Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Update: 31 Jul @ 11:04pm

v1.1.2

Updated for 0.30.0

Changed the solar ash nebula to apply heat instead of start fires directly.

I haven't tested in the latest game version very much, so there may still be bugs, but at least it shouldn't crash on startup anymore.

Update: 14 May @ 12:25am

v1.1.1
Fixed bug where sodium clouds would spawn when "I Hate Clouds & Storms" was on.

Update: 30 Apr @ 7:16pm

v1.1.0

New content:
Added "Dying" galaxy generation type
Added "Interstellar" sector type. (essentially just a sector with no suns, planets, or supernova present, there are still asteroids and stations present)

Tweaks:
Acid nebulas damage crew now.
Solar ash nebulas are brighter now, so they are easier to distinguish from gaseous clouds at a glance.
Solar ash hud icon has been recolored.
Solar ash nebulas cause fires more often but inflict slightly less damage per fire start attempt. (Damage 73 -> 53, ChancePerTilePerTick, 0.02% -> 0.06%)
Solar ash nebulas have 20% higher turbulence.
Solar ash nebulas have their own ambience now instead of reusing the sodium ambience.
Dark matter nebulas have their own shader now, it's very subtle, but it's there.
Fixed Dark matter hud icon aliasing artifact.
Storage field spawnables have fewer resources and rare resource spawn chances are actually weighted properly now. (previously the resources all had the same random weight)
Extra^2 large galaxy setting has been renamed to Extra Extra large.
Second pass over all the galaxy generation settings and sector types, code is a bit cleaner now, and I have finally filled out all possible combinations of galaxy types. Meaning you can now start in the Cabal in an Ionized large galaxy if you want. (Extra Large and Extra Extra Large are exempt from this)

There is now a small chance for the sodium clouds to spawn in the red giant coronas.
Hyperium nebulas now Increase thruster ramp up time instead of decrease it. (-20% -> +25%)
Hyperium nebulas reactor debuff has been reduced. (-20% -> -15%)
Hyperium supernova aftermath sectors will now have Hyperium asteroids present in the supernova epicenter.
Added the n sun variants of the new electron sector type in 0.28.2
Updated a few code comments. (no effect on gameplay)

Bug fixes:
It it now possible for all sector types to generate in all galaxy settings.
The "safe" nebulas are now on the StasisIgnoredNebulaTypes list, I'm not sure what that will fix but I'm sure it fixes something.
Rearranged sysgen order. (this may or may not fix the save corruption bug that people keep reporting, please let me know)
Fixed an oversight when I added the "stellar ash" nebula that prevented "Special" objects from spawning.
It is no longer possible for helium nebulas to spawn inside of solar ash nebulas.
Updated the electron nebula tooltip to reflect the updated buff and debuff values in 0.28.2

Note: I tried to add the MinTier field to all the sector types but that caused them to not spawn in the modded galaxy sizes. I don't know for sure if that is a problem with this mod or the game itself. The sectors in this update do not have a MinTier yet for this reason.

Update: 25 Aug, 2024 @ 11:13pm

v1.0.4

Added Stellar ash nebula (Only spawns in supernova sectors)

Hyperium nebulas now have a custom shader.

fixed a bug where helium "highways" would not spawn consistently in sectors with fewer stars.

Sodium Ion nebulas now have "Turbulence"

Helium nebulas now damage crew on EVA.

Update: 21 Aug, 2024 @ 7:57pm

v1.0.3

Fixed a bug where AI ships would get stuck at the edge of the red giant sun damage zone.

Adjusted several vanilla sysgen spawnables so that they no longer spawn in sun coronas or dangerous nebulas.

Changed Helium clouds damage type to "frost".

Update: 19 Aug, 2024 @ 9:37pm

v1.0.2

Added new nebula:
Acid nebula (will damage your ship over time)

Added new sector types:
Helium Halo
Acid Envelope
High Hyperium Density
Quaternary and Pentenary variants of the Red Giant sector type.

Added new galaxy sizes:
Small Cabal Start
Small Imperium Start
Small Monolith Start
Extra Large
Extra^2 Large

Changed the visuals of the helium nebula to look more fluidy.
Helium nebulas now inflict frost damage to ships within.

Replaced the nebula icons in the doodads spawner menu with much better ones.

Fixed a bug where planets would spawn really close to a star in Trinary and Pentenary sectors.

Added a new codex page labeled "Ålger Mod Info" where I will put all the information about my mods to be viewed in game. For now, only this mod puts info on that page.

Added a "Danger Rating" to nebula tooltips that give you a indication as to how dangerous entering a nebula will be. A full codex page has been added to explain this in more detail.

Edited ships:
Cabal Storage Facility (Just a recolor of the paint)
Cabal Storage Pod (Just a recolor of the paint)
Fringe Storage Facility (now looks more "Fringey")
Monolith Storage Grid (now looks more like an actual monolith design)

Added ships:
Imperium Storage Pod

Removed ships:
Large Imperium Storage Facility (I am not proud of this design, but it will remain in the mod folder just in case any of you have it in your world, it just won't spawn anymore)

Update: 17 Aug, 2024 @ 12:02am

v1.0.1

Added new nebulas:
- Hyperium aerosol (High chance for hyperium rich asteroids to spawn within)
- Liquid Helium (Almost no drag but reactor output is increased by 60%)
- Sodium ion cloud (AI will avoid but only effects are increased drag and decreased energy weapon damage)

Updated the description for the nebulas to also explain where you are most likely to find those nebulas.

Added new sectors:
- Supernova Aftermath (Hyperium)
- Supernova Aftermath (Helium)
- Red Giant (I fixed what was wrong with sysgen that prevented this sector type from working, but the down side is that other mods that also change sysgen will not be compatible with this mod anymore.)
Multi-Star variants for sector types:
- High Cloud Density
- High Dark Matter Density

Added a special object in a very specific sector.

Removed the slight drag reduction intended to balance out the increased sector size.

Made it so that Quaternary and Pentenary systems have a third sun with a damage zone, which occasionally has it's own asteroid belt.

Update: 15 Aug, 2024 @ 1:00am

First Version