Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Update: 15 Oct @ 12:18pm

v1.2.3
Fixed incompatibility with Bigger and harder systems mod.
This update may or may not also fix a few mod incompatibilities that v1.2.2 introduced that I'm not aware of.
Even thought it wont crash anymore, it is not recommended to use the Bigger and harder systems mod with this mod due to the limitations of the current moding API and what I can do for compatibility.
Increased min tier threshold for hyperium belts to spawn from 3 to 5.
Increased min tier threshold for shape belts to spawn from 8 to 12.

Update: 13 Oct @ 3:55am

v1.2.2
Added Wolf Rayet star type. (This star will push you away if you enter the damage radius)
Reduced frost damage threshold. (I raised it way too much)
Added hyperium crystal asteroid parts.
Added hyperium crystal asteroids that occasionally spawn in clusters in hyperium nebulas. (These replace the old asteroids that used hyperium ore)
Hyperium crystal asteroids occasionally spawn around hyperium depots.
Revamped belt generation, a codex page had been added that talks about this.
Each belt will now pick which type it should be instead of each type picking if a belt of that type should spawn or not.
The number of belts are now much more consistent.
Added two new types of belts. (Hyperium and Graveyard)
Added three new special type ships.
Special type ships now have a slight chance of spawning in any sector.
Increased max size that acid nebulas in halo sectors can generate.
Slightly increased the number of objects in shape belts.
Slightly constrained the thickness of shape belts.
Belts are no longer guaranteed to be present in every sector. Some sectors won't have them.
Second pass over each of the star types, the parameters have been adjusted and new information has been added to the codex.
Nebulas have been assigned a min sector tier threshold to spawn. This is to ensure the intended progression of nebula encounters. This only applies to random nebulas, not the nebulas that spawn because of sector type.
The tier thresholds are:
t1+ / starting sector: Cloud (Vanilla nebula), Sodium, Dust.
t2+ : Hydrogen, Darkmatter
t4+ : Hyperium, Electron (Vanilla nebula).
t6+ : Helium, Acid.
t9+ : Ion (Vanilla nebula), Solar ash, Fools electron.
Adjusted the OriginDistanceFromShip numbers on the frost and defrost nebula effects so that nearby ships don't cast "frost and defrost shadows" onto other ships from farther away than intended.
Adjusted frost damage and penetration resist so frost isn't overpowered. Max frost effect should now result in +200% damage and penetration resistance.
Adjusted corrosion penetration resist, Max corrosion effect should now result in -60% penetration resistance.
Sodium nebulas are now guaranteed to be present in the starting sector.
Dyson sphere spawnables will spawn slightly farther away if the central star is a blue giant or wolf rayet.
Added a new nebula adapted ship: "Bigger Chlorinater"
Fixed bug where nebula adapted bounties would only spawn "Sodium Mountain" and the associated missions would give nothing on completion.
Reduced TargetAcquireRangeFromOrigin for nebula adapted bounties from 2500 to 2250
Reduced TargetUnacquireRangeFromOrigin for nebula adapted bounties from 3000 to 2500
Various tweaks to the codex pages.

Update: 5 Oct @ 2:35am

v1.2.1

Fixed bug where parts that were supposed to remove frost weren't removing frost.
Fixed bug where turbulence would only push in one direction.
Turbulence is slightly more intense now.
Raised frost damage threshold.
Corrosion now only applies to armor parts. Non-armor parts will not "conduct" corrosion anymore.
Acid nebula EVA crew damage is now the same as the Helium nebula EVA crew damage.
Updated codex pages to reflect the above changes.

