates make for decent escorts during my convoys resourcing missions
Sounds like a little fleet instead of 2 giant ships. i like it
But how do you have enough crew to do all that. Game strangles me with low crew based on fame.
I typically play with unlimited crew mods... That, or playing with friends...
Another nice video! I'm glad you talked about the ship library. We were hoping people would be able to use it as a learning resource.
Yeah, I opened the ship library once, saw nothing an figured I had to put stuff in or import it an never looked again. If that was all I got from this one it was worth the watch
There's a lot more to the library than just what you build- Cosmoteer comes with plenty, you just gotta look...
I tried best part is no part approach for my support ships, and it is working really well.
My cargo hauler has no defense, designed around 90% hyper jump efficiency to have max storage possible, 2 huge thrusters to have decent speed (but little maneuverability),and 3/4 crew is enough to run it. I even cheap out on doors, since the crew only need access to hyperium storage, the general storage can be accessible only from space.
My mother ship is designed around mass asteroid mining and processing. Max build size U shaped vessel with all the infrastructure running around the bottom side of build space and 2 thin scaffolding pitchforks running up the sides to catch and haul asteroids/ships. Again no defenses, whatever shielding you provide to your storage/mother ship is barely enough to hyper jump away from enemy, unless you sacrifice speed, my ship can outrun most of the enemies if necessary.
I found that the best way to protect your non fighting ships is to hide them, disguise them as junk until the solar system is clear of any danger.
''Amateurs worry about tactics, Dilettantes- about strategy, and Professionals- about logistics.''
Wise words, my caffeine-addicted friend, wise words.
Anyways yeah, this is an amazing, completely true and worthwhile guide video, just like your previous one, no controversies here. I am surprised that it actually taught me stuff that I didn't know about the game. As a player who's been there since the classic era (Since ~late 2020), I strongly dislike the changes with the crew management _(Especially the arrow opacity changes (Arrows were only visible when you'd hover around or select a module or a crew room. Now they are constantly visible, even if on lower opacity, at all times. _*_EVERY, SINGLE, FUCKING, ARROW!_*_ Your ship instantly turns into blue-green clusterfuck after some assignments) and the splitting of crew role assignment and the actual crew-to-module assignment into two different things, plus not to mention how switching through these two is an actual pain. And no, I don't mean the separation of crew management and resource management into two separate tabs. That was actually necessary),_ and even if I more or less got used to it and there are some things the new crew/resource management did right, I still don't really get all that supply chain nonsense with storages and factories, and this guide really helped me understand how it works.
*6:23* Also yes, I am prone to staring at the Built-In ships for hours... Imitation is indeed the sincerest form of flattery, as I only copy the ships I actually adore... And put my own unique twist on them just so I don't get an _Impending Lawsuit,_ no pun intended XD
" I am surprised that it actually taught me stuff that I didn't know about the game."
Glad to be of service
This was so helpful. Now I can become a true captain
New Captain Caffeine guide! It's a good day!
Very well done video! I'm finding myself trying to enjoy and expand my gameplay, but I have the glaring problem of always having to play in the hardest difficulty available. I will check your other videos but I'd love to find a "first steps to safety" after starting an hard combat/hard economy campaign.
Love this guide. Thanks for the factory setup.
How about a mini-playthrough that focuses on competing with the AI ships in each new sector as your fame increases. This is in regards to playing within the game's specific design limitations, e.g. available crew. For instance, building that Behemoth ship in the first sector is kinda pointless when crew availability is at a minimum.
I stopped playing on easier difficulties long ago. So when I reach a new sector and get my old designs "tore up" then I need to be ready to upgrade. But stepping up my design to meet the crew limitations can be problematic. But what do I need, more speed, armor, PD, flak, missiles, etc?
Absolutely a great source of info.. great vids man. Keep it up
I miss you!
Take your time though we'll be waiting!
