Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Ω Compacted Long Term Storages - Expansion for SirCampalots Extended Tech Tree Mod.
58 Comments
SirCampalot  [author] 10 May @ 6:22pm 
@RocketLLama: I have had to hotfix extended tech tree mod a couple hours ago due to a potential crash bug, so it's possible some of you have the 1.3.30 version and some of you have the 1.3.30a version.
Please make sure all of you have the 1.3.30a (with the a at the end) version. Steam can be a bit janky when it comes to auto-updating mods and it's not always clear what the eact problem is, but your error is most likely caused by the issue I just described above.
RocketLLama 10 May @ 3:45pm 
---> System.Collections.Generic.KeyNotFoundException: The given key 'coildpm' was not present in the dictionary.

Any clue why this would be happening (game crash at startup) for specifically TWO people using it in a collection and not the other TWO? We've already gone through the full reinstall/resubscribe/clear cache shuffle so it's not a "some of us got the update and some didn't" issue.
SirCampalot  [author] 7 May @ 2:12pm 
Version 1.0.7 adds support for Electrum Coils.

Saturnium will be added later due to currently incorrect pricing which I want to fix first.
SirCampalot  [author] 12 Feb @ 7:52am 
@A single communist: I just noticed you're also on discord and I've just replied to you there.

You're doing a self-imposed 1 ship run and are currently in the starter system.

Once you progress through the tiers you will find that the 250 raw resources storages will become much more conventient, especially if you also use other mods that increase the amount of drops.

I'm not going to make changes to the core values of this mod just so you can have an easier time in your self-imposed 1-ship limit in the starter system.

Thank you for using my mods and have a nice day :)
A single communist 12 Feb @ 7:49am 
@SirCampalot I see your point. Thanks for explaining. For everything except raw resources, processors and diamonds, 250 minimal is, indeed, tolerable. (A 5x5 storage per material at most.) But having to completely fill two 5x5 storages for 1 compacted iron storage is too much, I feel. Does the "Collector" mod do anything except add the blocks that cost 1/8/50 raw resource to build? If so, than it's a fine alternative to modifying the values here.
SirCampalot  [author] 12 Feb @ 7:35am 
(part 2)
Regarding the ammo storages though, I'll consider it. I think this is actually a good idea and I think the need is there.
I will see what I can come up with.
SirCampalot  [author] 12 Feb @ 7:35am 
(part 1 because too long lol)
@A single communist: Tbh your suggestion seems rather convoluted compared to the existing solution, let alone that retroactively changing the contents of these storages will also affect already build storages and depending on whether the contents increases or decreases, many people might find themselves getting the short end of the stick.

On top of that I'd need to put effort into this (what I see as a non-benefitial) project at the cost of the other projects I'd have to postpone.

I use these 250 storages all the time and 250 for raw resources doesn't bother me. I use the 250 storages a lot more than the 50 storages btw. Anything under 250 for raw resources I'll just store in standard open storages for my factories to consume. The 50-sized storages are usually only use for small transport ships.

Sorry, but don't count on me implementing your current suggestion :)
A single communist 12 Feb @ 7:19am 
The medium storage is just 8x the capacity of small, and large is 5x medium.
The exact numbers are:
40-stack: 2000 medium, 10000 large (same as currently)
20-stack: 1000 medium, 5000 large (can stay as-is, but would feel much better to use)
10-stack: 480/400 medium, 2160/2000 large (first one is according to "6 stacks per storage", second is "5 stacks because that's close enough and the numbers look better that way")
5-stack: 240/200 medium, 1200/1000 large (ditto)

It should be a simple numbers tweak in the stats and description, but, if I'm wrong, please, tell me.
A single communist 12 Feb @ 7:19am 
As for this mod, I suggest that each small compact storage contains about 6 stacks of the corresponding resource. For example:

Iron plates, coils, hypercoils, and everything else that stacks to 40 can stay the same (250/storage, a tad more then 6 stacks)

Hyperium is the only thing I know of that stacks to 20, so dropping the base to 125 will bring it to balance with 40-stacks. (Can stay as-is, as 12 stacks of hyperium is not too much space taken up before you can compact it)

