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Messages - e

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166
you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.

You're supposed to, but due to a bug they are not guaranteed as of now. You can use console commands to give yourself the ship as you should be getting it anyway.

167
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 10:38:36 PM »
I'm gonna stop you right here!

It's not a good idea to clutter the colony menu with more things to build, as per your suggestion, it would take 2 slots to get a blue planetary shield, that's complete madness.

As shown in my prior post, it can be coded to replace the shield using "removeIndustry"; thus only taking one slot.

Alright, just making sure.

168
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 01:43:38 PM »
How about adding a (non industry) buildable option at the colony, that depends upon the presence of the Red Shield (original) version

I'm gonna stop you right here!

It's not a good idea to clutter the colony menu with more things to build, as per your suggestion, it would take 2 slots to get a blue planetary shield, that's complete madness.

169
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 15, 2020, 09:09:26 PM »
Low Tech Tier 3:
Spoiler
Hangarqueen: All hangar bay sections all the time.
Spoiler
[close]
[close]

You should call this one "The Hornet's Nest"

170
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 15, 2020, 07:03:00 PM »
So i found the mothership and nuked it with my exploration fleet, now i have two of the terraforming devices and I want to know how they work exactly since, i've seen that worlds revert if their is no terraforming structures on the planet, so will worlds revert if i use the device on them or will they stay as terran worlds?

Worlds terraformed by Miller Urey don't revert.

171
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 13, 2020, 09:48:08 AM »
If you look closely at the image, around the top right corner, you can see the Cathedral HUB ship, crying.

172
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 13, 2020, 09:46:59 AM »
Quote
Make a rainbow shield.

Will do. Horizontal or vertical? In fact, it should be diagonal. Diagonal-spherical.
Spoiler
[close]

Yes, that should be fine. Pony and all.

173
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 12, 2020, 07:14:05 PM »
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174
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 12, 2020, 06:41:44 PM »
Make a rainbow shield. :)

175
Wow!

This is useful for me because i always get distracted away from my flux bar.

Thanks a lot!!

176
ok search seems to be failing me at the moment because i cant find any information on L'intersellair's hydroponics complex. with boggled's player station construction mod it is possible for players to get control of stations more easily. is that colony condition applicable to other stations or is there a way to obtain it? i have already approached boggled but the reply was a straight no due to compatibility reasons, not wanting to introduce anything that could create incompatible code. since its already been implemented here would it be easy to create a device or structure that would give a station this condition?

Hydroponics are a measure to make it so that invading factions get a fair shot, without them suffering from the penalty that the lack of food involves, in short, i don't think this is something a player is meant to get at all.

Also saying "it would be easy to implement this or that" seems like a baseless claim, it sounds like you don't know this for sure.

Also Boggled's mods are made to fit the vanilla lore and mechanics, not Vayra Sector's.

177
Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 10, 2020, 12:54:11 PM »
Quote
The one thing i don't do, that i just noticed on your screenshot, is build planetary shield, because i like to retain the original color of my planets, even if it's a detriment to my ground defense score.

Someone should make a "Transparent planetary shield" mod.

This guy has you covered... more or less:
https://fractalsoftworks.com/forum/index.php?topic=18156.0

178
3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.

I was just about to suggest a "sponsorship" mechanic for your autonomous colonies, but you said everything already.

I hope we can see sometime in the future, along with the ability to set an admin of our choosing on autonomous colonies. (as i mentioned before)

179
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

Thanks!!!

180
Modding / Re: Blue planetary shields
« on: March 09, 2020, 04:23:53 PM »
you could likely just edit one of the meshes in mspaint to be pure white, game reads that as transparent far as i can tell. i originally wanted the same thing as you, but after tinkering, i ended up liking the blue shields, once i made em a bit more transparant so you could still see the planets beneath em. the second pic doesnt really do that justice, since the cryo world was already blue

anyway, hope it helps

To be fair, after some thinking, i think i'm starting to like the blue considering that the player faction is blue anyways, so the colors match and i'm all about matching themes.

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