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Cosmoteer: Starship Architect & Commander News

Update 0.23.2 Patch Notes

Cosmoteer patch 0.23.2 is now available! This update has a variety of quality-of-life improvements, bug fixes, and modding features.

Enjoy!

  • Each ship can now have a maximum storage limit set for each type of resource. To do this, either click the little menu button in the Resource Manager or right-click the Gather/Salvage/Mine Resources button. When a limit is set, it will not be possible to collect, trade, transfer, or produce resources above the limit.
  • The "Sell Surplus" and "Buy To Capacity" (which has been renamed to "Buy Needed") options now use the resource limits if any have been set.
  • Updated the resource management tutorial to mention resource limits.
  • Crew will now empty factories into non-designated resource storage tiles and will prefer to fill storages before filling factories.
  • Added 2 new Monolith ships: Aegis and Journeyman.
  • Added 4 new Imperium ships: Alamgir, Bonaparte, Saker, and Selim.
  • Added 2 new Fringe ships: Porca Miseria and Raghdirst.
  • Added 2 new Cabal ships: Auriga and Eltanin.
  • Various updates and fixes to existing ships.
  • Improved VFX while crew are constructing ships.
  • Translation updates for all languages.
  • The missing part warnings are now displayed in the lower-left corner of the ship editor (above the build/paint/crew/resources/comms buttons) instead of the lower-center.
  • Crew will now more aggressively deconstruct airlocks as long as they have at least one existing airlock not scheduled for deconstruction.
  • When returning to the multiplayer game setup screen after playing a Career mode game, the galaxy seed will now be re-randomized.
  • When using the "Restock Resources" feature, if the designated resource type for a storage tile is different than the type of resource it is actually storing, then the stored resources will be changed to the designated type.
  • A mining laser or deck cannon that force-targets its own ship will no longer actually be able to hit its own ship.
  • Placing a custom marker will now remember the last on-default name used.
  • When the Quick Saves tab is selected in the Load Game dialog, the quick-save and quick-load hotkeys will now be displayed.
  • Tutorial popups on the HUD are now displayed in red instead of green.
  • A sound will now be played when a new tutorial pops up.
  • Improved performance when many Resource Collector beams were firing.
  • Fixed the spelling of the word "isosceles". (Was literally unplayable.)
  • Bugfix: Loading a game that was saved during construction where resources had been pre-purchased from stations (or trade ships) could cause internal game data inconsistencies and lead to crashes and possibly other bugs.
  • Bugfix: Resources that dropped due to deconstruction could be automatically assigned to storages that are also queued for deconstruction, resulting in those resources being left outside once the assigned storage is actually deconstructed.
  • Bugfix: Resources Collectors could get stuck trying to deliver resources if the destination storage was full. They will now try to deliver to an alternate storage or, if none are available, just give up.
  • Bugfix: In some very specific circumstances, crew delivering power or resources from one room to another could get "stuck" oscillating between jobs, walking back-and-forth or spinning in circles.
  • Bugfix: Moving a ship to a completely different location on the build grid could cause an "ALL HANDS LOST" if it was the player's only ship and crew construction was enabled.
  • Bugfix: Crew wouldn't prioritize building airlocks if the airlocks didn't exist in the ship's blueprints.
  • Bugfix: It was impossible to salvage your own ships when playing as "All Players" in Creative Mode.
  • Bugfix: Splitting a ship with auto-fired thrusters into more than 2 pieces would result in some of the pieces losing their auto-fire toggle.
  • Bugfix: Thrusters would lose their ramp-up after splitting off from their ship.
  • Bugfix: Pressing the hotkey for Direct Control Mode while a part or parts are selected but no ship is selected would cause parts of the user interface to get "stuck" until the hotkey is pressed again.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: The game will no longer crash if a string key is missing. Instead the U.I. will show the string key itself.
  • Modding: BlendSprite and BlendSpriteGrid now both support a 'GetColorFrom' parameter.
  • Modding: Random part sprites and UV rotations are now chosen deterministically based on the sprite's location.
  • Modding: ContinuousEffects components now support a 'GetColorFrom' parameter that is compatible with most visual effects.
  • Modding: All part Graphics and Sprite components now support a 'UseConstructionProgressAsDamage' paramater that, if set to true, will use the part's construction completion percentage (instead of health) for determining which damage level sprite to display.
  • Modding: Parts now support 'ConstructionProgressMediaEffects' and 'ConstructionProgressMediaEffectsTimeout' analogous to SalvageProgressMediaEffects and SalvageProgressMediaEffectsTimeout.
  • Modding: ResourceConverter now supports a 'CheckResourceLimits' parameter that, if true, will cause the ResourceConverter to not convert if the number of resources on the ship is at the resource limit specified by the player.

