Search found 611 matches

by mr_easy_money
Sun Jul 15, 2018 9:08 pm
Forum: Working Mods
Topic: [OVERHAUL] Arsenal+ English Translation
Replies: 191
Views: 134261

Re: [OVERHAUL] Arsenal+ English Translation

13:46:55.960 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Slipstream Mod Manager v1.6 This line tells me you're using an outdated version of Slipstream Mod Manager. The current version is 1.9.1. Link to Slipstream: https://subsetgames.com/forum/viewtopic.php?t=17102 13:47:06.184 [T...
by mr_easy_money
Sun Jul 15, 2018 6:19 pm
Forum: Working Mods
Topic: [OVERHAUL] Arsenal+ English Translation
Replies: 191
Views: 134261

Re: [OVERHAUL] Arsenal+ English Translation

Hey, thank you for the recent improvements to the mod. Thanks for playing! :D One issue which I have noticed with using Ship pack 1 is a bug regarding the ship overlay such as this... *snip* If you have any questions, please ask. I hope this helps. Thanks for reporting this. It must have had someth...
by mr_easy_money
Sun Jul 15, 2018 3:29 am
Forum: Working Mods
Topic: [OVERHAUL] Arsenal+ English Translation
Replies: 191
Views: 134261

Re: [OVERHAUL] Arsenal+ English Translation

I've also added a "failsafe" mechanism to the overhaul and its addons, which will prevent you from patching mods in the wrong order and the like -- and best yet, you'll see the reason when the patching fails. Oh, all I meant by "seeing why the patching fails" is that if somethin...
by mr_easy_money
Sat Jul 07, 2018 7:16 pm
Forum: Working Mods
Topic: [MOD] Event Assistant
Replies: 13
Views: 34175

Re: [MOD] Event Assistant

I'm still fairly new to the game but I believe I've found a bug with this mod related to the Ancient Device quest. I found the stasis pod. I took the damaged stasis pod to the zoltans to get scanned, Ruwen popped out. I looked around to see if I was able to sell this damaged stasis pod augment now ...
by mr_easy_money
Sat Jul 07, 2018 4:43 am
Forum: Working Mods
Topic: [OVERHAUL] Arsenal+ English Translation
Replies: 191
Views: 134261

Re: [OVERHAUL] Arsenal+ English Translation

I've finally got around to updating Arsenal+ with the changes added in 1.26-1.26.4 to the original Russian mod, and also got around to revamping the entire main post. I'm not gonna spoil the details, but there's a whole slew of new content added, from new weapons to new events to new ships, mainly o...
by mr_easy_money
Tue Jul 03, 2018 3:48 am
Forum: Working Mods
Topic: [OVERHAUL] Arsenal+ English Translation
Replies: 191
Views: 134261

Re: [OVERHAUL] Arsenal+ English Translation

Yeah, that would be good. If this was a collaboration/compilation mod of various weapon mods, I'd have been fine with that, but the fact my stuff was used without asking or crediting it really rubbed me the wrong way. I feel like I need to make my stance clear on this since I guess this is technica...
by mr_easy_money
Fri Jun 15, 2018 9:33 pm
Forum: Working Mods
Topic: [MOD] Civilian Start Beacon
Replies: 6
Views: 3103

Re: [MOD] Civilian Start Beacon

change sector 1's starting event to another event (START_GAME makes the most sense). START_GAME only changes the text of the START_BEACON event for sector 1, and making said text something else is the only change one can make to START_GAME. Unless something has changed within the game in the last y...
by mr_easy_money
Thu Jun 14, 2018 11:46 pm
Forum: Working Mods
Topic: [MOD] Civilian Start Beacon
Replies: 6
Views: 3103

Re: [MOD] Civilian Start Beacon

I get what you're saying, but I guess you miss the point in this entirely. Which is fine. It's fairly clear from going through the XML that exactly this was intended from the start. And it's nothing against Universal Start Beacon in any way. Then what exactly is "the point"? If it's to en...
by mr_easy_money
Thu Jun 14, 2018 10:52 pm
Forum: Working Mods
Topic: [MOD] Civilian Start Beacon
Replies: 6
Views: 3103

Re: [MOD] Civilian Start Beacon

For a long time, there has been no easy, clean way of changing what happens at the very first beacon of the game. Sure there is: just change the first event of the game to your own custom event. I've just realized this now, but the best choice is START_GAME, since its text (along with the textList ...
by mr_easy_money
Wed Jun 13, 2018 6:46 pm
Forum: Working Mods
Topic: [MOD] Stations Job 1.21
Replies: 288
Views: 185679

Re: [MOD] Stations Job 1.1

found a bug in the tutorial, where engines/thrusters are manned when they shouldn't be: https://i.imgur.com/lLp2azb.png which looks very odd, considering there's no computer. the problem lies in the code for the tutorial station: <shipBlueprint name="PLAYER_SHIP_TUTORIAL" layout="fed_...