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Cosmoteer: Starship Architect & Commander News

Hotfix 0.24.2a Patch Notes

  • Bugfix: Crash when loading multiplayer saves in single-player.
  • Bugfix: Crash when starting a PvP multiplayer game if there are any observers or AI players.

Update 0.24.2 Patch Notes

Cosmoteer patch 0.24.2 is now available! This patch has a handful of bug fixes and quality-of-life improvements.

Enjoy!

  • All factory munition and resource storages now have roof hatches, allowing flying crew and Resource Collectors to access those storages from outside the ship.
  • Ship control groups (F1-F8) will now be saved and restored for all players when loading a multiplayer saved game or resyncing after a desync.
  • Resource type filters for each ship are now synchronized between all players in multiplayer and will be properly restored when loading a saved game or resyncing from a desync.
  • Reduced mining laser oscillation by 1/3 to account for its recently increased range.
  • Increased the search range for new fires to put out after a crew finishes putting out a fire or the part they were on the way to was destroyed. This should make crew less likely to drop fire extinguishers when there are still fires to be put out.
  • Weapons will now be willing to fire through asteroids/megaroids when targeting other asteroids/megaroids.
  • Stations whose Hyper-Jump Beacons were destroyed will now become jumpable again once you travel far enough from them such that they despawn from the game simulation, at which point they are assumed to repair themselves. (Previously you would have to return to the station for them to become jumpable again.)
  • Using "Clear Everything" in Creative Mode will now clear all dead crew and particle effects.
  • The four buttons at the bottom of the Battle Helper will now resize themselves if necessary to fit their text.
  • You can now press the Spacebar while the game is saving to pause (or unpause) once the save is finished.
  • Added a title-screen tip that explains how to change the difficulty level while playing.
  • Bugfix: Multiplayer desyncs that could be caused in some situations when a part is salvaged and the ship being salvaged is selected by one or some but not all of the players.
  • Bugfix: Point Defenses were unable to shoot down projectiles fired from ships that have since become junk.
  • Bugfix: Salvaging a storage pod and then flying far enough away from it would cause the storage pod to unintentionally respawn with all of its resources after returning to it.
  • Bugfix: In certain situations, crew could get "stuck" trying to construct wedge armor or structure if it was impossible to start construction on the wedge without splitting the ship.
  • Bugfix: Salvaging (without actually deconstructing) structure wedges could cause "temporary" structure tiles to spawn in their place which the ship's crew would then immediately try to deconstruct.
  • Bugfix: Ships with Resource Collectors would spawn with crew already manning the Resource Collectors, even though Resource Collectors aren't supposed to be manned until they have a target to collect.
  • Bugfix: If a Chaingun with a specific aim direction is copied and then pasted over another Chaingun that had a different specific aim direction, then that Chaingun would display multiple aim locations when selected.
  • Bugfix: Copying a Chaingun with a specific aim location, mirroring/flipping it, and then pasting it could cause the aim location of the new Chaingun to be incorrectly mirrored.
  • Bugfix: Transferring resources to a friendly ship wouldn't cancel properly if the destination ship was destroyed or removed.
  • Bugfix: If the game is saved and reloaded in between a thruster's ship losing command and the thruster shutting down as a result, then upon reloading the saved game the thruster would appear to fire indefinitely but exert no actual force or use any power.
  • Bugfix: If the save data for a particular star system is corrupted or unloadable for whatever reason, trying to travel to or load it will no longer crash the game. Instead, the star system will be regenerated from scratch.
  • Bugfix: Hovering the mouse cursor over the "NO WORK NEEDED" button would then prevent the construction cost breakdown from being displayed once work is actually needed.
  • Modding: All non-grid resource storage components now support optional 'ExternalPickUpLocation' and 'ExternalDeliveryLocation' parameters which will set the location where crew must go when picking up or delivering resources from outside the ship. (These override the existing 'PickUpLocation' and 'DeliveryLocation' parameters when picking up or delivering externally.)
  • Modding: Mod changes that would previously cause saved games to fail to load with the error message "Unexpectedly not standing on a part" will now instead simply cause those crew to be ejected into space instead of preventing the save from being loaded.

