Search found 556 matches
- Thu Sep 11, 2025 8:22 pm
- Forum: Announcements
- Topic: 2.0 Alpha 5
- Replies: 9
- Views: 1927
Re: 2.0 Alpha 5
NPC ship navigation is just straight line from point A to point B and avoid enemy station at certain radius. It's mainly have no problem with fast ship, but on slow ship like freighter they often time late to react and readjust their route due their inertia. They can cause trouble with large station...
- Thu Sep 11, 2025 5:43 am
- Forum: Mod Announcements
- Topic: The Doctrined
- Replies: 11
- Views: 28069
Re: The Doctrined
Huh, just I thought he didn't store it on that. If I use those 2d models, they gonna looks weird in game. Probably gotta build it manually with blender but oh well, not that immediately. I have zero experience with blender anyway so probably not soon. At least I know he still have their assets in pu...
- Thu Sep 11, 2025 5:20 am
- Forum: Mod Announcements
- Topic: SEMESTA REBOOT 2.0
- Replies: 30
- Views: 69225
Re: SEMESTA REBOOT 2.0
There is a quick update. Just a minor fix on description for boxes, so it's safe for gamesaves.
- Tue Sep 09, 2025 8:21 pm
- Forum: Mod Announcements
- Topic: Trade Items Extension
- Replies: 4
- Views: 14664
Re: Trade Items Extension
Important Notice! This mod is updated with API 55. There is may gonna be an error on old saves. It's not recommended to update if you still have a playthrough save you want to finish. Version 1.04 - Added more items. - Readjusted some items value and level. - Rewrote several items description.
- Tue Sep 09, 2025 8:17 pm
- Forum: Mod Announcements
- Topic: The Doctrined
- Replies: 11
- Views: 28069
Re: The Doctrined
Important Notice! This mod is updated with API 55. There is may gonna be an error on old saves. It's not recommended to update if you still have a playthrough save you want to finish. Version 1.33 - Rewritten Changelog. - Decreased recovery time delay on Spemovaric shields. - Decreased projectile s...
- Tue Sep 09, 2025 8:14 pm
- Forum: Mod Announcements
- Topic: DigaRW's Mission Mods
- Replies: 3
- Views: 15974
Re: DigaRW's Mission Mods
Important Notice! All mission mods (included with those are not in update list) are updated with API 55. There is may gonna be an error on old saves. It's not recommended to update if you still have a playthrough save you want to finish. Update! Tours of Duty v1.02 - Added a new mission, "Defend Co...
- Tue Sep 09, 2025 8:10 pm
- Forum: Mod Announcements
- Topic: DigaRW's Miscellaneous Mods
- Replies: 30
- Views: 61588
DigaRW's Miscellaneous Mods Update
Important Notice All miscellaneous mods (included with those are not in update list) are updated with API 55. There is may gonna be an error on old saves. It's not recommended to update if you still have a playthrough save you want to finish. Bunker Buster -> Gunship Support Device v1.29 & Bunker B...
- Tue Sep 09, 2025 7:56 pm
- Forum: Mod Announcements
- Topic: SEMESTA REBOOT 2.0
- Replies: 30
- Views: 69225
SEMESTA REBOOT V.2.22 Update
After a while, I finally able to update my mods again. This update mostly just minor changes and fixes for now. However, there is a new feature for special edition stuff. When you open the boxes, it may give you a ticket. This ticket can be traded directly to get all special edition weapon (except B...
- Sun Aug 31, 2025 9:53 am
- Forum: Ideas & Suggestions
- Topic: Playership Dockscreen Overhaul Proposal
- Replies: 8
- Views: 1046
Re: Playership Dockscreen Overhaul Proposal
Captain may be not needed as the player is better treated as leader/captain instead. There is may be an operator to operate certain function and engineer for task related mechanical thing for the capship Regardless, I have not much to say for crew since it has not implemented yet to do some comparis...
- Sun Aug 31, 2025 4:32 am
- Forum: Ideas & Suggestions
- Topic: Playership Dockscreen Overhaul Proposal
- Replies: 8
- Views: 1046
Re: Playership Dockscreen Overhaul Proposal
That's work too. But I would instead suggest pressing W to open up a menu where player can choose weapon than manual keybind; very much like (U)se or (I)nvoke key. So either with number key or mouse wheel to quick switch. Launcher can do the same with tab hotkey. Anyway, what is main use for crew? W...
- Sun Aug 31, 2025 3:21 am
- Forum: Ideas & Suggestions
- Topic: Playership Dockscreen Overhaul Proposal
- Replies: 8
- Views: 1046
Re: Playership Dockscreen Overhaul Proposal
I like the player info dockscreen! Can possibly give an overview of player skills (2.0 feature) here too, but mods and expansions might add more so it could get cluttered. Might need to move those to their own page. Either main screen only display some few necessary stats or we could bring back shi...
- Sat Aug 30, 2025 9:24 am
- Forum: Ideas & Suggestions
- Topic: Playership Dockscreen Overhaul Proposal
- Replies: 8
- Views: 1046
Playership Dockscreen Overhaul Proposal
Current playership dockscreen is works well on small ship, but really bad on capital ship and doesn't support extensive slot costumization. So this is a proposal to overhaul playership dockscreen UI. Just note that in these pictures is just rough visualization from quick image editing. It may not lo...
- Thu Aug 28, 2025 5:21 am
- Forum: Commonwealth
- Topic: What are those tech types in VOTG (Mechanist, Biotech, Archeotech)?
- Replies: 6
- Views: 1127
- Wed Aug 27, 2025 5:52 pm
- Forum: Commonwealth
- Topic: What are those tech types in VOTG (Mechanist, Biotech, Archeotech)?
- Replies: 6
- Views: 1127
Re: What are those tech types in VOTG (Mechanist, Biotech, Archeotech)?
Good to know crafting were going to be expanded. I remember tinkers crafting somehow bugged while pairing with my mods, so I avoided it for a long time. The bug is I can't craft an equipment due not enough cargo space; while there still 100 tons free. Not sure if it already patched, but hopefully it...
- Sun Aug 24, 2025 3:21 am
- Forum: Commonwealth
- Topic: What are those tech types in VOTG (Mechanist, Biotech, Archeotech)?
- Replies: 6
- Views: 1127
Re: What are those tech types in VOTG (Mechanist, Biotech, Archeotech)?
I see. I do have some ideas for them. So if general idea of three tech types is to offers whole different playstyles experience, I suggest each tech have their own exp progress. Player can choose what path they want to start, but also should be able jump easily into other tech mid game. Here is what...