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Re: FTL Captains Edition 1.051

Posted: Sat Sep 14, 2013 12:25 pm
by jaml96
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. :cry: EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)

Re: FTL Captains Edition 1.051

Posted: Sat Sep 14, 2013 12:56 pm
by 5thHorseman
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 :)

Re: FTL Captains Edition 1.051

Posted: Sat Sep 14, 2013 5:42 pm
by dalolorn
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 :)
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.

Re: FTL Captains Edition 1.051

Posted: Sat Sep 14, 2013 9:14 pm
by Sleeper Service
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. :cry: EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)
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.

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.

Re: FTL Captains Edition 1.051

Posted: Sat Sep 14, 2013 9:32 pm
by LtDyson52
Created an account just to subscribe to this thread and to say thanks for making this incredible mod. Keep up the great work!

Re: FTL Captains Edition 1.051

Posted: Sun Sep 15, 2013 2:41 am
by Estel
dalolorn wrote: The image clearly states that the medbay is powered up. It's quite visible.
+1. He got sensors 3 and screenshot clearly show powered medbay.

I'll keep a watchful eye for this bug, during encounters with Engi's repair ship.

/Estel

Re: FTL Captains Edition 1.051

Posted: Sun Sep 15, 2013 3:02 am
by 5thHorseman
dalolorn wrote:
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 :)
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.
Ah. I don't know why I didn't see before that the value was the percentage of healing. Duh.

And that explains why removing it removed the ability. No value = 0%. Double Duh.

Re: FTL Captains Edition 1.051

Posted: Sun Sep 15, 2013 4:59 am
by jaml96
Sleeper Service wrote:
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. :cry: EDIT: screenshots! http://imgur.com/A2d5kux,kOPNYsu EDIT: invisible drones! http://imgur.com/e7WndGF (the ship is from jeffs boarding ship mod)
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.

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.
seems to be my problem... happened with descent into darkness
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!

Re: FTL Captains Edition 1.051

Posted: Sun Sep 15, 2013 8:46 am
by dalolorn
5thHorseman wrote:
dalolorn wrote:
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 :)
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.
Ah. I don't know why I didn't see before that the value was the percentage of healing. Duh.

And that explains why removing it removed the ability. No value = 0%. Double Duh.
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.

Re: FTL Captains Edition 1.051

Posted: Sun Sep 15, 2013 5:04 pm
by aaaaaa50
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.
I guess it might be possible that not including doors means that the augment doesn't work. Probably not, but it might.

You could alternatively make the medbay only big enough for one crewmember.