Abh mod/History of innovations and influence

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A summary of ``Firsts`` creations among mods and or adapted by vanilla. This is not a complete list by any means. Some points are lost in time or things like coding tricks are not included. As the Abh mod is big and each version comes with a bunch of parts the release date is not a good reference for the creation date. For example v0.1 was finished in October 2016 but released in May 2017. Historically, many parts wait for months on features or due to other circumstances before being released. For example all the registry code left behind in 0.4.6RCx that only got released in 0.4.8 and later version.

Antimatter production was outsourced and the request put up on discord resulting in the creation of the Matters Matter mod.

Overview

  • first part mod offering multiple translations (mod v0.3x-9)
  • first small reactor (mod v0.3x-9): Mini Fusion Reactor Core
  • first small storage (mod v0.3x-9): Small Power Supply
  • first multi vector thrusters (mod v0.3x-9): impulse thrusters
  • first phaser array (mod v0.3x-9)
  • first wedge parts (mod v0.3x-9): 2x1 wedge adopted by vanilla
  • first curved parts (mod v0.3x-9)
  • first room parts & first wedge room part (mod v0.3x-9)
  • first hull form parts (mod v0.3x-9)
  • first warp core drives & first hybrid part (mod v0.3x-9)
  • first small shield & first corner shield (mod v0.3x-9): SIF Generator 1
  • first custom walls wedge blend code (mod v0.3x-9) used for room wedge
  • after mod support (mod v0.3x-9/0.4): Electromagnetic Projection Cannon
  • first Special UI group (mod v0.4.3) & Tech level UI groups (mod v0.4.5)
  • first wedge thruster (mod v0.4.3): feather thrusters
  • first large/huge thruster (mod v0.4.3): Large Fusion Thruster


  • first mines (mod v0.4.4): Mine Dispenser1
  • first singularity/gravity drives (mod v0.4.4)
  • first super weapon & first internal weapon (mod v0.4.4): Bioenergetic Beam downgraded due to beam bug when first created
  • first drone (mod v0.4.4)
  • first part with two visible independent turrets/weapons (mod v0.4.4): Defense Drone
  • first solar panels (mod v0.4.4)
  • first invisible teleconnect force part (mod v0.4.4)
  • first corner blend code (mod v0.4.4), for all asymmetric parts; before Cosmoteer had exclusively restricted this to vanilla wedge part
  • first drain/EMP missile (mod v0.4.4):Shock Missile Launcher
  • first drain/EMP beam weapon (mod v0.4.4): Neutral Particle Beam
  • first phaser lance (mod v0.4.4): Phaser Lance
  • first top mounted turret provided to Star Wars - A Cosmos Divided: Turbo Laser
  • first multi-part super weapon part provided to Star Wars - A Cosmos Divided: Death Star Laser (since Cosmoteer 0.12.8 but pushed back due to Cosmoteer bugs)
  • first multi UI ship classes (mod v0.4.6RC1)
  • first tractor beam with all functions via UI buttons (with help from Bubbet for troubleshooting) (mod v0.4.6RC1):
    • first custom GUI buttons (mod v0.4.6RC1):
      • triple purpose part
    • dual-purpose PD/normal weapon (mod v0.4.6RC1): anti-proton cannons/small electron laser beam
  • first true color changing beam weapon (mod v0.4.6RC1): Electron Laser Beam; unknown shader bug often shows a white beam with actual color at the edges
  • first anti-missile beam (mod v0.4.6RC1): electron_laser_turret failed due to beams not having damage effects support at the time
  • first anti-missile missile turret (mod v0.4.6RC1): Flex Missile Defense Turret partially successful due to missing support for missiles tracking missiles at the time
  • first nuclear_detonation_drive (mod v0.4.6RC1): Nuclear Detonation Drive
  • first flare and chaff dispensers (mod v0.4.6RC1):
  • first shield projection cannon & first kinetic wave pulse weapon (mod v0.4.6RC3):
    • steer-able shield (mod v0.4.6RC3): pinpoint barrier defense
      • missile swatting shield (mod v0.4.8): defense stick
  • first airlock & first fire blocking bulkhead (mod v0.4.7):
  • first water production part & (future cooling system) (mod v0.4.7):
  • first reactive armor (mod v0.4.7): NERA Reactive Armor
  • first geoponic park & (future air and food production) (mod v0.4.8):
  • first water plumbing system (mod v0.4.8):
  • first repair drone (mod v0.4.8):
  • first energy mine cannon (mod v0.4.8):
  • first top mounted turret with turret on top (mod v0.4.8): Battle Defense Turret
  • first afterburner thruster (mod v0.4.9)
  • first retractable turret (mod v0.4.9)
  • first seed bank (future food) (mod v0.4.9)
  • power syphon and funnel beam: powersyphon_beam (mod v0.5.0)
  • first rotating drone ring : Athena's necklace (mod v0.5.0)
  • first opening and closing gates for base ship-hangars: starbase_gates (mod v0.5.0)
  • first regenerative shields (mod v0.5.3 RC1)
  • multi-warhead/sub-ammo: UMK mobile mine (mod v0.5.3 RC1)
  • first multi-burst firing modes: torpedo tubes (mod 0.5.3 RC2)
  • roof phaser array (mod 0.5.3 RC2)
  • first fire suppression corridor (mod 0.5.3 RC2)
  • first multi ammo factory: bulk replicator (mod v0.5.3RC3)
  • multi-base inheritance, multi torpedo launcher: torpedo bay,torpedo launcher (mod v0.5.3RC3)
  • first defensive field: expanding sphere generator (mod v0.5.3RC3)
  • suited up marines (Varitech mod 0.0.5)
  • variable/transforming parts (Varitech mod 0.0.5)
  • ejectable parts (Varitech mod 0.0.5)
  • robot arms/legs (Varitech mod 0.0.5)
  • fuel inter-transfer systems (aimed for ejection) (Varitech mod 0.0.5)
  • first multi-burst firing modes, multi-firing patterns, mutli-base code: torpedo launchers (mod v0.5.3RC4)
  • first multi-directional monolithic roof-mosaic compound sensor system: sensor pad (mod v0.5.3RC4)
  • first multi-directional compound solar panels (mod v0.5.3RC4)
  • first hangar & roof system to enclose empty/prohibited space: hangar control roof, roof fillers (mod v0.5.3RC4)
  • external lighting with switchable colors (mod v0.5.3RC4)
  • first external multi-sweep-mode search lights (mod v0.5.3RC4)
  • first long-range plasma distributor using proxies (mod v0.5.3RC4)
  • first structural integrity field via buff: SIF generators 4+ (mod v0.5.3RC4)
  • first group cascading amplifying, conputer/engineering buffed, antimatter reactor: construx reactor (mod v0.5.3RC4)
  • first unstable destructive reactor: enantiomorphic reactor (mod v0.5.3RC4)
  • first shooting/firing and warping missile: firefly missile (mod v0.5.3RC4); gives birth to launch-able drones in other mods
  • guardian orb (mod v0.5.3RC5)
  • automatic multi-modes: disruptor emitter array, disruptor cannon emitter, guardian orb etc. (mod v0.5.3RC5)
  • first multi-mass changing: higgs field generator (mod v0.5.3RC5)
  • multi-compounding weaponry based on either plasma or particle accelerators with specifics for each type (mod v0.5.3RC5)
  • first lingering energy dissipation: energy dissipator launcher (mod v0.5.3RC5)
  • first bio parts with regeneration and non-vanilla tech shielding (mod v0.5.3RC5) due to game bug self-revival would crash and was removed for later
  • first convergent weaponry: bio_convergent_pulse_emitter,bio_convergent_beam_emitter,bio_convergent_lightning_emitter (mod v0.5.3RC5) see later vanilla ion beam prism system
  • first cargo transporter using proxies (done in mod v0.5.3 RC1.2 but unlocked in mod 0.6.0 or earlier)
  • mosaic/sub-size armor pieces (mod v0.6.0)
  • first compound bridge with remote detonation system from CORRDEC mod and sensor alarm system with siren and vocals (mod v0.6.2)
  • first ship construction allows ships to be constructed in-game via pre-build "blueprints" (mod v0.6.2); developed from bio revival system
  • first grappler arms (mod v0.6.4); developed from Varitech mod
  • first ejection tubes which allows ejection without destructions; marine crews can be ejected (mod v0.6.4); developed from Varitech mod
  • first part category targeting sniper weapon with first rotary loading system: Ariel cannon (mod v0.6.5)
  • ship warp weapon: Emita cannon (mod v0.6.6)
  • first external compound thruster with prohibitive area: pod thruster (mod v0.6.6)
  • first compound drive system and variable roof-mosaic compound system: impulse_drive (mod v0.6.6)
  • internal compound weapons system for electron laser supports multi-splitting: electron_laser_accelerator (mod v0.6.7)
  • variable firing modes, overload system: fusion_beam (mod v0.6.7)
  • bridges expanded with ship wide red alert light system (mod v0.6.8)

