Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

DarkSpace Core
101 Comments
Last_Nephilim_ 13 Feb @ 4:09pm 
tried it with 500 systems and lower and still doesnt work.tried it on new game with lower systems but still doesnt do the jump
Last_Nephilim_ 13 Feb @ 4:07pm 
i get it to run with the changes in the mod rules but if i wanna leave the system and get to another its not working.hes not doin the jump. any ideas to fix that?
The Royal Vulpine IV 11 Feb @ 1:24am 
It's been 2 years since this mod was updated. Someone should just fork it and put it up. If the creator was going to do anything, they would have at least responded to someone by this point.
Last_Nephilim_ 1 Feb @ 9:20am 
someone got a tip for this?
Unable to find node at path "<modes/career/sectors/sysgen.rules>/Spawners".
did the replace stuff from below but if i wanna start the game that pops up
clwens 25 Aug, 2024 @ 2:55am 
Important update again: Since 0.27 you have to change

{// 48
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/2/Count"
With = [225, 550]
}
{// 49
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/2/Distance"
With = [3850, 58000]

back to

{// 48
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/3/Count"
With = [225, 550]
}
{// 49
Action = Replace
Replace = "<modes/career/sectors/sysgen_asteroids.rules>/SubSpawners/3/Distance"
With = [3850, 58000]
(嗜杀本性)狼队 女 梅 3 Aug, 2024 @ 4:01am 
"System.Exception: Error loading mod: DarkSpace Core

---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<modes/career/sysgen_military_stations.rules>/BaseMilitaryStation/Distance"."

Disabled all mods... still pops up, What am I missing.
valentin59171 14 Jul, 2024 @ 4:59am 
@clwens, peux-tu m'expliquer comment faire les modifications s'il te plait ?
Car je n'ai pas compris quelles lignes il faut remplacer pour que le mod refonctionne de nouveau.
Merci ;)
clwens 11 Jul, 2024 @ 9:32am 
Important note: The lines sysgen_asteroids.rules>/SubSpawners/3/Count and sysgen_asteroids.rules>/SubSpawners/3/Distance you have to change the 3 to 2, otherwise the game wont create new sectors (you'll have endless startscreens on new game or after a hyperjump)
roopot 7 Jul, 2024 @ 8:47am 
@clwens Can confirm this works. Thank:D: you
clwens 5 Jul, 2024 @ 11:12am 
I tried to create something like a patch, but since I have problems with another mod, I don't know if it works yet, but anyways:
If yout open the mod.rules in workshop/content/799600/2884186464 and change every entry except &data/modes/career/sysgen_DSC_ftl.rules with sysgen to /sectors/sysgen and the the line with AddTo (line 455) to AddTo = "<modes/career/sectors/sector_basic/sector_basic.rules>/Sector/SystemGenerator/Spawners" it should work
Nightshade 1 Jul, 2024 @ 10:52pm 
Mod crashes the game while trying to load as of the latest update. Big sad.
TangerineSpaceRaptor 16 Jun, 2024 @ 3:31pm 
Does this mod still work? If not, I noticed you don't let people reupload your mods; if someone came to you offering to update this would you be okay with that? Sometimes community members do that.
Devdelta 31 Mar, 2024 @ 6:26pm 
will this mod get any updates?
AriaTheSkyDragon 4 Feb, 2024 @ 10:07am 
the extra missions is amazing but things are so spread out its really tedious to travel, even with the higher speeds
cptnoname 28 Sep, 2023 @ 8:30pm 
this would be so much nicer if Walt hadn't elected to use 32-bit floats instead of 64-bit, but alas...

if you're still modding maybe you should put a disclaimer in the mod description related to that, as the lag spikes and the displacement of items due to floating point errors are not your fault
SPEEDRUNNER - Z 13 Jul, 2023 @ 7:35am 
works as well as addon mods
Bubicus 12 Jul, 2023 @ 2:19pm 
Any plans to update brother? This mod is essential.
gothicpando 1 Jul, 2023 @ 12:43pm 
how can i decrease the amount of wrecks within a given system its a bit much for my pc...
Sparki 21 Jan, 2023 @ 11:10pm 
I wanted to ask you about the further development of this mod? I would like to see more factions and the other planned features :)
tantjes 26 Dec, 2022 @ 6:12pm 
Bei so einem Mod würde ich als Entwickler Kopfschmerzen bekommen, weil es zu sehr die Balance ändert und die Performance verschlechtert. Die Idee jedoch finde ich top! Leider habe nun Deine Core-Mod von deinstalliert und neu angefangen. Ich war nur noch mit Piraten-Rudeln beschäftigt und die vielen Bountys nahmen mir am Ende die Spielfreude. Davon ab fehlt mir die Zeit. Denn wenn ich das Spiel mit Deiner Mod irgendwann durchgespielt habe, dürfte ich schon Opa sein. ;-) Am besten mehrere Versionen alternativ anbieten, wenn es Deine Zeit erlaubt.
Lolindir Surion  [author] 22 Dec, 2022 @ 8:50am 
@Draylynn
Before you start playing, be sure that your game also manages the number of sectors, save and load your save 2-3 times to be sure (recommended max sectors 500/600 everything above that is experimental).

