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Messages - MrMagolor

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1
Mods / Re: [0.95a] Kyeltziv Technocracy [1.0]
« on: November 19, 2021, 06:01:41 PM »
I'm not sure how much you care about Chinasector, but I know that Yinglong is already used by Approlight+.

2
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: September 26, 2021, 05:33:07 PM »
I've found that the Ocutek blueprint package still spawns even though it doesn't have anything on it - unless that's an artifact of this save being initially made from an older version.

3
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 19, 2021, 11:32:02 AM »
Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.

4
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 19, 2021, 07:57:51 AM »
Yeah, but I've noticed that you can't even install them into (when cheated in) Cataclysm or the like. Not to mention, couldn't you still be able to install a Quarantined Flight Deck on an automated ship, since for at least some of them it's mentioned they're maintained by drones?

5
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 17, 2021, 11:03:27 AM »
Also, the Plague-bearer LPCs do not count as drones properly, meaning you can't fit them to i.e. a Scintilla or Brilliant.

6
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 12, 2021, 12:06:35 PM »
Also, I think there is a bug with White Dwarf where destroying the gun pods doesn't actually remove the chain lightning weapons (they're mounted on the base chassis for some reason) - I say it's a bug because the weapon FX is clearly supposed to show where the gun pod is which looks really weird once it's removed.

7
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: September 10, 2021, 03:15:10 PM »
I think there's a bug where the game doesn't take Ancient Military Ruins into account when deciding which colony to use for highest ship quality.

Then again it still chooses one with a corrupted nanoforge over a pristine in this case, so it probably isn't that, actually.

EDIT: I think it's that it chooses whichever has the highest number of ship hulls available.

8
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 10, 2021, 02:18:24 PM »
Another bug - if you have stellar shades/mirrors in orbit of a planet with a Rift Generator (in this case, courtesy of DIY Planets) you will be unable to activate the rift generator due to interference.

9
Mods / Re: [0.95a] Combat Chatter v1.11.2 (update 2021-05-26)
« on: September 10, 2021, 01:44:21 PM »
While this is obviously a very low priority, it would be neat to see faction graphics support for other mods, (unless it is supported already).

Off the top of my head,
Spoiler
the Abyssal Horror and Mess
[close]
from Hazard Mining would be pretty good candidates.

10
Mods / Re: [0.95a] Diable Avionics 2.63RC3 (2021/09/08)
« on: September 08, 2021, 11:58:48 AM »
Noticed a bug where if you scuttle the Virtuous for some godforsaken reason, its arm mounts end up in your inventory.

11
Mods / Re: [0.95a] Diable Avionics 2.63RC2 (2021/09/06)
« on: September 07, 2021, 07:08:33 PM »
I just gotta say, the means by which you switch the Virtuous' loadout is incredibly cool while also being very simple at the same time.

12
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 07, 2021, 02:00:20 PM »
Not sure which part of this is the bugged bit, but the Historian can tell you where to find an item that currently is WIP.

13
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 06, 2021, 03:56:51 PM »
Game crash while fighting rampage - I think it's because I entered phase at the exact moment the repulsion wave would have hit me. Would have posted logs but nothing in the game said anything after when the ships initialized.

14
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 04, 2021, 08:26:50 AM »
Not sure if this is a bug or not, but Ancient Laboratories do not increase the production of Variable Assemblers/Manufactories.

15
The Hull Forge wants templates that are empty.
It's a different building that takes empty ones and fills them.

To add onto that, you also need to provide the ship to deconstruct for the Hull Deconstructor, in a similar manner to Restoration Docks.

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