Search found 362 matches

by Jumbocarrot0
Thu May 24, 2018 9:31 am
Forum: Tips, Strategy & Guides
Topic: FTL Rules Of Thumb
Replies: 63
Views: 63068

Re: FTL Rules Of Thumb

105. If you upgrade you're ship before jumping to next sector all adjacent jumps in the next sector will be stores.
by Jumbocarrot0
Thu May 24, 2018 6:48 am
Forum: Stories & Storytelling
Topic: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets
Replies: 1843
Views: 286901

Re: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets

I was waiting for someone to post. “I'm not going down without a fight!” Sediment rushed to the console for something, hoping the months of learning to use the Mutare pay off. “What would happen if we jumped near a black hole? Scratch that. Is it better than what is happening now?” More shots bomba...
by Jumbocarrot0
Sun May 20, 2018 1:27 am
Forum: Mod Development
Topic: Slipstream Mod Manager v1.9.1 (2018-01-07)
Replies: 746
Views: 1102100

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Hi Have downloaded the latest version of Slipstream (1.8) and copied the folder inside the unzipped one to my FTL game folder. When I try to open the modman.exe or modman_admin.exe programs, a black command window comes up with: "ERROR FTLModManger - - Slipstream could not find its own folder ...
by Jumbocarrot0
Thu May 17, 2018 7:37 pm
Forum: Stories & Storytelling
Topic: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets
Replies: 1843
Views: 286901

Re: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets

A rebel fighter fired some shots at the Scarab before being desimated by the Pelican. Luckily nothing was damaged. An auto-scout also came near, Garnarg fired the Scarab's weapons at it. The crystal burst hit the shields but the other lasers missed. “I'll stay with the patients.” Grom explained, “Yo...
by Jumbocarrot0
Mon May 14, 2018 9:44 am
Forum: Stories & Storytelling
Topic: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets
Replies: 1843
Views: 286901

Re: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets

Kira glowed twice as bright when the rebel fleet was first sighted. She went straight onto comms. “All hands on deck! Fleet has been detected!” King smacked his head on the engines while doing some repair work. He went onto the comms. “Situation: unoptimal. Suggestion: use of Kira's knowledge could ...
by Jumbocarrot0
Sat May 12, 2018 4:44 am
Forum: Working Mods
Topic: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]
Replies: 18
Views: 42853

Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Well, playing with latest version ce and the 1.61 patch, got a pike beam blueprint, got to a store, and used the high price option. Gave me nothing. I suppose with the mod dead this wont get fixed? This mod is incomplete, it doesn't have some required blueprints and is unusable. EDIT: That is a mis...
by Jumbocarrot0
Fri May 11, 2018 7:09 am
Forum: Stories & Storytelling
Topic: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets
Replies: 1843
Views: 286901

Re: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets

Kyrie wrote:Grom if there’s anything I can do to help with them just let me know.

Grom finished doing adjustments to the medbay before answering Kyrie's question “Thanks for asking, but I doubt it. If you have some expert scientific knowledge to help concoct medicine for Ruwen that would be excellent.”
by Jumbocarrot0
Thu May 10, 2018 8:30 pm
Forum: Working Mods
Topic: Vicious Vessels - 40 new enemy ships
Replies: 45
Views: 24431

Re: Vicious Vessels - new enemy ships (15 hulls, 81 blueprints)

Hi Chrono, I have done the same thing and checked the mod for compatibility by going into the code. What I found is that the slave dealer ships, rebel scout ships and ships that will spawn in specific events will spawn. However, normal spawning ships likely won't spawn as they use vanilla ship lists...
by Jumbocarrot0
Thu May 10, 2018 10:17 am
Forum: Working Mods
Topic: [MOD] Disable Fleet (FTL file)
Replies: 64
Views: 232214

Re: [MOD] Disable Fleet (FTL file)

KancerKomradre wrote:
aedyr wrote:Disable Fleet - Mediafire

This is a simple .FTL mod for use with Grognak's Mod Manager. It disables fleet pursuit and adds a bit of flavor text at game start.


Does it work with silmstream mod manager and so far it looks like it increased the pursuit speed

It should work for slipstream.
by Jumbocarrot0
Tue May 08, 2018 9:39 am
Forum: Stories & Storytelling
Topic: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets
Replies: 1843
Views: 286901

Re: [FTL RP, WE'RE BACK, REBOOTED!] The Rogue Cadets

Grom was essentially estatic as Jake's aproval, “Excellent! I'll transport Bren and Kira can transport, Kira?” It seemed that Kira has disappeared from the medbay. To this day she still hasn't set foot on the Mutare (at least when Sarah is activated) however has not told anyone why. She just avoided...