Enriched uranium/letanium stacks to 10, so it's 60 per storage (can be dropped to 50 to make the numbers look nicer, it's still close enough)

Finally, all ores, processors and diamonds stack to 5. Their small storages can store 30 (same compression rate as iron plates) or 25 (for the nice numbers).
A single communist 12 Feb @ 7:18am 
@SirCampalot: I know about EETM's ammo bays, and, as I said, they don't do enough. You get massive quantities of ammo and, if you don't have something that consumes it, you get overwhelmed quickly. Spamming ammo bays does alleviate the issue somewhat, but I hope there will be a better way eventually.
(Screw the character limit, will have to split the message)
SirCampalot  [author] 12 Feb @ 6:42am 
@A single communist: Perhaps from hindsight that would have been the better option, but I created the other storage mod now which includes 50-size storages of all the raw materials which is sufficient for me.
The numbers 250, 2000 and 10000 were chosen to make calculating stock easy and smaller sized storages would be impactical for mats that have 20 stack sizes (and 40 as some now have in vanilla).

The storage mod I use for ammo (which is unreleased) still has much of its UI missing and only sizes are 240 iirc. Also ETTM already has open ammo storages which store 3 times the standard ammo amount.

Atm I happen to be working on the finishing touches for an addon for my Tyberium mods and I'm also occupied for new content for ETTM and its sattalite mods and since there already are the 50-storage sizes for raw materials, I see no need to add same sized storages to this mod (for now at least).
A single communist 12 Feb @ 5:51am 
@SirCampalot: While it is good to have a separate mod, I firmly belive that Compacted storages should be (at least loosely) balanced around stack size. For example, a 250 storage stores 6.25 stacks of iron plates, 12.5 stacks of hyperium, 25 stacks of processors and 50 stacks of raw iron. This is a huge discrepancy that makes them basically useless for raw materials and things like processors. Also, balancing a mod using a separate mod that has an entirely different purpose is very rough.

As for ammo, I see no reason not to inlude it here. Ammo is a thing you need a lot of, you get a lot of it, yet the best option for storing it in large quantities is storage bays, that have 3x compression. Nice, but not nearly enough to store all of the ammo you get from fighting. There may be balance concerns, but I don't see how they would affect combat at all, given that your crew needs to exit the ship to salvage it.
SirCampalot  [author] 12 Feb @ 1:35am 
@A single communist: This mod has storages of 50, 8 and 1 of all the unprocessed resources:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2954129884 and kind does what you want.

For ammo, I actually did make one which partially works, but never finished it. It might actually be a good idea to complete and release it since I use it (the unreleased ammo storage mod) all the time.

Thank you for your feedback.
A single communist 11 Feb @ 8:13pm 
I feel like 250 of any material that stacks to 5 is way too much (50 stacks!!), is there a chance for storages to be balanced around stack size more? Also, would be nice to have those for things like ammo, as I constantly get a lot of it when fighting and don't want to tank the lag by leaving them behind.
SirCampalot  [author] 3 Feb @ 8:46am 
Version 1.0.6 adds support for Platinum.

Platinum is a new resource for ETTM.
Due to this, this mod now requires ETTM version 1.3.17 or higher (from januari 2025).
SirCampalot  [author] 11 Nov, 2024 @ 4:53pm 
@The KotU: Not in the way you're suggesting it, afaict.
The KotU 11 Nov, 2024 @ 4:08pm 
@SirCampalot, any chance we can get a building for packers and unpackers and dedicated compact-storages that we just turn on or off as needed to control it?
Daggo 20 Oct, 2024 @ 1:56pm 
@SirCampalot: Thank you.
SirCampalot  [author] 20 Oct, 2024 @ 1:34pm 
@Daggo: This mod needs Extended Tech Tree Mod to function properly.
If you wish to use the version without ETTM, you can use this version instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942154504
Daggo 20 Oct, 2024 @ 1:00pm 
Hi, I have a problem. A mistake appears in the dpmstorage00250coildpm.rules>/Part" failed. What to do? Thank you.
SirCampalot  [author] 8 Oct, 2024 @ 2:31am 
Version 1.0.4 adds an empty placeholder block (costs 4 steel and 0 other resources) which can be used as placeholder instead of blocks made of for instance corridor, structure or armor.

