Search found 33 matches

by Latheos
Fri Apr 28, 2017 7:00 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 69
Views: 17336

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...
by Latheos
Thu Apr 27, 2017 10:57 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 69
Views: 17336

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...
by Latheos
Fri Apr 21, 2017 4:29 pm
Forum: Mod Announcements
Topic: Cabbage Corp
Replies: 57
Views: 12613

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.
cabbage-armor-workshop.jpg
cabbage-armor-workshop.jpg (26.62 KiB) Viewed 40 times
by Latheos
Wed Apr 19, 2017 9:15 am
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 69
Views: 17336

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...
by Latheos
Thu Mar 30, 2017 5:03 am
Forum: Ideas & Suggestions
Topic: Tabbed cargo hold
Replies: 4
Views: 79

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 ...
by Latheos
Wed Mar 29, 2017 3:56 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

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...
by Latheos
Wed Mar 29, 2017 12:00 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

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...
by Latheos
Tue Mar 28, 2017 5:07 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

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...
by Latheos
Tue Mar 28, 2017 1:48 pm
Forum: Mod Announcements
Topic: Semesta I.G.C
Replies: 58
Views: 9442

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 ...
by Latheos
Sun Mar 12, 2017 4:47 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

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...
by Latheos
Sat Mar 11, 2017 8:36 am
Forum: The Drawing Board
Topic: Shrike's Mines & Missiles ++
Replies: 389
Views: 32123

Re: Shrike's Mines & Missiles ++

Shrike wrote:
Sat Mar 11, 2017 5:34 am
With dropbox killing off the method I use to host my mods, I'm looking for a replacement. Anyone got any convenient solutions?
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.
by Latheos
Fri Mar 10, 2017 2:43 am
Forum: Mod Announcements
Topic: Shrike's Mines and Missiles ++ (1.1)
Replies: 32
Views: 5353

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...
by Latheos
Fri Mar 10, 2017 2:38 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 265
Views: 80734

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...
by Latheos
Wed Mar 08, 2017 4:48 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

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. ;-)
by Latheos
Tue Mar 07, 2017 2:14 pm
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 140
Views: 19291

Re: The Backroads — an alternate route

Well, I've confirmed that while the Haetenaro ships do start things off, the other ships in the area will all pile on and finish the job. Between that and the casino, getting started in the Zyr system is probably too easy. I can easily rack up 20-30k in credits just playing the slots for about ten m...