Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Extended Tech Tree Mod.
 This topic has been pinned, so it's probably important
SirCampalot  [developer] May 15 @ 3:55am
Important announcement from me regarding the future of my mods.
I have an important announcement to make.

Effective immediately I will cease active development of all of my mods for Cosmoteer.
The tldr version as to why is because of the next big Cosmoteer update. It doesn't click with me. Like at all. I don't like the slowdown/speedchanges.
I don't like the heatpipe system that's going to end up being obligatory for all practical purposes and I don't like the concept of upgraded side-grades being implemented using this heatpipe system. Cosmoteer is, for what I can tell, moving from a more serious shipbuilder with RTS elements game towards a more arcade-like gameplay loop where being powered up becomes a major component of the game and where RTS is, from my perspective, becoming less viable.
If the overclock system would have been mere stats increases like real world overclocks, then I would probably have been fine with that. But parts drastically changing characteristics based on overclocking it is simply too wonky for me and the speed reductions makes the game feel like it's a different game or something.
I'm sure others will enjoy but I will not.

Since the next big update is going to feature the above mentioned changes, these have put me off from playing the game anymore and I will not develop mods for games I don't enjoy playing, it's as simple as that.

So here's what I'm going to be doing:
- I will be patching all of my mods to not crash when this big update comes out. I will do this to make sure everyone using my mods will have ample time to finish their current playthroughs if they wish to continue playing using the latest official Cosmoteer update.
- I will probably not be doing any balance changes though, my main priority is that nobody gets locked out of their savefiles or otherwise experiences crashes due to my mods.
- After I've made sure all my mods are working properly, I will be revealing what my plans for ETTM 2.0 were going to be and I will be releasing some my remaining unfinished mods. Some of these mods will be in a playable state, but look unrefined, somewhat empty and unfinished but will otherwise function just fine. Some of the other mods will be limited to creative mode use, but will show what I have been working on all this time and might still be of interest to some.
- My asteroid mods are very low maintenance and will probably keep trucking along nicely without the need for hotfixes for the foreseeable future.

All of my mods will remain on the workshop. I will not be removing any because I think that would be a slap in the face towards all the loyal players who have been enjoying my mods.

Now a personal bit I do want to share with you.


I've been making mods for many years now, but the vast majority of these were always private. I was never in it for the clicks, for the fame and for the glory or the money or any of that stuff. The main reason for me to start publicly releasing mods was for personal reasons.

I wanted to experience what it's like to not only create working mods for myself and my closest friends but for a public audience, I wanted to do it with as little help from others as I could get away with within the constraints of my own abilities. I wanted it to be my own work, my own ideas and my own interpretation of how I wanted the game to be.

I also wanted to experience connecting with people using my mods, the good and the bad. I will remember all these times I spend entire saturday afternoons hotfixing my mods because of an update that hit friday night breaking my mods again. I wanted to experience having to write intoductions and lore for my mods, finding some nice pic the people might like to see when my mod hits the workshop for the first time. I wanted to know if I could pull all of it off.

Now 2 1/2 years later I can say that not only did I reach all of my goals, I have far exceeded even my wildest expectations. I've received so many compliments for me this was beyond insane! And still is! I will never forget those moments. I remember my first mod reaching 1000 subs! I was so happy I even told my mother lol! She had no idea what a mod even was so I had to explain it to her lol. And here I am now sitting on multiple mods with 10k subs each and over 230k subs and >80 released workshop mods across all my cosmoteer mods in total. This is just wild to me. And I am so happy I've managed to make other people happy with my work.
More than 3k hours I poored into this game. Some of my mods have received more than 500 hours of modding time each, which is insane for just being a hobby project.


I want to thank the people who have made it possible for me to get into modding Cosmoteer in the first place. Special thanks go to Jani. Without Jani I would never have been able to create Mineable Megaroids and especially Mineable Dwarf Planets. My 'Cosmoteer modding career' would never have gotten off of the ground without Jani's help. Jani, you have my deepest respect!

I also want to thank Azicminar. Not only has he given me nothing but constructive feedback and has he always had cooperation and mutual respect in mind, he has also shown he is a great modder with plenty of his own ideas.

