Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Extended Tech Tree Mod.
767 Comments
SirCampalot  [author] 18 hours ago 
@Goldenthunder96: I still need to add parts that make use of aetherium, these are next to be added.
Till then their only use is for selling for credits.
Goldenthunder96 26 Sep @ 6:23pm 
Hey SirCampalot, which use does Aetherium have?
I cant find anything related to it? O.o
SirCampalot  [author] 23 Sep @ 9:13am 
@66562940: Thank you for reporting. I have put it on my todo list for things I need to have a look at.
@DrBury: Thank you for the feedback :)

Also sorry for late response, I just got back from my trip abroad.
DrBury 21 Sep @ 3:00pm 
I love how this mod keeps getting patched I'm so sad when old mods stop working because of cosmoteer's updates but I like the game too much to drop it.
66562940 16 Sep @ 5:28am 
Advanced Tractor Beam can only pull enemy ships towards itself, no matter which work mode I choose, it can only pull the enemy ships, but can not them away!
SirCampalot  [author] 15 Sep @ 9:08am 
Version 1.5.1 is now released and adds the following:

- Added the Hyperium Grower


The Hyperium Grower is meant as a mid-game ship part and is thus not available early on.
It's essentially a converted small reactor core redesigned to use its internal power production to grow hyperium crystals instead of batteries.
But it will take a loooong time to grow hyperium, so your best bet is to (once you reached mid game and researched the HG) build a couple of them, then forget you have them.

The advantage is that, due to it growing the crystals completely without user intervention, it requires very little manpower. The only thing your crew would need to do is to fetch the hyperium and place it in a storage for future use.
SirCampalot  [author] 15 Sep @ 1:27am 
@Dre Patron: Oh I get it now. dpmexplosive_struct_nuke is one of my WIP thingies. It was supposed to be part of some kind of kamikaze explosive, but I never got it to function in a satisfactory way so I simply commented it out (for the time being at least).

It shouldn't cause any problems unless you enable it again, but (as you already found out) chances are recent updates broke these testing parts.

The vast majority of testing WIP parts are not contained within ETTM btw, but in a private beta addon which also broke due to recent updates, but this will have to wait till I get back from my trip :)

I plan on doing a small update for ETTM later today, but don't expect anything major.
SirCampalot  [author] 15 Sep @ 1:21am 
@Dre Patron: I haven't gotten this crash, but thanks for reporting.

Could you tell me when this exactly occurs so I can reproduce it?

Also better hurry because after today I'll be away for a week.
Dre Patron 14 Sep @ 10:28pm 
@SirCampalot, Your mod is a must for me! but in the latest update I kept having issues with the "dpmexplosive_struct_nuke" file due to some unexpected * added or missing, I managed to fix it by but wanted to share that in case you haven't noticed yet :) (for now I'll just override your file locally) if you ever need some testing i'd love to help.
SirCampalot  [author] 10 Sep @ 11:15am 
For the people who are having issues with their modlist due to not all of their mods having been updated to Cosmoteer 0.30.1, I have uploaded the previous version of ETTM to this page: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3565821352
SirCampalot  [author] 10 Sep @ 1:23am 
@19rrnoah: This update hit at 1.15am local time, so I had just gone to bed.

Usually I prefer to prepatch my mods before Cosmoteer updates, but due to the nature of this update this was literally impossible, so I had to wait for Cosmoteer 0.30.1 to go live before I could update this.

Please keep sending me bug reports as I will have little time in the next few weeks, so I can keep fixing bugs afterwards.
SirCampalot  [author] 10 Sep @ 1:21am 
Version 1.5.0

Preliminary update to support Cosmoteer version 0.30.1.
Previous versions of Cosmoteer will no longer work with the live version of ETTM.

Potential bugs: Since I had to work on this patch when the Cosmoteer release candidates kept making changes to hundreds of files, I opted to keep using a lot of the older sounds, for the time being at least.
So if some of the sounds do not work normally, please let me know as I'll probably be adding at least a few more patches after this version BUT I will go on a holliday soon and am really busy IRL rn, so this will take time.

But priority is to prevent it from crashing.
19rrnoah 9 Sep @ 8:03pm 
can this be updated plz
19rrnoah 9 Sep @ 7:53pm 
is this updated
SirCampalot  [author] 9 Sep @ 2:19pm 
@264155249: Yes. Perhaps I should add more information regarding the high-tech equipment in this mod, but suffice to say the high-tech content is meant to be for mid-game, not for early game.

Currently Cosmoteer is very limited in how a modder can make certain tech available only in higher tiers.
264155249 9 Sep @ 12:43pm 
我发现添加的特殊资源星无法被开采 .相位光束无效
只有mood里的采矿器才有效
SirCampalot  [author] 28 Aug @ 1:47pm 
Just a headsup: The next RC features changes to asteroids which comes down to it not being possible to pre-patch ETTM to prevent it from crashing when the next Cosmoteer version is released.

