Search found 114 matches
- Sat Jul 20, 2013 2:20 pm
- Forum: The Drawing Board
- Topic: MiningPack v2: From scratch
- Replies: 7
- Views: 7118
Re: MiningPack v2: From scratch
Another possibility is a setting for auto-smelting collected ore into ingots using the RMP. :D Although it may need some form of control panel to set which ores are auto-processed, as there are several I can think of which need to be in thier native state in order to use with other stuff. (Specific...
- Thu Jul 18, 2013 9:49 am
- Forum: Mod Announcements
- Topic: [New Mod] ODM Civillian Crafts
- Replies: 12
- Views: 10026
Re: [New Mod] ODM Civillian Crafts
This is just my humble opinion, but a good place to start with regard to frequency is to favour the vanilla ships and add a few new ones here and there for spice. They definitely are welcome sights, though seeing Eridani with a population 100% composed of these things is a little.... Odd. That the s...
- Thu Jul 18, 2013 9:36 am
- Forum: Shipyards
- Topic: New consumable items idea
- Replies: 6
- Views: 3195
- Sun Jul 14, 2013 12:28 pm
- Forum: Mod Announcements
- Topic: [New Mod] ODM Civillian Crafts
- Replies: 12
- Views: 10026
Re: [New Mod] ODM Civillian Crafts
Just an idle observation....
Are these new civilian ships supposed to be a replacement or a supplement?
Because every time I use this I only ever see the "new" ships, and things like IAVs, Ronins, Sapphires etc don't appear as randoms any more.
Are these new civilian ships supposed to be a replacement or a supplement?
Because every time I use this I only ever see the "new" ships, and things like IAVs, Ronins, Sapphires etc don't appear as randoms any more.
- Sun Jul 07, 2013 2:28 pm
- Forum: Ideas & Suggestions
- Topic: Suggestions for future (whenever if ever) versions
- Replies: 5
- Views: 3145
Re: Suggestions for future (whenever if ever) versions
Something that bugs me is that when you dock with a station or use the ship/itempicker menus it "takes over" the entire screen, even though it doesn't use the whole screen. What I really like to see is the minimap/radar remaining visible all the time, kind of like the "always on top" command for cer...
- Fri Jul 05, 2013 11:40 pm
- Forum: Commonwealth
- Topic: How big are the csc's ?
- Replies: 1
- Views: 1864
- Thu Jun 27, 2013 10:47 am
- Forum: Commonwealth
- Topic: Your Most Favorite Part of the Game
- Replies: 15
- Views: 7043
Re: Your Most Favorite Part of the Game
The systems between St. Kat's and Point Juno.
Doubly so with the DySys extension.
Doubly so with the DySys extension.
- Thu Jun 27, 2013 10:33 am
- Forum: Commonwealth
- Topic: A Discussion Topic for the Sake of a Discussion Topic
- Replies: 37
- Views: 80750
Re: A Discussion Topic for the Sake of a Discussion Topic
The mining pack can process any ore (except He Regolith) into bars to increase thier value, but can't produce any armour stronger than Ithalium. I did modify the MFM to process Neutronium and Etherium ore into Neutronium and Dark Matter armour plates respectively though. (6 ores for each plate is do...
- Fri Jun 21, 2013 10:30 pm
- Forum: Shipyards
- Topic: tinkering with SpaceEnvironmentType
- Replies: 1
- Views: 1300
Re: tinkering with SpaceEnvironmentType
Interesting.
I wonder if this can be messed with to create equipment to mitigate the movement or scanner penalties in nebula?
I wonder if this can be messed with to create equipment to mitigate the movement or scanner penalties in nebula?
- Thu Jun 13, 2013 9:28 pm
- Forum: Mod Announcements
- Topic: [New Mod] Uncharted Released!
- Replies: 70
- Views: 45351
Re: [New Mod] Uncharted Released!
One debug. http://paste.neurohack.com/view/Y6s5G/ Lots of exceptions, not sure if that's normal or the various extensions are just not playing nice. One file. http://www.filedropper.com/rpctestdummy-0580 You are in the Orlov system adjacent to the Rigel gate (one of them), entering the gate will tak...
- Fri Jun 07, 2013 11:44 am
- Forum: Mod Announcements
- Topic: [New Mod] Uncharted Released!
- Replies: 70
- Views: 45351
Re: [New Mod] Uncharted Released!
The loop is still there for the Rigel & St. Kats gates.
Still can't get to either from the start systems.
Still can't get to either from the start systems.
- Sat Jun 01, 2013 11:36 am
- Forum: Shipyards
- Topic: Director's Cut
- Replies: 2
- Views: 1624
Director's Cut
http://xelerus.de/index.php?s=mod&id=903 Awesome beyond description. One tiny snag however, upon use of a jumpdrive or halo gem the following error is generated and the program halts: Unable to continue due to program error. program state: OnAnimate Cannot create system Elysium: Undefined system typ...
- Sat Mar 02, 2013 9:32 pm
- Forum: Shipyards
- Topic: RE: dbg's shield pack
- Replies: 2
- Views: 1689
RE: dbg's shield pack
http://xelerus.de/index.php?s=mod&id=1229 This is awesome. There is but one tiny flaw which sits in my ointment of enjoyment like the ugly fly it is.... The Brushburn Deflector. There's nothing actually wrong with the concept; a shield that grows. However it does something irritating. What I gather ...
- Fri Feb 22, 2013 9:54 pm
- Forum: Announcements
- Topic: 1.2 Alpha 1
- Replies: 40
- Views: 36464
Re: 1.2 Alpha 1
Just one tiny thing.....
If you add parallax into the core game could you please please please make it toggleable?
I tried that mod, and granted it did look pretty but it messed with my eyes something fierce.
If you add parallax into the core game could you please please please make it toggleable?
I tried that mod, and granted it did look pretty but it messed with my eyes something fierce.
- Thu Feb 14, 2013 8:58 pm
- Forum: Mod Announcements
- Topic: [MOD] Dynamic Systems V6.d
- Replies: 177
- Views: 122061
Re: [MOD] Dynamic Systems V6
Something to look at: Stations don't seem to recognise or care about contaminated ships. Usually when you dock somewhere with a glowing ship you get either a cleanup crew or an earful of abuse, currently I'm getting business as usual and a complete disregard for my steadily fraying nerves. [edit] Al...