Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Extended Tech Tree Mod.
751 Comments
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
Nyx 31 Jul @ 11:12am 
@SirCampalot This is my 3rd comment ever on steam (the first two being the two below) and I have only ever left 2 reviews...

Thanks man, really appreciate it. I never comment/can really be bothered with stuff like this as last thing i want to do at end of the day (which I spend in tech/logs/IT related things is sift through it as much as I want to helpful so hopefully this shows the level to which I appreciate your work <3

I also get that it will take some time and not rushing at all so no worries!

FYI I tried a rollback but it for some reason pushed itself back to .30 ... nothing to do with you and your stuff/I'll figure it out but frustrating none the less...

Will keep an eye out for your patches <3
r/report.me 31 Jul @ 5:02am 
Based SirCampalot. Looking forward to your stuff in .30
SirCampalot  [author] 30 Jul @ 11:05am 
@Nyx: I am currently working on grinding through all the error messages, but had been expecting to have a bit more time as Release Candidate 1 had just landed like a few days ago or so.

For now, if you want to continue using ETTM it will work with the 0.29.0 update, so you're gonna need to do a rollback.

I'm definitely going to maintain compatibility with 0.29.0, if I can't make ETTM compatible with 0.30.0 and with 0.29.0, I'll be uploading a legacy version of ETTM so people can use either version of the mod.

And thanks for the error log, I've already fixed this error (so you don't need to give me the rest, I'm already on it :) ) and a lot more in the next unreleased version, but so much stuff got broken with this update I haven't been able to grind through all the errors yet.
Nyx 30 Jul @ 10:38am 
Sodding Char limit..

I saw mod wasn't going to be maintained but wondering if this will be fixed. Shame the direction they are taking and I fully agree with you, will be looking to rollback and prevent updating moving forward.

Couldn't put everything due to the Char limit, let me know if you need full log, I tried to include as much important bits as I could.
Nyx 30 Jul @ 10:36am 
Cosmoteer version 0.30.0 build 0.30.0_steam - Broken

ID 2946411143 Ωextendedtechtree (1.3.30a)
Halfling.Serialization.DeserializeException

Not sure if all relevant

Data\ships\terran\terran.rules>/Terran
missile_launcher\dpm_missile_launcher.rules>/Part
/Components/NukeMissilesComponents

missile_launcher\nuke\dpm_missile_launcher_nuke.rules>/Components/Emitter

missile_launcher\nuke\projectile\dpm_missile_nuke_stage2.rules>

missile_launcher\nuke\projectile\dpm_missile_nuke_stage1.rules>
/Components/Hit/HitOperational/HitEffects/0
/Components/Hit/HitOperational/HitEffects/0/TotalDamage
/Components/Hit/HitOperational/HitEffects/0/TotalDamage' in expression at path
/Components/Hit/HitOperational/HitEffects/0/TotalDamage' does not refer to a field node
SirCampalot  [author] 13 Jul @ 3:54pm 
@AnonaCraffter: I don't want to make any promises, but there may be at least some new content (but it won't be overclocks).

At least one new part is basically ready to go, I'm just waiting for the meltdown patch to go RC, but that's taking way longer than I anticipated.

I use a private beta version of ettm for testing new parts and there's quite a lot of them, in various stages of completion.

Maybe I'll add some of those to ettm, but currently I'm playing other games and busy with RL stuff so it may take a while (and again, I don't want to make any promises I can't keep).
AnonaCraffter 13 Jul @ 3:48pm 
I already read it and I am sad that you are just going to keep it compatible with new versions and not add new content
SirCampalot  [author] 13 Jul @ 3:45pm 
@AnonaCraffter: https://gtm.steamproxy.vip/workshop/filedetails/discussion/2946411143/567001570938471032/

So in short, I'm not going to add overclocks to the parts in this mod. I am going to patch ettm once a RC becomes available so it keeps working.
AnonaCraffter 13 Jul @ 3:43pm 
oh OK just out of curiosity can you make parts overclockable?
SirCampalot  [author] 13 Jul @ 2:49pm 
@AnonaCraffter: ettm is not compatible with preview since I don't know which features in the preview will end up making it to live (they keep changing stuff and the meltdown update will change a LOT of stuff).
Once the first RC is released, I'll patch ettm to make sure it keeps working.
AnonaCraffter 13 Jul @ 2:30pm 
i am receiving this error "<./Data/shots/missile_nuke/missile_nuke_stage1.rules>/Components/Hit/HitOperational/HitEffects/0/TotalDamage' in expression at path '<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2946411143\missile_launcher\nuke\projectile\dpm_missile_nuke_stage1.rules>/Components/Hit/HitOperational/HitEffects/0/TotalDamage' does not refer to a field node.
"
can you fix this also i am using the meltdown preview ( code is previewpreview)
Yrol Akiyama 25 Jun @ 11:29pm 
SirCampalot, thank you for your help :o)
SirCampalot  [author] 25 Jun @ 5:39pm 
@Yrol Akiyama: Also please keep in mind that any modifications made to your steam workshop folder will get overridden every time I update this mod (I do plan to at least update to prevent the mod from breaking when cosmoteer has an update).
SirCampalot  [author] 25 Jun @ 5:36pm 
@Yrol Akiyama: I don't really know of any better way rn. Removing them from mod.rules by commenting out their lines of code may not work as you probably also need to remove their blueprint entries.
SirCampalot  [author] 25 Jun @ 5:34pm 
@Yrol Akiyama: Maybe try to add "IsBuildable = false" to all the parts you don't want, as this way it won't break Merchant Raiders, or just don't buy their blueprints.
If you intend to make changes, perhaps best to create a local copy of ETTM which you can edit to your hearts content (if you are unsure on how to do this, you can ask in the modding discord as I'm going to bed and won't be responding for the next few hours. Also the answer is kinda convoluted so perhaps best ask there if you want a quicker fix).
Yrol Akiyama 25 Jun @ 5:18pm 
Hm, sorry, i meant the parts powered by sulfur, hyperion, nucular, etc.