I am currently working on making it work with the next Cosmoteer version, but I am unfortunately gonna have to wait until the next Cosmoteer patch is actually released before I can update ETTM.

The same goes for all my asteroid mods. I'm currently working on preparing their next versions as well but it's a lot of work. Hopefully I can complete it all before this weekend.
SirCampalot  [author] 28 Aug @ 4:19am 
@lelapindalbi: I've tested the booster just now in creative mode quickly and I've not been able to reproduce this crash. It boosts just fine.

If it crashes for you, could you please copypaste the crash log in here or in "Feedback and other remarks." so I can have a look at it?
lelapindalbi 28 Aug @ 3:57am 
le booster me fait crash quand je lactive
SirCampalot  [author] 24 Aug @ 10:23am 
@lelapindalbi: Could you describe to me what the issue is with the advanced thruster? All of them or only specific ones?
lelapindalbi 24 Aug @ 10:21am 
please update
lelapindalbi 24 Aug @ 10:21am 
bug truster adv
SirCampalot  [author] 14 Aug @ 9:43am 
@4sunnyh: Thanks for reporting. I'll add it to my todo list.
4sunnyh 14 Aug @ 9:03am 
Advanced tractor beams seem to be bugged: they only pull the target no matter what the mode is.
ukee49 13 Aug @ 7:05am 
Thats cool of you bro
SirCampalot  [author] 10 Aug @ 11:20am 
@liniv: That's unlikely. I don't play the game anymore (or at least not for the time being) and I personally don't like how the overclock system was implemented.

But I will keep my mods maintained for the foreseeable future as a courtecy for the people using my mods.
liniv 10 Aug @ 10:27am 
Will this be updated to have OC mode?
SirCampalot  [author] 10 Aug @ 12:58am 
@Caseycc: This is unfortunately a game limitation due to how the compacted rocks had to be implemented. However, I wasn't aware this also happened when mining standard asteroid rock.

My apologies for the inconvenience, the game wasn't made to have these different types of rocks in the game due to how rudimentary asteroid generation is.
Caseycc 9 Aug @ 8:28pm 
Seems like the High Tech Mining Laser does not mark stuff for gathering after dismantling things, where as vanilla and Advanced Mining Laser do have that functionality.
SirCampalot  [author] 5 Aug @ 7:37am 
@scripper2002: So I hate endgame lag. So none of my parts are more laggy than vanilla parts (or at least they should definitely not be) and many of the parts are less laggy than vanilla parts.
scripper2002 5 Aug @ 7:35am 
@SirCampalot hey hello i want to know if all part doesn't be laggi
SirCampalot  [author] 4 Aug @ 11:28pm 
Version 1.4.0a

Identical to version 1.4.0, but necessary because Cosmoteer 0.30.0a disabled ETTM AGAIN, so not only will this fix this error, I've also prepatched ETTM to prevent this error from happening again for the foreseeable future.
SirCampalot  [author] 3 Aug @ 1:44pm 
@r/report.me: Make sure your version of ETTM is updated to the latest 1.4.0 version and that you're running Cosmoteer 0.30.0. That should fix that particular error.
r/report.me 3 Aug @ 1:25pm 
I just got this error

Deserialization from source "<...dpm_missile_nuke_stage1.rules>/Components/Hit/HitOperational/HitEffects/0/TotalDamage" failed.
Reference ... does not refer to a field node.


I dont think I should have any other mods that conflict with ETTM.
SirCampalot  [author] 3 Aug @ 9:25am 
GYOMEI-HIMEJIMA_9906 3 Aug @ 9:05am 
will you add overclock?
SirCampalot  [author] 3 Aug @ 3:15am 
I forgot to include the actual link to the latest legacy version, my bad. This is for people who want to remain in Cosmoteer 0.29.0
You can get it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540606020
On this page ETTM currently supports Cosmoteer 0.30.0 only. It turned out to unfortunately not be possible to support both 0.29.0 and 0.30.0, but most of the sattelite mods (like the ETTM versions of Dwarf Planets, Gigaroids, etc) will work in 0.29.0 and in 0.30.0.

When any of the sattelite mods stop funtioning in 0.29.0 then I will upload legacy versions of those mods as well, but until further notice you can assume the sattelite mods -will- work in 0.30.0 even if the game pops a message it may be incompatible (and if it breaks plz let me know so I can fix it).

Have a nice weekend.
SirCampalot  [author] 3 Aug @ 2:54am 
Please keep in mind that for people wo wish to remain in Cosmoteer 0.29.0 I've uploaded a legacy version of ETTM to the workshop yesterday.

