Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

New Locations
31 Comments
CloudBirb 31 Jul @ 11:38pm 
o7
Ålgerben  [author] 31 Jul @ 10:56pm 
@CloudBirb I decided to change it so the solar ash applies heat instead of causing fires directly, since that's a thing I can do now. Also, thank you for pointing out exactly[i/] what the problem was. That was very helpful.
CloudBirb 31 Jul @ 10:47pm 
if doing what i mentioned below causes an error, lmk and ill see what i can do to figure out what i did wrong
CloudBirb 31 Jul @ 9:31pm 
while im here, great mod! :D
CloudBirb 31 Jul @ 9:00pm 
Program Files (x86)\Steam\steamapps\workshop\content\799600\3309458300\nebulas
nebula_solar_ash.rules
starting from line 30, replace all up to line 33 with this:
{
Type = StatusApplication
StatusType = cosmoteer.fire
StatusChance = { BaseValue = 100; EffectScaleExponent = 1 }
ValueType = Interpolated
}
remember to save changes to the file and save it somewhere so you can replace it if its overwritten again
Vertu 31 Jul @ 7:07pm 
Meltdown update:
Type name 'Fire' at path '<C:\Program Files (x86)\Steam\steamapps\workshop\content\799600\3309458300\nebulas\nebula_solar_ash.rules>/ActiveEffects/0/HitEffects/1/Type' is not a deserializable subclass of 'Cosmoteer.Simulation.HitEffects.HitEffectRules'.
Arlington 18 Jun @ 3:35am 
@Tarb they just do that sometimes
Sourdough 18 Jun @ 1:00am 
hovering over nebulas does not show a tooltip?
Maverickan Devil 15 May @ 5:45pm 
Can confirm this corrupt your saves. Do not download.
hailstorm46 14 May @ 10:04am 
np, thanks!
Ålgerben  [author] 14 May @ 12:28am 
@hailstorm46 That bug has now been fixed. Thank you for bringing it to my attention.
hailstorm46 13 May @ 9:26pm 
If I choose the 'I Hate Clouds' option in-game, it seems to still spawn in Sodium Nebulas. Is that just me?
Arlington 16 Feb @ 1:45pm 
the loot spawns per tile
Arlington 16 Feb @ 8:32am 
can you remove some of the cargo bays from the faction storage pods? they spawn a lot of stuff
Ålgerben  [author] 22 Nov, 2024 @ 10:52pm 
I have been unable to reliably reproduce the save corruption issues mentioned in the below comments. If this issue occurs to you then I would really like to know:
1: Did the crash happen on loading a save or loading a sector?
2: If it was during a warp to a new sector, what sector type did you warp to? Was it previously visited?
3: What other mods do you have installed, if any?
4: What did the error message say when the game crashed?
Thank you in advance.
ocCa Setos78 5 Oct, 2024 @ 6:29am 
Unfortunately the mod corrupts the saves. The only way to play with this mod is to play without loading (i.e. do not turn off the game and never load).
TheoreticalExistence 23 Sep, 2024 @ 12:26pm 
Ever since I started trying to use this mod, new systems regularly fail to load and I've had to disable more and more mods to get this one to work, the worst part is that disabling this mod would completely kill my save.

Unless it updates to fix these issues or you plan to exclusively use this mod with nothing else, I cannot recommend using this mod.
DuraSoup 20 Sep, 2024 @ 9:25pm 
Mod currently causes saves to corrupt. Not sure how you'd go about fixing that, though.
Борис pepsi 9 Sep, 2024 @ 3:54am 
Good mod, but with small bugs. I think this mod should be part of the game :steamthumbsup:
Nytemare3701 4 Sep, 2024 @ 3:37pm 
Trying to remove this mod and load a save throws "Error loading game: The given key 'supernova_helium' was not present in the dictionary". Normally, one could remove a mod that adds features like this and jump to a new system, but I guess not in this case?
The 2 Sep, 2024 @ 8:26am 
It would be nice if there was a good incentive to develop a "Star Explorer". I have been able to make one that flies right up to the star itself and found I could mine a lot of nice resources there. Since then I found an easier way to get tons of resources. It would be nice if there was another reason to go into the stars damage zone... perhaps a special mission of some sort... perhaps it gives you a tech you couldn't otherwise have like better more powerful shields or something.
Catrapador 1 Sep, 2024 @ 8:02am 
Hello, good part of the AI ships of the system keep flying and getting stuck in the red/yellow zone of the sun, I also noticed a small amount of freighters traffic leading to stations being with their storage full and making it hard to sell ores and other components, I guess freighters fly into the sun? No idea
Ålgerben  [author] 21 Aug, 2024 @ 2:33pm 
@stuchalkin Yes, but only around red giant stars, I am aware of the AI not avoiding the damage zone and I am not entirely sure how to fix it at this time, but I am trying.

@PlayerOlish I don't know what mods you have enabled so I can't really help you here. Have you tried enabling one mod at a time and seeing which one causes the issue? If so, which one was it?

@pseudo.Random I have tested it on some of my older saves and it seems that it won't crash the game but none of the new sector types will generate. And any of the sectors you have already been to will not have any new nebulas or spawnables. So, if you can, make a new save for this mod.
stuchalkin 21 Aug, 2024 @ 1:40pm 
Hi! Did your mod add extra small damage radius around stars? AI ships constantly getting into it, and does not avoid it, like red damage radius or dangerous nebulas. Can you djust it?
PlayerOLish 21 Aug, 2024 @ 10:33am 
Are there any mod conflicts?
I started a new same but it wouldn't load.
pseudo.Random 20 Aug, 2024 @ 8:11pm 
@DiscoWizard How'd it go? I was thinking of adding it to my campaign, but had the same concerns as you
DiscoWizard 20 Aug, 2024 @ 2:34pm 
this isnt safe to add to old saves is it? may as well check
totallydutch 19 Aug, 2024 @ 5:39pm 
This is what I was hoping to see when I read the roadmap about new sector types!
_jo.nat_ 17 Aug, 2024 @ 7:30am 
I'd love to see a collaboration between your mod and SirCampalot's ETTM! Variety is the spice of life and your mod certainly adds variety to the galaxy! Great work!
Ålgerben  [author] 15 Aug, 2024 @ 12:43pm 
@SirCampalot First of all, thank you.

Answer 1: The only reason why I added that was because I also increased sector size and I wanted to make sure that the overall travel times were the same as before, but I understand exactly where your coming from. I may remove it in the future / make it a separate mod.

Answer 2: Only partially, I haven't tested it yet but in theory if you use any of the galaxy options that have ether normal or sparse generation then the other sector types should spawn. But the other generation types use hard coded lists of sector types so that is guaranteed to not generate any other sector types from other mods.
SirCampalot 15 Aug, 2024 @ 2:12am 
So I haven't tried this mod out but had a look in the files and to me it's obvious you took a lot of effort into creating this mod.

I do have 2 questions/remarks though:
- I think it's a shame to have an overal reduction in drag woven into this mod as it seems kinda out of place. Also I can see people not liking this added to a more complex mod like this one. Perhaps this would be better as a separate module of sorts.
- Will this mod be compatible with other mods that add custom sector types?