Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

Maltis Game Overhaul Core Mod
309 条留言
dx155 11 月 13 日 上午 6:59 
der war aber gester aktiviert wie ich nochmal gespielt hatte
Malte  [作者] 11 月 13 日 上午 6:58 
Ok top :) Ja das wird es gewesen sein für den 1. Fehler den du gesendet hattest ;)
dx155 11 月 13 日 上午 6:56 
ich glaube ich habe den fehler gefunden der haupt mod war deaktivirt
Malte  [作者] 11 月 13 日 上午 6:46 
Ja ist da mit Mods nicht so einfach leider wenn sich Spieldateien/Mechaniken ändern, die sich darauf beziehen.
Aber das ist eig auch einer der Hauptgründe für den Mod hier gewesen. Hier hast du möglichst viel kombiniert in einem Mod-Pack (ok und 2-3 Submods für manche optionale Anpassungen wie eben neue Gegner/Stack Increase). (da es leider für sowas noch keine Einstellungen in Game gibt)

Demnach kannst du dann leicht(er) mal den einen Mod deaktivieren um zb den Fehler ausfindig zu machen usw. Macht vieles einfacher als 30-100 Mods manuell durchzugehen und im Zweifelsfall den Fehler zu finden. Zumindest aus Sicht des Nutzers.

Ansonsten ja tut mir leid dass du so Probleme hattest aber das liegt meist nicht in meiner Hand wie in dem Fall da kann ich dir leider nicht helfen.
dx155 11 月 13 日 上午 6:41 
mir langt es langsam mit dem spiel in der letzten zeit nach jedem update ist irgend was
Malte  [作者] 11 月 13 日 上午 6:41 
Dieses Fehler ist diesem Mod zuzuordnen: Mineable Tyberium - Refineries (for Extended Tech Tree Mod)
dx155 11 月 13 日 上午 6:36 
warum zeigt er mir dann immer das an workshop\content\799600\3021217736\wwrefinery\refinery\refinery_tyberiumag.rules>/Part" failed.
Malte  [作者] 11 月 13 日 上午 6:30 
Und du kannst auch in Deutsch schreiben ;)
Malte  [作者] 11 月 13 日 上午 6:30 
That sound like it is related to another mod I do not have any "silver" :D
dx155 11 月 13 日 上午 6:28 
The given key 'silver' was not present in the dictionary.

Halfling.Serialization.DeserializeException: Deserialization from source "<E:\SteamLibrary\steamapps\common\Cosmoteer\Data\cosmoteer.rules>" failed.
Malte  [作者] 11 月 13 日 上午 6:25 
The Maltis Core mod has to be loaded before sub-mods.
This error sound like the missions and enemy mod is being used without or before the loading of the core mod has been done. You can edit the mod load order manually in the steam properties menu of the game.
dx155 11 月 13 日 上午 6:15 
MODS AKTIVIERT. DIESER CRASH KANN VON EINER MOD VERURSACHT WORDEN SEIN.
BITTE MELDE DEN CRASH BEIM HERSTELLER DES MODS.

Unable to find node at path "<modes/career/career.rules>/MaltisGlobalCareerSettings".