Release Candidate 0.24.2 - Bug Fixes & Quality-of-Life

Cosmoteer release candidate 0.24.2 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)

This release candidate has a variety of bug fixes and quality-of-life improvements.

Thanks for testing!

RC1:
  • All factory munition and resource storages now have roof hatches, allowing flying crew and Resource Collectors to access those storages from outside the ship.
  • Ship control groups (F1-F8) will now be saved and restored for all players when loading a multiplayer saved game or resyncing after a desync.
  • Resource type filters for each ship are now synchronized between all players in multiplayer and will be properly restored when loading a saved game or resyncing from a desync.
  • Reduced mining laser oscillation by 1/3 to account for its recently increased range.
  • Increased the search range for new fires to put out after a crew finishes putting out a fire or the part they were on the way to was destroyed. This should make crew less likely to drop fire extinguishers when there are still fires to be put out.
  • Weapons will now be willing to fire through asteroids/megaroids when targeting other asteroids/megaroids.
  • Stations whose Hyper-Jump Beacons were destroyed will now become jumpable again once you travel far enough from them such that they despawn from the game simulation, at which point they are assumed to repair themselves. (Previously you would have to return to the station for them to become jumpable again.)
  • Using "Clear Everything" in Creative Mode will now clear all dead crew and particle effects.
  • The four buttons at the bottom of the Battle Helper will now resize themselves if necessary to fit their text.
  • You can now press the Spacebar while the game is saving to pause (or unpause) once the save is finished.
  • Added a title-screen tip that explains how to change the difficulty level while playing.
  • Bugfix: Multiplayer desyncs that could be caused in some situations when a part is salvaged and the ship being salvaged is selected by one or some but not all of the players.
  • Bugfix: Point Defenses were unable to shoot down projectiles fired from ships that have since become junk.
  • Bugfix: Salvaging a storage pod and then flying far enough away from it would cause the storage pod to unintentionally respawn with all of its resources after returning to it.
  • Bugfix: In certain situations, crew could get "stuck" trying to construct wedge armor or structure if it was impossible to start construction on the wedge without splitting the ship.
  • Bugfix: Salvaging (without actually deconstructing) structure wedges could cause "temporary" structure tiles to spawn in their place which the ship's crew would then immediately try to deconstruct.
  • Bugfix: Ships with Resource Collectors would spawn with crew already manning the Resource Collectors, even though Resource Collectors aren't supposed to be manned until they have a target to collect.
  • Bugfix: If a Chaingun with a specific aim direction is copied and then pasted over another Chaingun that had a different specific aim direction, then that Chaingun would display multiple aim locations when selected.
  • Bugfix: Copying a Chaingun with a specific aim location, mirroring/flipping it, and then pasting it could cause the aim location of the new Chaingun to be incorrectly mirrored.
  • Bugfix: Transferring resources to a friendly ship wouldn't cancel properly if the destination ship was destroyed or removed.
  • Bugfix: If the game is saved and reloaded in between a thruster's ship losing command and the thruster shutting down as a result, then upon reloading the saved game the thruster would appear to fire indefinitely but exert no actual force or use any power.
  • Bugfix: If the save data for a particular star system is corrupted or unloadable for whatever reason, trying to travel to or load it will no longer crash the game. Instead, the star system will be regenerated from scratch.
  • Bugfix: Hovering the mouse cursor over the "NO WORK NEEDED" button would then prevent the construction cost breakdown from being displayed once work is actually needed.
  • Modding: All non-grid resource storage components now support optional 'ExternalPickUpLocation' and 'ExternalDeliveryLocation' parameters which will set the location where crew must go when picking up or delivering resources from outside the ship. (These override the existing 'PickUpLocation' and 'DeliveryLocation' parameters when picking up or delivering externally.)
  • Modding: Mod changes that would previously cause saved games to fail to load with the error message "Unexpectedly not standing on a part" will now instead simply cause those crew to be ejected into space instead of preventing the save from being loaded.

Hotfix 0.24.1a Patch Notes

Bugfix: Crash with error message "The specified sink does not belong to this ship", usually caused by ships with Chainguns splitting in two.