If you can't save or load, try choosing a smaller number of sectors
Draylynn 22 Dec, 2022 @ 6:57am 
Unable to use this mod, well, technically I can, but it either: Won't save properly or can never load the save.
Lucibal 16 Dec, 2022 @ 5:32pm 
part 2 because of 1000 marks limit :

About Painspace ... The idea of mod is great, and i have idea for something like painspace ++ b
At the moment there was just multiplication of enemies per quest and wandering pirates, i had traveled through whole 15-17 sector without big trouble in fights BUT i do not encounter highest rank ships (except once when i destroy station with nemesis reputation) ... SO my idea is to implement 17+ rank sectors where stations and ships will spawn at highest ranks possible (also player-builded ships could be included)

TLDR:

Optimise mod by decrasing distances ~30%
lets make painspace++ with harder (mayber custom ) ships and stations
Lucibal 16 Dec, 2022 @ 5:32pm 
@KampfTomate007 i am using painspace, but when you exclude wandering pirates there are still huge gaps beetwen "?" i am using all of Lolindir Surion mods so i have also increased lag of game in big amount. At the moment everything above 4x speed is unnoticable ( I've got Intel core I7 10750H and Invidia RTX 2060 32GB RAM and SSD 1024GB so it is not a weak setup) but my current crew is 1500 in destroyer , 1000 in 2 escort ships and 500 in 4 frigates i am using as fleet so in total its 3000 crew. All my ships are balanced to have 45 +-5 m/s.

The main cause of my asking for smaller gaps is lag of game. I noticed there is much smaller lag when there is less asteroid belts in system but it is the second-hand solve of the case.

My suggestion is to decrease system size from around 100 KM to 70-60KM (and radius of missions with proportion) to just decrease the time of travel beetwen "?" without care about setup or mods installed.
Lolindir Surion  [author] 16 Dec, 2022 @ 11:37am 
Small update
- added additional beacons for the big space
KampfTomate007 14 Dec, 2022 @ 4:48am 
@Lucibal:

I guess this makes having a decently fast ship more important, but personally i didn't have too much issues with it at 50+m/s partially because of the increased timespeed limits.

If you didn't read the message below there's a core addon called "painspace" which iirc increases the amount of roaming pirates from 50-300, atleast doubles the amount of bounties, then it says amount of enemies is multiplied by 2 which i assume means that if you get 2 enemies inside a bounty instead of 1, or more enemies in pirate stations etc, and 3x police units when you attack neutrals or friendlies.

I'll probably use it on my next run but i wanna play past the early game for once because of all the restarts.
Lucibal 12 Dec, 2022 @ 2:06pm 
In my opinion sectors are a little bit too big ( i mean spaces beetween points, bounties etc. because now flying from one to another is taking most of game time ) i think nice addition to mod would be beacons outside standard sector size and rebalancing hyperium cost ( jump from station to station in most cases is more expensive than travel beetween sectors)

but also i think you should make distances 20-30% smaller, this will increase density of sectors.
Lolindir Surion  [author] 10 Dec, 2022 @ 10:36am 
@KampfTomate007

Ah i see, that explains my confusion.
But what i was wondering is if his pirate bay mod conflicts with your DSC mod, like how many roaming pirates are there in a system in your mod?

-10 to 20 pirates, for more enemies I have "PainSpace (DarkSpace Core-Addon)".

Is there a way to increase the amount of enemies relative to the area to increase map density?

-Since not everyone likes it that much, I kept the basic mod a little smaller with the amount of enemies and for more "PainSpace (DarkSpace Core-Addon)" would be recommended.

-As soon as I can, I will add a settings menu for my mods ingame so that you can set everything yourself, or I will write an extra tool.
KampfTomate007 10 Dec, 2022 @ 9:33am 
Ah i see, that explains my confusion.
But what i was wondering is if his pirate bay mod conflicts with your DSC mod, like how many roaming pirates are there in a system in your mod?

In vanilla it felt a bit empty and i wanted to increase the spawn rates of enemies, bounties, bases, pirate bases, defense platforms, etc to a level that allows you to do a lot of work without having to travel super long distances.

This mod does pretty much anything i wanted but one thing i noticed is that even with all the additional pirate bases, bounties, etc it's a bit empty because you spread everything over basically 6 times the surface area.

Is there a way to increase the amount of enemies relative to the area to increase map density?
Lolindir Surion  [author] 10 Dec, 2022 @ 8:39am 
@KampfTomate007
Is there a more in depth documentation about what exactly this mod alters?

-Unfortunately not yet.

What i'm wondering about though is how your pirate bay mod affects this mods values, like does this mod already increase the amount of free roaming pirates, or only the amount of zones within pirates stay?