Release Candidate 0.23.2

Cosmoteer release candidate 0.23.2 is now available for testing! (See this post for info on how to test release candidates.)

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

Thanks for testing!

RC1:
  • Each ship can now have a maximum storage limit set for each type of resource. To do this, either click the little menu button in the Resource Manager or right-click the Gather/Salvage/Mine Resources button. When a limit is set, it will not be possible to collect, trade, transfer, or produce resources above the limit.
  • The "Sell Surplus" and "Buy To Capacity" (which has been renamed to "Buy Needed") options now use the resource limits if any have been set.
  • Updated the resource management tutorial to mention resource limits.
  • Crew will now empty factories into non-designated resource storage tiles and will prefer to fill storages before filling factories.
  • Added 2 new Monolith ships: Aegis and Journeyman.
  • Added 4 new Imperium ships: Alamgir, Bonaparte, Saker, and Selim.
  • Added 2 new Fringe ships: Porca Miseria and Raghdirst.
  • Added 2 new Cabal ships: Auriga and Eltanin.
  • Various updates and fixes to existing ships.
  • Improved VFX while crew are constructing ships.
  • Translation updates for all languages.
  • The missing part warnings are now displayed in the lower-left corner of the ship editor (above the build/paint/crew/resources/comms buttons) instead of the lower-center.
  • Crew will now more aggressively deconstruct airlocks as long as they have at least one existing airlock not scheduled for deconstruction.
  • When returning to the multiplayer game setup screen after playing a Career mode game, the galaxy seed will now be re-randomized.
  • When using the "Restock Resources" feature, if the designated resource type for a storage tile is different than the type of resource it is actually storing, then the stored resources will be changed to the designated type.
  • A mining laser or deck cannon that force-targets its own ship will no longer actually be able to hit its own ship.
  • Placing a custom marker will now remember the last on-default name used.
  • When the Quick Saves tab is selected in the Load Game dialog, the quick-save and quick-load hotkeys will now be displayed.
  • Tutorial popups on the HUD are now displayed in red instead of green.
  • A sound will now be played when a new tutorial pops up.
  • Improved performance when many Resource Collector beams were firing.
  • Bugfix: Resources that dropped due to deconstruction could be automatically assigned to storages that are also queued for deconstruction, resulting in those resources being left outside once the assigned storage is actually deconstructed.
  • Bugfix: Resources Collectors could get stuck trying to deliver resources if the destination storage was full. They will now try to deliver to an alternate storage or, if none are available, just give up.
  • Bugfix: In some very specific circumstances, crew delivering power or resources from one room to another could get "stuck" oscillating between jobs, walking back-and-forth or spinning in circles.
  • Bugfix: Moving a ship to a completely different location on the build grid could cause an "ALL HANDS LOST" if it was the player's only ship and crew construction was enabled.
  • Bugfix: Crew wouldn't prioritize building airlocks if the airlocks didn't exist in the ship's blueprints.
  • Bugfix: It was impossible to salvage your own ships when playing as "All Players" in Creative Mode.
  • Bugfix: Splitting a ship with auto-fired thrusters into more than 2 pieces would result in some of the pieces losing their auto-fire toggle.
  • Bugfix: Thrusters would lose their ramp-up after splitting off from their ship.
  • Bugfix: Pressing the hotkey for Direct Control Mode while a part or parts are selected but no ship is selected would cause parts of the user interface to get "stuck" until the hotkey is pressed again.
  • Modding: Almost all ID strings are now case-insensitive.
  • Modding: The game will no longer crash if a string key is missing. Instead the U.I. will show the string key itself.
  • Modding: BlendSprite and BlendSpriteGrid now both support a 'GetColorFrom' parameter.
  • Modding: Random part sprites and UV rotations are now chosen deterministically based on the sprite's location.
  • Modding: ContinuousEffects components now support a 'GetColorFrom' parameter that is compatible with most visual effects.
  • Modding: All part Graphics and Sprite components now support a 'UseConstructionProgressAsDamage' paramater that, if set to true, will use the part's construction completion percentage (instead of health) for determining which damage level sprite to display.
  • Modding: Parts now support 'ConstructionProgressMediaEffects' and 'ConstructionProgressMediaEffectsTimeout' analogous to SalvageProgressMediaEffects and SalvageProgressMediaEffectsTimeout.
  • Modding: ResourceConverter now supports a 'CheckResourceLimits' parameter that, if true, will cause the ResourceConverter to not convert if the number of resources on the ship is at the resource limit specified by the player.