Tip: what I do to get alot of loot really easy is I make a small railgun fighter and destroy merchant ships my method is simple
Step 1: kill a merchant ship (you will get wanted)
Step 2: use a big combat vessel (or vessels) to kill the Hunters
Step 3: place a small ship next to a jump point (will keep you wanted)
Step 4: kill all the merchant ships you want without any hunters coming
Step 5: hide to stop being wanted and loot all the ships and build your grand fleet
Just make sure you pick a faction that you hate
Ah yes, professional piracy
Or a reality of inter-faction war, depending how you look at it
yes i also like to do that and i cant wait for the "supply and demand" economy-update because then you can really dive into a pirate career, creating shortages and selling the solution at a huge markup.
Economic shenanigans is always a good thing......
Pirate tip : you won't get wanted if you throw merchant ships into the sun
The informationn density in here is huge. Even after 4 watches, I still don't remember everything.
Glad to be of help
Very helpful videos, thank you
very well done. thank you
I love to tinker with logistics. To the point of me being a lot better at it than when it comes to building an effective combat vessel lol. I do hate the rather underwhelming ammoutnof copper that can be found in asteroids though. It always seem so little. Its not like copper is scarce compared to other resources, but rather that it is used a lot more compared to the others. Saddly, I caved in, and got myself a mod that slightly increases the ammount of asteroids that contain copper. Its a small increase that helps a huge deal.
In any case, I loved this guide of yours, super helpful, managed to learn a couple of things, the tip to prevent depleting the entire coil stock because of the h-coil factory was a little difficult to understand, I'll have to check that part again.
In short: the COIL storages that should be left alone need to be an ENDstorage of the HYPERCOIL factory. the hypercoilfactory cant go in the opposite direction of a supplychain. and in order to prevent the hypercoilfactory from actually delivering hypercoils to that storage, we designate it with regular coils.
the storages at the bottem left. the left is 1, the right is 2.
both are designated as pure *regular* coil storages.
===> means supplychain (from===>to)
coilfactory ===> storage 1 and storage 2
hypercoilfactory ===> storage 2 (because we want storage 2 as a stockpile and storage 1 to be allowed to supply the hypercoilfactory)
hypercoilfactory===> actual hypercoilstorage at the top right
but yes i should have used storages that are spread more apart so that the chains dont visually overlap.
Honestly I think that mining/salvage ship should be a separated role from mother ship. Right now player can transfer resources and crew between ships
Good info I think. Thanks
Captain can u give us the blueprint of youre ship(the big storage one) please?
Question: What about using all the resources you get on one ship from start to finish? Is that even a reasonable tactic or the reason why I rarely if ever make it past the first couple of sectors?
you can make a giant flagship that fullfills every role. problem is however, that you will be incredibly heavy and large in comparison to a regular combat vessel, which makes crew management a bit more annoying than it needs to be in career. its possible. i do it all the time. but its definitly an uphill battle.
i would reccomend to take long range weapons like missiles and railguns but also heavily fortify your ship on all sides. You will get flanked and kited 24/7, so you might aswell just turn yourself into a station/raidboss.
Endgameships with nukes will give you a headache though. so mentally prepare for a bit of frustration when you cant dodge a single one.
> when the very first thing you do in the game is make a station to hold material and a automated mining ship.
Would you make an updated ship design for the sun diver since we can now mine in the suns radiation with the new utility part that uses the magnet to grab floating debris and put it in the ship?
What do you think about the new resource grabber on a sun diver?
Hint for the Sundiver: Lock the Airlocks. No Crew goes out, and the reciource collectors can work peacefully while mining Lasers eat up the Roid.
Hi, I see no hyperdrive on the support and mother ship, is this because late game you spend a longer time in 1 sector? or do you not jump those ships to new ones? are you using 1 specific sector as home base?
