FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Biohazard063 »

Hey all.
Got a bit of a problem:
Image
I'd like to know if this is something I did wrong in the modmanager (as I had it happen before)
Or because of compatibility issues of the The Rand-[trel/orus/asio/wark/a Monster/prey] mod with the latest version of CE? I'm guessing the last one but I can't really go and check by removing the The Randtrell mod...
Seeing that it's a custom ship, and I'm mid run with one.
Just want to know...

Oh, and loving the greeble graphics.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by rannl »

Biohazard063 wrote:Hey all.
Got a bit of a problem:
.....
Known issue related to non compatibility with the new greeble floor layouts :
See Randtrel thread
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Nider_01 »

Engine room image on rock C is bugged even in vanilla game. Why wouldn't you fix that? ;)
Vesanus
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Joined: Mon Oct 13, 2014 7:42 pm

Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Vesanus »

I have a problem with infinite space addon.

I don't get the option to jump to a random sector, just normal ones...

In mod manager i get this description:

CE Infinite Addon 1.26

No info is available for the selected mod.

It was released sometime after 2014/10/11.

If it is stable and has been out for over a month,
please let the Slipstream devs know where you found it.

Include the mod's version, and this hash.
MD5: b2f843507a004041d7fd31506068bdbf
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NarnKar
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Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by NarnKar »

Vesanus, please check your mods and make sure that they are installed in the right order.
Russian Rockman
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Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Russian Rockman »

Vesanus wrote:I have a problem with infinite space addon.

I don't get the option to jump to a random sector, just normal ones...
Try re-downloading the mod files, I believe the should be a description there, perhaps something got corrupted? Otherwise it is a mod order issue.
Nider_01 wrote:Engine room image on rock C is bugged even in vanilla game. Why wouldn't you fix that? ;)
Captain's Edition is not a mod that aims to fix every little graphical issue in the game. It is a mod that focuses on adding gameplay content.

Shameless plug: However, my graphics and UI mod Shiny! has in fact fixed that issue along with several others you probably didn't even notice. Recently I realigned every console in the game to actually line up with the people manning them and changed a whole bunch of room images so they wouldn't block doors.
Last edited by Russian Rockman on Mon Oct 13, 2014 11:38 pm, edited 4 times in total.
Vesanus
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Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Vesanus »

Russian Rockman wrote:
Vesanus wrote:I have a problem with infinite space addon.

I don't get the option to jump to a random sector, just normal ones...
Try re-downloading the mod files, I believe the should be a description there, perhaps something got corrupted? Otherwise it is a mod order issue.
I tried doing that, still nothing works.

Everything is in order.

Please help. :/
Last edited by Vesanus on Mon Oct 13, 2014 9:40 pm, edited 2 times in total.
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slowriderxcorps
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Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by slowriderxcorps »

Russian Rockman wrote:
Vesanus wrote:Captain's Edition is not a mod that aims to fix every little graphical issue in the game.
Shameless plug: However, my graphics and UI mod Shiny! has in fact fixed that issue along with several others. Recently I realigned every console in the game to actually line up with the people manning them and changed a whole bunch of room images so they wouldn't block doors. I will be uploading v0.99 with these changes today.
Don't forget where that originated from, mind you. :p I'm curious now as to if this entails that literally every single room was aligned perfectly now, since the ones I did for the polish kit were just the ones that were blatantly inaccurate, and I would perhaps go back to perfect everything when I had a large enough time window to operate in. Right now though, I'm just keeping my eyes open on the greebles mod, since that opened up some extremely unfortunate graphical buggeries when introduced to the 'kit in regards to the alignment of not only the rooms, but the outline on the actual greebles themselves. I can see this being a nightmare to sort out, though.
Image
Russian Rockman
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Re: FTL Captain's Edition 1.26/Inf 1.26/EL 1.26b

Post by Russian Rockman »

slowriderxcorps wrote:
Russian Rockman wrote:
Vesanus wrote:Captain's Edition is not a mod that aims to fix every little graphical issue in the game.
Shameless plug: However, my graphics and UI mod Shiny! has in fact fixed that issue along with several others. Recently I realigned every console in the game to actually line up with the people manning them and changed a whole bunch of room images so they wouldn't block doors. I will be uploading v0.99 with these changes today.
Don't forget where that originated from, mind you. :p I'm curious now as to if this entails that literally every single room was aligned perfectly now, since the ones I did for the polish kit were just the ones that were blatantly inaccurate, and I would perhaps go back to perfect everything when I had a large enough time window to operate in. Right now though, I'm just keeping my eyes open on the greebles mod, since that opened up some extremely unfortunate graphical buggeries when introduced to the 'kit in regards to the alignment of not only the rooms, but the outline on the actual greebles themselves. I can see this being a nightmare to sort out, though.
The Shiny! mod has now incorporated a bunch of different people's graphic tweaks and I try very very hard to make sure they are given the proper credit. So much so that I reserved a second post just for credits and mod suggestions. I have also put in A LOT of work into it on my own though, and probably more time than I should have. :lol: But really it originated from FTL Remastered, then you sent me everything you had done to try and complete the UI in the Remastered style (right when I was thinking about quitting). I am very thankful for that and I said just that in the credits of the mod since the beginning. :roll: :|

But anyway, yeah I realigned ALL the consoles and changed some of the positions of the crew sprites as well so they would line up with the consoles more. (It would have definitely been easier had you done it before me, but I got impatient... :lol:) On the player ships the changes look great. I haven't really seen how the enemies line up with their consoles now, but I would assume it would be better than before, not worse. If you want to check out these changes and tell me what you think I'd appreciate it. v0.99 is up now.

And about the greebles, they are causing compatibility problems with other mods too, like the Randrel. I've just made them a separate patch for them for now. I changed all the ship .xml files to .append files that just change the floor coordinates using the mod-overwrite command. Hopefully that might help you somehow. A lot of people like the greebles, and no one has complained about them yet, so I wouldn't say they should be taken out of Captain's Edition. Unless Sleeper wants to make them optional. All compatibility issues will eventually be fixed with time.
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Sleeper Service
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Re: FTL Captain's Edition 1.26b/Inf 1.26/EL 1.26b

Post by Sleeper Service »

Remember those days when Zoltan B had two burst Ions and Mini Beams? Good times, right? Well, Zoltan C was actually ment to go a little more int that direction, but just like with stealth C I missed changing the weapon count tag and the ship never go all the guns that where planned for it. Guess people just went with it, assuming I'm super sadistic or complaining anywhere but here *shrug*. Anyway, the ship starts with two burst stunners instead of one now, as originally intended.

CE Update 1.26b
- Fixed Zoltan C starting loadout
- Fixed Zoltan Beam-Ship system stations (?)
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
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