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You can find it here: https://gtm.steamproxy.vip/workshop/filedetails/?id=3093774017
Le crash est causé par un mod défectueux. D’après le log, l’erreur vient de la désérialisation des règles de carrière :
Deserialization from source "<...merchantraidersmeer.rules>/Fringe/SubSpawners/0" failed.
...
System.Collections.Generic.KeyNotFoundException: The given key 'SirCampalot.poi_dpmmerchantraider' was not present in the dictionary.
👉 Cela signifie que le mod SirCampalot.Ωdpmmerchantraidersexpanded (Workshop ID 3111437872) attend une entrée (poi_dpmmerchantraider) qui n’existe pas ou qui a été supprimée dans une autre dépendance.
Résultat : le jeu ne parvient pas à charger les règles de carrière (career.rules) et plante.
En clair
Cosmoteer lui-même fonctionne, le problème vient d’un mod.
Le jeu essaie de charger le mode carrière → il lit les fichiers de règles → un mod de SirCampalot demande une référence manquante (poi_dpmmerchantraider) → crash immédiat.
No gameplay changes were made.
The new mission will appear from around star system tier 11 and up and will be relatively uncommon (but most star systems will have several).
I may have made other changes under the hood, but for now making sure my mods work with the current version of Cosmoteer is my first priority.
- Added refactioned merchant raider ships to the merchant bases. These are captured and converted civilian ships repained to resemble another faction and will be fairly uncommon (roughly 1 every 3 merchant raider bases will have at least 1).
These will partially replace the splitter ships, so total amount of enemy ships will be roughly the same)
- Added spy base mission set similar to the ones from the base mod.
Depending on the tier of the current star system, you will be able to get a mission to destroy a spy platform, a listening post or a radar base.
These will be relatively lightly guarded compared to the merchant raider full bases and fill in a spot between a single raider and a full base in difficulty.