Other modders I want to thank are Kine and MrGalo for having permitted me to use their ship designs in one of my mods. This made me very happy :)
Other modders I want to thank in no particular order: Sir Evans (thanks for your tristeel armor mod), RustyDios (another respectable veteran modder), Nikolaich (excellent farm mod amongst other things), Syy1125, Cend, Determined Baka for your enjoyable vods based on your private edits of my and other's mods and all the other modders out there who I have forgotten to mention here by name and deserve my respect.

I also want to thank the devs for having given me a wonderful 2 1/2 years, both ingame, in discord and on the workshop, thanks to the cosmoteer discord mods for being kickass awesome and I also want to thank Kormakrtv for having introduced me to this game in the first place.

Last but not least I want to thank all the people who used and enjoyed playing with my mods. It has filled me with gratitude that my hobby work has given a good time to other people as much as I enjoyed my own mods.

I will probably be making mods for other games eventually, I haven't decided yet which game and whether I will stay public author or move back to the shadows of making private mods exclusively. Perhaps I will tinker with an older version of cosmoteer from time to time, but it will probably be private from now on.

My best regards,
SirCampalot
Last edited by SirCampalot; May 16 @ 3:48am
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Showing 1-4 of 4 comments
_OldMan May 15 @ 5:08am 
Agree totally with you.
ethasn2 May 19 @ 10:05am 
I understand, but I hope you change your mind. your mods are by far the most well made and developed mods right now. Thanks for your work, I've spent many hours enjoying your mods, and I always looked forward to whenever you released an update.

The meltdown update changes a lot fundamentally about the game, and I'm a bit unsure of it myself. After playing a bit in it, I've enjoyed the experience of building around the heat system, and the side upgrades are genuinely fairly interesting to build around for the most part, but some other things just feel a bit unbalanced, and a lot of ships in the game just aren't built around the system in general. I haven't made it to the later sectors yet, but I worry that later game ships that are built in will just break due to the nerfs to reactors, among other things.

I assume the since Meltdown is in the preview branch, things aren't set in stone, and things can change, but I'm a little worried about the future of Cosmoteer.
SirCampalot  [developer] May 20 @ 1:06am 
Thank you for your feedback.

I have considered it. In the end the speedchanges by themselves I could get used to (even though imo it's a senseless change since from my perspective it solves a problem that doesn't even exist), but in the end I would never get used to the wack overclock system.

It's like they wanted to implement the heat system (which by itself is graphically very well done) and then add new weapons (because the community has been starved of new weapons for quite a while, so they will essentially be happy with any new weapons added to the game) and then decided to crunch these 2 features into 1 for convenience or something.
The heats system is not the problem for me (far from it), the new weapons are not the problem for me. Them being packaged into a single one wack feature is however.
I could never get used to overclocking an orange and then getting a cat or overclocking a brick and then getting a pencil. That's not how overclocking works, but it is what heatpipes are designed for. It's just too wacky for me.

So from my perspective they rolled 2 features into one, changing it into a new feature that is changing an important conceptual pillar of the game.

One way to illustrate this is suppose that there is a medieval combat game and it's been developed for a couple years now and everything is balanced around that.
Then suddenly the devs decide to add magic! It changes the whole core of the game and while most of the players will probably like it (in part due to previous starvation of real content), some players really wanted a medieval combat game.

What also didn't help was the initial responce I got from the balance council when I first tried to voice my concerns for the state of balance of the freshly released preview update. For me it made the balance councel come across as immature and as arrogant, even though the main reason for the balance council existing was supposed to be to take balance seriously.

Not that this would in any way change my stance on the actual matter, in the end it's the state of the game I care about.

I expect the majority of players to like this update but it's not my cup of tea. I'm probably staying on the 0.29.0 update and keep tinkering with private versions of my mods from time to time.
I expect my asteroid mods to be very easy for me to keep maintaining though, so I will probably fix these if an update breaks them again.
ethasn2 May 21 @ 8:05am 
Ah, I understand, that does make sense. Boosted reactors, thrusters, etc. are fine, but some of the weapon overclocks do feel a little out of place and nonsensical. I can accept that the chaingun can utilize heat pipes to fire more quickly, but I don't quite get how the deck gun suddenly becomes far more powerful just from cooling, or how point defense suddenly generates it's own power, or how disruptors change to a DOT weapon. As an aside, I was thinking about the update while i was at work, and it occurred to me that the mechanics of the heatpipe system might make a decent framework for cables. Anyway, I appreciate your response. I'm still hoping you come back, but regardless, I wish you good luck in whatever you decide to do from here!
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