Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Broke a lot of mods
really sad we cant update the game without breaking mods
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Showing 1-15 of 15 comments
JarH3ad 7 Sep @ 12:16am 
majority of the updates don't
Vulc 7 Sep @ 4:28am 
Originally posted by JarH3ad:
majority of the updates don't

exactly, there is feel that its a roll of the dice to update now, knowing my save and hours i've spent on it are now on hold until the mods are updated, or most times being forced to start a new Save.

Wish the Devs could nail down some of these things so mods can adapt without breaking the game
Plaus42 7 Sep @ 6:52am 
You can just wait with updating to the new version until the mods get fixed
Walt Destler  [developer] 7 Sep @ 7:05am 
Did the 0.27.1 update break any mods? I wasn't expecting it to. If so, please let me know what mod(s) broke so that I can look into it. I can also add a 0.27.0 beta branch if necessary.
Originally posted by Walt Destler:
Did the 0.27.1 update break any mods? I wasn't expecting it to. If so, please let me know what mod(s) broke so that I can look into it. I can also add a 0.27.0 beta branch if necessary.
please do
Walt Destler  [developer] 7 Sep @ 4:36pm 
Originally posted by Certified Web Shooter:
Originally posted by Walt Destler:
Did the 0.27.1 update break any mods? I wasn't expecting it to. If so, please let me know what mod(s) broke so that I can look into it. I can also add a 0.27.0 beta branch if necessary.
please do
What specific mods broke?
of the 31 mods I have none broke from .27.1
some became incompatible with each other, though, but that's not on the update itself
Vulc 7 Sep @ 7:34pm 
Well latest update now allowed all my previous mods that were crashing the game out to a log file to function all happily together again

Thanks!
dx155 8 Sep @ 1:44am 
It's great again, you start a game again for the first time in a long time and can see what the problem is:steamsad:
dx155 8 Sep @ 2:55am 
Someone has to explain that to me. I started it and got an error message, restarted it with the mods turned off on the game desktop and was told that 28 mods were probably no longer compatible with the game. I selected my current game with all the mods that go with it and it worked.
37+ mods, old and new campaigns, and no issues. Well one issue... I WANT MORE CONTENT TO SHOOT AT/EAT :D
Sern 8 Sep @ 8:15am 
I don't get worrying about mods in an early access game. Plus with the way Steam forces updates there is no way you're not going to encounter problems. Then the dev feels like they have to do extra work (besides just focus on the game) to fix issues with mods that are going to break again next update. A snake eating its own tail.

I like mods too but I wonder how much this detracts from just improving upon the game.
Vulc 8 Sep @ 8:24am 
Originally posted by Sern:
I don't get worrying about mods in an early access game. Plus with the way Steam forces updates there is no way you're not going to encounter problems. Then the dev feels like they have to do extra work (besides just focus on the game) to fix issues with mods that are going to break again next update. A snake eating its own tail.

I like mods too but I wonder how much this detracts from just improving upon the game.

They can do both, and have done both just perfectly fine imho
Sern 10 Sep @ 8:34am 
Originally posted by Vulc:
They can do both, and have done both just perfectly fine imho

Perhaps you're right. I have no idea how much extra time it takes them to worry about mod functionality and compatibility.

I just know that it has to take more time than no time at all. And in the case of an indie with few devs, time is the most precious resource.
Ironically mod support is only hard and time consuming for most big game studios because they don't plan around it

Indie devs often build their games around mod support, making it significantly easier to do
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