The compacted storages placeholder blocks are added to the end of the 250, 2000 and 10000 Compacted Storages for convenience so they are available in each build menu while not changing the order of the storages inside the build menu so all storages remain in their original place.

The placeholder blocks can make the use of the Compacted Storages more comfortable in certain situations (like when mining asteroids and you are full of iron for instance, if you have any leftover steel or coils after building a Compacted Storage for iron, they could end up being left in space or a 1x1 storage area could be occupied by a single coil or steel).

It's rather minor, but I liked it during playtesting, so here it is.
Dj0z 24 Jan, 2024 @ 3:52pm 
No worries, have a good one!
On the topic of sizes I believe this current mod caters to a different audience (the current subscribers) than any updated smaller version would (peeps like myself). Might upset them if their subscribed mod suddenly doesn't do what they expected it to, just my 2 cents. I'm sure you'll figure it out smoothly
SirCampalot  [author] 24 Jan, 2024 @ 9:00am 
@Dj0z: Yes, one of the things I'm contemplating about is the smallest sized compacted storage. I may end up skipping the smallest size for the refined (say stack size 20) mats and all the raw ore ones get an in-between one.
But it also depends on which mods I end up using. I could update the existing one(s) or create a new one.

One the one hand I prefer not to create unnecessary extra mods people need to install buit otoh I also don't want existing menues to get clogged up (I want to be able to find what I'm looking for).

Also I'm currently playing another game. It's also needed to take brief breaks from modding to prevent myself from getting burned out again (I'll still fix crash bugs ASAP though) so progress will be a bit slower for a bit.
Dj0z 24 Jan, 2024 @ 8:30am 
You know, i just realized that different resources have different stack sizes... I was thinking of steel plates this whole time, so everything I said about any resource that has a different stack size is invalid
Dj0z 23 Jan, 2024 @ 12:00pm 
Sure thing, I'll keep an eye out for it
SirCampalot  [author] 23 Jan, 2024 @ 7:55am 
@Dj0z: I'll contemplate on how exactly I think would be the best way to implent this.
Dj0z 23 Jan, 2024 @ 3:53am 
In fact the jump from 70 to 100 doesn't feel as significant. Having just 2 values sounds better : 50 and then a nice round 100. So at first you gain 30 per tile compared to normal, then gain 50. That's my take
Dj0z 23 Jan, 2024 @ 3:42am 
(part2):
Now i do agree that base game storage takes a ridiculous amount of space compared to what we're supposed to build with it. But I also believe the privilege of compacting resources to save space should come with a cost. Your mod does that well to the extent that these resources are "locked in" and can't be walked through and probably other features.

But with numbers like, say 40, 70 and 100 that would feel much better (to me). I'd also increase whatever variable gives that tile mass, i suppose "density", because well, it's literally compacted physical matter.
That should also keep the HP in check because right now a 1x1 40k HP wall is something worth spending iron on just for the stats. What do you think?
Dj0z 23 Jan, 2024 @ 3:42am 
I see, thanks for the quick reply.
I am lucky (or not?) to have started playing basically yesterday, and never knew the game without crew construction. It's fair to say I consider it an integral part of career mode and don't intend to play that without it.

That said, I can see where you're coming from. I checked out your other mod and it seems to do a bit more than just that. 50 is what i call a reasonable value for compacted storage, I just wouldn't wanna "cheat" by having resource teleporters as there seems to be in that mod (personal preference, more power to whoever uses it).
SirCampalot  [author] 23 Jan, 2024 @ 3:07am 
part 2 bcause too long:

The reason behind these numbers is that I wanted the largest to hold a really huge number and the 2 below it to not be too large of a step-up to make it more feasible to go from multiple smaller ones to the larger one.