RC2:
  • Fixed common "Cannot access a disposed object" crashes during gameplay.
  • Auto-collection of resources when salvaging/mining will now obey resource limits.
  • Fixed the spelling of the word "isosceles". (Was literally unplayable.)

Update 0.23.1a Patch Notes

  • Bugfix: Crash in some circumstances when loading blueprints into an existing ship with under-construction parts.
  • Bugfix: Stations could sometimes "steal" resources from the player when helping with the player's ship construction.

Update 0.23.1 Patch Notes

Cosmoteer patch 0.23.1 is now available! This update fixes bugs, improves quality-of-life, and improves the non-English language translations.

Enjoy!

  • Translation updates for all supported languages, including a complete re-translation of Simplified Chinese.
  • When exiting a ship, crew will now use the airlock closest to their current location instead of the airlock closest to their destination.
  • Ship mirror settings are now remembered per-ship.
  • Copy/pasting parts or loading blueprints from a saved ship design will now copy/load all part settings, not just those that are modifiable in the ship designer.
  • When the camera is rotated, a red "North" arrow will now be shown on the minimap. Clicking this arrow will reset the camera rotation.
  • Added a confirmation popup when exiting the game from the title screen.
  • When plotting an in-system FTL jump, the camera will now only zoom out as far as needed to show the possible jump destinations.
  • Doubled the speed at which Resource Collectors can move resources.
  • Crew will no longer leave their ship to pickup resources, salvage, construct, or repair if their ship is preparing for a hyper-jump.
  • The missing parts warning can now be disabled from the ship editor hamburger menu, in addition to the settings dialog.
  • New VFX for Ion Prism destruction.
  • The "No existing airlocks" warning will no longer be shown if the ship does not have any crew.
  • The Railgun Launcher and Accelerator tooltips now mention that crew can't walk from one side to the other.
  • Added three new Cabal ships: Callisto, Lyra, and Phaethon.
  • Added one new Fringe ship: Axlerod.
  • Miscellaneous updates to other existing ships and stations.
  • Tweaked the order of the armor and structure tiles so that "tri" pieces are sorted after wedges.
  • Roof lights no longer show crew speed in their stats.
  • Bugfix: NPC stations and ships could "steal" floating resources from the player to repair themselves. This most commonly happened during construction of the player's ships while resources are temporarily floating outside.
  • Bugfix: Reconstructing Ion Beam Prisms using crew construction could cause them to forget their target prisms.
  • Bugfix: Area-of-effect weapons that hit the player's own ships were unintentionally damaging neutral ships/stations, which could cause the player to become wanted.
  • Bugfix: Resource Collectors that grab only a partial bundle of resources could cause the remaining resources to be left outside after construction is finished.
  • Bugfix: When multiple ships make simultaneous in-system FTL jumps, one ship jumping could cancel another ship's jump.
  • Bugfix: Radar blips for player ships with only blueprints could still "see" into the fog of war, extending the player's sight range for free.
  • Bugfix: Restocking a ship's resources in Creative Mode (or Imagineer difficulty in Career) wasn't accounting for any in-transit deliveries.
  • Bugfix: It was impossible to transfer resources to your own ship if the receiving ship didn't have any crew.
  • Bugfix: Mining Lasers set to "fire at target" mode would not fire at any parts or asteroid tiles marked for salvage/mining.
  • Bugfix: Railgun disconnection icons were being shown very dark when in blueprint mode. (They are no longer shown at all in blueprint mode.)
  • Bugfix: Resource collection beams graphics could sometimes render beyond their start and end points.
  • Bugfix: Huge Thrusters had very slightly asymmetrical center of mass which could cause perfectly symmetrical ship designs to not fly straight.
  • Bugfix: Crash when typing certain non-English characters.
  • Modding: The part debugger can now be opened by pressing Shift+Tilde+P.

Update 0.23.0h Patch Notes

  • Bugfix: Multiplayer desyncs caused by Resource Collectors.
  • Bugfix: Crash in multiplayer if the game tries to auto-save while loading a saved game.