Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Extended Tech Tree Mod.
712 Comments
SirCampalot  [author] 13 Jul @ 3:54pm 
@AnonaCraffter: I don't want to make any promises, but there may be at least some new content (but it won't be overclocks).

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).
AnonaCraffter 13 Jul @ 3:48pm 
I already read it and I am sad that you are just going to keep it compatible with new versions and not add new content
SirCampalot  [author] 13 Jul @ 3:45pm 
@AnonaCraffter: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2946411143/567001570938471032/

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.
AnonaCraffter 13 Jul @ 3:43pm 
oh OK just out of curiosity can you make parts overclockable?
SirCampalot  [author] 13 Jul @ 2:49pm 
@AnonaCraffter: ettm is not compatible with preview since I don't know which features in the preview will end up making it to live (they keep changing stuff and the meltdown update will change a LOT of stuff).
Once the first RC is released, I'll patch ettm to make sure it keeps working.
AnonaCraffter 13 Jul @ 2:30pm 
i am receiving this error "<./Data/shots/missile_nuke/missile_nuke_stage1.rules>/Components/Hit/HitOperational/HitEffects/0/TotalDamage' in expression at path '<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\2946411143\missile_launcher\nuke\projectile\dpm_missile_nuke_stage1.rules>/Components/Hit/HitOperational/HitEffects/0/TotalDamage' does not refer to a field node.
"
can you fix this also i am using the meltdown preview ( code is previewpreview)
Yrol Akiyama 25 Jun @ 11:29pm 
SirCampalot, thank you for your help :o)
SirCampalot  [author] 25 Jun @ 5:39pm 
@Yrol Akiyama: Also please keep in mind that any modifications made to your steam workshop folder will get overridden every time I update this mod (I do plan to at least update to prevent the mod from breaking when cosmoteer has an update).
SirCampalot  [author] 25 Jun @ 5:36pm 
@Yrol Akiyama: I don't really know of any better way rn. Removing them from mod.rules by commenting out their lines of code may not work as you probably also need to remove their blueprint entries.
SirCampalot  [author] 25 Jun @ 5:34pm 
@Yrol Akiyama: Maybe try to add "IsBuildable = false" to all the parts you don't want, as this way it won't break Merchant Raiders, or just don't buy their blueprints.
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).
Yrol Akiyama 25 Jun @ 5:18pm 
Hm, sorry, i meant the parts powered by sulfur, hyperion, nucular, etc.
Yrol Akiyama 25 Jun @ 4:19pm 
Greetings,
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.
SirCampalot  [author] 21 May @ 11:13am 
@gallarion37: Glad to hear that it is solved :)
Thanks for pointing out what the error was, that may help someone else sometime in the future.
gallarion37 21 May @ 10:48am 
Yeah I have understand and use the good one now, but the probleme WAs that I used the legacy mod :p
SirCampalot  [author] 21 May @ 9:59am 
@gallarion37: That's not what I said.

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.
gallarion37 21 May @ 9:32am 
Hello, as you said, I had a mod from you that have compatibility with star wars mod, which cause the 1rst probleme.

The seond one was that I had the lethalium legacy mod that cause the 2nd crash.

Thanks to you, have a nice day.
SirCampalot  [author] 20 May @ 2:15am 
@gallarion37: I can't fix this because “The given key ‘SW.asteroid_doonium_s’ was not present in the dictionary.” points to the Star Wars mod.
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).
gallarion37 20 May @ 1:34am 
Hello,

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.
SirCampalot  [author] 15 May @ 3:59am 
I have an important announcement to make.
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/
SirCampalot  [author] 10 May @ 11:17am 
Version 1.3.30a is a hotfix to fix a potential crash bug.

- 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.
SirCampalot  [author] 10 May @ 11:06am 
@flukegeneral: I found the issue. I'm gonna hotfix this one asap. I'll keep you informed.
SirCampalot  [author] 10 May @ 10:58am 
@flukegeneral: Hi. I just got home. I'll go have a look at it and let you know what I find.
If something is broken, expect a hotfix. Thanks for the detailed report.
flukegeneral 10 May @ 9:05am 
-I have a problem with version 1.3.30 when my ship comes into contact with Doodads/AsteroidAetherium_M. After that if I save the game, I can't load the saved game. It says
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?
SirCampalot  [author] 9 May @ 9:44am 
I forgot to add, Aetherium is one of the mid-game resources and its asteroids will only start appearing from star systems 8-10 and higher.

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.
SirCampalot  [author] 9 May @ 9:03am 
I've got plenty of stuff to try, test and add for the foreseeable future and I will continue tweaking parts already released to try and keep things balanced.

