I has a sad. You removed the Pariah, my favourite ship, in favor, apparently, of the Anathema, which really doesn't suit my playstyle at all.
(Yes, I get that you have your reasons, as it is, after all, your mod, but I loved that ship.)
Search found 34 matches
- Sat Aug 10, 2019 8:28 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
- Fri Apr 28, 2017 7:00 am
- Forum: Mod Announcements
- Topic: Mining Pack released! (collab with TransGeek)
- Replies: 72
- Views: 184325
Re: Mining Pack released! (collab with TransGeek)
I was puzzled by the reference to a dialog tree in the readme, as that doesn't seem to exist any longer. But the ROMs that you can purchase from the commodities market work just fine without any special dockscreen interface. The RNG that I mentioned previously is just me referencing the Random Numbe...
- Thu Apr 27, 2017 10:57 pm
- Forum: Mod Announcements
- Topic: Mining Pack released! (collab with TransGeek)
- Replies: 72
- Views: 184325
Re: Mining Pack released! (collab with TransGeek)
Have you tinkered with the JAMCorp scanner/all-in-one smelter thing, so they no longer get upgrade options from the mining colonies like they're supposed to, PM? The options aren't there when I have them equipped? Mining colonies will sell the upgrade ROMs for the smelter/scanner, but they're subje...
- Fri Apr 21, 2017 4:29 pm
- Forum: Mod Announcements
- Topic: Cabbage Corp
- Replies: 60
- Views: 100642
Re: Cabbage Corp
The armor workshop at the main Cabbage Corp ports is broken; you can't modify armor at all using it. Next time I'm in the game, I'll note what the error message says.
- Wed Apr 19, 2017 9:15 am
- Forum: Mod Announcements
- Topic: Mining Pack released! (collab with TransGeek)
- Replies: 72
- Views: 184325
Re: Mining Pack released! (collab with TransGeek)
Uploaded a modified version of Mining Pack v1.04 that should work in 1.7 alpha to Xelerus. Some really cool stuff in here. I was excited by the ICX-mining laser turret all-in-one device; the readme states "Automatically targets ore bearing asteroids", but turns out it fires at everything , which ca...
- Thu Mar 30, 2017 5:03 am
- Forum: Ideas & Suggestions
- Topic: Tabbed cargo hold
- Replies: 5
- Views: 5282
Tabbed cargo hold
I'd really like to see a tab-sorted cargo hold, at least as good as what stations have when shopping through the commodity exchanges. Optimally, what would be most useful would be tabs for: Usables (ROMs, repair kits, etc.) Weapons Armor Devices Ammo All Devices could be merged in with usables, but ...
- Wed Mar 29, 2017 3:56 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
Re: The Backroads — an alternate route
On further testing, using the 'A' key for the port weapon assignment won't work if the weapon requires ammo; the ammunition purchasing window will open up, instead of assigning the weapon linkage. Opened a new bug for it with the suggestion that perhaps 'O' would work instead. By the way, the Pariah...
- Wed Mar 29, 2017 12:00 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
Re: The Backroads — an alternate route
Okay. So. One of those bugs was worth updating TheBackroadsLibrary.TDB to 0.5.8-a — not the graphics, so quick download to fix. One isn’t exactly a bug (since the sensible way for it to work clashes with a vanilla option) and the other is an engine bug that I put in a ticket for George to deal wit...
- Tue Mar 28, 2017 5:07 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
Re: The Backroads — an alternate route
The Pariah looks great! Sad that the cargo space is halved, but having fewer armor slots makes up for it by a fair bit. The April Fool's colors are awesome! :) Plus, three new and exciting bugs for you to fix in the Ministry... :wink: Also, did you intend for the Pariah to no longer have automatic d...
- Tue Mar 28, 2017 1:48 pm
- Forum: Mod Announcements
- Topic: Semesta I.G.C
- Replies: 78
- Views: 96136
Re: Semesta I.G.C
Some really interesting things in this mod, but I have one particular issue with it; the sounds for the guns are *much* louder than other weapons. Any chance of lowering the volume on the weapons? -----edit----- Considering that English is not your first language, you've done an impressive job with ...
- Sun Mar 12, 2017 4:47 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
Re: The Backroads — an alternate route
In trying to track down a bug where the game crashes when trying to advance past sanctuary in the Nemesis frigate (it's eluding me - what it looks like so far is that if I save the game and then reload it, it works, but if I play straight through, it crashes... but I'm having some trouble pinning it...
- Sat Mar 11, 2017 8:36 am
- Forum: The Drawing Board
- Topic: Shrike's Mines & Missiles ++
- Replies: 390
- Views: 224672
Re: Shrike's Mines & Missiles ++
I'm fond of GitHub. I use it for my mods for 7 Days to Die, and expect I'd probably use it for Transcendence, if I ever get around to figuring out how mods work here.
- Fri Mar 10, 2017 2:43 am
- Forum: Mod Announcements
- Topic: Shrike's Mines and Missiles ++ (1.1)
- Replies: 32
- Views: 30019
Re: Shrike's Mines and Missiles ++ (1.1)
I've found a conflict between this mod and PM's Trading Post Menu . With both extensions running, the trading post menu won't work. I believe it's because both mods make changes to the stCorporateTradingPost. Is there any chance of getting the two extensions to play nicely together? I'd really rathe...
- Fri Mar 10, 2017 2:38 am
- Forum: Mod Announcements
- Topic: PM's mods
- Replies: 408
- Views: 2011395
Re: PM's mods
My trading post mod overrides the Corporate Trading Post. Perhaps there is a conflict with another mod that tries to overwrite it too? I went digging through the extensions I'm using, and believe I've found the culprit: Shrike's Mines and Missiles also modifies the corporate trading post. I'll post...
- Wed Mar 08, 2017 4:48 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 216
- Views: 420940
Re: The Backroads — an alternate route
Out of curiosity, I decided to see how much I could really make in five minutes. Starting with a balance of 52 credits, I amassed a bit over 45k in five minutes of playing the slots. I also added a new bug for you in Ministry.