I just copied your sundiver design in creative to see how this works. REALLY need a guide explaining HOW to mine with a sundiver. Getting Over It full clear is less frustrating because you expect it to be painful. This is some next level infuriation where the tractor beams actively kill your 1.4m ship at any moment. Manual control doesnt work because the tractor beams dont bind to mouse buttons. Pull results in your ship perma hugging the rock, disabling the shields. Push doesnt work because the ship was designed to pull spinning you out of control. fixed distance + target + angular position + rotation should have been the answer, but the tractor beams rotate the rock causing your angular position to rotate your butt right at the sun again.
"Z" strafe movement. I somehow managed to try every movement type in the game except this one.
Babe wake up new Captain Caffeine just dropped
Nice :D
Sundivers sound like a novel Id love to read about.
Thanks
What difficulty of the game do you prefer (which game you play)?
Wish the game had automation complexity like seen in Avorion.
(You can designate and area and your miners will auto mine.)
(You can designate a adventure area and your fighters will go kill pirates)
(A ton more)
I loved salvaging, but by midgame the game would always slow down to a crawl, so I had to turn reclaim off :(
If a diamond factory doesn't benefit, why is it put into +100% location, while 2 next to it are only +50%?
Wouldn't it be better to move it down or up so one of the benefitting factories next to it will get into 100% spot?
I wasn't even aware you could enter the stars influence
Wahh
So am I the only one that uses Mining Lasers in combat to maximize profits? All the play throughs I've watched, players go out of their way to obliterate their enemies and resources. Especially early game when money is tight and enemies are easy. Then they typically struggle to get enough Enriched Uranium to upgrade their ship.
for the materials in the sun area cant you just use mining lasers and resource colectors
Resource Collectors were a recent addition to the game, they weren't present when this guide was made.
with resource collectors and mining lasers you can mine in the sun on site, no giant tractor beam required.
yeah resource collector didn't exist when this video was made. now its much easier and cheaper to build such ships because of it, which is nice
idea: how about u dont use tractorbeams but a mininglazer and a stick on the end of your ship
let me explain
u fly (with manual contol) to the astroid with the face to the sun and then u use the mininglaser to "drill" a strait line into the astroit stick ur stick inside the drilled line and just push S to go out of the radiation circle
you can of course skip the tractorbeams and instead use structure cages or your stick-method. however, depending on size and shape of the asteroid, its a bit tedious and risky. with the tractorbeam, you just say "pull", press z (in my case to reposition, dont know your keyboard), click outside of the radiation area and wait. no human error involved.
@@captaincaffeine thx for awnsering yes i tryed my idea but i noticed that if i dont find the center of mass from the asteroid i YEET to one side and well shields arnt anywhere XD
(sry for my bad english btw 😅)
@@sirtommenom2949 you can make it work! The ship only tips over when asteroid center of mass is not between your two thrusters. So if you make your ship wider, or switch to diagonal build, it’ll be a lot more stable
@@Favmir ill try it out
you can mine asteroids close to the sun without BBQing your crew, just disable the airlocks (select then turnoff) and they will not kill themselfes for your loot. way faster then playing tracktor
seems like the game really needs some more polish, it is still in development though
7:29 Yes, I stole.
Not all of us.
For me I start with what I call the "specialist role" as in every task zeroed out (except extinguishers)
Then I see an idea for a crew role (usually from the vanilla ships) and I duplicate the specialist. The duplicated unit gets renamed and task priorities based on what that crew member does.
I COULD copy paste but that would leave me with crew task priorities I don't really understand. Yes it's a bit backwards but the crew roles that work I save as my own.
Imitation is the most sincere form of flattery but learning is about taking what you have been given and seeing how far you can run with it.
I wish this game wasn't Windows only so bad
Running it just fine on Linux Mint LTS via Steam.
@@demos113 I'm pretty sure it says wendons only on steam but which that in mind I may buy it anyway worst case inario I could refund it
@@acompletelynormalhuman6392 just use proton, it probably works like 95% of other games
4nd one here
third one here
love your content, friend