Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Extended Tech Tree Mod.
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Tags: Mods
File Size
Posted
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246.512 MB
13 Mar, 2023 @ 2:52am
10 May @ 11:15am
114 Change Notes ( view )

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Extended Tech Tree Mod.

In 1 collection by SirCampalot
Extended Tech Tree Mod.
32 items
Description
The Extended Tech Tree Mod is my personal mod for Cosmoteer.

I wanted a mod that extends the gameplay experience of Cosmoteer while seeming like it could be part of the base game.



My Extended Tech Tree Mod offers:

- more mineable resources that fit well with the extended tech tree items.

- new factories that can be used to refine and to fabricate new items from the extended tech tree.

- a deeper tech tree with more advanced weapons, thrusters, reactors, shields and armors using those new resources.

- a broader tech tree featuring side-grades like hyperium, sulfur, armored and nuclear powered thrusters and hyperium powered weapons and cockpit so small expendable reactorless ships are an option now.

- Support from multiple of my own asteroid mods.

- A separate mod that features enemy ships that make use of these advanced weapons as I purposefully made most weapons and factories drop-in replacements to the original parts.

- Merchant Raiders mod that also features pirates using the weapons and items featured in this mod.

- A mod featuring ships ported from Cosmoteer Classic.

- Upgraded Defensive Platforms mod.



This mod is different from my other mods in that it's kinda like my workbench mod where I test and try out new features. Consider this mod be in a pre-release or beta state. There will be bugs. There will be things that look unfinished, won't work properly or not look any different from the standard stuff, but it should be stuff that works perfectly fine as is. I don't like OP stuff but I don't like stuff that doesn't work or doesn't provide any benefit either. I want things that are a (perhaps costly) upgrade that aren't too outlandish or worthless, but still give more depth to the original Cosmoteer.

There shouldn't be any crash bugs. If there are then please let me know in the comments so I can move it to the top of my priority list.

I am just one person working on this mod as a hobby, so don't expect this mod to be finished any time soon. It is in a playable state however.

I try to make it a priority to not break older savegames, if only because I'm working on this mod for my own playthrough.



This mod will work without any additional mods, but I find it more enjoyable to be used with a list of mods I will provide below.

This mod will work properly with my asteroid mods, but if you choose to not use any of my specially modified ones, none of the new resources will be featured in them.



List of things included in this mod:



- Mineable resource Silver which can be used to make Silver Coils. Silver sits roughly between copper and gold in value and is about as common as carbon. The sale price of copper is 40, of silver it is 100 and of gold it is 250 (so each resource up is 2 1/2 times as expensive as the previous one). Silver coils are the more advanced and efficient version of copper based coils when it comes to the most advanced equipment.

- Mineable resource Letalium (also known as Letalium-666) which can be used to make Enriched Letalium for use in advanced reactors or to turn into supernukes (because I like nukes :P ).

- Advanced reactors which require enriched letalium instead of enriched uranium. These reactors supply ultra-powered high density plasma batteries of quadruple-capacity (4x), octuple-capacity (8x) and duodecuple-capacity (12x). These batteries are fully compatible with standard batteries, they just hold a larger charge and are blue instead of yellow.

- Mineable resource Duranium which can be used to make more advanced armor and other advanced parts.

- Hyperium powered thrusters. These thrusters are as powerful as regular thrusters, but will consume (small) number of hyperium. Their main advantage is that much fewer crew trips are required to resupply these thrusters, but these thrusters require hyperium instead of batteries. So once you run out of hyperium, no more power for you..

- Sulfur powered thrusters. These thrusters consume sulfur instead of hyperium, but are cheaper to build and slightly less fuel efficient than the hyperium powered thrusters. Sulfur powered thrusters have about 20% more thrust and sulfur is easier to find than hyperium, but sulfur powered thrusters don't come in a huge variant and don't benefit from an engine room.

- Nuclear powered thrusters. Requiring enriched uranium, these more expensive thrusters require no external power at all to run (and can't have doors in them as these are not needed), but can take a while before they are powered on (so if these get EMP-ed, you're dead in the water).

- Advanced thrusters. Provide a significant boost to power, but they will require a lot of power as well to run properly. Very expensive.

- Advanced nuclear powered thrusters. Powered by enriched letalium, these are easily the most expensive thrusters as of now. Nuclear powered variant of the advanced thrusters. Contrary to the standard nuclear powered thrusters, these advanced nuclear powered thrusters have a moderate capacity to withstand EMP damage.

- Advanced engine room. Much more expensive engine room which gives a 75% boost to power of all engines (with the exception of sulfur powered thrusters).

- Hyperium powered lasers and disruptors, advanced lasers and disruptors.

- Advanced missile launcher, featuring the following 4 weapons systems:

The Trebuchet advanced high explosive missile. The factory converts he missile parts and ammo parts into advanced he missile parts. These 2 combined pack a much larger punch and I wanted a way to get rid of all the excess ammo that tends to get strewn around everywhere.

The Shutdown advanced EMP missile system. Combines emp missile parts with hyperium to significantly increase its potency.

The Hole-In-One supernuke missile system. Built from letalium and tristeel, these rather expensive missiles pose a serious threat to any ship not using any kind of advanced armor. These are not one shot one kill wonders though, I took significant effort to balance these weapons between being useless for their cost and being too strong.

The It-Follows Motion Mine system. These mines, once deployed, will slowly drift forward until they come in proximity of an enemy after which they will activate magnetic homing and detonate on contact with a single explosion. These mines are actually inspired by the motion mines in Battlefield 2142 :)

The full list can be found here https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2946411143/3819657908530231397

.

Below is a link to a list of mods that I made specifically to support these new mineable resources. These mods feature a purple omega sign to make it easier to identify these mods in a list of mods (I have a very long list of mods and this way I can easily find them).
All these mods are compatible with my Extended Tech Tree Mod.

Extended Tech Tree Mod Collection:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2946607362



Compatibility: This mod will not function correctly when used with Maltis Vanilla rebalance mod, because of that mod renaming certain base game data fields, which will make any mod that calls those values to not find the requested data, causing a crash. So until the mod author of that mod fixes the incompatibility that his mod created, any mod that calls certain data from the base game will break when used together with that mod.

This mod is incompatible with Broadsiders (and probably all of its derivatives)

TAF - Cable Age mod is reported to be incompatible with ETTM.

ETTM should be compatible with all other mods.

Credits: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2946411143/4360120846407324382/










Legal stuff: I do not give permission to anyone to reupload or modify my mods without asking for permission from me first.
Popular Discussions View All (8)
105
28 Mar @ 12:39pm
Feedback and other remarks.
SirCampalot
5
10 Jul @ 4:13am
PINNED: Important announcement from me regarding the future of my mods.
SirCampalot
23
21 Jun, 2024 @ 7:52am
The items in this mod
SirCampalot
712 Comments
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://steamhost.cn/steamcommunity_com/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).