Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

Mineable Dwarf Planets
75 条留言
SirCampalot  [作者] 9 月 10 日 上午 11:05 
For people who are having issues with their modlist and prefer to stay with Cosmoteer 0.30.0 for the time being (becuse not all of their mods have been updated yet), I've added the previous version of this mod as a legacy version.

This legacy version will not work with the live version of Cosmoteer and is provided as-is.

I uploaded this version as a service for the people using my mods.

You can get it here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3565815328
segelnhoch3 9 月 10 日 上午 2:51 
After unsubscribing and re-subscribing to the mod to force it to update, everything works again. Thank you for your quick work, the mod is really fun!
SirCampalot  [作者] 9 月 10 日 上午 1:50 
@Admiral Salvo & @Speecker: Yeah, this update hit at 1.15am local time, so I had just gone to bed! xD
I had the fix ready to go, but due to the nature of this Cosmoteer update I had to wait for this update to go live before I could patch MDP (impossible to support both this update and previous updates).

Thanks for reporting though, it really helps me keep these mods running :)

If there are any more issues, then please let me know.
SirCampalot  [作者] 9 月 10 日 上午 1:48 
Version 1.5.0

Updated for Cosmoteer 0.30.1.
Older versions of Cosmoteer no longer supported due to the nature of how Cosmoteer 0.30.1 changed how asteroids work.
Speecker 9 月 9 日 下午 8:37 
same here unfortunately - gv0.30.1a broke this mod as well :/
Update/Fix will be apreciated ;)
Admiral Salvo 9 月 9 日 下午 8:02 
game just crashed, suspecting it was this mod

Main crash report listed this as the error:
Unable to find node at path "<./Data/ships/asteroid/base_part_asteroid.rules>/Part".

Thank you for the amazing mod, I hope it's fixed soon
spycats 8 月 5 日 上午 12:20 
good to know. anyways goodnight and i wish you a future in which you dont have to do any more patching 6 hours after you updated your mod
SirCampalot  [作者] 8 月 4 日 下午 11:55 
@spycats: -_-
So all the patching I did the previous days essentially got annulled and I have to do it all over again.
Hence I also prepatched it so I don't have to do this again again every time a micropatch gets released.

This was a common trick back in 2022 to prevent every single micropatch from causing issues with mods getting disabled, even if these mods were functioning normally. This was from before Cosmoteer went to have fewer, but larger updates.
spycats 8 月 4 日 下午 10:42 
planning to start modding in airships conquer the skies and i sure hope that game won't throw a tantrum if i dont write that this specific version is compatable with my mod lol
SirCampalot  [作者] 8 月 4 日 下午 10:36 
@spycats: yw
spycats 8 月 4 日 下午 10:30 
jeez that was quick
SirCampalot  [作者] 8 月 4 日 下午 10:01 
Updated version number AGAIN to prevent Cosmoteer 0.30.0a from complaining and automatically disabling my mods even though this mod works just fine.

Also prepatched this mod to prevent Cosmoteer from complaining again again when Cosmoteer 0.30.0b, 0.30.0c, 0.30.0d, 0.30.0e, 0.30.0f, 0.30.0g, 0.30.0h, 0.30.1, 0.30.2 and 0.31.0 get released.
SirCampalot  [作者] 8 月 4 日 下午 9:09 
Version 1.4.3

Totally identical to version 1.4.2 except for the version number and the supported version numbers of Cosmoteer. Hopefully this will prevent Cosmoteer from automatically disabling this mod thinking it's no longer compatible even though it's funtioning just fine.
spycats 7 月 12 日 下午 9:06 
nobody expects globally warmed dwarf planets
spycats 7 月 12 日 下午 7:35 
honestly i did not think you would test this, i just found it by chance in creative mode
SirCampalot  [作者] 7 月 12 日 下午 4:09 
@spycats: tbh I never tested this extensively, why this exactly happens.
None of the mineable dwarf planets spawn within the sundamage zone normally.
spycats 7 月 12 日 下午 2:39 
these minable dwarf planets apparently can melt in the sun. tested using creative no other asteroids melted just these
SirCampalot  [作者] 5 月 1 日 上午 4:19 
(part 2 because too long)
The standard MDP will have a spawn chance of 50% with the sandy type and rocky type each having a spawn chance of 25% (for 100% total).

