Search found 793 matches
- Fri Sep 22, 2017 4:25 pm
- Forum: Working Mods
- Topic: [Ship] Catastrophe vAE.1.1
- Replies: 3
- Views: 7048
[Ship] Catastrophe vAE.1.1
https://steamuserimages-a.akamaihd.net/ugc/1500215743305303964/AA6E7AADB7BCD7FFF7ACA32BCAD5FB5B422493BE/668x376.resizedImage Old AE.1 Hanger Image Install with Slipstream Mod Manager MediaFire Download Link AE.1.1 - Replaces Kestrel-A Initial Release of AE.1: -Introducing the Chaotic Energy Laser a...
- Mon Sep 11, 2017 6:26 pm
- Forum: Working Mods
- Topic: My post requires approval from a Moderator
- Replies: 4
- Views: 2635
Re: My post requires approval from a Moderator
My memory might be a little fuzzy here, but I think this issue seems to have something to do with links. When you post something that just has a url for the download in the post, it seems to trigger the moderator approval requirement, in order to fight spam(bots) that like to post links. Something l...
- Mon Aug 28, 2017 1:59 am
- Forum: Working Mods
- Topic: [Ship][CE Ready] The Masochist
- Replies: 7
- Views: 9130
Re: [Ship][CE Ready] The Masochist
Blue is the new yellow?
- Mon Aug 21, 2017 3:01 pm
- Forum: Working Mods
- Topic: Master Mod List - Advanced Edition
- Replies: 223
- Views: 928184
Re: Master Mod List - Advanced Edition
Holy Crap! is a ship pack.
- Fri Jun 02, 2017 4:20 pm
- Forum: Mod Development
- Topic: Random Ideas
- Replies: 18
- Views: 16396
Re: Random Ideas
Early in my modding career, I had an idea for an overhaul. The cheesy overhaul. All the ships are cheese. Engi ships generally have a donut (hole in the middle) shape, so they would fly swiss cheese ships. Fire would be replaced with mold, so Rocks with their fire immunity would fly bleu cheese as i...
- Fri May 26, 2017 9:44 pm
- Forum: Mod Development
- Topic: Enemy Ship Won't Spawn
- Replies: 3
- Views: 2872
Re: Enemy Ship Won't Spawn
The ship or event? I don't recognize that xmlns stuff in your slipstream tags. If the event is working and it is just the ship not appearing, then try removing the <minSector> and <maxSector> tags from the blueprint. A <minSector> of 1 might be preventing the ship from loading in the first sector.
- Fri May 26, 2017 3:47 pm
- Forum: Working Mods
- Topic: Master Mod List - Advanced Edition
- Replies: 223
- Views: 928184
Re: Master Mod List - Advanced Edition
A lot of the links still use "ftlgame" and they don't allows seem to redirect to "subsetgames" when clicking on them. This is a minor annoyance when logged into the forum since you can't actually edit posts while on the wrong domain.
- Fri May 26, 2017 3:30 pm
- Forum: Working Mods
- Topic: [Ship] Frankenstein vAE.1.3
- Replies: 12
- Views: 32087
Re: [Ship] Frankenstein vAE.1.3
I've updated this piece of junk. If you want more weapon slots, there is now a Type B and C, but you lose drone slots for them. If you want more systems, you can now buy broken system parts at stores. Your Engi will use themselves to fix and install them. You can even build your own Engi out of the ...
- Mon Apr 10, 2017 3:57 am
- Forum: Mod Development
- Topic: The Shipyard
- Replies: 291
- Views: 252926
Re: The Shipyard
Since there is talk about weapons as hulls, I will point out my attempt: Chain Vulcan 900. The download link is near the bottom of the post, since it was a bonus ship that didn't fit in with the main mod.
- Mon Feb 27, 2017 3:38 am
- Forum: Working Mods
- Topic: [MOD] Limited Time Offer! vAE.1.1
- Replies: 8
- Views: 23709
Re: [MOD] Limited Time Offer! vAE.1.1
mr_easy_money wrote:How did you come up with the price ranges for the "Gamble on random equipment..." list of choices?
Sorry, I do not recall. It looks like I just choose a minimum value and tripled it for the maximum value. Weapons and augments are more valuable, so I made them cost more?
