Well, I would be cross eyed if I tried to update the mods I'm interested in myself.
Simply put, from what I have been able to figure out about modding, there are still a few mods that aren't included in the standard game. Many of them, oddly enough, are for older versions, as many as 8 versions back. So, I was wondering if those that created the preferred mods could update them, or if someone else would be willing to take on the challenge.
Okay, the list.
Modder DigDug;
Mods: Sun Damage Mod for V0.98c, Random Station Items v1 V0.98d customer requests for different mod add in
Modder Bobby;
Mods: Scuttle Wrecks V0.98d incomplete, ship central computer 1.1 V0.98d incomplete, and schilcote improved, but never released, a stronger mule than you V0.98b package glitch, incomplete, UGWingmen V0.99c bug fixes, incomplete
Modder Apemant;
Mods: Loot Auton V0.99c (bug fixes, incomplete)
Modder The Wicked Flea;
Mods: The Almighty Wrench! (v1.05) V0.98b 'Nuff said
Modder FAD;
Mods: Advanced Sensors V0.98d works in 0.99c, but something seems... off, Communications Array V0.98 People seem to love this one, don't really see any use myself, but thought I'd throw it in
Modder soggydoggy;
Mods: Solar Collecting Hull V0.99c I have actually figured out what was wrong with it myself, but it doesn't warrant a new upload for a simple line of text denoting the mod was finished to the game. Soggy, if you take a look, you'll find its a simple fix, and it can move it back to the fuel category instead of sitting in the works in progress.
Most of these do seem to get along with the game code, but I can't say as they actually work, mostly because I haven't seen them in game to use them. Most of these are request to confirm that the mods are Current version complient, and useable. Well, Bobby's seem to need more than that, but hey, he's still learning, and most of his seem more proof of concept anyrate, still it'd be nice to clean and correct them.
Cross Eyed Gamer, wanting new shinnies.
- Arisaya
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Bobby and digdug will fix theirs, I know that [not sure if the others are active]
I'll get to work on the Eridani update btw - today I was swamped with bugfixes for TX2
I'll get to work on the Eridani update btw - today I was swamped with bugfixes for TX2
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Cool, thanks, and no rush. Wouldn't want you spending to much time debugging it.
And I imagine a whole new adventure mod would take time and patience.
And as soon as I figure out how to usurp station settings I'm going to fix an annoyance with other stations and available items as well. Thankfully I already know what to adjust for items for sale, now just to make it show up in the game... But that annoyance is nothing compared to the warlord camp looting available, or perhaps I should say, isn't available... I swear, I get more Centauri recoilless cannons than anything else off those stations. Damaged to boot. I get it that its serving as a maintenance post for the group there, and it'd keep spare weapons, and weak armors to replace. But for mercenary's sake, it should have supplies left for the player to loot. If nothing else, there should always be a supply of usable Centauri Rice available, so as to get in good standings with the habitats, or make some profit selling to the local Corporate station. Anyrate, looking at the source files, found nothing yet that tells me how to edit source files directly (without making a mod to extensions) Found the areas dealing with the loot table, but it'll take me a bit to understand what its saying/doing. Then I'm going to have to figure out how I need to put it in whatever script I need to change it...
And this turned into another rant... *sigh* sorry, when it gets late, I seem to go into whinny, bit$%, bit#$ mode.

And as soon as I figure out how to usurp station settings I'm going to fix an annoyance with other stations and available items as well. Thankfully I already know what to adjust for items for sale, now just to make it show up in the game... But that annoyance is nothing compared to the warlord camp looting available, or perhaps I should say, isn't available... I swear, I get more Centauri recoilless cannons than anything else off those stations. Damaged to boot. I get it that its serving as a maintenance post for the group there, and it'd keep spare weapons, and weak armors to replace. But for mercenary's sake, it should have supplies left for the player to loot. If nothing else, there should always be a supply of usable Centauri Rice available, so as to get in good standings with the habitats, or make some profit selling to the local Corporate station. Anyrate, looking at the source files, found nothing yet that tells me how to edit source files directly (without making a mod to extensions) Found the areas dealing with the loot table, but it'll take me a bit to understand what its saying/doing. Then I'm going to have to figure out how I need to put it in whatever script I need to change it...
And this turned into another rant... *sigh* sorry, when it gets late, I seem to go into whinny, bit$%, bit#$ mode.
I have the UGW and ship computer mods with new changes applied over time and will put them up shortly(some stats are changed and parts depend on mods, and must be fixed for release.) UGW has better use of jumpdrives now.
I will try the scuttle wrecks next. It's a simple few lines addition at worst, but may be possible with the normal extensions in 99, allowing greatly increased new version support.
As for the stronger mule, I tried it and it seemed to work, what's the problem you keep getting? Actually, UGW accomplished what this was intended to do, make the mule survivable, but I will fix it anyway.
EDIT: UGW has been updated. wingmen will now say when they are taking damage, will use jumpdrives with a quicker reaction time when taking massive damage, and it includes a almost-non tested fix for having to reactivate the assess situations when entering a system, it's just an item, no big code monster to glitch up and break the game.
I will try the scuttle wrecks next. It's a simple few lines addition at worst, but may be possible with the normal extensions in 99, allowing greatly increased new version support.
As for the stronger mule, I tried it and it seemed to work, what's the problem you keep getting? Actually, UGW accomplished what this was intended to do, make the mule survivable, but I will fix it anyway.
EDIT: UGW has been updated. wingmen will now say when they are taking damage, will use jumpdrives with a quicker reaction time when taking massive damage, and it includes a almost-non tested fix for having to reactivate the assess situations when entering a system, it's just an item, no big code monster to glitch up and break the game.
- digdug
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The sun damage mod overrides all the sun stations, making it incompatible with other mods that override suns, however it works in 0.99c.
IF you have any request for new features, I'll try to add them
The Random Station Items v1 was a proof of concept mod made by Betel and me taht "simply" allows to fill of items all the trade stations from script and not from the XML tags. Lots of time was spent to have the greater flexibility possible in code.
THere are 2 problems with the mod at the moment:
-It overrides a lot of stations, that is bad.
-It uses deprecated functions.
Fixing it it's not going to be very quickly, for what i want it to do, it needs to be completely rewritten.
I'll move it because it's a non-working mod.
About the Advanced Sensors V0.98d, which I use it daily for checking my ships, it can only return the first weapon installed in the ship you are targeting.
Also, it should be noted that script installed weapons are always last in the list.
Finally, the comparison between the combat value of the playership and the AI ship is randomized, and do not happen always.
IF you have any request for new features, I'll try to add them