-I myself am not the dev of this mod, I'm just helping there and as soon as the new race is ready in his and in this mod, a suitable compatibility patch will be created.
KampfTomate007 10 Dec, 2022 @ 5:30am 
Is there a more in depth documentation about what exactly this mod alters?
I only did a quick test run yesterday and love that there is much more to do in a single sector so that it doesn't feel as empty.

What i'm wondering about though is how your pirate bay mod affects this mods values, like does this mod already increase the amount of free roaming pirates, or only the amount of zones within pirates stay?
maomaotu 25 Nov, 2022 @ 10:33pm 
这个mod在扇区和新系统大小上增加了更多的探索空间,可从100到1030(游戏最大)系统中选择,这是我的核心mod,将进行扩展。



•更随机的广泛发现。

•更多随机分布的站点。

•更随机的广泛奖励。

•更随机分布的小行星。

-1-2内0-3外的随机奖励小行星环

外层小行星环拥有更好的资源,但并非每个扇区都有。



•更多探索。

-可探索的最大扇区空间。



•改进行星的渲染

•船舶建造多达2000x2000块。

•更多随机航行的船只/贸易/海盗。

•小型AI改进

•增加相机的最大/最小变焦

•更多速度设置,从10倍到50倍。
Netu 25 Nov, 2022 @ 9:13pm 
Is there a way to remove additional speeds? I really hate clicking through all of them and would much prefer it to go something like 10x, 20x, 30x, 40x, 50x or so.
Tartansilver5 23 Nov, 2022 @ 5:49pm 
yo left a comment on your increased pirate def pack that i had a issue with the pirates bases being part of the nuetral faction making me wanted if i attacked them seemed like it was just the ones added from the pack since i was able to kill 4-5 that were hostile and marked for the quests... the others i had to just randomly find in the map.
Lolindir Surion  [author] 23 Nov, 2022 @ 4:33am 
@Kitmuri
If I change the sector size then I have to adjust all other things as well and this can result in running savegames being broken.

If I have the time and my mod is in a good phase then I will try to add an ingame mod settings menu so that everyone can change everything as they wish.
Kitmuri 21 Nov, 2022 @ 7:09pm 
any chance for a slightly scaled down version of this mod, or guidance on how I can maybe cut the overall size of solar systems/number of missions? Its a bit too much for my pc.
Dhunt05 19 Nov, 2022 @ 4:37pm 
must be something else im running then that is conflicting with it
Lolindir Surion  [author] 19 Nov, 2022 @ 2:29pm 
@Dhunt05
Works for me very well without problems, you have to see what works well for you :)
Dhunt05 19 Nov, 2022 @ 2:07am 
so looks like anything bigger than 500 galaxy size wont work when you reload the save, its too big and will crash the game
Lolindir Surion  [author] 15 Nov, 2022 @ 4:20pm 
@Jhitereptar
The issue is "Nighthawks Night Rod Special" mod
Jhitereptar 15 Nov, 2022 @ 2:20pm 
I don't have any other mod that increase the speed of the game. And it was working at first and going up to 50x. But I started a new game and now it only goes up to 18. Not sure whats going on. But I don't usualy go to far over that anyways, so was more so just seeing if I was doing something wrong or something lol Thanks for the response!
ConcereteWavez 14 Nov, 2022 @ 4:06pm 
@Lolindir Surion ah that makes sense. It worked the whole weekend then yesterday it happened. I hope one day you can encrypt your mods. Love all the hard work thanks again!
Lolindir Surion  [author] 14 Nov, 2022 @ 3:56pm 
@ZettDeEff
Thanks :D

@ConcereteWavez
Yes, the mod "Nighthawks Night Rod Special" stole a few main scripts from me...are about 4x 3-5 line packs and it is important that this is no longer compatible because the same scripts are loaded twice. ..I wish I could optionally encrypt my mods
ZettDeEff 14 Nov, 2022 @ 2:13pm 
@Lolindir Surion I'm really looking forward to it, good success!
ConcereteWavez 14 Nov, 2022 @ 2:05pm 
@Lolindir Surion the mod that was causing the issue is Nighthawks Night Rod Special. I didnt think it had anything to do with gamespeed.
Lolindir Surion  [author] 14 Nov, 2022 @ 1:24pm 
@ConcereteWavez
Yes 8x is vanilla, so some mod is causing problems with the speed mh.
ConcereteWavez 14 Nov, 2022 @ 1:06pm 
@Lolindir Surion i will have to disable the other mods one by one. WIth your mods only it works. Oddly enough when all mods are disabled speed only goes up to x8.
Lolindir Surion  [author] 14 Nov, 2022 @ 12:33pm 
@ConcereteWavez
I have no problems, have you ever tested that you only have this mod active?
Lolindir Surion  [author] 14 Nov, 2022 @ 12:30pm 
Hi @ZettDeEff
So it's a good idea, I already had something like that, but unfortunately the planets consist of a shader, but I can think of another way of thinking of it if the game allows it, but I could add a warp point to the planets, I'll test it.