Search found 206 matches

by Arfy
Sun May 20, 2018 7:47 am
Forum: Working Mods
Topic: The Hand of Death et. al. v2.1 [Anti-Bio Cruisers A/B/C]
Replies: 42
Views: 60661

Re: The Hand of Death et. al. v2.1 [Anti-Bio Cruisers A/B/C]

Hey, there seems to be a problem with the A-type. The rooms are there but the ship itself....isn't? The two others work but the hand of death doesn't. I've tried different versions and not using any background mods but it doesn't seem to work properly. Hey there, the issue was that the hull image w...
by Arfy
Mon May 14, 2018 4:24 am
Forum: Technical Support and Bugs
Topic: Equipment on wrong class costs normal energy
Replies: 2
Views: 2660

Re: Equipment on wrong class costs normal energy

jj10dman wrote:Note that only 1 energy has been consumed to power the A.C.I.D. Projector despite it displaying a "+" for being cross-class.


This is because the A.C.I.D. Projector doesn't require any power; therefore it only costs 1 power.
by Arfy
Thu May 10, 2018 1:35 am
Forum: Discussion
Topic: Interceptors and Battleships - evasion and power bars
Replies: 2
Views: 5062

Re: Interceptors and Battleships - evasion and power bars

Hmm, these are some interesting suggestions, but: These changes would stray way-too far away from the original game; the game has already been finished, and changing it now would negatively impact the remaining community. For instance, battleships having 4 augmentation slots, 6 cargo slots, and 11 c...
by Arfy
Sun May 06, 2018 1:14 am
Forum: Working Mods
Topic: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
Replies: 19
Views: 35475

Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]

MASSIVE UPDATE! Hoo boy, it has been quite a while since I've updated this weapon's pack; almost an entire year since the last update. After much thinking, I decided to come back to FTL modding to simply make another update for this mod: Changelog: Weapons: 11 NEW WEAPONS! (See main post for more d...
by Arfy
Mon Mar 12, 2018 4:51 am
Forum: Mod Development
Topic: (Partnership Modding Request) New Modding Project
Replies: 9
Views: 4925

Re: (Partnership Modding Request) New Modding Project

Your project sounds interesting. Mind if I join the Discord server? I'm willing to help out, or possibly integrate it with my own modding project. Hey, I'm part of this project, and I have to sadly report that the Discord server has been inactive for quite a while. Aside from that, very little was ...
by Arfy
Mon Mar 12, 2018 12:22 am
Forum: Working Mods
Topic: [MOD] Deep Space
Replies: 2
Views: 8450

Re: [MOD] Deep Space

TheFallenAngel359 wrote:Wait, how have you made new augments?


You can make "dummy" augments, which do nothing; and in this context, "Lost Artifacts" is just a dummy augment with a high sell price.

"Rift Controller" is just a modified RIF that has special events tied to it.
by Arfy
Sun Mar 11, 2018 7:50 am
Forum: Mod Development
Topic: How Do I Mod
Replies: 7
Views: 5896

Re: How Do I Mod

TheFallenAngel359 wrote:Not the OP, but I'm using Superluminal2 v2.2.1 and it's not giving me an option to extract the .dat files. What should I do?


You can use Slipstream to unpack the .dat files.

(File --> Extract Dats)
by Arfy
Sat Feb 24, 2018 7:55 am
Forum: Working Mods
Topic: [SHIP, AE] The Hypertorus [ENGI A]
Replies: 2
Views: 8073

[SHIP, AE] The Hypertorus [ENGI A]

http://www.mediafire.com/convkey/7cd4/7r1mboclip3paenzg.jpg http://www.mediafire.com/convkey/2e8e/10jdsqa5jbq9lh4zg.jpg http://www.mediafire.com/convkey/3db3/g1hrqgvl76s1i9uzg.jpg -----------------------------------------------------------------------------------------------------------------------...
by Arfy
Mon Feb 19, 2018 5:44 am
Forum: Mod Development
Topic: Mods with Multiple Ships
Replies: 4
Views: 4553

Re: Mods with Multiple Ships

Here; 1) Take the blueprint innards of one of the ships, paste it into the blueprints.xml.append file of the second ship. 2) Take the innards of rooms.xml.append file of the first ship (the one where you took the blueprints innards out of) and paste it INTO the rooms.xml.append file of the second sh...
by Arfy
Mon Feb 19, 2018 5:37 am
Forum: Mod Development
Topic: Shields concept
Replies: 16
Views: 9709

Re: Shields concept

These shields are really nice. I would like to see different colours / textures for the different races. For both the player and enemy ships. I'm just going to say, they'll need to get into Superluminal, and for each enemy ship you'll need to replace the shields with their respective colours one-by...