And the reason I didn't add more differently numbered ones is because if I add too many, it would make the menu more messy and look disorganized (making it harde to find the storage that you want).

Perhaps adding the refined resources to the above mod would be the way to go as it would be easiest for me to implement and would look kinda nicest.
SirCampalot  [author] 23 Jan, 2024 @ 3:06am 
@Dj0Z: Hi. I originally made Compacted Long Term Storages back before crew construction was a thing.
I did make what is basically what you request here, but it's only for raw materials (like iron and copper and such, not for steel and coils). You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2954129884
It has storages of 1, 8 and 50. Perhaps it would actually be a good idea to expand this to include the fabricated materials as well.

However, I think your idea is actually a valid one.

Suppose I'd expand this mod, which values would you like to add to the ones already existing? (existing ones are 250, 2000 and 10000).
Dj0z 23 Jan, 2024 @ 2:55am 
The tech behind this is very convenient, but I wish the mod had more reasonable numbers... storing 40 already reduces cargo space and resource lag by half, 100 would reduce it by 80%, but the mod starts at 250... Any particular reason why you went for such huge numbers?
SirCampalot  [author] 27 Dec, 2023 @ 11:02am 
@jmulea: Yes. You should be able to switch the vanilla version off and switch the ETTM version on and then load your savegame and see if the storages you already build are still there.
jmulea 27 Dec, 2023 @ 10:58am 
I currently have the unmodded resources version of the mod. Do I remove the vanila version if I am adding the ETT version?
SirCampalot  [author] 20 Dec, 2023 @ 2:05am 
1.0.4 is functionally identical to 1.0.3, except these storages should now be much quicker to build and deconstruct when using crew construction.
SirCampalot  [author] 19 Dec, 2023 @ 3:52am 
I think I found a satisfactory solution. If all goes well, expect an update before the end of the week.
SirCampalot  [author] 18 Dec, 2023 @ 5:08pm 
I also made a test addon to lower the values, but I couldn't get that working either. But I'll see tomorrow. Perhaps there's something simple that I have overlooked.
SirCampalot  [author] 18 Dec, 2023 @ 5:06pm 
@Thundercraft: Yes, I'm leaning towards such a solution now. I at first tried to make use of another way to make the construction take less time, but this value seems to not work for the parts I tried it in (it does work when I use the same lines of codes in one of the base game ship parts, I have no idea why it isn't working in my modded parts).

I'm considering lowering the health by about 80%. I haven't experienced any of my ships with compacted storages being destroyed in combat (it's a rare occurance and easy to prevent) and the performance issues from back then are not much of a factor anymore.

I'll think about it for a bit, but as I see things now I'll probably won't split up the mod and make a global health reduction downwards to about twice the hp that regular armor has (so still plenty). But this should improve (de)construction by 80%.

I think that would be a fair compromise and this way I won't need to split up the mod.
Thundercraft 18 Dec, 2023 @ 4:53pm 
@SirCampalot [author]
Perhaps you could add a mod option to either lower HP for those who prefer to keep crew construction enabled or an option to increase HP for those who, like you and I, prefer to play with crew construction disabled and want to keep storages with relatively high HP? Wouldn't that more or less satisfy both camps?
SirCampalot  [author] 18 Dec, 2023 @ 4:20am 
Iirc the reason why these storages take so long to deconstruct, is because they have a lot of hp. This was done to prevent the accidental destruction of a lot of these storages from causing a lot of lag. But we've had some performance improvements since then, so perhaps this hp can be lowered again.

Also iirc there was a way to circumvent the hp as parameter for deconstruction length, but I'd have to ask the modding discord for that and I don't get my questions answered there most of the time alas.

But I'll see what I can do. I think lowering the hp will go a long way. Until then, try to prevent relocating these storages too much (keep them in one place, rebuild the ship around the storages).
Or disable crew construction, but I can see that the latter will not be very appealing to a lot of players.

I'll see how I'm gonna alleviate this issue, but it may take a bit.
SirCampalot  [author] 18 Dec, 2023 @ 4:08am 
@core_nxt: That's actually a good question.

