Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Maltis Game Overhaul Core Mod
280 Comments
Malte  [author] 7 Aug @ 1:22pm 
I guess check your crew rule settings? For me it is working.
BoomSlayer 7 Aug @ 10:37am 
i can't seem to get my crew to operate the effecient laser turrets
Malte  [author] 1 Aug @ 7:32am 
oh haha yeah forgot to remove the warning :D.
Should work tho ;).
Just currently do not use the vanilla plus mod extension! ;)
GodHatesYou! (EOA) 1 Aug @ 12:41am 
Fresh computer, fresh install. Mod incompatibility warning as a lone install. Thank you for the effort of the mod i really hope to try it someday.
Malte  [author] 30 Jul @ 12:59pm 
Did you try to verify the integrity of the game files?
Arsies 30 Jul @ 12:55pm 
my friend have same problem
Arsies 30 Jul @ 12:55pm 
5 time resubscribe restart 8.3.3
Malte  [author] 30 Jul @ 12:53pm 
mh you can at best force update by resubscribing to the mod/repairing the game.
Arsies 30 Jul @ 12:52pm 
game still download Version: 0.9.9.9.8.3.3
Malte  [author] 30 Jul @ 12:46pm 
The mod should now be compatible with the latest cosmoteer version. But disable the vanilla plus mod if you use that. This one need some further work/adjustments..
Read the patch notes for further information ;)
AnonaCraffter 30 Jul @ 11:26am 
meltdown update please
Malte  [author] 8 Jul @ 7:18pm 
Well the changes of patches can of course be found in the patch notes.
Furthermore I am planning to do a showcase video, since I do think it is not worth making such a long list. Most people won't read that much information out of the game anyway and visualized content is therefore I guess better.
And for me it is just much more work again with maintaining every change trippled then and so on. Yeah idk.
Per videos maybe ok since the difference might be a bit clearer there, too.
Or what do you think?
[THJ] Barton 8 Jul @ 5:56am 
Would it be possible to do something like how Expanded Tech has gone about it.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2946411143/3819657908530231397

They have a discussion that's locked that has all the changes with multiple comments. Just an idea tho!
Malte  [author] 8 Jul @ 5:53am 
Well a full item list can at best be found in game. I think steams limitation of chars is the problem here. But not sure right now. But would also be prob a bit too much for the core mod page.
I meant more the stuff like the vanilla plus mod is not compatible with some other mods which can be an important information to have.
But prob one of the mods out there with the most parts being added to the game ;)
[THJ] Barton 7 Jul @ 7:34pm 
The description of the mod says
"Also I do recommend taking your time to read at least the full instructions/information about the core mod / maybe some submods too?"

But I can't find any full details, most things listed are just "New weapons" or "New X" not actually saying what it adds.
Malte  [author] 2 Jul @ 1:10am 
Yeah no worries. Same here.
I am clearing the conversation a bit to not spam others too much about information they might not be interested in.
If you wanna start the project, just add me on steam ;).
Yrol Akiyama 1 Jul @ 5:39pm 
Time is the fire in which we burn...
I am made of Asbestos °winks°

...aaactually, we have kind of a heat wave here in RL at the moment, sooooo
YrolBrain has NOT EVEN 38911 basic bytes free, so i am going to shelf this
possible project for now, as i may not burn, but... brain+heat=toomanyohms.

I also read in that "build menu categorys" thread that you asked around which way it should be.
The community has decided, i guess
Yrol Akiyama 29 Jun @ 4:45am 
[ part 01 of 02 ]
There is no Issue :o)
I was merely asking if someone could help me customizing your nice modification.
( not asking if someone DOES it for me )

As mentioned, i find it totally enough if parts from mods are _only_ in the standard groups
and not _also_ in extra groups made by the mod. One of the reasons for that is
that screenspace is very important if your eyesight is not that good anymore.
One cannot just scale down without end without a game becoming un-playable/readable.

Another problem can happen when we add a few mods that do the same, because then
we can end up with not only one set of extra groups for the modded parts, but 2, 3, etc.
Unrelated to their content, as an example, the starforge mods also add their own extra editor
groups, so then you would already have ~5 MORE editorgroups.
Yrol Akiyama 29 Jun @ 4:44am 
[ part 02 of 02 ]
While i would like, especially with mods installed, to have extra editor ghroups ( as an example,
i think armour should ONLY appear in "structure" not ALSO in "defense" and control rooms in
their extra group, not ALSO in "flight"...

Everything in the ship editor also seems to be displayed in the unlock menu at the station,
which then gets overloaded with such extra groups.

And yes, i already played around a bit with editing a few mods and it is quite weird that
removing such extra groups, even WHILE keeping the added parts in the standard groups
seems to be very difficult. At least with the small amount of knowledge i have about modding
this game.

If all this offends you, ( because you feel that i do not respect our vision for this mod ),
i am sorry, this is not the case at all.
Otherwise i would not use your mod, thrown away other mods, started a new game
make an effort to be understood or write all this :o)
Malte  [author] 29 Jun @ 3:24am 
What is the main issue?
Is the order of the groups your problem?
Because for exapmple the armor group is very usefull and I would at least keep that.
But I can change the order a bit I guess,
if that's the issue but having lasers at first is kinda no difference compared to how it is right now.
And you can hardly do this on your own cause I expect the game crashes when you remove them totally. So reordering is the only quick option.

