Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Mineable Dwarf Planets
62 Comments
spycats 12 Jul @ 9:06pm 
nobody expects globally warmed dwarf planets
spycats 12 Jul @ 7:35pm 
honestly i did not think you would test this, i just found it by chance in creative mode
SirCampalot  [author] 12 Jul @ 4:09pm 
@spycats: tbh I never tested this extensively, why this exactly happens.
None of the mineable dwarf planets spawn within the sundamage zone normally.
spycats 12 Jul @ 2:39pm 
these minable dwarf planets apparently can melt in the sun. tested using creative no other asteroids melted just these
SirCampalot  [author] 1 May @ 4:19am 
(part 2 because too long)
The standard MDP will have a spawn chance of 50% with the sandy type and rocky type each having a spawn chance of 25% (for 100% total).

I'm happy to have brought more diversity to the Mineable Dwarf Planets mod, the new added types will help make career mode a bit more interesting and diverse :)

The addons for MDPs will have to be modified separately though, so until then these will spawn just the standard MDP types.
All 3 types of MDP have the same name, so if you want to identify which type it is you'll have to use Mark 1 Eyeball
SirCampalot  [author] 1 May @ 4:13am 
v1.4.2 adds 2 new types of Mineable Dwarf Planets that have a brand new feature I've recently been experimenting with.
The new MDPs feature more prominent stratification (meaning they have multiple layers of different materials).
One of the 2 MDPs is like the standard one, but its outer layer consist of softer more sandy material that is somewhat easier to mine, but the outer layer contains fewer rare resources.
The other new type of MDP is the same as a standard MDP, but features a 'small' rocky core which has increased rare resources.

So if you find a sandy MDP you'll get a bit less loot and if you find one with a rocky core you'll get a bit more :)
SirCampalot  [author] 13 Mar @ 3:10am 
Version 1.4.1 made all Mineable Dwarf Planets visible when inside gas clouds, just like all vanilla asteroids are since Cosmoteer patch 0.28.2.
No other changes were made.
SirCampalot  [author] 6 Mar @ 12:07pm 
Version 1.4.0 provides improved compatibility for future content. In itself Mineable Dwarf Planets has not been changed, the changes were all internal.

Also updated supported version numbers.

Please also note that there never was a version 1.3.0 of this version of MDP, I skipped it from 1.2.0 straight to 1.4.0 to provide synchronisity with the Extended Tech Tree Mod version of Mineable Dwarf Planets which is now also at version 1.4.0.
SirCampalot  [author] 2 Jul, 2024 @ 1:29pm 
@Agent_Ra: Thank you for your feedback :)
And keep enjoying!
Agent_Ra 2 Jul, 2024 @ 1:16pm 
<3 thanks for supporting your mods 2.5 years after release!
SirCampalot  [author] 1 Jul, 2024 @ 12:02pm 
Version 1.2.0 supports Cosmoteer version 0.26.2 and will no longer work with previous Cosmoteer versions due to changes in how asteroids are spawned.
For people who prefer to stay with an older version of Cosmoteer, I will upload a legacy version soon-sih (but patching all my live versions of my mods has priority).
SirCampalot  [author] 11 Jun, 2024 @ 7:59am 
@Neo: Yes, but you will only start finding them in star systems you have not visited yet.
Neo 11 Jun, 2024 @ 6:25am 
is it safe to ad mid carrier ?
Nyarlathotep 10 Sep, 2023 @ 6:34am 
If the mod crashes for you, make sure you have only one version turned on. There's the "Extended Tech Tree" version and a standard version. If you turn on both, the game will crash. The addons are fine to use with either one.
Commissar [GSF] 3 Jul, 2023 @ 8:14am 
ill see if i can get a log for you my game crashes if i have this mod turned on. megaroids is fine, jsut not dwarf planets.
SirCampalot  [author] 3 Jul, 2023 @ 2:48am 
Anyway, I was unable to confirm that it crashes, this mod is working just fine (I was literally in the game with this mod enabled a minute ago as of writing).
If anyone is experiencing any issues with this mod, then please be a bit more specific then "it crashes" or "it doesn't work".
That's like going to a supermarket, asking for the manager and then saying to the manager "your food bad" or something, not very helpful and he's gonna need a bit more info than that.
SirCampalot  [author] 2 Jul, 2023 @ 7:36pm 
need log file...
Commissar [GSF] 2 Jul, 2023 @ 7:07pm 
crashes my game...
SirCampalot  [author] 28 Jun, 2023 @ 8:44am 
Version 1.1.1 is a compatibility patch for Cosmoteer version 0.23.
No gameplay changes were made.
Augoeides 13 Jun, 2023 @ 11:06am 
The question mark stays when your away from the planet, but then it doesn't count for the Exploration quests for that Star System.

