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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.
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?
But I will keep my mods maintained for the foreseeable future as a courtecy for the people using my mods.
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.
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.
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.
so probably not.
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.
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.
- 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.
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.
"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
I'm a man of patience so take as much time as you need.
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).
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.
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.
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
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
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.
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.
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
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).
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.
Once the first RC is released, I'll patch ettm to make sure it keeps working.
"
can you fix this also i am using the meltdown preview ( code is previewpreview)
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).