Search found 22 matches

by Engi-nious
Sat Dec 28, 2019 12:45 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 70
Views: 49900

Re: [HARD-CODED] FTL: Hyperspace

I just checked it out. This error appears in 1.6.12, but does not appear in 1.6.9. Can confirm that the issue I was previously having was solely because I had an incompatible version of FTL - so Metro, you need to double check that you have 1.6.9 installed. Personally, I am looking forward to messi...
by Engi-nious
Fri Dec 20, 2019 2:36 am
Forum: Working Mods
Topic: [Weapon Mini-Pack] Winter Weapon Wonderland v1.1
Replies: 7
Views: 2718

Re: [Weapon Mini-Pack] Winter Weapon Wonderland

Is there a download link for this mod? I can't believe I forgot that! Thanks for pointing it out, I edited the op. so these are in shops or there a ship where some are armedo n them, just wondering The weapons do appear in shops, and I made most of them pretty common since there are so few of them....
by Engi-nious
Fri Dec 13, 2019 12:46 am
Forum: Mod Development
Topic: [QUESTION] Less than 14, and not exactly 10?
Replies: 6
Views: 3163

Re: [QUESTION] Less than 14, and not exactly 10?

If I haven't specified where a system goes and try to buy it anyway that's bound to cause a crash. I just want to clarify, that is not the case. If you try to buy a system on a ship where said system has not been assigned on the ship, it doesn't break the game at all. The only problem is that it wi...
by Engi-nious
Thu Dec 12, 2019 8:22 am
Forum: Mod Development
Topic: [QUESTION] Less than 14, and not exactly 10?
Replies: 6
Views: 3163

Re: [QUESTION] Less than 14, and not exactly 10?

You can make a ship that has a maximum of systems already at the start, then it cannot install new ones. That's true, but then wouldn't I need at least 8 systems? To my knowledge there is no way of reducing that cap, so a player ship can have, say, six rooms in total without requiring store tweaks....
by Engi-nious
Thu Dec 12, 2019 8:03 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 542307

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

bamalf wrote:This is not possible since it is a hardcode thing.

Well, that's just fantastic.
Thanks anyway tho
by Engi-nious
Thu Dec 12, 2019 5:05 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1278
Views: 542307

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Anyone know of a way to get the larger "flagship" enemy HUD applied to enemies other than the flagship? Basically a way to simulate "boss" fights without using the actual flagship. Trying to fit a player ship on the side without shrinking it like most similar mods would do.
by Engi-nious
Tue Dec 10, 2019 1:36 am
Forum: Mod Development
Topic: Sarl Cagan's Creatures
Replies: 2
Views: 1908

Re: Sarl Cagan's Creatures

As someone who's interested in coding a potential race, I'd like to know how you mod custom powers. If you have time, would you mind explaining how you coded stuff like squeezing through doors? (I will concede I haven't tried your mod yet, but I wanted to make this comment before I forgot :D ) You ...
by Engi-nious
Tue Dec 10, 2019 1:06 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 70
Views: 49900

Re: [HARD-CODED] FTL: Hyperspace

I don't understand what "Hacking Drone Fix" does. Does it just destroy the drone when the system has no power? I thought that if the drone had landed it was meant to be able to be turned off/on, so not sure how it's a fix so much as a balance change. ah, it only destroys the drone if it's...
by Engi-nious
Mon Dec 09, 2019 7:41 am
Forum: Mod Development
Topic: [QUESTION] Less than 14, and not exactly 10?
Replies: 6
Views: 3163

[QUESTION] Less than 14, and not exactly 10?

So I was messing around with player ships, and had some particularly small layouts in mind (for... important modding reasons.) Specifically, we're talking as small as 5 rooms in some cases. Making the ships "bigger" would effectively destroy the gimmick so nobody suggest that please? XD No...
by Engi-nious
Mon Dec 09, 2019 5:43 am
Forum: Working Mods
Topic: [HARD-CODED] FTL: Hyperspace
Replies: 70
Views: 49900

Re: [HARD-CODED] FTL: Hyperspace

I've done some messing around with crew races(but I haven't finished one yet), so hopefully I can help a little. There are 3 xml files a race needs in order to show up and have unique stats: hyperspace.xml.append, blueprints.xml.append, and animations.xml.append. It seems to me that the only way th...