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So probably something got disabled due to the game disabling mods that are not set to work with Cosmoteer version 0.30.0a (setting the mod to support 0.30.0 without the a will not work and Cosmoteer will disable it again, which is highly annoying).
Please make sure all mods are properly enabled as as I was patching my mods to not get disabled by Cosmoteer version 0.30.0, Cosmoteer updated to version 0.30.0a (with an a) which started disabling all my mods again including the ones I had patched yesterday because of Cosmoteer disabling my mods.
The given key 'SirCampalot.asteroid_4' was not present in the dictionary.
Halfling.Serialization.DeserializeException: Deserialization from source "<D:\SteamLibrary\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<D:\SteamLibrary\steamapps\common\Cosmoteer\Data\modes\career\career.rules>" failed.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> Halfling.Serialization.DeserializeException: Deserialization from source "<D:\SteamLibrary\steamapps\workshop\content\799600\2921567827\mod.rules>/Actions/0/ManyToAdd/0" failed.
Also prepatched this mod to prevent Cosmoteer from complaining again again when Cosmoteer 0.30.0b, 0.30.0c, 0.30.0d, 0.30.0e, 0.30.0f, 0.30.0g, 0.30.0h, 0.30.1, 0.30.2 and 0.31.0 get released.
Upped supported version number to hopefully get rid of the game erroneously thinking this mod is no longer compatible.
Previous versions of Cosmoteer will no longer work with this mod due to changes in how asteroids are spawned.
These asteroids will also have less iron and copper in them, but overall should retain their total value (or exceed it by a bit).
---> System.Collections.Generic.KeyNotFoundException: The given key 'SirCampalot.asteroid_2' was not present in the dictionary.
means you don't have Mineable Megaroids enabled.
---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.Collections.Generic.KeyNotFoundException: The given key 'SirCampalot.asteroid_2' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Cosmoteer.Generators.Simulation.DoodadSpawner..ctor(GenericSerialReader reader, ProgressTracker pt) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Generators\Simulation\DoodadSpawner.cs:line 43
at InvokeStub_DoodadSpawner..ctor(Object, Object, IntPtr*)
at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
Total amount of asteroids spawned by this addon mod has not been changed and the total value of the newer asteroids will be roughly the same as the ones which have more copper and more iron than carbon.
If someone (for whatever reason) prefers to have the 1.0.0 version of this mod instead of this version, feel free to let me know as I can reupload the old version as a legacy version :)
I made them in such a way that the add-ons for Mineable Megaroids can be safely enabled and disabled whenever you want more or less of certain mineable megaroids to appear.
So yes, you can have the carbon add-on and the tritanium add-on active at the same time. I use both these add-ons and both the diamond and tristeel armor mods :)
Just be sure you have Mineable Megaroids enabled as the add-ons won't work without it.