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Till then their only use is for selling for credits.
I cant find anything related to it? O.o
@DrBury: Thank you for the feedback :)
Also sorry for late response, I just got back from my trip abroad.
- 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.
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.
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.
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.
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.
Currently Cosmoteer is very limited in how a modder can make certain tech available only in higher tiers.
只有mood里的采矿器才有效
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