System.Exception: Error loading mod: Maltis Missions And Enemys Mod Pack Extension
Capt. Geneva 11 月 12 日 下午 9:52 
o7, im in your discord, once i get the issue to come up again, ill follow up in the forums.
Malte  [作者] 11 月 12 日 上午 7:28 
sorry I cannot completly follow you right now. First of all I do not have any smallbatteries.rules in my mod(s). The vanilla game does not have one, too.
If you could paste a full error log into the bug tracker forum this would be great.
But so far my guess would be that it is an error which is not related to my mod(s).
But with the full log I can have a look and tell you for sure.
Capt. Geneva 11 月 12 日 上午 6:21 
sorry for the late reply,in short,i get smallbatteries.rules (no sound error) once i comment the error out, i get the -----.6 problem, the ONLY fix ive found so far is for a buddy to zip me the file, delete and replace it, but itll show back up after a few reloads of the save
Malte  [作者] 11 月 7 日 上午 2:23 
What error do you get?
I have updated the mod according to the latest patch. But before you were not able to start the game with the new cosmoteer version (and the older mod version).
Capt. Geneva 11 月 7 日 上午 12:55 
Hey Malte, did this update to 30.2a? This somehow breaks my previous save. My current save is 0.9.9.9.5.6.5 while youres updated to --------.6.... Thanks!
Malte  [作者] 11 月 6 日 上午 11:50 
Mod updated according to the latest cosmoteer version.
dx155 11 月 6 日 上午 9:24 
ageen
Malte  [作者] 10 月 14 日 上午 4:01 
If you have issues with that somehow you can ofc as always find them at the AllMaltisShips folder. ;)
Having them as enemys will only work with the maltis enemys and missions mod(extension).
AnAmoeba 10 月 13 日 下午 5:23 
New T11 enemy? Sounds great! Will need to find it :)
AnAmoeba 9 月 7 日 上午 8:04 
Thank you, Malte for the amazing updates to the best mod!
Malte  [作者] 9 月 4 日 上午 3:16 
Hey, just updated again so you should be able to play again ;)
Error should be fixed. Let me know if there are further issues.
To force update at best verify the game files. ;)
You need: 0.9.9.9.8.5.8
Coffeh 9 月 4 日 上午 1:30 
There is an error preventing me from loading my save file:
"No component named 'CopperSplitter' in part 'Maltis.FactoryGadgetParts'."
I love this mod and thank you so much for providing so much more content to the game so I hope this gets fixed soon!
Ivoory 8 月 21 日 上午 2:40 
it worked flawless thank you very much !
Malte  [作者] 8 月 21 日 上午 2:17 
0.9.9.9.8.4.5 fixed the problem ;)
Ivoory 8 月 21 日 上午 2:12 
yeah today was coming a hotfix but thank you anyways for the good work i always play with your mod because the simple things are just a bit better :D and it would be nice if you can find/fix it so i can continue my weird a ship :D
Malte  [作者] 8 月 21 日 上午 2:10 
I will check. Prob I have missed something on tonights patch.
Ivoory 8 月 20 日 下午 11:34 
Hay i using the mod for ages but today it crashed my game every time i want to buy new plans on a station any idea how to fix this?
Malte  [作者] 8 月 7 日 下午 1:22 
I guess check your crew rule settings? For me it is working.
BoomSlayer 8 月 7 日 上午 10:37 
i can't seem to get my crew to operate the effecient laser turrets
Malte  [作者] 8 月 1 日 上午 7:32 
oh haha yeah forgot to remove the warning :D.
Should work tho ;).
Just currently do not use the vanilla plus mod extension! ;)
GodHatesYou! (EOA) 8 月 1 日 上午 12:41 
Fresh computer, fresh install. Mod incompatibility warning as a lone install. Thank you for the effort of the mod i really hope to try it someday.
Malte  [作者] 7 月 30 日 下午 12:59 
Did you try to verify the integrity of the game files?
Arsies 7 月 30 日 下午 12:55 
my friend have same problem
Arsies 7 月 30 日 下午 12:55 
5 time resubscribe restart 8.3.3
Malte  [作者] 7 月 30 日 下午 12:53 
mh you can at best force update by resubscribing to the mod/repairing the game.
Arsies 7 月 30 日 下午 12:52 
game still download Version: 0.9.9.9.8.3.3
Malte  [作者] 7 月 30 日 下午 12:46 
The mod should now be compatible with the latest cosmoteer version. But disable the vanilla plus mod if you use that. This one need some further work/adjustments..
Read the patch notes for further information ;)
AnonaCraffter 7 月 30 日 上午 11:26 
meltdown update please
Malte  [作者] 7 月 8 日 下午 7:18 
Well the changes of patches can of course be found in the patch notes.
Furthermore I am planning to do a showcase video, since I do think it is not worth making such a long list. Most people won't read that much information out of the game anyway and visualized content is therefore I guess better.
And for me it is just much more work again with maintaining every change trippled then and so on. Yeah idk.
Per videos maybe ok since the difference might be a bit clearer there, too.
Or what do you think?
[THJ] Barton 7 月 8 日 上午 5:56 
Would it be possible to do something like how Expanded Tech has gone about it.