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 :)
SirCampalot  [author] 9 May @ 8:56am 
For the newly added Aetherium asteroids I tried something new again, asteroids consisting of 2 distinct layers of which the outside layer consists of standard rocks and sand with sparse hyperium deposits. The inner core of these asteroids are made of compacted rocks which require high-tech mining gear to mine.
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.
SirCampalot  [author] 9 May @ 8:46am 
(part 2 because patch notes are too long lol)

- 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)
SirCampalot  [author] 9 May @ 8:46am 
Version 1.3.30 is now released and adds the following:

- 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.
SirCampalot  [author] 3 May @ 1:11am 
@AnAmoeba: That's the idea :)
It adds new game mechanics and more variation to the game, which is what I wanted when I was experimenting with this.
AnAmoeba 2 May @ 5:36pm 
Neat idea with the Saturnium and new Mining Laser! The added complexity gives the game more depth.
SirCampalot  [author] 2 May @ 8:53am 
For now Saturnium has no use, but hopefully this will change soon.

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.
SirCampalot  [author] 2 May @ 8:51am 
With this patch I'm trying something new: A new type of asteroid material which cannot be mined by anything except with a High-Tech Mining Laser (will be adding more variants of the HTML eventually).
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).
SirCampalot  [author] 2 May @ 8:44am 
Version 1.3.29 is now released and adds the following:

- 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.
SirCampalot  [author] 30 Apr @ 8:28pm 
@AnAmoeba: Thank you for your feedback and keep enjoying!
AnAmoeba 30 Apr @ 7:01pm 
Just wanted to drop a note to say how much I enjoy your fantastic mods. Especially appreciate your attention to detail in balancing. Thanks for sharing them!
SirCampalot  [author] 30 Apr @ 12:19am 
@HuskyStrylight: Yes (meaning it won't break your game if you use both ETTM and SW mods).
HuskyStrylight 29 Apr @ 11:03pm 
is this mod compatible with the starwars mod?
SirCampalot  [author] 29 Apr @ 6:21am 
Also depending on how the recovery goes, I might temporarily shift priority to working on mods that require less of my energy (like Merchant Raiders) or update mods that were really close to having an update anyway (mineable dwarf planets is really close to receive an update atm) since currently I'm basically out of energy all the time.
So basically doing the low hanging fruit first. We'll see.
SirCampalot  [author] 29 Apr @ 6:16am 
Unfortunately this change will only affect star systems that have not been visited yet, but it's the best I can do for now.

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.
SirCampalot  [author] 29 Apr @ 6:10am 
Version 1.3.28 is a minor (but still important!) patch

- 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.
Haemo 28 Apr @ 10:47pm 
Ahh, I'll keep searching in the meantime i guess hahah. Hope you get better soon!
SirCampalot  [author] 28 Apr @ 10:10pm 
@Haemo: I had a look and I did find some of the Pt asteroids, but they do appear to indeed be too uncommon.
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.
Haemo 28 Apr @ 4:29pm 
Hey, really enjoying the progression this mod adds. Not sure if it's better to comment here or your other mod, but I have yet to find any platinum despite exploring new systems in the danger level of 15-17. I've tried sun-diving and asteroid belt scouting but no luck. So far no issues finding the other resources though thankfully
SirCampalot  [author] 22 Apr @ 3:12am 
Also I mentioned like just before last weekend that things were going well. Well........last weekend I got covid (again! -_-) so updates may slow down (again -_- ) depending on how well I feel.
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 :)
SirCampalot  [author] 22 Apr @ 3:05am 
(part 2 because too long)
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.
SirCampalot  [author] 22 Apr @ 3:04am 
(part 1 because too long)
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.
SirCampalot  [author] 22 Apr @ 2:54am 
Version 1.3.27 is now released and adds the following:

- Added the Mining Missile System.

- Made some tweaks to the salvage rates of all mineable reources for future use.
SirCampalot  [author] 19 Apr @ 12:34am 
@Z.E.R.T.: I have played with that thought and do intend to add one additional tier, but also some other new stuff. Also it's gonna take a looong while before all the stuff I would want to implement can get implemented.
Z.E.R.T. 18 Apr @ 6:08pm 
thanks for the update question. do you plan to add tier 3 and 4 weapon for Players and new ai ship in futur ?
SirCampalot  [author] 18 Apr @ 6:36am 
The Hyperium and Sulfur Powered Mega Mining Lasers don't require a reactor to feed them batteries, but instead are powered by hyperium or sulfur respectively, 2 cheaper common mineable resources.
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!