Search found 1078 matches
- Sun Mar 20, 2022 9:48 pm
- Forum: Mod Announcements
- Topic: Elemental Shift (Alpha)
- Replies: 59
- Views: 260220
Re: Elemental Shift (Alpha)
The reactor fuel level display is an engine bug, actually. Aury and I also run into it in TSB and TBR. If a reactor’s fuel criteria doesn’t include a level, the display spits out garbage data for the levels it can accept. Since the Bogatyr can’t bei refueled, there’s no level criteria involved, jus...
- Mon Mar 07, 2022 9:22 am
- Forum: Beginner's Luck
- Topic: Installing damaged weapon?
- Replies: 3
- Views: 21296
Re: Installing damaged weapon?
George doesn’t check the forums nearly often enough, but I’ll poke him about this on Thursday during his weekly stream. Alternately, you can post up a bug report about it here.
- Sun Feb 13, 2022 3:02 am
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 62
- Views: 253625
Re: AE Mod Collection
…And then a minor tweak to Intro Screen Janitor happened because, while the code worked, I overlooked something in the process. Now it works as intended.
- Sat Feb 12, 2022 4:13 am
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 62
- Views: 253625
Re: AE Mod Collection
Okay, now Errant should work. It’s been long enough since I’ve put up a new mod that I forgot I needed to poke George to approve it. Which meant I needed to submit it for approval first. <.< >.> <.<;
- Fri Feb 11, 2022 10:37 am
- Forum: Mod Announcements
- Topic: AE Mod Collection
- Replies: 62
- Views: 253625
Re: AE Mod Collection
So. Been a while. I just updated both Damage Screen Indicators and Intro Screen Janitor to take advantage of code added to the engine by Archcannon/0xABCDEF over three years ago. No need to bring up the ship select prompt on the intro screen, they now work as soon as the intro screen comes up. Al...
- Wed Feb 02, 2022 7:43 am
- Forum: Shipyards
- Topic: UNID Database
- Replies: 566
- Views: 595315
Re: UNID Database
That happened. Happy modding. ^.^ Also fixed a couple of entries on the list that were in the wrong order right by where you landed, so thanks for that. ^.~.
- Sun Jan 30, 2022 6:05 am
- Forum: Announcements
- Topic: 1.9 Release
- Replies: 71
- Views: 2021621
Re: 1.9 Release
It's not unusual to be killed When a station is "under attack" while docked ( the hostiles are usually chasing after YOU, not the station, the defenders or the station, if armed, will respond ) the resulting explosions or Debris can damage or destroy the player ship. That should still give a cause...
- Wed Oct 06, 2021 1:39 am
- Forum: Commonwealth
- Topic: Suggestion: Add game version to save info
- Replies: 2
- Views: 13069
Re: Suggestion: Add game version to save info
I would suggest posting that suggestion on the Ministry. It’s usually easier to get his attention with something there than on the forum.
- Wed Mar 31, 2021 8:53 pm
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 237
- Views: 560004
Re: The Backroads — an alternate route
Update of the (insert random time period here): Yes, I still exist; yes TBR still exists; yes, I am still making progress on it. Very slow progress, but progress nonetheless. A few things to look forward in the next update (which will (hopefully) be soon-ish) include: » Properly functional Lambda R...
- Sat Mar 20, 2021 7:08 pm
- Forum: Shipyards
- Topic: new encounters code help please
- Replies: 2
- Views: 13796
Re: new encounters code help please
I feel I should apologize for the current station spawning system, since I’m the one who pushed for it. It was the only way to keep both George’s and Wolfy’s stations from showing all over The Backroads in places they had no business being. <.< >.> <.<; …Aaand I guess that means it’s up to me to ...
- Fri Mar 19, 2021 6:29 am
- Forum: Shipyards
- Topic: Linux XML editor suggestions please.
- Replies: 3
- Views: 18573
Re: Linux XML editor suggestions please.
I just use the default text editor, personally — gedit for Ubuntu, xed for Mint — and set the highlight mode to XML. There’s also an option to highlight matching brackets/parentheses in both.
- Thu Mar 18, 2021 2:48 am
- Forum: Modding Reference
- Topic: TransCompiler Usage
- Replies: 7
- Views: 24526
Re: TransCompiler Usage
Almost exactly the same, actually. The only real difference is on the third code block above:
Code: Select all
wine TransCompiler.exe /input:ModFilename.xml /output:ModFilename.tdb
- Mon Feb 01, 2021 3:32 pm
- Forum: Modding Resource Archives
- Topic: Function List — 1.9b3 (API 51)
- Replies: 2
- Views: 15105
Re: Function List — 1.9b3 (API 51)
R E N A M E D / D E P R E C A T E D F U N C T I O N S itmGetProperty: RENAMED: Use (itm@ ...) instead. itmSetProperty: RENAMED: Use (itmSet@ ...) instead. msnGetProperty: RENAMED: Use (msn@ ...) instead. msnIncProperty: RENAMED: Use (msnInc@ ...) instead. msnSetProperty: RENAMED: Use (msnSet@ ...)...
- Mon Feb 01, 2021 3:32 pm
- Forum: Modding Resource Archives
- Topic: Function List — 1.9b3 (API 51)
- Replies: 2
- Views: 15105
Re: Function List — 1.9b3 (API 51)
(obj@ obj property) -> value property (all) 'ascended 'canAttack 'canBeAttacked 'category -> 'beam | 'effect | 'marker | 'missile | 'mission | 'ship | 'station 'commsKey 'currency -> currency type UNID 'currencyName 'cyberDefenseLevel 'damageDesc -> { shieldLevel:n armorIntegrity:n HullIntegrity:n }...
- Mon Feb 01, 2021 3:31 pm
- Forum: Modding Resource Archives
- Topic: Function List — 1.9b3 (API 51)
- Replies: 2
- Views: 15105
Function List — 1.9b3 (API 51)
F U N C T I O N L I S T (!= x1 x2 ... xn) -> True if any arguments are not equal (* x1 x2 ... xn) -> z (+ x1 [x2 ... xn]) -> sum (int32 or real) (- x1 x2 ... xn) -> z (- x) -> -x (/ x y) -> x / y (real) (< [x1 x2 ... xn]) -> True if x1 < x2 < ... < xn (<= [x1 x2 ... xn]) -> True if x1 <= x2 <= ......