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2946411143/3819657908530231397

They have a discussion that's locked that has all the changes with multiple comments. Just an idea tho!
Malte  [作者] 7 月 8 日 上午 5:53 
Well a full item list can at best be found in game. I think steams limitation of chars is the problem here. But not sure right now. But would also be prob a bit too much for the core mod page.
I meant more the stuff like the vanilla plus mod is not compatible with some other mods which can be an important information to have.
But prob one of the mods out there with the most parts being added to the game ;)
[THJ] Barton 7 月 7 日 下午 7:34 
The description of the mod says
"Also I do recommend taking your time to read at least the full instructions/information about the core mod / maybe some submods too?"

But I can't find any full details, most things listed are just "New weapons" or "New X" not actually saying what it adds.
Malte  [作者] 7 月 2 日 上午 1:10 
Yeah no worries. Same here.
I am clearing the conversation a bit to not spam others too much about information they might not be interested in.
If you wanna start the project, just add me on steam ;).
Yrol Akiyama 7 月 1 日 下午 5:39 
Time is the fire in which we burn...
I am made of Asbestos °winks°

...aaactually, we have kind of a heat wave here in RL at the moment, sooooo
YrolBrain has NOT EVEN 38911 basic bytes free, so i am going to shelf this
possible project for now, as i may not burn, but... brain+heat=toomanyohms.

I also read in that "build menu categorys" thread that you asked around which way it should be.
The community has decided, i guess
Yrol Akiyama 6 月 29 日 上午 4:45 
[ part 01 of 02 ]
There is no Issue :o)
I was merely asking if someone could help me customizing your nice modification.
( not asking if someone DOES it for me )

As mentioned, i find it totally enough if parts from mods are _only_ in the standard groups
and not _also_ in extra groups made by the mod. One of the reasons for that is
that screenspace is very important if your eyesight is not that good anymore.
One cannot just scale down without end without a game becoming un-playable/readable.

Another problem can happen when we add a few mods that do the same, because then
we can end up with not only one set of extra groups for the modded parts, but 2, 3, etc.
Unrelated to their content, as an example, the starforge mods also add their own extra editor
groups, so then you would already have ~5 MORE editorgroups.
Yrol Akiyama 6 月 29 日 上午 4:44 
[ part 02 of 02 ]
While i would like, especially with mods installed, to have extra editor ghroups ( as an example,
i think armour should ONLY appear in "structure" not ALSO in "defense" and control rooms in
their extra group, not ALSO in "flight"...

Everything in the ship editor also seems to be displayed in the unlock menu at the station,
which then gets overloaded with such extra groups.

And yes, i already played around a bit with editing a few mods and it is quite weird that
removing such extra groups, even WHILE keeping the added parts in the standard groups
seems to be very difficult. At least with the small amount of knowledge i have about modding
this game.

If all this offends you, ( because you feel that i do not respect our vision for this mod ),
i am sorry, this is not the case at all.
Otherwise i would not use your mod, thrown away other mods, started a new game
make an effort to be understood or write all this :o)
Malte  [作者] 6 月 29 日 上午 3:24 
What is the main issue?
Is the order of the groups your problem?
Because for exapmple the armor group is very usefull and I would at least keep that.
But I can change the order a bit I guess,
if that's the issue but having lasers at first is kinda no difference compared to how it is right now.
And you can hardly do this on your own cause I expect the game crashes when you remove them totally. So reordering is the only quick option.

Lowering UI Scale can also help ;)
Yrol Akiyama 6 月 28 日 下午 9:33 
Greetings :o)
How do i modify the main mod-rules file so that the added Maltis editor groups are gone?
I find it sufficient that the parts are in the standard groups.