FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
BlueTemplar
Posts: 42
Joined: Tue Apr 15, 2014 11:48 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby BlueTemplar » Mon May 18, 2015 4:14 pm

Maybe it should cause a disturbance in your AI crew... repair bot on strike! :)
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Biohazard063
Posts: 412
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Biohazard063 » Mon May 18, 2015 4:53 pm

BlueTemplar wrote:Maybe it should cause a disturbance in your AI crew... repair bot on strike! :)

"You're repair drone burns a hole through the hull whilst your AP drone is choking a crewmember."
1. Listen to their demands
2. Power down drone control

Brilliant.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
knoedel
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby knoedel » Tue May 19, 2015 11:48 am

this mod hase a lot of new augments and trade Augments. this is a very nice idea.

but this new system get's pointless cause I can only hold 3 Augments.

for example:
I have the cargo teleporter Augment and the produce Augment for trade good.
Now I enter a System where I can use the produce Augment to build a trade good. (so I have 3/3 Augments)
next system I defead an enemy ship and the reward is a trade good or another augment. but I can't hold it.
so I have Problems to hold my trading Augments and don't even have some augments wich can help me during fight.

Same thing with other ships. there are runs where I destroy up to 5 Augments because I can't hold them.

my solution:

in ftl, if I get an Augment that I alredy have and can't stack . ( like Zoltan shield), instead I will get some scrap.

Is it possible to do this every time I have 4 Augments with the abillity to say wich one you make to scrap?
BlueTemplar
Posts: 42
Joined: Tue Apr 15, 2014 11:48 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby BlueTemplar » Tue May 19, 2015 12:08 pm

I wonder why the game does that for unstackable augments, yet you cannot scrap the items/augments you want to get rid of...
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bamalf
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby bamalf » Wed May 20, 2015 7:05 pm

Wrong AI death animation (blue line instead green)
Image
The correct code

Code: Select all

<anim name="ghost_death">
   <sheet>human</sheet>
   <desc length="9" x="0" y="3"/>
   <time>1.5</time>
</anim>


Wrong the Vortex clonebay cabin location http://www.ftlgame.com/forum/viewtopic.php?f=9&t=27292
Image Image Image
BlueTemplar
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby BlueTemplar » Thu May 21, 2015 8:51 am

Why is there what looks like an orange yoda on the 3rd line??
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R4V3-0N
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Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby R4V3-0N » Thu May 21, 2015 10:51 am

BlueTemplar wrote:Why is there what looks like an orange yoda on the 3rd line??

My day, this made.
R4V3-0N, a dreamer.
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby Sleeper Service » Thu May 21, 2015 12:37 pm

:D
Little know fact: When crew is cloned there is actually an animation for their bodies being grown in the clone tube. Thats what these animations are for.
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slowriderxcorps
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Joined: Thu Apr 25, 2013 8:42 am

Re: FTL Captain's Edition 1.275/Inf 1.267/EL 1.275

Postby slowriderxcorps » Thu May 21, 2015 3:39 pm

It genuinely took me the longest time for me to even notice the cloud of gas that appears inside the Clone Bay Pod whenever someone is in the process of being cloned, although I still haven't been able to make out any sign of the person inside going through that animation. Maybe if the transparency of the cloud graphic was increased a bit it could be visible.
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Epsilon Carinae
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Artillery

Postby Epsilon Carinae » Thu May 21, 2015 10:12 pm

Suggestion: Make artillery a separate mod (by separate, I mean not part of the main mod, but a module). Because I am not a normal person.
I am an innocent ant in an unforgiving world.