The Random Station Items v1 was a proof of concept mod made by Betel and me taht "simply" allows to fill of items all the trade stations from script and not from the XML tags. Lots of time was spent to have the greater flexibility possible in code.
THere are 2 problems with the mod at the moment:
-It overrides a lot of stations, that is bad.
-It uses deprecated functions.
Fixing it it's not going to be very quickly, for what i want it to do, it needs to be completely rewritten.
I'll move it because it's a non-working mod.
About the Advanced Sensors V0.98d, which I use it daily for checking my ships, it can only return the first weapon installed in the ship you are targeting.
Also, it should be noted that script installed weapons are always last in the list.
Finally, the comparison between the combat value of the playership and the AI ship is randomized, and do not happen always.
Eh, not specifically, no. Namely that the older version required manual input for any version other than the one it was originally written for. And I couldn't figure out how to manipulate the source xmls.Bobby wrote:scuttle wrecks now works from an extension! incomplete? because it was 98d?
As for the "stronger mule" mod (pack) namely that you have three optional variances, but one cannot have all three, or any two, in the extensions folder. I just thought that you might look at it to see if you could make all three available. Though from what I've read in the forum, and what the complaint in the xelerus remarks, and your comment... (whew, mouthfull) It sounds like a simple Entity/UNID fix will allow for all three to work in presence of each other. (might be something else, haven't compared the codes)
[edit] Can't believe I forgot my manners. Thank both of you for the quick responses, and just as quick confirmation/releases.
[edit2] Hrm, odd, I can't seem to add the wrench to my starting inventory, or devices for player mod ship serenity. Its calling it a parse error, and claims that itAlmightyWrench (without the quotes, colon, and "&" ) is an invalid entry, even though the mod is in my extensions. [addition] nor would itAdvancedsensors. Also, my ship still doesn't have the ship computer, and its not an item. I'm guessing that the problem I'm having here is this miraculous "hook" that people mention, not being part of the serenity playership mod pack.
[edit3] *blinks... blinks again... blinks some more* Errr... Bob, according to xelerus you haven't updated the ship comp mod yet?
- Arisaya
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whoops! I spent yesterday bugtesting transcendence (vanilla), and today I was working on my surprise, as well as ironing out TX2 bugs. I'll try to get around to adding in the mining station thing soon! Hopefully tomm.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
- digdug
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it's because the entities you are calling are from another mod, and that doesn't work.I can't seem to add the wrench to my starting inventory, or devices for player mod ship serenity. Its calling it a parse error, and claims that itAlmightyWrench (without the quotes, colon, and "&" ) is an invalid entry
The solution is simple you have to copy and paste any ENTITY you want to call in your custom ship mod.
The items can stay in the other mod, but you have to declare the ENTITIES in each mod you are going to use them.
Only the ENTITIES in the main table in transcendence.xml are ubiquitous in every mod.

Speaking of tanscendence.xml main, is there any way to... add, to it without having to make a mod out of it?
- digdug
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no, the best way if you want an item to a custom ship is to make a mod that will install/add the device to the ship with you run a new game, so that you don't have to touch the custom ship mod.Speaking of tanscendence.xml main, is there any way to... add, to it without having to make a mod out of it?
With 0.99c is a bit tricky to do this, but it's possible.
WIth 1.0 is gonna be piece of cake thanks to the new modding features.