Search found 24 matches

by Jonfon
Tue Jan 22, 2013 2:25 pm
Forum: Working Mods
Topic: [SHIP] Obsidian Cruiser v1.3
Replies: 170
Views: 202396

Re: [MOD] Obsidian Cruiser v1.2.2

This ship is hands down my favourite looking one I've come across so far. I love your ship designs. Love the weapons animations as well. Having to choose between the two weapons initially thanks to their power drains makes for an interesting choice. At first I was getting my ass handed to me a bit u...
by Jonfon
Tue Jan 22, 2013 2:16 pm
Forum: Working Mods
Topic: [MOD] UnlockedAugmentations 1.1
Replies: 12
Views: 44462

Re: [MOD] UnlockedAugmentations 1.0

this one is broken too! why are alll your files Zips not .ftl s!!! other mods work!!!! See the other thread on how to rename. But weirdly for me it is a .ftl. Are you picking Open or Save when it pops up? Open might be causing the issue. For me in Opera it Save gives me a Save dialog and the defaul...
by Jonfon
Tue Jan 22, 2013 2:10 pm
Forum: Working Mods
Topic: [MOD] DronesPlus 0.7.8
Replies: 45
Views: 101530

Re: [MOD] DronesPlus 0.7.3

Your file isnt a .ftl file for me, it is a .zip! please help because this is such a great mod and i really want it, i love drones It is a .ftl on the download link, but fixing your problem is easy. Just change the file extension to .ftl and it will work immediately. If you're using a Mac you may ha...
by Jonfon
Tue Jan 22, 2013 10:09 am
Forum: Working Mods
Topic: [MOD] Rebel Flagship Prototype
Replies: 52
Views: 77200

Re: [MOD] Rebel Flagship Prototype

I'm getting the black box of doom as well when I try this, just this mod loaded. I can tell you why (I think) though. Your flagship_prototype_floor.png file isn't the correct size, it's 650x469 and should be 800x525. Your empty Gibs also have incorrect dimensions and are showing as black boxes. Repl...
by Jonfon
Tue Jan 22, 2013 9:47 am
Forum: Working Mods
Topic: Master Mod List
Replies: 269
Views: 954239

Re: Master Mod List

UltraMantis wrote:The Scarab added. Looks delicious. :D It's great that it fits the FTL stye so well, great work!


I was just about to post asking if you'd add my Robotic Cruiser, but it appears you're well ahead of me. Thanks!!
by Jonfon
Tue Jan 22, 2013 9:36 am
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 42240

Re: [Mod][Wip] Robotic Cruiser v0.2

Might lets play it later then ^_^ BrenTenkage reports that the original link didn't work for him (sorry, I can't PM you back at the mo, I don't have Forum Permissions for PMs at the mo). It worked for me when I downloaded but here's a copy-pasta link of it as well just in case it's a weird Browser ...
by Jonfon
Tue Jan 22, 2013 12:36 am
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 42240

Re: [Mod][Wip] Robotic Cruiser v0.4

As noted in my original post I've made a fairly large overhaul, adding new ship graphics for the nexus and new room layouts. The graphics are just spliced together from ingame models as my design skills aren't great. I've also included a new Cryo Pulse style weapon which is a Lockdown + Personal Dam...
by Jonfon
Sun Jan 20, 2013 11:42 pm
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 42240

Re: [Mod][Wip] Robotic Cruiser v0.2

In an ideal world I'd have simply made the Holographic Generator act as a repair arm but because the name of an Augment determines how it works it was impossible to roll the two into one (I'd kill for a Type element in augments so you could create custom augments more easily). That's not quite true...
by Jonfon
Sun Jan 20, 2013 12:28 am
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 42240

Re: [Mod][Wip] Robotic Cruiser v0.2

Alright, glad you addressed some of the issues, so enjoy the lets play, because I certainl had fun playing with, "The ship of the damned" so how did you get it to repair itself? I fudged it by starting with both the Repair arm and giving it the Nanite Repair bomb instead of the Thoron (io...
by Jonfon
Sat Jan 19, 2013 12:45 pm
Forum: Mod Development
Topic: [MOD IDEA][WIP]starting with augs
Replies: 4
Views: 3186

Re: [MOD IDEA]starting with augs

Have a look at the mod which comes with the Mod Manager. That manipulates the starting scrap via an Event. Basically you want to create your own events.xml.append similiar to that. However I'm not if you can do more than take a fixed amount of Scrap and give a random Augment in return. You also can'...