I'm happy to have brought more diversity to the Mineable Dwarf Planets mod, the new added types will help make career mode a bit more interesting and diverse :)

The addons for MDPs will have to be modified separately though, so until then these will spawn just the standard MDP types.
All 3 types of MDP have the same name, so if you want to identify which type it is you'll have to use Mark 1 Eyeball
SirCampalot  [作者] 5 月 1 日 上午 4:13 
v1.4.2 adds 2 new types of Mineable Dwarf Planets that have a brand new feature I've recently been experimenting with.
The new MDPs feature more prominent stratification (meaning they have multiple layers of different materials).
One of the 2 MDPs is like the standard one, but its outer layer consist of softer more sandy material that is somewhat easier to mine, but the outer layer contains fewer rare resources.
The other new type of MDP is the same as a standard MDP, but features a 'small' rocky core which has increased rare resources.

So if you find a sandy MDP you'll get a bit less loot and if you find one with a rocky core you'll get a bit more :)
SirCampalot  [作者] 3 月 13 日 上午 3:10 
Version 1.4.1 made all Mineable Dwarf Planets visible when inside gas clouds, just like all vanilla asteroids are since Cosmoteer patch 0.28.2.
No other changes were made.
SirCampalot  [作者] 3 月 6 日 下午 12:07 
Version 1.4.0 provides improved compatibility for future content. In itself Mineable Dwarf Planets has not been changed, the changes were all internal.

Also updated supported version numbers.

Please also note that there never was a version 1.3.0 of this version of MDP, I skipped it from 1.2.0 straight to 1.4.0 to provide synchronisity with the Extended Tech Tree Mod version of Mineable Dwarf Planets which is now also at version 1.4.0.
SirCampalot  [作者] 2024 年 7 月 2 日 下午 1:29 
@Agent_Ra: Thank you for your feedback :)
And keep enjoying!
Agent_Ra 2024 年 7 月 2 日 下午 1:16 
<3 thanks for supporting your mods 2.5 years after release!
SirCampalot  [作者] 2024 年 7 月 1 日 下午 12:02 
Version 1.2.0 supports Cosmoteer version 0.26.2 and will no longer work with previous Cosmoteer versions due to changes in how asteroids are spawned.
For people who prefer to stay with an older version of Cosmoteer, I will upload a legacy version soon-sih (but patching all my live versions of my mods has priority).
SirCampalot  [作者] 2024 年 6 月 11 日 上午 7:59 
@Neo: Yes, but you will only start finding them in star systems you have not visited yet.
Neo 2024 年 6 月 11 日 上午 6:25 
is it safe to ad mid carrier ?
Nyarlathotep 2023 年 9 月 10 日 上午 6:34 
If the mod crashes for you, make sure you have only one version turned on. There's the "Extended Tech Tree" version and a standard version. If you turn on both, the game will crash. The addons are fine to use with either one.
Commissar 2023 年 7 月 3 日 上午 8:14 
ill see if i can get a log for you my game crashes if i have this mod turned on. megaroids is fine, jsut not dwarf planets.
SirCampalot  [作者] 2023 年 7 月 3 日 上午 2:48 
Anyway, I was unable to confirm that it crashes, this mod is working just fine (I was literally in the game with this mod enabled a minute ago as of writing).
If anyone is experiencing any issues with this mod, then please be a bit more specific then "it crashes" or "it doesn't work".
That's like going to a supermarket, asking for the manager and then saying to the manager "your food bad" or something, not very helpful and he's gonna need a bit more info than that.
SirCampalot  [作者] 2023 年 7 月 2 日 下午 7:36 
need log file...
Commissar 2023 年 7 月 2 日 下午 7:07 
crashes my game...
SirCampalot  [作者] 2023 年 6 月 28 日 上午 8:44 
Version 1.1.1 is a compatibility patch for Cosmoteer version 0.23.
No gameplay changes were made.
Augoeides 2023 年 6 月 13 日 上午 11:06 
The question mark stays when your away from the planet, but then it doesn't count for the Exploration quests for that Star System.

Sensor Array should work fine then. I should use them more often anyway.
SirCampalot  [作者] 2023 年 6 月 13 日 上午 11:03 
@Augoeides:
That's a good question. I don't know if something like that would be possible. It's also to do with the maximum visual range of your ship.
Ships with a sensor array may be able to spot (and thus remove) the question mark by scraping along the surface of the dwarf planet.

Personally I was never bothered by this because I'd sometimes forget to put a marker on it and with the question mark it never gets deleted unless I started mining it and at least it gets removed after mining is completed, contrary to the asteroid field symbol which remains even after all asteroids are mined down.