Update: 2 Sep @ 1:16am

v1.2

Added Special new bounties that spawn within certain nebulas and feature ship designs that cater to said nebulas. Currently, only the sodium ion clouds have them. I plan on adding them to the helium and acid clouds in the future.
Added "Dyson swarm" as a new sysgen spawnable, 20% chance to spawn in a unary star sector, with a further 2/3 chance for a mission to clear the swarm to spawn.
Added Hyperium Depot that acts like a station, but spawns a ship from the base game trade ship pool.
Added "Shape belt", which is like an asteroid belt, but it consists entirely of the rare shapes that usually only spawn at most once per sector. (Spawn chance for the belt is 5% and it won't spawn in the starting sector)
Added Fools Electron nebula type that nerfs energy weapon damage instead of buffs it. (Visually, it looks almost identical to actual electron nebulas)
Added Diffuse Dust nebula type that spawns around asteroids. (Has very minor effects and is immediately ignorable)
Added Hydrogen cloud as a new nebula type. effects are similar to liquid helium. It spawns very far away from the sector center.
Added frost as a status, which is similar to heat, but less damaging and (if you know what your doing) it can be used to your advantage in combat. (damage and penetration resist is increased instead of decreased)
Frost and heat will cancel out if present together on the same tile.
Accumulated frost will remain on your ship unless you fly through a nebula that can thaw it.
Thawing nebulas include: Cloud, Diffuse Dust, Sodium, and Stellar Ash.
The old "frost" particle effects have been replaced by Frost. (the status)
Added corrosion as a status, which is like frost, but specifically for the acid storm nebulas.
Corrosion reduces penetration resist but doesn't change damage resist.
Corrosion does not interact with heat or frost.
Corrosion only effects armor parts, effectively the inverse of frost, and non-armor parts passively remove Corrosion. (I know this isn't realistic, but I made it this way for gameplay purposes)
Corrosion effectively replaces the old direct damage the acid nebulas used to inflict.
Added some new codex pages.
Updated some existing codex pages.
Added a couple of ships to the "special" type spawn pool.
Halos generate further into the sector so they actually effect gameplay.
Quaternary and Pentenary halo sectors now have a mini halo around the outer most sun.
Complete redo of envelope generation, nebulas now generate in concentric circles and arcs around the center of the sector.
Binary stars now have a chance to be spaced much further apart.
Added a new background planet type: ice.
Added several new rare background planet types.
Added a couple of new star types.
Red giants now have their own style instead of reusing the default sun style.
Reduced the min distance between stations and asteroid fields.
Reduced the min distance between stations and the sun.
Updated stellar ash nebula visuals to look more "boily". If this hurt's your eyes, go to graphics settings and turn off "Fancy Clouds & Storms".
Large shapes now have a ring of smaller shapes around them.
Storage field objects are now (mostly) arranged in concentric rings to look more "Intelligently placed"
Storage fields have a different set of objects for the outer most ring.
Added a couple of new storage containers to the Storage field spawn pool.
Removed acid nebula lightning.
Increased acid nebula drag by 25%.
Reduced acid nebula vision debuff to -75% and radar range to -70%. (Was -85% for both)
Acid nebulas no longer spawn in the starting sector.
Reduced Stellar Ash nebulas vision and radar debuff to -40%. (Was -50% for vision and -75% for radar)
Some code rearrangement to make maintenance a bit easier.
Removed unused nebula prototype icons from mod files.
Objects that don't have proper names (example: storage pod 1, storage pod 2, ect...) now use generic names.
Fixed bug where ftl gates could generate inside a star if there were 4+ stars present.
Fixed bug where sysgen objects weren't remembering their state, allowing for an infinite resource exploit.
Fixed bug where high density electron sectors weren't generating in non-standard galaxy settings.
Fixed bug where asteroid fields were spawning inside red giants.
Fixed bug where playing the game at 8x speed with a large ship in a Stellar Ash nebula would cause a crash after a few seconds.
Fixed bug with stellar ash nebulas not using the simple nebula shader when "Fancy Clouds & Storms" was off.
Fixed bug where sysgen_misc_discoverables were spawning too close to bounties.
Fixed bug where NPCs that spawned inside most of the nebulas in this mod would refuse to move.
Finally fixed bug where center of hyperium supernova wasn't hyperium. (I have tried to fix this several times, and each time I always think I fixed it, only to later find out that I didn't)

Update: 3 Aug @ 9:00pm

v1.1.3

Updated some of the mod info codex texts to read more coherently.
Updated the nebula tooltips to be more concise.
Reduced the amount of hyper-coils in the storage field spawnables.
Removed the "weak damage raycaster" from red giant sectors. (It still exists in the mod files and creative mode, but it won't spawn anymore)
Fixed red giant star not having a sun damage zone. (Meltdown update changed how the damage zones worked so it just ignored my outdated code)
Red giant star now applies heat instead of direct damage.
Helium nebulas reactor buff lowered from 60% to 40%.
The radiator is now effected by the nebulas. The exact numbers are:
- Liquid Helium: +100% efficiency
- Sodium: -45% efficiency
- Stellar Ash: -80% efficiency
- Hyperium Aerosol: +20% efficiency
Hyperium Aerosol no longer effects thruster ramp up time.
Added Io as a possible starting faction.

