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At least one new part is basically ready to go, I'm just waiting for the meltdown patch to go RC, but that's taking way longer than I anticipated.
I use a private beta version of ettm for testing new parts and there's quite a lot of them, in various stages of completion.
Maybe I'll add some of those to ettm, but currently I'm playing other games and busy with RL stuff so it may take a while (and again, I don't want to make any promises I can't keep).
So in short, I'm not going to add overclocks to the parts in this mod. I am going to patch ettm once a RC becomes available so it keeps working.
Once the first RC is released, I'll patch ettm to make sure it keeps working.
"
can you fix this also i am using the meltdown preview ( code is previewpreview)
If you intend to make changes, perhaps best to create a local copy of ETTM which you can edit to your hearts content (if you are unsure on how to do this, you can ask in the modding discord as I'm going to bed and won't be responding for the next few hours. Also the answer is kinda convoluted so perhaps best ask there if you want a quicker fix).
Is there a/n easy way to get rid of all the "powered" Parts in the build menu?
I do not use them ever and they just clog up the build and unlock menus.
I mean, i could try to find and edit all the rules files, but...
Apart from THAT method, i rather have a less tedious one, so i can still use this mod.
Thanks for pointing out what the error was, that may help someone else sometime in the future.
The Letalium Legacy mod is not for the live version of Cosmoteer, but for people who use an older version of Cosmoteer. When attempting to use it with the current version of Cosmoteer it will probably crash, as stated on the respective modpage.
If you're looking for the current version of the Letalium Addon, you can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2992502697
The Letalium Legacy Addon has this warning in giant bright blue font: "This is for older versions of Cosmoteer 0.26.1 and below. It will not work on current versions of the main game"
Please use the current version.
The seond one was that I had the lethalium legacy mod that cause the 2nd crash.
Thanks to you, have a nice day.
Also the Letalium addon requires Extended Tech Tree Mod to be present (Mineable Megaroids isn't required for it to work).
If ETTM is present and the Letalium addon still crashes, please supply me with an error log file so I can have a look at it (but I doubt the addon is the root cause of the problem unless some cosmoteer update hit last night or something).
I saw your announcement saying that you wanted to stop but that you wanted to update your current mods first. I'm already sad that you're stopping because your mods are really incredible.
I have a problem, I can't launch your mod collection at all. I have two problems:
First of all, the lethalium addon mod no longer works, and I can't launch it, which gives me an error.
Then I tried to remove it but I get another error: “The given key ‘SW.asteroid_doonium_s’ was not present in the dictionary.”
Can you please fix them before you leave so we can keep playing with your great mods :D .
Have a nice day.
Effective immediately I will cease active development for all my mods for Cosmoteer.
For the long version please see the pinned topic:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2946411143/567001570938471032/
- Hotfix to fix an issue with missing strings causing a crash in certain situations.
Please update to the 1.3.30a version of ETTM.
The issue was caused by me having forgotten to add the necessary strings to both the new asteroids and their deposits. I don't know how this happens, but at least it was an easy fix.
My apologies for the inconvenience.
No other changes were made in this patch.
If something is broken, expect a hotfix. Thanks for the detailed report.
Error loading game: Ship name 'Doodads/AsteroidAetherium_M' is not a valid ship name.
-I have to load an older save (before I met Doodads/AsteroidAetherium_M) to be able to load the save.
-I really like the Extended Tech Tree Mod. Do you have a fix?
Also to reiterate, due to game limitations these resources are not sold by trade stations nor by trade ships as I want these mid-game resources and the parts made from them to only be available from mid-game.
My priority is no crashes, so if you see any of those that are caused by one of my mods, please let me know.
After I released sufficient high-tech parts, I will also start releasing ships for my Upgraded Enemy Ships mod so you can go and fight ships with the same high-tech gear as you have.
Have a good weekend :)
For now Aetherium will have no use, but that will hopefully soon change (unless I get sick again again...lol).
Enriched Saturnium is used for the newly added High-Tech Reactors, which feature higher density 7x, 14x and 21x batteries than even the Advanced Reactors and are white in color instead of blue (for advanced batteries) or yellow (of the standard batteries).
I may tweak the raw power generation of these reactors in the near future.
The sprites for the factory are not fully done yet, will be for a future update.
- Increased blueprint cost of the Advanced Processor Factory from 80k to 110k.
- Further improved some of the sprites including for the High-Tech Mining Laser.
- Increased command point usage for the High-Tech Mining Laser from 3 to 10 (bugfix)
- Added new mineable resource Aetherium.
