[MOD] Stations Job 1.21

Distribute and discuss mods that are functional. Moderator - Grognak
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD][WIP] Stations Job

Postby stargateprovider » Tue Jan 06, 2015 12:40 pm

R4V3-0N wrote:I can't wait!

(also I remember you needed a crystal station. CE recently added it in. do you have it on this mod?)

Yes and here's type B Crystal station that CE doesn't have. Ha!
Image
Some of my FTL mods you may like, or hate, or... yeah:
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R4V3-0N
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Re: [MOD][WIP] Stations Job

Postby R4V3-0N » Tue Jan 06, 2015 3:00 pm

stargateprovider wrote:
R4V3-0N wrote:I can't wait!

(also I remember you needed a crystal station. CE recently added it in. do you have it on this mod?)

Yes and here's type B Crystal station that CE doesn't have. Ha!
Image


It may be my eyesight but that red sure does look like snow. :)
R4V3-0N, a dreamer.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: [MOD][WIP] Stations Job

Postby dalolorn » Wed Jan 07, 2015 2:38 pm

Yeah, it's white. I like it. :)
4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: [MOD][WIP] Stations Job

Postby 4DaDiamonds » Wed Jan 07, 2015 5:31 pm

This mod looks truly amazing.
I will be MORE than happy to beta test this *wink wink* ;)

Quick question:
A. Will this be compatible with CE? Especially with how the stores function (This may need a little 'editing' due to you being the store) I can't live without it! ;D
(Also, relating to additional augments, I think you should just add more trade goods and make CE's compatible through a patch...?)

- 4DaDiamonds
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R4V3-0N
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Re: [MOD][WIP] Stations Job

Postby R4V3-0N » Thu Jan 08, 2015 1:25 am

dalolorn wrote:Yeah, it's white. I like it. :)


So do I actually. Wish this was the type C. :)
R4V3-0N, a dreamer.
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD][WIP] Stations Job

Postby stargateprovider » Thu Jan 29, 2015 4:29 pm

So. everything seems fine, Error Checker doesn't detect any problems but the mod crashes at random moments, what to do? Should I post the crash log, blueprints or something?
Some of my FTL mods you may like, or hate, or... yeah:
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4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: [MOD][WIP] Stations Job

Postby 4DaDiamonds » Thu Jan 29, 2015 7:28 pm

stargateprovider wrote:So. everything seems fine, Error Checker doesn't detect any problems but the mod crashes at random moments, what to do? Should I post the crash log, blueprints or something?

Do you have mods installed?
Are you on a 100% clean save?

Tbh, I don't know, however, why not let me see if it crashes on my PC?
At least then we could rule out the possibility of it being a bug with your PC/FTL save...

EDIT: Maybe it's to do with the amount of RAM allocated to the game? Sounds unlikely, but if it adds a lot of complicated events/in-game checks it could be exceeding this? (Also FTL Error checker may not be designed to check for this)
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD][WIP] Stations Job

Postby stargateprovider » Fri Jan 30, 2015 11:31 am

Ok, I'll send you a PM.
Some of my FTL mods you may like, or hate, or... yeah:
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xxcrash101xx
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Re: [MOD][WIP] Stations Job

Postby xxcrash101xx » Wed Apr 08, 2015 12:40 am

im so excited for this when it comes out im gonna download it straight away :p
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TheFallenAngel359
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Re: [MOD][WIP] Stations Job

Postby TheFallenAngel359 » Wed Apr 08, 2015 1:11 am

Is that station (the type B variant) being used? It would fit right in with a part of my mod. Or maybe I could use the Crystal Station from CE, but I feel like that may be pushing the envelope.
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