Update: 31 Jul @ 11:04pm

v1.1.2

Updated for 0.30.0

Changed the solar ash nebula to apply heat instead of start fires directly.

I haven't tested in the latest game version very much, so there may still be bugs, but at least it shouldn't crash on startup anymore.

Update: 14 May @ 12:25am

v1.1.1
Fixed bug where sodium clouds would spawn when "I Hate Clouds & Storms" was on.

Update: 30 Apr @ 7:16pm

v1.1.0

New content:
Added "Dying" galaxy generation type
Added "Interstellar" sector type. (essentially just a sector with no suns, planets, or supernova present, there are still asteroids and stations present)

Tweaks:
Acid nebulas damage crew now.
Solar ash nebulas are brighter now, so they are easier to distinguish from gaseous clouds at a glance.
Solar ash hud icon has been recolored.
Solar ash nebulas cause fires more often but inflict slightly less damage per fire start attempt. (Damage 73 -> 53, ChancePerTilePerTick, 0.02% -> 0.06%)
Solar ash nebulas have 20% higher turbulence.
Solar ash nebulas have their own ambience now instead of reusing the sodium ambience.
Dark matter nebulas have their own shader now, it's very subtle, but it's there.
Fixed Dark matter hud icon aliasing artifact.
Storage field spawnables have fewer resources and rare resource spawn chances are actually weighted properly now. (previously the resources all had the same random weight)
Extra^2 large galaxy setting has been renamed to Extra Extra large.
Second pass over all the galaxy generation settings and sector types, code is a bit cleaner now, and I have finally filled out all possible combinations of galaxy types. Meaning you can now start in the Cabal in an Ionized large galaxy if you want. (Extra Large and Extra Extra Large are exempt from this)

There is now a small chance for the sodium clouds to spawn in the red giant coronas.
Hyperium nebulas now Increase thruster ramp up time instead of decrease it. (-20% -> +25%)
Hyperium nebulas reactor debuff has been reduced. (-20% -> -15%)
Hyperium supernova aftermath sectors will now have Hyperium asteroids present in the supernova epicenter.
Added the n sun variants of the new electron sector type in 0.28.2
Updated a few code comments. (no effect on gameplay)

Bug fixes:
It it now possible for all sector types to generate in all galaxy settings.
The "safe" nebulas are now on the StasisIgnoredNebulaTypes list, I'm not sure what that will fix but I'm sure it fixes something.
Rearranged sysgen order. (this may or may not fix the save corruption bug that people keep reporting, please let me know)
Fixed an oversight when I added the "stellar ash" nebula that prevented "Special" objects from spawning.
It is no longer possible for helium nebulas to spawn inside of solar ash nebulas.
Updated the electron nebula tooltip to reflect the updated buff and debuff values in 0.28.2

Note: I tried to add the MinTier field to all the sector types but that caused them to not spawn in the modded galaxy sizes. I don't know for sure if that is a problem with this mod or the game itself. The sectors in this update do not have a MinTier yet for this reason.

Update: 25 Aug, 2024 @ 11:13pm

v1.0.4

Added Stellar ash nebula (Only spawns in supernova sectors)

Hyperium nebulas now have a custom shader.

fixed a bug where helium "highways" would not spawn consistently in sectors with fewer stars.

Sodium Ion nebulas now have "Turbulence"

Helium nebulas now damage crew on EVA.

Update: 21 Aug, 2024 @ 7:57pm

v1.0.3

Fixed a bug where AI ships would get stuck at the edge of the red giant sun damage zone.

Adjusted several vanilla sysgen spawnables so that they no longer spawn in sun coronas or dangerous nebulas.

Changed Helium clouds damage type to "frost".