Sensor Array should work fine then. I should use them more often anyway.
SirCampalot  [author] 13 Jun, 2023 @ 11:03am 
@Augoeides:
That's a good question. I don't know if something like that would be possible. It's also to do with the maximum visual range of your ship.
Ships with a sensor array may be able to spot (and thus remove) the question mark by scraping along the surface of the dwarf planet.

Personally I was never bothered by this because I'd sometimes forget to put a marker on it and with the question mark it never gets deleted unless I started mining it and at least it gets removed after mining is completed, contrary to the asteroid field symbol which remains even after all asteroids are mined down.

So I'd suggest using a (small) ship with a sensor array, or perhaps a mod which has a sensor array with improved visual range (I might actually add such a thing if there is demand for it, but it can also decrease performance iiuc what the devs said about visual range and performance).
Augoeides 13 Jun, 2023 @ 10:47am 
It neat coming across one, especially if it's near a Pirate Base, since it can be mined into and somewhat used for defense. The only issue I have, is that in order to make it as "Discovered" on the Star Chart, you have to be relatively close to the middle, and that requires drilling halfway into every planet, which is a problem on playthroughs where I'm not using the Mining Laser.

Is it possible to increase the detection radius of them being Discovered, or would that affect all Undiscovered locations on the map too?
SirCampalot  [author] 13 Jun, 2023 @ 12:06am 
@portalglow:
If a planet would have an atmosphere in Cosmoteer, it would probably increase drag (and if we ever get things like black holes in the base game, maybe also gravity effects).
MotionBlur 12 Jun, 2023 @ 5:43pm 
I wonder what it would be like if Cosmoteer let you enter planets' atmospheres.
SirCampalot  [author] 2 Apr, 2023 @ 2:22pm 
It will work only for star systems you haven't visited yet.
Star systems you've already visited or the one you're in right now will not spawn them.
blueman0384 2 Apr, 2023 @ 1:54pm 
Does this work if I have already started the campaign, or do I have to start over for the planets to spawn?
SirCampalot  [author] 23 Mar, 2023 @ 8:20am 
It gets marked like a rare asteroid with a question mark in the middle.
Zeke 23 Mar, 2023 @ 8:05am 
Does the mineable planet get marked on the map like asteroid fields do?
stormwing0 6 Mar, 2023 @ 1:39pm 
Sorry about the confusion. :P
SirCampalot  [author] 6 Mar, 2023 @ 12:28pm 
Me and Stormwing0 managed to solve what was going on on discord, it turned out to be one of Jani's Hyperroids from Jani's shipyard and not a Dwarf Planet from Mineable Dwarf Planets :)
Apparently the Hyperroids occasionally come in a variant that has no resources, which I was unaware of.

tldr: It was not this mod but a different mod not made by me :P
SirCampalot  [author] 6 Mar, 2023 @ 2:05am 
@stormwing0: I went ahead and tested this and tldr is that everything is working as it should be.
I tested using both 21.0 and 21.1b and checked both the dwarf planets and also the mineable gigaroids since these use a similar generation mechanic. I tested in career mode.

But in short, all the resources were still there, so your issues are probably an interaction with another mod (I'd need to know which mod or I can't do anything about this) or it was a (very short lived) official game patch that broke and got fixed almost immediately after and you happened to be playing the game with that broken (very short lived) patch.

But at this point it's unclear what could have caused your issues.

Could you please give me your modlist, so I can look further into this. But as of now, everything seems to be working perfectly fine (except for that rare it-doesn't-spawn bug from months ago even though I set the spawn chance at 100%)
SirCampalot  [author] 6 Mar, 2023 @ 1:29am 
@stormwing0: Thank you for reporting this, I will look into this.
If it's a mod interaction, it would help to know which mods you were using. Also it would help to know which game patch you were using (21.0 or 21.1 as of writing).
stormwing0 5 Mar, 2023 @ 3:15pm 
Had one spawn without any resources so not sure if mod interaction related or not but worth looking into.
SirCampalot  [author] 1 Jan, 2023 @ 4:11am 
@Cloud (41) They will only spawn in systems that haven't generated yet, so either star systems you haven't visited yet or if you start a new game. They aren't in systems you already visited iiuc.

