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Cosmoteer: Starship Architect & Commander News

Update 0.23.3 Patch Notes

Cosmoteer patch 0.23.3 is now available! This patch has a variety of quality-of-life improvements, including the ability to automatically synchronize mods when loading modded saved games or joining modded multiplayer games.

Enjoy!

  • Saved games now store the mods that were active when the game was saved.
  • Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this patch or later.)
  • When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host. (Note that, due to this change, you will not see any modded games from before this patch in the multiplayer lobbies.)
  • The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this patch or later.)
  • The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
  • It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
  • Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now
  • usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
  • Significantly improved performance when large ships have many structure tiles queued for deconstruction.
  • Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
  • Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
  • The crew management screen now shows how many crew are assigned to each role.
  • The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
  • Added 1 new Monolith ship: Liquidator
  • Added 1 new Imperium ship: Chrysaetos
  • Added 1 new Cabal ship: Hadar
  • Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
  • Miscellaneous updates to other existing ships.
  • Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
  • Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
  • Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.
  • Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
  • Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
  • Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
  • Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
  • Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
  • Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.

Release Candidate 0.23.3

Cosmoteer release candidate 0.23.3 is now available for testing! (See this post for info on how to test release candidates.)

This release candidate contains a handful of quality-of-life improvements.

Thanks for testing!

RC1:
  • Saved games now store the mods that were active when the game was saved.
  • Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this version or later.)
  • When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host.
  • The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this version or later.)
  • The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
  • It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
  • Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now
  • usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
  • Significantly improved performance when large ships have many structure tiles queued for deconstruction.
  • Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
  • Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
  • The crew management screen now shows how many crew are assigned to each role.
  • The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
  • Added 1 new Monolith ship: Liquidator
  • Added 1 new Imperium ship: Chrysaetos
  • Added 1 new Cabal ship: Hadar
  • Miscellaneous updates to other existing ships.
  • Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
  • Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
  • Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
  • Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
  • Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
  • Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
  • Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
  • Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.


RC2:
  • The mods synchronization feature will now show errors for any locally installed mods whose version numbers don't match the host's.
  • Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
  • Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.

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.