Other

  • nullspace armor (mod v0.4.5):
  • bench part provided to Star Wars - A Cosmos Divided (mod v0.4.6RC1):
  • explosive bolt (mod v0.4.6RC1):
  • small rounds factory (mod v0.4.6RC1):
  • nuke factory (mod v0.4.6RC1):
  • fire control station hubs (mod v0.4.6RC4):
  • water condenser (future cooling system) (mod v0.4.7):
  • nanite damage control (mod v0.4.8):
  • orb / forcefield enclosed weapon (mod v0.4.8):
  • docking supply station (mod v0.4.9):
  • first large bridge (mod v0.4.9):
  • first? slow damaging / eating / devouring weapon (mod v0.4.9): deadly ash dispenser
  • repair based on ammo (mod v0.5.3RC1), vanilla and all mods loaded after
  • diagonal cockpit (mod v0.5.3RC5)
  • code & sprites provided to Capital Ship Weaponry mod
  • coded courtesy of Abh among others for Additional Weapons Mod: Ternary Assault Cannon, Ogami, Massdriver/b
  • provided complete code for money generating / reclaiming mod.
  • numerous unsanctioned but tolerated code used by other mods

etc.

Vanilla Influences

Suggestions and Solutions that found their way into vanilla. Not counting numerous minor and major bug reports. from Cosmoteer 0.9 to 0.12

  • diagonal and directional flight settings
  • folder support for ship files
  • folder support for mods
  • mirror bug, mirror part features
  • png image import
  • bucket fill tool
  • UI button bug, remember feature
  • numerous error reports leading to error report improvements & numerous minor mod features and convenience improvements
  • parts re-using same shot files
  • numerous complains leading to sprite layer, memory handling improvements
  • mini game map and ship icons

etc.