Also I've noticed that the spawning of custom asteroids seems to be a bit finnicky. Sometimes the game simply doesn't spawn them in even if I set the spawnchance to 100% for some reason that isn't clear to me. Same thing happens in my other asteroid mods, but I use multiple of my asteroid mods at the same time so I got plenty of mineable megaroids and mineable gigaroids to mine :P
Cloud 31 Dec, 2022 @ 10:30pm 
If im already in a game will they still spawn in ?
SirCampalot  [author] 26 Dec, 2022 @ 11:54am 
Updated to version 1.1.0. This is a small update.
There is now an about 50% chance that the mineable dwarf planet will have at least one moon (probably 1 moon, slim chance there will be 2 and the second one will be much smaller).
EmberBlaze 22 Dec, 2022 @ 8:47am 
finally, an asteroid too big for my ship eater to chew through, looks like i need to build a bigger ship eater!
SirCampalot  [author] 20 Dec, 2022 @ 1:48am 
Updated to version 1.0.1, which is identical to 1.0.0 except for a rare potential incompatibility bug when trying to load multiple mods that add customized superlarge asteroids. Old savegames should be unaffected.
SirCampalot  [author] 17 Dec, 2022 @ 1:44pm 
@Komyeta:
My apologies for the later response.
Thank you for your feedback :)
Komyeta 15 Dec, 2022 @ 1:19pm 
Hohoho this is so ridiculous yet awesome to have, I just found and mined my first planetoid, in a new game and got enough materials to build the equivalent of a tier 10 ship with it(with some clever blueprint purchases of course)

I do appreciate the rather low ammount of sulfur they give, as well as the high content of copper. I was always running out of copper in my other playthrough so this is a welcome thing!
SirCampalot  [author] 14 Dec, 2022 @ 3:07am 
@Komyeta:
Yes, I agree xD
Np, message received and understood :P
SirCampalot  [author] 14 Dec, 2022 @ 3:06am 
@Komyeta:
Usually with mods that add new items, if you disable a mod used in a savegame, the game will not load the savegame but instead give a popup letting you know what item is missing.
Komyeta 13 Dec, 2022 @ 9:23am 
JFC I wish I could edit comments after posting them, I just noticed an extreme ammount of typos there, im sorry ^^;
Komyeta 13 Dec, 2022 @ 9:22am 
OK im convinced, i'll giv this mod a try. It sounds way too good to pass up lol.

I have a question though, what would happen if one were to remove this mod after it has already generated a planetoid? Safe to assume it would jsut break the save? XD not that I owuld remove it though, it sounds way too fun, but the curiosity remains.
SirCampalot  [author] 7 Dec, 2022 @ 11:44am 
@Ragnaman:
They shouldn't.
Ragnaman 7 Dec, 2022 @ 11:12am 
Do these huge objects bloat save files or save times ?
SirCampalot  [author] 7 Dec, 2022 @ 1:06am 
@Zentrait:
I never tried Bigger Solar Systems mod, but it may reduce the chance and it probably won't negate the chance IF that mod doesn't pack the area between the sun and the large interstellar hyperjump gates too dense with spawnables. If more spawnables are competing with a more limited area, fewer of those will end up spawning as there is simply less room.

But the correct person to ask is the mod author of the other mod you are using. This mod spawns in merely a single object, it doesn't make any other changes to any star system.
Zentrait 6 Dec, 2022 @ 6:10pm 
"Also if you use any mods that add extra asteroids (especially mods that add more asteroid belts or more asteroid fields), this may actually prevent the Dwarf Planet from spawning even thoigh I set the Dwarf Planet's spawn chance at 100%"

Does that mean that if we are using Bigger Solar System mod that that will negate the chance of a dwarf planet to spawn at all in a unexplored system, or does it just mean there is a more limited chance?
Felis Leo 6 Dec, 2022 @ 10:38am 
Very cool
SirCampalot  [author] 2 Dec, 2022 @ 3:28am 
@ActivateWindows
You will need to have the game generate a new system for it to be effective, so either move to a system you haven't been to yet or start a new game. If you activate this mod mid-playthrough it should not affect systems you've already visited, but it should effect systems you have not visited yet (as these have not generated yet, as far as I understand how system generation in this game works).

@jojohnnn
Yes.