Lowering UI Scale can also help ;)
Yrol Akiyama 28 Jun @ 9:33pm 
Greetings :o)
How do i modify the main mod-rules file so that the added Maltis editor groups are gone?
I find it sufficient that the parts are in the standard groups.
AnAmoeba 28 Jun @ 11:02am 
Love the cluster bomb graphic updates! Also like the new enemies - just saw one.
Malte  [author] 25 Jun @ 5:37am 
Thanks :)
I am also planning to rework the shield breaker visuals (prob the color to have it more differentiated from disruptors).
And the explosive charge mk2 but maybe a smaller rework in general for this one.
AnAmoeba 25 Jun @ 5:00am 
Nice work on the updated graphics/special effects!
Malte  [author] 27 Apr @ 4:14am 
Thank you <3.
Glad that you are enjoying it :)
AnAmoeba 26 Apr @ 8:17am 
Absolutely love your mods - thank you very much for sharing them! They are the first things I install with Cosmoteer - which truly enhance the experience. Your careful balance considerations are especially appreciated.
Malte  [author] 26 Apr @ 4:18am 
I have just released an update for the problem. (see patch notes ;))
Malte  [author] 26 Apr @ 3:30am 
I can try finding a solution for that. But originally ít was intented to have low stack sizes to make it not too easy to take them with you.
But maybe increasing the stack size a bit would allready help. Or increase trade rates.
Baka yellow 25 Apr @ 6:31pm 
how the heck do you get rid of crystals :L....Because the stations QUICKLY go full because it's A BLOODY 5 CRYSTAL PER STACK. An't there at least a storage part that can stack them by x10? Entire storage ships cant get all thye other parts because of these bloody things.
Malte  [author] 1 Mar @ 4:21am 
They can be sold at trade stations for extra money rewards.
Baka yellow 23 Feb @ 9:02pm 
how the heck do you get rid of crystals :V
Malte  [author] 28 Jan @ 8:28pm 
it should work with the latest update of the core mod (and the vanilla plus mod). At best compare the versions (at the steam workshop pages) with yours and if they do not match resubscribe to force an update.
Jokermeister 28 Jan @ 5:05pm 
I believe this mod needs updated as it's been crashing my game after the update yesterday.
NAS 27 Nov, 2024 @ 7:58pm 
Thanks so much! it does work again!
Malte  [author] 27 Nov, 2024 @ 2:51pm 
The mod should now work again ;)
NAS 27 Nov, 2024 @ 1:50pm 
When will the next update be for the mod? just curious because it does not work with the latest Cosmoteer update. Thanks!
Malte  [author] 4 Nov, 2024 @ 9:07am 
What do you mean exactly?
I do still update the mod with further feature updates in general, yes.
But if you are talking about the construction mechanic it might be that your save game is too old. Should be a normal option when starting a new game (I hate construction) That isn't directly related to the mod.
PandaVengeance 3 Nov, 2024 @ 7:55pm 
Is this mod still being updated? It will be cool to have repair mechanics instead of just instantly being able to repair ship kind of kills the immersion.
Malte  [author] 18 Sep, 2024 @ 3:24pm 
They should work with the maltis enemys and missions mod, yes.
I do not replace the vanilla missions. Just adding new ones.
FoxVox 18 Sep, 2024 @ 2:11pm 
I did some checking and noticed that yes, for some reason my pick for galaxy reset. Now it seems to work fine. Looks much better, thanks =)

One more thing I wanted to check / comment /ask one more thing.
I have made two mods that increase the number of roaming pirates(More Random Pirates), bases and base defenses(More Base Defense). And I wanted to double check so they are compatible with this mod. From my short testing it seems to be working. But are you changing anything in the generation files for pirates/bases?

Feel free to tell me to remove this question if you do not talk about other mods here^^
Malte  [author] 18 Sep, 2024 @ 8:41am 
check your mod version maybe its not updated yet. You should have 0.9.9.9.7.9.7.
Also you prob have to select any of the maltis galaxy sizes.
In worst case you have to resubscribe to the mod to force an update.
FoxVox 18 Sep, 2024 @ 8:21am 
I started a new game right now, and I still only have two or three systems that are 16-18. Sure it work right? Are there maybe some limit somewhere that sets every fraction to have max one T-18 system?
Malte  [author] 18 Sep, 2024 @ 7:56am 
@FoxVox I reworked the galaxy generation system with the 0.9.9.9.7.9.7 Patch according to your request ;)
Malte  [author] 16 Sep, 2024 @ 3:16am 
hey I can have a look at this, yes ;).
FoxVox 15 Sep, 2024 @ 10:22pm 
Hi, thanks for the big mod.
But I noticed that the large galaxy that generates have very few tier 16-18 sectors.
I see 100+ 14-16 and 15-17, in that endgame we really need more 16-18 sectors. I fund like...three? Could that be looked at so we get more?
Malte  [author] 23 Jul, 2024 @ 5:53am 
sounds like you didn't have the vanilla plus update yet. Steam needs sometimes a bit to check that. In worst case you have to restart steam/resubscribe to the mod.
Mystery 23 Jul, 2024 @ 5:38am 
it appears the issue has been resolved by disabling the vanilla functionality plus and rebalance extention since the crash had also been something to do with that mod calling upon functions with missile and mine launchers that did not exist
Mystery 23 Jul, 2024 @ 5:28am 
validifying game files has proven not to work nor is it a conflicting mod issue as ive disabled all other mods yet the crash still happens with just this mod installed
Mystery 23 Jul, 2024 @ 5:27am 
everytime i enable the mod on the latest version i get a crash on start up error
Halfling.Serialization.DeserializeException: Deserialization from source "<C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
Malte  [author] 23 Jul, 2024 @ 1:48am 
should be working again ;)