Search found 793 matches

by RAD-82
Sun Feb 26, 2017 2:34 am
Forum: Working Mods
Topic: [MOD] FTL: Extended vAE.1.1
Replies: 8
Views: 51707

Re: [MOD] FTL: Extended vAE.1.1

I know about both the "Infinite Space" and "Captains Edition Infinite Addon", but both of those change the game, adding more weapons and events. I'm bumping this topic because it seems there is a reddit user that might be interested in this. I'd like to be able to keep jumping a...
by RAD-82
Fri Jan 13, 2017 3:48 am
Forum: Working Mods
Topic: [Ship] The RAD Fleet vAE.1.1
Replies: 22
Views: 37828

Re: [Ship] The RAD Fleet vAE.1

Someone (unauthorizedintruder) made a post on Reddit: So I won with these pea shooters . Since it looks like mr_easy_money thinks it is the Randtrel mod, I figured I'd post here (I'm not a Reddit user) that it isn't the Randtrel mod. Easy mistake to make, considering they are just recolored hulls wi...
by RAD-82
Fri Jan 13, 2017 3:28 am
Forum: Working Mods
Topic: [Ship] The Long March
Replies: 9
Views: 9380

Re: [Ship] The Long March

With no room assigned for the shield, the use of a shield drone will crash the game.
by RAD-82
Sat Jan 07, 2017 4:45 am
Forum: Working Mods
Topic: [SHIP] The Oregon Trail
Replies: 15
Views: 17657

Re: [SHIP] The Oregon Trail

I have to ask - what are the two rooms by the reins for? They don't attach to anything and don't fit that well with the hull image. They prevent the game from crashing. Having too much space between unconnected rooms causes the game to crash. Only one of those rooms are required, but that would loo...
by RAD-82
Thu Dec 29, 2016 6:13 pm
Forum: Mod Development
Topic: [MOD IDEA] Pirate room layouts
Replies: 1
Views: 1788

Re: [MOD IDEA] Pirate room layouts

0tef wrote:Would it be possible to give random encounters just a bit more variety by removing the exclusivity of room layouts between pirates/non-pirates?

Already been done about a year and a half ago.

Enemy Layouts - Mix-up
by RAD-82
Thu Dec 22, 2016 3:52 am
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28997

Re: Rebel Flagship Design

Anyways - I noticed last night that one of the ships I tested had a shield bubble that was slightly off and a centring that was slightly off. But they don't all seem to be off in the same way. I find this puzzling. The image for the Flagship is exactly the same in every single case. Why would the c...
by RAD-82
Sat Dec 17, 2016 12:17 am
Forum: Mod Development
Topic: Rebel Flagship Design
Replies: 66
Views: 28997

Re: Rebel Flagship Design

Gibs - Looks like I didn't miss anything; the RandomFlagships files just don't appear to have those as part of the Gibs deal (As far as I can tell?). If there's a way to include them easily, then I don't know it at the moment; otherwise, this would be someone else's volunteer project. This has noth...
by RAD-82
Wed Dec 14, 2016 4:22 am
Forum: Working Mods
Topic: Cranius Boss Ship V.2
Replies: 19
Views: 16428

Re: Cranius Boss Ship

Download Cranius Ship.ftl from MediaFire Here is my unofficial overhaul of this ship. Replaces Lanius B. http://i.imgur.com/fC0MCGQ.png http://i.imgur.com/2lTsN3s.png I can't test this since I don't have Java/Slipstream installed, so let me know if I made any mistakes when I rebuilt this ship so I ...
by RAD-82
Tue Dec 06, 2016 4:23 am
Forum: Working Mods
Topic: Cranius Boss Ship V.2
Replies: 19
Views: 16428

Re: Cranius Boss Ship

I'm lacking my modding files, but I managed to throw this image together from the stuff in the first post. http://i.imgur.com/WQ3ERKd.png There are no extra systems to install. Piloting and sensors ended up in the same room for some reason. Every system starts at one power, so you don't have shields...
by RAD-82
Thu Dec 01, 2016 1:59 am
Forum: Working Mods
Topic: sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
Replies: 668
Views: 487449

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

*trying to override a shipBlueprint* I don't think you can do that. The OVERRIDE_ tag is very specific about what it works on. Since it was never used for any shipBlueprint in vanilla FTL, it was never programmed to work. You'll have to use the OVERRIDE_ on a blueprintList instead if the event allo...