Search found 84 matches

by Lemonymous
Wed Dec 26, 2018 8:22 pm
Forum: Mod Development
Topic: Noob question: How to change existing Mechs' stats or skills
Replies: 1
Views: 4502

Re: Noob question: How to change existing Mechs' stats or skills

Assuming you're running kartoFlane's modloader to launch your mod, all the variables that are declared global in the lua files found in ITB/sctipts can be modified from within your mod. In the cases where you'd want to change something local, the mod loader can often provide solution for that as wel...
by Lemonymous
Fri Nov 30, 2018 4:50 am
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 6172

Re: Mod vs Vanilla question.

If the asset bug you are referring to is the error in your second screenshot (only thumbnails work now), I believe that is because one of the mods you installed is added incorrectly in the mods folder. In the first screenshots at the bottom there is a folder named scripts, and an image file that I c...
by Lemonymous
Fri Nov 30, 2018 4:45 am
Forum: Working Mods
Topic: [Squad] RF1995 v.1.3.7 (NOT updated for ITB 1.2)
Replies: 18
Views: 25161

Re: [Squad] RF1995 v.1.3.3

Updated all my mods that uses the library modApiExt in order to fix a mod incompatibility with other mods that used a slightly different version of the library. Let me know if anything broke in the process.
by Lemonymous
Tue Nov 20, 2018 7:43 pm
Forum: Technical Support and Bugs
Topic: Mod vs Vanilla question.
Replies: 3
Views: 6172

Re: Mod vs Vanilla question.

You're nearly there.

The base game only allows for 8 different squads at the same time (bar secret squad). To play a modded squad, you need to replace one of the default squads with the modded one. Your last screenshot there can have a maximum of 8 boxes ticked.
by Lemonymous
Mon Oct 22, 2018 11:47 pm
Forum: Working Mods
Topic: [Enemies] More Bosses v1.4.4 (NOT updated for ITB 1.2)
Replies: 26
Views: 30445

Re: [Enemies] More Bosses v1.4.0

Thank you for the thorough bugreport Alchemist. I've included your fix in the latest update.
by Lemonymous
Mon Oct 08, 2018 8:19 pm
Forum: Working Mods
Topic: [Squad] Archive Armors v1.3.2 (NOT updated for ITB 1.2)
Replies: 18
Views: 22855

Re: [Squad] Archive Armors

Thanks for the report. Should be fixed in the latest upload.
by Lemonymous
Sun Oct 07, 2018 6:51 pm
Forum: Working Mods
Topic: [Squad] Archive Armors v1.3.2 (NOT updated for ITB 1.2)
Replies: 18
Views: 22855

Re: [Squad] Archive Armors

The mod is broken with the newest mod loader, anybody know how to fix it? I just tested it with mod loader 2.3.0 and everything was working as it should on my end. If you can provide a more detailed problem description about what specifically is broken, the error messages you receive, as well as wh...
by Lemonymous
Mon Oct 01, 2018 12:39 pm
Forum: Working Mods
Topic: [Weapons] Hi-Tech Weapons v1.0.7 (NOT updated for ITB 1.2)
Replies: 1
Views: 9022

[Weapons] Hi-Tech Weapons v1.0.7 (NOT updated for ITB 1.2)

Warning: This mod has not been updated for ITB 1.2. For bug free experience, use with ITB 1.1 - otherwise use at your own risk. I want to update it eventually, but I cannot promise anything. Hi-Tech Weapons Adds 6 new weapons to the store, with higher than normal rarity, power and core requirements...
by Lemonymous
Mon Oct 01, 2018 12:17 pm
Forum: Working Mods
Topic: [Squad] Disposal Mechs v1.1.3 (NOT updated for ITB 1.2)
Replies: 6
Views: 12535

Re: [Squad] Disposal Mechs

Thank you Neo! That means a lot to me :D
by Lemonymous
Wed Sep 19, 2018 10:45 pm
Forum: Working Mods
Topic: [Enemies] Bots'n'Bugs v2.0.11 (NOT updated for ITB 1.2)
Replies: 35
Views: 35763

Re: [Enemies] Bots'n'Bugs

Merged my enemy mods into a single mod to make everything simpler to keep updated. (If someone would care to delete the Blobberling thread, I wouldn't mind that)

Added an option for your request Karsta.
(Also added a similar option for "Delayed Webs" in the Difficulty Modifiers 1.0.3. mod)