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None of the mineable dwarf planets spawn within the sundamage zone normally.
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
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 :)
No other changes were made.
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.
And keep enjoying!
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).
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.
No gameplay changes were made.
Sensor Array should work fine then. I should use them more often anyway.
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).
Is it possible to increase the detection radius of them being Discovered, or would that affect all Undiscovered locations on the map too?
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).
Star systems you've already visited or the one you're in right now will not spawn them.
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
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%)
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).
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
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).
My apologies for the later response.
Thank you for your feedback :)
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!
Yes, I agree xD
Np, message received and understood :P
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.
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.
They shouldn't.
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.
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?
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.