Thus far all sattelite mods I tested seem to work fine, but I will be updating their version numbers very soon anyway to prevent the game from automatically disabling them, which is annoying especially when trying to play in coop.
These include Upgraded Enemy Ships, Upgraded Defense Platforms and Classic Bounty Hunter. I expect all asteroid sattelite mods to function just fine, but will probably also have to up their version numbers due to the auto-disabling feature thingy.
SirCampalot  [author] 3 Aug @ 2:52am 
Version 1.4.0 is now released and makes the following changes:

- Preliminary update to prevent ETTM from crashing when used with Cosmoteer 0.30.0. Previous versions of Cosmoteer no longer supported due to core changes in the game (legacy version was released yesterday for Cosmoteer 0.29.0).
- All advanced reactors have an increased battery size. Instead of 4x, 8x and 12x, the battery sizes are now 5x, 10x and 15x. This was necessary due to the addition of the vanilla huge battery.
Power generation of all ETTM reactors are unchanged, just the battery size has.
- Parts are fitted to the new caterory menues, but the new fancy expanding menues have not been implemented yet.
SirCampalot  [author] 2 Aug @ 3:07pm 
@hisairnezz: This version is currently not working in the live version of the game. This Cosmoteer patch is the biggest since it went to steam. It was in the preview state for a few months, but the Release Candidate was for a very short time, hence I didn't have the time yet to grind through all the errors yet.
Also atm I have other stuff going on and I don't play this game anymore, so I'm a bit out of the loop.
I don't know about SW but iirc Jani's Shipyard was already patched?

This Cosmoteer update broke a LOT of mods. After ETTM I will be checking my other mods, but most of my other mods should be fine.
hisairnezz 2 Aug @ 2:19pm 
Re-installed your mod now , but allways crashes at
"dmp Nuke stage 1 , ...does not refer to a field node"

There will be a lot to do for all the good Mod´s in the game. I crossed it all over , so if 1 Main Mod is not runnin , i am done :D

Hopefully You and Yanis , the SW Team and all the other big Moders got time to fix all the issues.
I am very happy your still working on it , cause this one of the important ones !
Good luck SC
Bread 2 Aug @ 2:08pm 
Well that's great news man! Keep up the good work.
I'm a man of patience so take as much time as you need.
SirCampalot  [author] 2 Aug @ 1:03pm 
And also @everybody, thanks for the kind words :)

Hopefully ETTM will be back up and running soon (I got it running in 0.30.0 already, but still need to test for crashes when building/firing every single part first).
SirCampalot  [author] 2 Aug @ 1:01pm 
Just a headsup: I have uploaded a legacy version of ETTM to this page https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540606020 for whoever wishes to remain at Cosmoteer 0.29.0 for whatever reason.

This version also contains the part I was gonna add way earlier which I will also be adding to the live version of ETTM once I have verified I got it working in 0.30.0.

I will probably require multiple patches to get everything right. I've had to make changes to the advanced reactors due to changes of the battery sizes and changing the battery capacity of all the advanced parts to reflect their new (somewhat increased) battery storage size.
I will probably update on sunday or maybe even tonight, but it will be a preliminary patch without most of the rough edges ironed out (but hopefully without any crashes).

I will keep you all posted.
JTKirk 2 Aug @ 4:28am 
Well I am not a modder but I am really thankfull for all the guys who do the very very helpfull work. And the mods of yours are truthfull absolutey stunning. This is my first thank to a modder but has to be said. So take your time I'll wait until it's done ;-)
r/report.me 2 Aug @ 2:56am 
@SirCampalot Gotcha, thank you for what you're doing man!!
SirCampalot  [author] 2 Aug @ 1:28am 
@r/report.me: I don't have an ETA. This is the biggest patch of cosmoteer since it came to steam and it changed a lot of core features like penetration and fire chance and I'll need to re-learn how these work now.

I don't play the game anymore, so I've been out of the loop for a while as well. Also I have other things going on IRL, so I'm doing this in between.
Maybe sometime early next week or so, but it will also depend on how I'll be implementing the fixes and how much has changed since 0.29.0.

Fortunately my mods can be enabled mid-playthrough. I expected to have more time tbh.
r/report.me 1 Aug @ 6:21pm 
@SirCampalot very selfish question but do you have an idea of when your mods will be updated to .30? replaying the game now without them just makes me wish i had your mods enabled. makes it infinitely more enjoyable.
SirCampalot  [author] 1 Aug @ 6:55am 
Hi. Apparently the game made significant changes to how penetration works, so it's probably not possible to make ETTM compatible with both 0.29.0 and with 0.30.0, so I'm going to have to patch this mod for 0.30.0 and then I'll upload a legacy version of ETTM for the people who wish to stay with Cosmoteer 0.29.0.
AbsentWizard 31 Jul @ 2:28pm 
Hey,

I just wanted to say thank you for the hard work on this mod. We're a nine-group who're campaigning together, and everyone has expressed how cool your mod is. It's not even acceptable to start a vanilla campaign without it.

The creativity and thought that you've poured into the mod really shows, and the way you implemented it feels like it could be a part of the base game.

As a player, thank you for sharing your passion project with the community. We're having a blast, and it's really enhanced our playthroughs. I'm excited to see where it goes next!

Cheers,
AW