Plans for George's Modded Adventure (Begins in October)

General discussion about anything related to Transcendence.
User avatar
0xABCDEF
Militia Lieutenant
Militia Lieutenant
Posts: 124
Joined: Thu May 19, 2016 12:58 am
Location: in the rogue frontier

After George completes the Eternity Port stream, he should play through a fully modded adventure. Here are some mods he should include:

Major Mods Other Mods My Minimods Game-Ruining Mods Reply here if you want to add more mods to this list. All mods must be compatible with the latest version. The submission deadline and the beginning of the stream are set at around the beginning of October
Last edited by 0xABCDEF on Mon Sep 26, 2016 3:35 am, edited 4 times in total.
User avatar
Xephyr
Militia Captain
Militia Captain
Posts: 857
Joined: Fri Dec 14, 2007 1:52 am
Location: Orion Arm, Milky Way
Contact:

My only suggestion is Contract Board, mostly for George's commentary on the original concept.

Aside from that, I don't have much input, aside from using a custom playership.

If there's any mods that you want to see in 1.7, but aren't compatible, PM me and we can work out making them compatible.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

My patched Iocrym would probably be interesting, to say the least. If there's interest there, I can finalize the balance fairly easily and get it ready for use.
NMS
Militia Captain
Militia Captain
Posts: 569
Joined: Tue Mar 05, 2013 8:26 am

I would strongly recommend my mod Com Groups, and probably my other mods, especially if it's a Constellation game (though I should probably make sure they're compatible with Auton Assembly Hangar). EDIT: I don't see any compatibility issues.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

NMS wrote:I would strongly recommend my mod Com Groups, and probably my other mods, especially if it's a Constellation game (though I should probably make sure they're compatible with Auton Assembly Hangar). EDIT: I don't see any compatibility issues.
The autons created by Auton Assembly Hangar automatically disassemble themselves to their constituent items when they return to ship, instead of a whole auton like others.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
NMS
Militia Captain
Militia Captain
Posts: 569
Joined: Tue Mar 05, 2013 8:26 am

Right. And they descend from a different base class and don't use rpgDeployAutonFromItem. So some of the features in my mods, such as automatic auton numbering and preventing autons from returning if there isn't enough space, won't affect them. But there shouldn't be any serious problems (like multiple mods trying to override or modify the XML of the same type).
User avatar
AssumedPseudonym
Fleet Officer
Fleet Officer
Posts: 1212
Joined: Thu Aug 29, 2013 5:18 am
Location: On the other side of the screen.

 Two that I would like to suggest are the 03/16 Monthly Mod Jam, and Cabbage Corp by Arkheias.
Image

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2828
Joined: Mon Aug 17, 2009 4:27 am

Please note: Link for SM&M++ in the OP is out of date for the current version. I'll provide an up-to-date copy of my dev-build closer to the start of the stream. Unfortunately, it's likely to clash with several other mods listed above, as I do override several vanilla weapons, ships, stations and in some cases entire sovereigns.
Mischievous local moderator. She/Her pronouns.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5510
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

The prototype TBR/TSB bridge should be included, if its still up to date. I'll have to check with AP if its still in a releasable shape to give to george.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
AssumedPseudonym
Fleet Officer
Fleet Officer
Posts: 1212
Joined: Thu Aug 29, 2013 5:18 am
Location: On the other side of the screen.

Wolfy wrote:The prototype TBR/TSB bridge should be included, if its still up to date. I'll have to check with AP if its still in a releasable shape to give to george.
 It is.
Image

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
sdw195
Militia Captain
Militia Captain
Posts: 779
Joined: Wed Nov 18, 2009 1:01 am
Location: Still looking for the csc Antarctica
Contact:

I would like my weapon labs to be included. but I am only slightly bias.

http://xelerus.de/index.php?s=mod&id=1092
Image
Image
Image
Image
"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2828
Joined: Mon Aug 17, 2009 4:27 am

Ultimately the choice is gonna be up to George (Right now I think the shortlist is long enough that he's gonna need to pick and choose to avoid conflict and broken gameplay anyway), but honestly at this point we're gonna need some episodes of "show off individual mods" again for all of these regardless.
Mischievous local moderator. She/Her pronouns.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

More (of my minor) quality-of-life mod suggestions:

List Ammo Compatibility
Trading Post Menu
Ore Scanning Program and Scooper

I just updated Drake Technologies Alpha and Playership Drones v7 Beta.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
george moromisato
Developer
Developer
Posts: 2998
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

Here's the list of mods I'm planning on using tomorrow. Please let me know if there are any others that I really must have (or if any of the below are incompatible or broken).

NEW SYSTEMS
The Stars Beyond (Wolfy)
Project Renegade (Xephyr)
The Backroads (AssumedPseudonym)

EXTRA CONTENT
Playership Drones (PM)
Drake Tech (PM)
SMM++ (Shrike)
Adaptive Defense (0xABCDEF)
Recycler Nomads (0xABCDEF)
Weapons Labs (sdw195)

USABILITY
Com Groups (NMS)
Trading Post Menu (PM)
List Ammo Compatibility (PM)
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2828
Joined: Mon Aug 17, 2009 4:27 am

I haven't tested it, but I am somewhat concerned about SM&M++'s compatibility with Playership Drones...nothing certain though. Apart from that...nothing should conflict with it. I would suggest adding SNAPSS back into the mix, however. There's glitches with it, but ultimately it does improve the game a lot (and SM&M++ is built on the assumption that it's installed). Plus with what you've said about your schedule it's entirely possible that the engine issues will be sorted well before you get through this playthrough (and SNAPSS is really easy to update even with the game in progress... anything on our code that needs patching can be patched as required).
Mischievous local moderator. She/Her pronouns.
Post Reply