So I'd suggest using a (small) ship with a sensor array, or perhaps a mod which has a sensor array with improved visual range (I might actually add such a thing if there is demand for it, but it can also decrease performance iiuc what the devs said about visual range and performance).
Augoeides 2023 年 6 月 13 日 上午 10:47 
It neat coming across one, especially if it's near a Pirate Base, since it can be mined into and somewhat used for defense. The only issue I have, is that in order to make it as "Discovered" on the Star Chart, you have to be relatively close to the middle, and that requires drilling halfway into every planet, which is a problem on playthroughs where I'm not using the Mining Laser.

Is it possible to increase the detection radius of them being Discovered, or would that affect all Undiscovered locations on the map too?
SirCampalot  [作者] 2023 年 6 月 13 日 上午 12:06 
@portalglow:
If a planet would have an atmosphere in Cosmoteer, it would probably increase drag (and if we ever get things like black holes in the base game, maybe also gravity effects).
MotionBlur 2023 年 6 月 12 日 下午 5:43 
I wonder what it would be like if Cosmoteer let you enter planets' atmospheres.
SirCampalot  [作者] 2023 年 4 月 2 日 下午 2:22 
It will work only for star systems you haven't visited yet.
Star systems you've already visited or the one you're in right now will not spawn them.
blueman0384 2023 年 4 月 2 日 下午 1:54 
Does this work if I have already started the campaign, or do I have to start over for the planets to spawn?
SirCampalot  [作者] 2023 年 3 月 23 日 上午 8:20 
It gets marked like a rare asteroid with a question mark in the middle.
Zeke 2023 年 3 月 23 日 上午 8:05 
Does the mineable planet get marked on the map like asteroid fields do?
stormwing0 2023 年 3 月 6 日 下午 1:39 
Sorry about the confusion. :P
SirCampalot  [作者] 2023 年 3 月 6 日 下午 12:28 
Me and Stormwing0 managed to solve what was going on on discord, it turned out to be one of Jani's Hyperroids from Jani's shipyard and not a Dwarf Planet from Mineable Dwarf Planets :)
Apparently the Hyperroids occasionally come in a variant that has no resources, which I was unaware of.

tldr: It was not this mod but a different mod not made by me :P
SirCampalot  [作者] 2023 年 3 月 6 日 上午 2:05 
@stormwing0: I went ahead and tested this and tldr is that everything is working as it should be.
I tested using both 21.0 and 21.1b and checked both the dwarf planets and also the mineable gigaroids since these use a similar generation mechanic. I tested in career mode.

But in short, all the resources were still there, so your issues are probably an interaction with another mod (I'd need to know which mod or I can't do anything about this) or it was a (very short lived) official game patch that broke and got fixed almost immediately after and you happened to be playing the game with that broken (very short lived) patch.

But at this point it's unclear what could have caused your issues.

Could you please give me your modlist, so I can look further into this. But as of now, everything seems to be working perfectly fine (except for that rare it-doesn't-spawn bug from months ago even though I set the spawn chance at 100%)
SirCampalot  [作者] 2023 年 3 月 6 日 上午 1:29 
@stormwing0: Thank you for reporting this, I will look into this.
If it's a mod interaction, it would help to know which mods you were using. Also it would help to know which game patch you were using (21.0 or 21.1 as of writing).
stormwing0 2023 年 3 月 5 日 下午 3:15 
Had one spawn without any resources so not sure if mod interaction related or not but worth looking into.
SirCampalot  [作者] 2023 年 1 月 1 日 上午 4:11 
@Cloud (41) They will only spawn in systems that haven't generated yet, so either star systems you haven't visited yet or if you start a new game. They aren't in systems you already visited iiuc.

Also I've noticed that the spawning of custom asteroids seems to be a bit finnicky. Sometimes the game simply doesn't spawn them in even if I set the spawnchance to 100% for some reason that isn't clear to me. Same thing happens in my other asteroid mods, but I use multiple of my asteroid mods at the same time so I got plenty of mineable megaroids and mineable gigaroids to mine :P
Cloud 2022 年 12 月 31 日 下午 10:30 
If im already in a game will they still spawn in ?
SirCampalot  [作者] 2022 年 12 月 26 日 上午 11:54 
Updated to version 1.1.0. This is a small update.
There is now an about 50% chance that the mineable dwarf planet will have at least one moon (probably 1 moon, slim chance there will be 2 and the second one will be much smaller).
EmberBlaze 2022 年 12 月 22 日 上午 8:47 
finally, an asteroid too big for my ship eater to chew through, looks like i need to build a bigger ship eater!