Search found 1078 matches

by AssumedPseudonym
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...
by AssumedPseudonym
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.
by AssumedPseudonym
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.
by AssumedPseudonym
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. <.< >.> <.<;
by AssumedPseudonym
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...
by AssumedPseudonym
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. ^.~.
by AssumedPseudonym
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...
by AssumedPseudonym
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.
by AssumedPseudonym
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...
by AssumedPseudonym
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 ...
by AssumedPseudonym
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.
by AssumedPseudonym
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
by AssumedPseudonym
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@ ...)...
by AssumedPseudonym
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 }...
by AssumedPseudonym
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 <= ......