So the compacted storages mods were all made before crew construction was a thing.
I don't play with crew construction enabled, so I haven't experimented a lot with this.

I doubt there's a lot I can do top speed up construction and deconstruction of these blocks, but I'll see what I can do. I'll need to do some testing as well so if I come up with anything, it's probably gonna take a while.

Maybe I'll come up with some kind of other alternative instead, I'll need to see what the best solutions could be.
core_nxt 18 Dec, 2023 @ 3:40am 
Is there any way to make the crew deconstruct these storages faster? they just run out of oxygen before being able to complete deconstruction of the 2000 size storages constantly. and slows down my redesign work everytime.
SirCampalot  [author] 7 Aug, 2023 @ 12:43pm 
Version 1.0.3 adds 250, 2000 and 10000 storages for the new resources Duranium, Durasteel, Hardened Steel and Heavy Steel. A total of 12 new compacted storages have been added.
I wanted to add compacted storages for the new resources sooner, but was a bit torn in what order I would want them added and took the time to try out several variants before deciding on the current order.

I ended up making minimal changes to the order of the storages with the alloy metal plates sorted in at the very end.
SirCampalot  [author] 28 Jul, 2023 @ 4:46am 
@Silverwolfss:
This mod is meant to be used in career mode.
Creative mode has changed since the crew construction update and this mod will also not work as intended with crew construction enabled.
Creative mode is odd, for some reason I'm unable to disable crew construction without enabling free build mode. You'd want no free build mode with no crew construction but that setting for creative seems to not be there anymore?

If you want to play this mod as intended, you need to disable crew construction (this can be done from the same advanced settings where it is called "I Hate Crew Construction", same place where "I Hate Exploring" is located).

Perhaps I should amend the intro text of my compacted storages mod to better reflect the changes the crew construction update have brought to the game.

These storages don't work like normal storages. These are essentially buildings which costs raw resources.
Silverwolfss 28 Jul, 2023 @ 3:01am 
so when i put down a storage unit say a sulfur 2000 in creative mode which has crew construct off by default then that storage unit already has 2000 sulfur inside right not like normal storage areas where the crew move it to said square
SirCampalot  [author] 21 Jul, 2023 @ 4:13pm 
@Silverwolfss: I originally made this mod before the crew construction update and this mod works as intended with crew construction disabled.
When crew construction is enabled, you'll need to have all resources taken to the build spot by your crew (so 250, 2000 or 10000, which may take a long while!).
It will work...but I would personally construct or deconstruct them with crew construction disabled unless you don't mind these storages from taking a while to get build (because of the huge amounts of resources it takes to construct them, it takes a longer amount of time before construction is finished).
Silverwolfss 21 Jul, 2023 @ 3:45pm 
so how do i use this i placed down a sulfur storage but i don't see the sulfur being put in
SirCampalot  [author] 7 Jul, 2023 @ 12:27am 
@Thundercraft:
If you're unable to see the difference between yellow and green, you should still be able to see and distinguish the visually distinct logos when in blueprint mode and you can always use mouse-over to read the descriptions.

When picking the different colors, I did look at some sites to minimize impact for colorblind people, but in the end it would limit my artistic freedom by so much that I decided to do the blueprint differentiation instead and make them the way I wanted them.
Thundercraft 6 Jul, 2023 @ 5:23pm 
Hmm... Maybe I'm partly color-blind then, because with certain ones like the Hyper-Coils I just can't see any difference between the 250 and the 2000.
SirCampalot  [author] 6 Jul, 2023 @ 10:44am 
@Thundercraft: They have the correct color.
In one of the two pics, you can see I build all of them in 3 lines. Top is line with compacted storages of 250. Middle line is all storages with 2000 and lower line is all with 10000.

Each of these amounts come in 2 color variations, which is described also with this line:
"Also, the differently sized Compact Storages will be colorcoded according to their size and the value of the resources stored in them to make it easier to visually distinguish between them"
will be colorcoded ... and the value of the resources.

So thank you for the code checking, but in this case it's as it's supposed to be.