- Added new asteroids to spawn the new resource. These asteroids are of a brand new type, consisting of an outer softer layer with sparse Hyperium deposits which can be mined like any ordinary asteroid, while the inner rocky core consists of compacted rocks, which requires high-tech mining laser technology to be mined. The Aetherium deposits themselves though are not compacted rocks, so with a bit of luck you will be able to mine Aetherium deposits that happen to sit at the very edge of the compacted rock core without having to use high-tech mining gear.
- Added new resource Enriched Saturnium.
- Added new factory to enrich raw Saturnium.
- Added Durasteel Structure, which is needed for some high-tech parts.
- Added the High-Tech Small Reactor Core.
- Added the High-Tech Medium Reactor Core.
- Added the High-Tech Large Reactor Core.
It adds new game mechanics and more variation to the game, which is what I wanted when I was experimenting with this.
BUG ALERT: I did find from testing that while these new asteroids can be mined, the resources will not be auto-gathered for some reason. So after mining please make sure you grabbed everything. I'm not sure I can fix this (the game is not meant to be used in the way that the HTML works lol).
If I find a fix for this I will implement this. But for now if you mine any Saturnium asteroids you will have to make double sure you collect the nuggets a second time to make sure you don't leave any behind.
I experimented with these new type of rocks a bit and settled with the current design for now at least.
The High-Tech Mining Laser requires Electrum Coils to be build and thus is meant to be a mid-game ship part.
The saturnium asteroids will look different from the standard types of asteroids as these consist of compacted rocks, which is impervious to standard mining laser technology. These will feature a blue-ish overlay icon to make them easier to distinguish from the other types of asteroids (which typically use white, yellow and violet).
- Added the High-Tech Mining Laser.
- Added new mineable resource Saturnium
- Added new asteroids to spawn the new resource. These feature a new type of rock called Compacted Rock, which requires high-tech mining beams to be mined.
These asteroids will start spawning from roughly tier 8 systems and will become somewhat more common in higher tier star systems.
- Fixed an error which caused platinum asteroids to appear in too low tier star systems.
- Fixed some other minor errors.
- Done some minor optimizations here and there.
So basically doing the low hanging fruit first. We'll see.
I was working on a new patch when I got sick (the 1.3.28 version is perhaps more of a hotfix of the 1.3.27 version and not part of the unfinished next patch, if that makes sense), no ETA as I was still working on some stuff I really want fixed before releasing the next real content patch, but I will keep hotfixing if needed.
- Increased the amount of standard Platinum asteroids spawning in tier 8 and higher systems. Tier 10 and higher star systems will get a further increase.
No other changes were made.
I will probably increase their spawn rates anyway since more parts using platinum are gonna be added eventually. My apologies if the drop rates are set way too low.
Atm I'm still recovering from pneumonia caused by the covid I was sick from last week and I'm basically tired all the time. Updates are definitely gonna slow down as long as this danged fatigue lingers.
When I told a friend of mine this yesterday, he jokingly asked me if I was trying for the guinness book of records of trying to speedrun getting ill as many times as possible lol!
I hope this is the last time I catch covid or flue or whatever it all was what I have gotten afflicted with because tbh I'm kinda getting sick of this (lol).
If I don't feel too miserable the coming week I will continue to work on my mods, if only because it helps me stay distracted and because I've been working on some new stuff for several of my existing mods I am exited about and which is nearly done :)
The Mining Missile System was in a sort of dev hell for a long time and it took me a long time to tweak and balance.
Having a bunch of these mine down an entire dwarf planet is so much faster now, if you can afford to feed the launchers with enough ammo.
Unlike the military missile launchers which require 4 blueprints to be unlocked, the MMS requires just a single blueprint to be fully unlocked.
The Mining Missile System is a converted standard Missile Launcher which uses common ammo to launch a variety of projectiles specifically designed to more quickly mine down asteroids.
It's much quicker than a mining laser, but it costs ammo (and indirectly sulfur) to use, so its speed increase comes at a cost.
It also requires more crew to operate (mostly to keep it supplied with new ammo) than a mining laser. It requires just 1 operator though.
It costs 2 processors each and one MMS requires and increased 12 command points.
It it relatively less efficient to use the Mining Missile System to break down ship carcasses, a mining laser will be better suited for this job in most situations.
The MMS is not suitable for military use.
- Added the Mining Missile System.
- Made some tweaks to the salvage rates of all mineable reources for future use.
Of course the Nuclear Powered Mega Mining Laser doesn't require any batteries either. It requires no external power source, but is way more expensive than the hyperium and sulfur powered parts while performing (almost) exactly the same.
Also these mega mining laser variants are easier for me to implement into ships for Merchant Raiders, so expect these to make an appearance in that mod at some point.
Development of ettm atm is going well with plenty new stuff on the way.
Have a good weekend!