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Should work tho ;).
Just currently do not use the vanilla plus mod extension! ;)
Read the patch notes for further information ;)
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?
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!
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 ;)
"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.
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 ;).
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
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.
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)
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 ;)
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.
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.
Glad that you are enjoying it :)
But maybe increasing the stack size a bit would allready help. Or increase trade rates.
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.
I do not replace the vanilla missions. Just adding new ones.
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^^
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.
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?
Halfling.Serialization.DeserializeException: Deserialization from source "<C:\Program Files (x86)\Steam\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.