I tend to hoard junk armor until I see a Teraton fabricator. At that point, I toss the armor into the pit to use as material, after it gets some energy.
Radioactive waste is useful because Tinkers can build waste cannons out of them.
Search found 2558 matches
- Tue Apr 12, 2011 2:18 am
- Forum: Beginner's Luck
- Topic: "White elephants" in 1.05 and their possible uses
- Replies: 4
- Views: 3459
- Tue Apr 12, 2011 2:00 am
- Forum: Shipyards
- Topic: In game resurecting
- Replies: 3
- Views: 1723
Re: In game resurecting
You could fake it and spawn a fresh copy of the ship just destroyed to take its place.
- Tue Apr 12, 2011 1:53 am
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v2
- Replies: 60
- Views: 27705
Re: [Mod] Playership Drones v2
How to enable a custom ship the player can dock and swap at will. The custom ship file: At the section where <!ENTITY ...> lines are found, near the top of the file, add these two lines: <!ENTITY baPlayerDroneBase "0xD9123300"> <!ENTITY dsPlayerShip "0xD912A300"> Next, look for the ship you want to...
- Sun Apr 03, 2011 2:41 am
- Forum: Ideas & Suggestions
- Topic: Colored particle beam effects
- Replies: 15
- Views: 6419
Colored particle beam effects
The particle beam is one of the nicer beam effects, but only greenparticle and blueparticle are available for modders. Are any other colors available? If not, can we get the option to set the color of particle beams?
- Sun Apr 03, 2011 2:27 am
- Forum: Beta Bug Reports
- Topic: Pirate ambush from sealed crate is avoidable.
- Replies: 1
- Views: 2584
Pirate ambush from sealed crate is avoidable.
This is triggered only if the player presses [Esc] or [C] for Cancel. If the player presses [Enter], the default action is taken. Since no default is defined, the player simply undocks without triggering the ambush.
To fix, add default="1" in line 5167 of EncountersVol01.xml.
To fix, add default="1" in line 5167 of EncountersVol01.xml.
- Sat Apr 02, 2011 8:47 pm
- Forum: Mod Announcements
- Topic: PM's mods as of 1.05
- Replies: 14
- Views: 6835
Re: PM's mods as of 1.05
Uploaded a new mod Security Crates to Xelerus. First post updated with the link.
- Fri Apr 01, 2011 2:21 pm
- Forum: Beta Bug Reports
- Topic: Wolfen's starting configuration can exceed 10 MW.
- Replies: 23
- Views: 11453
Re: Wolfen's starting configuration can exceed 10 MW.
The ability to thrust and change direction during a fight is useful at times. When fighting ships like in an arcade game, I (and I suspect many others) do not think too much and act in part on instinct. Having shields or weapons disable in the middle of a fight is bad. People avoid this when they ca...
- Fri Apr 01, 2011 1:57 pm
- Forum: Commonwealth
- Topic: Deadliest enemy
- Replies: 84
- Views: 40391
Re: Deadliest enemy
The Invincible shield is still a good, tough shield for the midgame, especially if the class V deflector is unavailable. The power surge can (usually) be mitigated with Sustain. Just stay far away from Earth slavers and Sung citadels. Shi3lds Down is deadly for Invincible users.
- Fri Apr 01, 2011 3:13 am
- Forum: Mod Announcements
- Topic: PM's mods as of 1.05
- Replies: 14
- Views: 6835
Re: PM's mods as of 1.05
Uploaded new mods Alternative Exchange , Relief Pack 912 , and Start with Free Targeting Program to Xelerus. Updated the first post with links to the new mods. Uploaded updates to Ore Scanning Program and v1.01 Mod Pack 912 at Xelerus. Ore Scanning Program no longer overwrites the mining colony, and...
- Thu Mar 31, 2011 5:43 pm
- Forum: Beta Bug Reports
- Topic: Wolfen's starting configuration can exceed 10 MW.
- Replies: 23
- Views: 11453
Re: Wolfen's starting configuration can exceed 10 MW.
I overloaded the Wolfen's reactor in normal play once, but I rarely use the launcher until I get surplus missiles from looting pirates a few systems later. However, I received overload warnings and blinking red bars multiple times before. When I start the game as a Wolfen, my spending wishlist is pr...
- Thu Mar 31, 2011 3:31 am
- Forum: Mod Announcements
- Topic: PM's mods as of 1.05
- Replies: 14
- Views: 6835
Re: PM's mods as of 1.05
Uploaded Service Pack 912 to Xelerus, which replaces Enhance Item and Fleet Dock Services: Upgrade Launcher. Also uploaded to Xelerus are updates to Playership Drones and Reactors Pack 912.
Updated the first post with links.
Updated the first post with links.
- Thu Mar 31, 2011 2:49 am
- Forum: Mod Announcements
- Topic: [Mod] Playership Drones v2
- Replies: 60
- Views: 27705
Re: [Mod] Playership Drones v2
New update (Mar 31, 2011). List of changes: * Britannia requires more XM900 missiles to rebuild. * Changed Wolfen's starting equipment: Replaced hull plate ionizer with class II deflector. Added KM500 Stiletto missiles to make up credits lost by the shield change. Done to prevent reactor overload in...
- Tue Mar 29, 2011 6:56 pm
- Forum: Beta Bug Reports
- Topic: Wolfen's starting configuration can exceed 10 MW.
- Replies: 23
- Views: 11453
Wolfen's starting configuration can exceed 10 MW.
life support = 0.5 MW default drive = 2 MW dual laser cannon = 3 MW NAMI missile launcher = 1 MW hull plate ionizier = 4 MW Total peak power usage is 10.5 MW. If everything operates at peak power, the reactor will overload and a device will be disabled. Either the Wolfen should start with 15 MW like...
- Tue Mar 29, 2011 1:14 am
- Forum: Beta Bug Reports
- Topic: Target image and info persists
- Replies: 2
- Views: 2138
Re: Target image and info persists
I encountered a similar problem for the shield image on the HUD (while developing Playership Drones). If I use shield images that are smaller than the stock shield images, say... custom Hornet shield images that are about half the size of the Wolfen shield images, then when I change from a Wolfen to...
- Mon Mar 28, 2011 10:26 pm
- Forum: Beginner's Luck
- Topic: The Gaian BFG
- Replies: 21
- Views: 11382
Re: The Gaian BFG
My favorite anti-Gaian strategies. 1) Drop crate near Ringer station. Crate attracts the Gaians like moths to a flame, and the Ringers fry them to a crisp in seconds. 2) Get behind a Gaian, trail it, and open fire. Easy, but tedious without overpowered guns. 3) Switch to a +150% Fracture Cannon, and...