Update 0.24.1 Patch Notes

Cosmoteer patch 0.24.1 is now available! This patch has a bunch of bug fixes and quality-of-life improvements.

Enjoy!

  • Added 3 new Monolith ships: Broadsword, Conciliator, and Intercessor.
  • Added 3 new Fringe ships: Can Opener, Graverobber, and Unclassified Misdemeanor.
  • Added 1 new Cabal ship: Luminary.
  • A handful of other miscellaneous ship updates.
  • Increased Mining Laser range from 100 to 150.
  • Ships will now "lock in" their final rotation when they get close enough to their intended destination to automatically switch to strafe mode. This should reduce issues that some ships have when trying to stop at their final destination.
  • Updated the Hyper-Coil graphics to better stand out from regular Coils.
  • Fires can now spread to all tiles on the Chaingun.
  • Fires will now be rendered above the bullets in the Chaingun Magazine.
  • The Battle Helper in Creative Mode now shows the total cost and crew for each team with more than one ship.
  • Holding the Shift key when clicking Load Game will now bypass the confirmation popup.
  • Double-clicking an Airlock now selects all Airlocks on the ship regardless of their rotation.
  • Changed the default hotkey for "Launch Mines" from N to Ctrl+N to prevent it from conflicting with the hailing hotkey.
  • Changed the "Restrict Shape Mode" hotkey from Ctrl to Slash to prevent it from conflicting with other hotkeys.
  • The "Cancel Hyper-Jump" hotkey has been removed by default to prevent it from conflicting with other hotkeys. (It can still be manually added.)
  • The Fire Extinguisher tooltip and tutorial now mention that they have limited capacity.
  • Bugfix: Possible fix for multiplayer desyncs caused by making in-system hyper-jumps.
  • Bugfix: Possible fix for some other random-seeming multiplayer desyncs in Career mode.
  • Bugfix: If station (or trade ship) crew ran low on oxygen while carrying resources as part of a trade, this could cause the crew to "steal" those resources and prevent the player from getting paid or given mission credit for those resources.
  • Bugfix: Trade ships whose resources had been purchased by the player but not yet delivered or in transit (usually because construction isn't ready to begin yet) were able to fly off before delivering those resources. This could cause construction to fail to complete.
  • Bugfix: Extreme lag spikes in Career mode caused by loading nearby NPC ships.
  • Bugfix: Penetration damage wasn't being correctly calculated versus certain types of ship parts, resulting in less damage than was intended.
  • Bugfix: Mines targeted on junk or asteroids were not detonating in proximity to enemies.
  • Bugfix: Exploding ship parts such as reactors wouldn't damage nearby ships if the destruction of that part caused its own ship to become junk.
  • Bugfix: When crew construction was disabled, sometimes an insufficient number of resources would get consumed if some of those resources were being held in storages that were being deconstructed.
  • Bugfix: Crew and resource assignments could break when copy/pasting parts while rotating or flipping them and the destination part wasn't rotatable or flippable.
  • Bugfix: It was possible to enable "I Hate Salvaging" without having "I Hate Crew Construction" enabled by disabling "I Hate Crew Construction" after enabling "I Hate Salvaging".
  • Bugfix: In the multiplayer pre-game setup screen, switching game modes could cause observers to appear to become non-observers on non-host computers.
  • Bugfix: Hotkey conflicts weren't being properly detected in all cases for part abilities that were shown even when the part is not selected.
  • Bugfix: The crew priorities for Storage Bays were being listed under "Storage Bay (4)" even though they applied to all Storage Bays.
  • Bugfix: The "Mass" stat for all megaroid parts was being displayed as 1/16 their actual mass.
  • Bugfix: The "Mass" stat for the Missile Launcher was incorrectly showing 6.0 tonnes instead of its actual mass of 8.0 tonnes.
  • Modding: FlexResourceGrid now supports a 'OverridePriorityKey' parameter.
  • Modding: ResourceConsumer, FlexResourceGrid, and PartCrew components now all support a 'OverridePriorityName' parameter. (This was supposed to already be supported for ResourceConsumer and PartCrew but would crash when used.)
  • Modding: The PenetrationRectType parameter is now unused and can be safely removed.