Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Mineable Tyberium (Core Mod)
28 Comments
SirCampalot  [author] Sep 10 @ 12:58am 
Version 1.2.0

Updated to support Cosmoteer version 0.30.1.
Due to changes made with asteroids and with the sound system, previous versions of Cosmoteer are no longer supported.
dx155 Sep 10 @ 12:54am 
Please update
SirCampalot  [author] Aug 4 @ 10:43pm 
Version 1.1.1a

Identical to 1.1.1 except for the supported Cosmoteer versions.

Also prepatched this mod to prevent Cosmoteer from complaining again when Cosmoteer versions 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  [author] Feb 13 @ 8:12am 
Today I've released an addon for this mod that adds Compacted Long Term Storages that store Tyberium or Tyberium Red in various quantities.
You can get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3426652812

This addon does also require the mod Compacted Long Term Storages as well or the ETTM version of that mod.
SirCampalot  [author] Feb 10 @ 11:32am 
@Tiberium Doge:Yes it is still working. Played it earlier today and converted some tyberium as I needed some extra uranium quick.
Tiberium Doge Feb 10 @ 11:23am 
does this not work anymore?
SirCampalot  [author] Nov 27, 2024 @ 7:18am 
Version 1.1.1 changes:

- Updated supported version numbers
- Edited the tyberium asteroid logo to be a more toxic green color instead of the snowwhite it was before (supported from Cosmoteer 0.28.0)
SirCampalot  [author] Jul 1, 2024 @ 12:07pm 
Version 1.1.0 supports Cosmoteer version 0.26.2.
Previous Cosmoteer versions will no longer work due to changes made to asteroid spawning.
SirCampalot  [author] May 31, 2024 @ 8:34am 
Version 1.0.2 is a minor update:

- Makes max stack size and the amount of tyberium crew can carry relative to vanilla values, increasing mod compatibility with mods that increase max stack size.
- Doubles the amount of tyberium crew can carry at any one time (so refineries can get supplied faster).
SirCampalot  [author] May 31, 2024 @ 3:38am 
Yes. And I kinda forgot about the MaxStackSize from vanilla. Will put it on my todo list for this mod as well :)
crazylilthing May 30, 2024 @ 9:58pm 
FOR KANE!!!!
SirCampalot  [author] Feb 29, 2024 @ 5:35am 
@wyp020610: Thank you for your feedback :)
I will consider it.

I probably made the crew carry only 1 tyberium crystal each because of how explosive these crystals are :P
But perhaps I can improve the crew work output at the expense of crew safety lol.

And yes I can add mathematics to the formula, ETTM makes extensive use of this for referencing vanilla values while not being identical to them.
Lingluo Feb 29, 2024 @ 5:29am 
Your Extended Tech Tree mod have resources copying MaxStackSize from corresponding vanilla resources. I think this is pretty neat, and could be applied to this mod.
If this gets implemented I hope MaxPerNugget also gets copied.
Here is a problem though. Tyberium has a MaxStackSize of 20, and a MaxPerNugget of 1. This doesn't correspond to any vanilla resources. They either have less stack size, or more per nugget.
I still suggest referencing Hyperium, because both Tyberium and Hyperium are raw resources. Maybe you can put a /2 on the formula.
Touhoufanatic Feb 23, 2024 @ 9:27am 
not a problem, was just curious
SirCampalot  [author] Feb 23, 2024 @ 9:26am 
@Touhoufanatic: As the base game works now, it isn't possible to retro-actively add asteroids to a star system that's already been visited and explored.

Perhaps at some point in the future there might be asteroid respawning of some sort and then things may become a different matter but until then it's impossible to re-generate new asteroids.
Touhoufanatic Feb 23, 2024 @ 9:06am 
fair, thank ya kindly.
SirCampalot  [author] Feb 23, 2024 @ 8:44am 
@Touhoufanatic: You'll need to jump to a new system for the new asteroids to spawn.
Touhoufanatic Feb 23, 2024 @ 8:38am 
i love everything except the spelling of this using a Y XD
on a more major note, if added to an in progress game will it spawn the asteroids at all? or would you have to jump systems for them o be spawned in?
_jo.nat_ Nov 24, 2023 @ 4:55pm 
You Sir are a legend! I'm loving these mods you're pumping out! Now we just need a scary purple alien faction XD
SirCampalot  [author] Sep 8, 2023 @ 6:33am 
@Erythion: I've just patched the refineries to have their individual descriptions contain the tyberium (and tyberium red) conversion rates.
SirCampalot  [author] Sep 5, 2023 @ 1:23am 
@Erythion: Mentioning the conversion rate on the tooltip is actually a good idea! I just hadn't bothered with it since I spend some time testing out various conversion rates (along with spawn rates of both asteroids and the per-asteroid spawnrates of tyberium).

About the patch for Compacted Storages, I will consider it but I probably will make a patch for Compacted Storages.

Thank you for your feedback.
Erythion Sep 4, 2023 @ 11:46pm 
oh, and mention the conversion rates in the tooltip of each refinery
Erythion Sep 4, 2023 @ 11:45pm 
Can you make a patch for Compacted Long Term Storages?
SirCampalot  [author] Aug 29, 2023 @ 3:42am 
@crazylilthing:Thanks, enjoy :)
crazylilthing Aug 28, 2023 @ 11:31pm 
:D subtle C&C reference I love to see it
SirCampalot  [author] Aug 26, 2023 @ 12:05pm 
Definitely, enjoy :)
Kabob004 Aug 26, 2023 @ 8:24am 
Kane will be most pleased...:KaneLives:
SirCampalot  [author] Aug 23, 2023 @ 9:28am 
Version 1.0.1 is a minor update. Adds another type of asteroid for future use.