
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
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Re: FTL Captains Edition 1.051
i am having a problem where some textures are missing when this mod is installed. (upgrades screen, autofire sight etc.) any help? i used captains edition in 1.03.1, worked fine but in 1.03.3 it wont work.
EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)

Last edited by jaml96 on Sat Sep 14, 2013 1:00 pm, edited 1 time in total.
- 5thHorseman
- Posts: 1665
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Re: FTL Captains Edition 1.051
Did you modify the nanobots xml in any way?
I've found that the nanobots won't work unless they have a <value> of .25 and a name="NANO_MEDBAY". You can change everything else but you NEED those to be set. I don't know if it has to be .25 but it doesn't seem to serve any other purpose so .25 is as good as anything else, and I know it works
I've found that the nanobots won't work unless they have a <value> of .25 and a name="NANO_MEDBAY". You can change everything else but you NEED those to be set. I don't know if it has to be .25 but it doesn't seem to serve any other purpose so .25 is as good as anything else, and I know it works

My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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Re: FTL Captains Edition 1.051
The healing rate can be modified, and the augment name is hardcoded - if its name is changed, it's just a dummy augment like the trade goods.5thHorseman wrote:Did you modify the nanobots xml in any way?
I've found that the nanobots won't work unless they have a <value> of .25 and a name="NANO_MEDBAY". You can change everything else but you NEED those to be set. I don't know if it has to be .25 but it doesn't seem to serve any other purpose so .25 is as good as anything else, and I know it works
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captains Edition 1.051
Hm that seems to be some broader problem. The Kestrel also seems to get its weapons wrong... I'm not sure how CE itself could cause this as it works fine for most people. Most likely an isue with mod patching. I recommend you ask arrround in the Slipstream mod manager thread.jaml96 wrote:i am having a problem where some textures are missing when this mod is installed. (upgrades screen, autofire sight etc.) any help? i used captains edition in 1.03.1, worked fine but in 1.03.3 it wont work.EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)
I did not make any changes to the nano bots. The AI might just have been low on power or might not power med bays if no one has to be healed in them... wish would be bad for this ship concept.
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Re: FTL Captains Edition 1.051
Created an account just to subscribe to this thread and to say thanks for making this incredible mod. Keep up the great work!
- Estel
- Posts: 465
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captains Edition 1.051
+1. He got sensors 3 and screenshot clearly show powered medbay.dalolorn wrote: The image clearly states that the medbay is powered up. It's quite visible.
I'll keep a watchful eye for this bug, during encounters with Engi's repair ship.
/Estel
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: FTL Captains Edition 1.051
Ah. I don't know why I didn't see before that the value was the percentage of healing. Duh.dalolorn wrote:The healing rate can be modified, and the augment name is hardcoded - if its name is changed, it's just a dummy augment like the trade goods.5thHorseman wrote:Did you modify the nanobots xml in any way?
I've found that the nanobots won't work unless they have a <value> of .25 and a name="NANO_MEDBAY". You can change everything else but you NEED those to be set. I don't know if it has to be .25 but it doesn't seem to serve any other purpose so .25 is as good as anything else, and I know it works
And that explains why removing it removed the ability. No value = 0%. Double Duh.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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- Posts: 13
- Joined: Sat Sep 14, 2013 12:19 pm
Re: FTL Captains Edition 1.051
seems to be my problem... happened with descent into darknessSleeper Service wrote:Hm that seems to be some broader problem. The Kestrel also seems to get its weapons wrong... I'm not sure how CE itself could cause this as it works fine for most people. Most likely an isue with mod patching. I recommend you ask arrround in the Slipstream mod manager thread.jaml96 wrote:i am having a problem where some textures are missing when this mod is installed. (upgrades screen, autofire sight etc.) any help? i used captains edition in 1.03.1, worked fine but in 1.03.3 it wont work.EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)
I did not make any changes to the nano bots. The AI might just have been low on power or might not power med bays if no one has to be healed in them... wish would be bad for this ship concept.
too. i will try updating my graphic drivers. EDIT: oh wait! i am in my summer home right now (weekends) in my real home i have a big screen to install onto my computer!
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- Joined: Sun Sep 23, 2012 8:06 am
Re: FTL Captains Edition 1.051
Yeah, one of DryEagle's mods has the nanites set to heal at exactly the same rate a Crystal suffocates at, keeping their health from dropping rapidly due to the lack of life support.5thHorseman wrote:Ah. I don't know why I didn't see before that the value was the percentage of healing. Duh.dalolorn wrote:The healing rate can be modified, and the augment name is hardcoded - if its name is changed, it's just a dummy augment like the trade goods.5thHorseman wrote:Did you modify the nanobots xml in any way?
I've found that the nanobots won't work unless they have a <value> of .25 and a name="NANO_MEDBAY". You can change everything else but you NEED those to be set. I don't know if it has to be .25 but it doesn't seem to serve any other purpose so .25 is as good as anything else, and I know it works
And that explains why removing it removed the ability. No value = 0%. Double Duh.
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- Joined: Thu Apr 11, 2013 9:08 pm
Re: FTL Captains Edition 1.051
I guess it might be possible that not including doors means that the augment doesn't work. Probably not, but it might.Sleeper Service wrote:I did not make any changes to the nano bots. The AI might just have been low on power or might not power med bays if no one has to be healed in them... wish would be bad for this ship concept.
You could alternatively make the medbay only big enough for one crewmember.
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