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Messages - Fireballin17

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1
Mods / Re: [0.96a] Ashes of The Domain
« on: August 19, 2023, 06:07:17 PM »
Hey there! Just a query.

The cascade reprocessor. Should it synergies with certification or sublimation?

2
Hi there Dal!

Is there a chance in a hotfix or an update you could include a console command as such to fulfil the milestones or, at least give us a list of what needs to be done to achieve the milestones? As a spoiler obviously, just wanting to so some testing is all.

This already exists, and I'm not telling you  ;D

Finding the milestones is not esoteric, just thorough, and the hints on each can give you an idea where to look. In general just seek out vanilla stories and you'll probably achieve a milestone by the end.  :)

Ah Dal you tease!

Thanks for the reply anyways! Though, also, how do we know the neural link is working if there is no hullmod, I used the setting to apply it fleet wide and I can't tell if it does in fact affect the entire fleet.

3
Hi there Dal!

Is there a chance in a hotfix or an update you could include a console command as such to fulfil the milestones or, at least give us a list of what needs to be done to achieve the milestones? As a spoiler obviously, just wanting to so some testing is all.

4
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: June 07, 2021, 07:41:17 AM »
Hi Lazy!

It's me again, a question for the introduced commands,

Do you think its possible for a console command to use the Janus device and scan all the inactive objects to allow travel?

Regards,

Fireballin17.

5
Mods / Re: [0.95a] Console Commands v2021.03.27
« on: March 30, 2021, 01:03:10 PM »
Just wanted to ask, would it be possible when adding marines to set how much experience they have?

6
Modding / Re: [0.9.1a] Missing ships mod
« on: February 07, 2020, 04:00:31 AM »
Not sure if I'm missing this but theres no download :/

7
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 02, 2020, 01:15:25 AM »
Alrighty.

Though if you don't want me tampering with your .jar file and the entire API (Which If I mess it up the game failed period) i can just modify the augmented drive field hull-mod to give you +20 or +40 (If you want to just use go dark and still have max speed)

Additionally. I can modify the sneak mode to give you full speed in sneak.

8
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 01, 2020, 11:33:18 PM »
Welcome. However, this will do the same to a normal Tug and have the same effect. I'm quite busy so I'll try to get something cooked up but it requires I go diving into JSONS and Jars as its not in the data package rather the actual api. Are you MAC , Linux or Windows?

9
Modding / Re: creating a hullmod mod out of the ox ability
« on: January 01, 2020, 09:39:58 PM »
Hi there,

Possibly editing the hull mod Java script to make max burn 20 and csv to make the hullmod known and free (0 op and you know it at the beginning)

Not too hard, I'd do it for you if you want but probably won't be able to get it to you by say tomorrow?

Regards,

Fireballin17

10
Modding / Hyperspace coding and Shielded cargo holds.
« on: January 01, 2020, 09:14:32 PM »
Hi all,

I'm told the effects and coding for hyperspace (Such as boost speed and direction) and shielded cargo holds are hard coded.

I'm really hoping they are not as I have a few ideas for some mods involving some of the aspects of both.

If they aren't could someone point me in the right direction to start harnessing and manipulating those values and lines of code?

Regards,

Fireballin17

11
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: September 11, 2019, 06:18:28 PM »
Hello! I'm quite new to the modding community but I was wondering for the next update if you could add a AddAdmin command.

Specifically so we can have more admins for colonies!
Regards,

Fireballin17

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