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Messages - TheLemu

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1
#mod_updates is a public channel that anyone can access unless banned from the server - just join and manually look for the Tahlan Beta Update in the channel.
I know discord is vital to your identity as modders, but not everyone wants to jump through hoops just to get a small fix that could've just as easily been posted as a direct download link.

2
Mods / Re: [0.95.1a] FuzzyPack - small ship and weapons pack
« on: January 16, 2023, 10:47:45 AM »
A small criticism regarding one of your ships.
Spoiler

Too OP, pls nerf

On a more serious note, I really do enjoy your mod. Great stuff.
[close]

3
Is there any way of increasing the amount of levels an administrator can possess?

4
This mod is simply amazing. Great work.

5
Mods / Re: [0.95.1a] Scy V1.65rc1 (2021/12/11)
« on: November 04, 2022, 11:20:00 AM »
There's a bug when you install Split Chamber hullmod from More HullMods onto the Nemean Lion ship.
Whenever the ship is venting or holding fire, pressing the fire button causes the flux tank to fill up by ~50%, which can be done repeatedly until it overloads.
It wouldn't be that bad if not for the fact that weapon groups with autorife seem to almost always trip this bug, because they're trying to fire as soon as venting is complete/hold-fire order was retracted and before the armor plates fully extend outwards. This makes actually getting rid of flux borderline impossible.
I know that mods colliding is nothing new, but this one seemed too peculiar not to report.

6
I've seen few factions, mainly Anarakis Reparations Society, who while having a station somewhere in the system, do not have any presence on the planet the orbital artillery is anchored to, only having a fleet stationed at it.

Is there a way we can achieve it as well? I mean, without editing conditions via console commands. Something like a remote access to it if we destroyed it, and have a colony in the same system.
I came across so many nice systems with artillery, whose value was diminished by the fact that it was orbiting a worthless planet with little to no colonizing value, all while there's a Class V planet few klicks away.

7
General Discussion / Re: Is there any mods like as superweapons arsenal.
« on: November 02, 2022, 04:05:58 AM »
The links to the original files of Superweapons Arsenal can still be found through WaybackMachine

8
Modding / Re: [0.9.51a-RC6] ez's Additional Character Names
« on: October 23, 2022, 06:02:23 AM »
Great addition. Shame I haven't discovered this gem sooner.

9
Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: October 17, 2022, 01:20:55 AM »
The "People who call others degenerates are degenerates themselves." in-game tip you've added seems like a colossal cope to me lmao

10
Finally something to replace those pesky anime/meme portraits mod authors push down everyone's throat lmao
Thanks for compiling these

11
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: September 26, 2022, 10:18:28 AM »
Are there any plans on allowing Ananke to inhabit other ships? Like, perhaps a one-time use item that'd install her on your current flagship, or a having the Divinity Core Integration hullmod as an exceedingly rare drop / from some mission or something along those lines?

12
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 25, 2022, 12:32:06 PM »
Is there any way to make all faction go war without typing "setrelation all (faction) -100" 1 by 1?
You can use the 'alias' command to string together several relation commands like for example:
"alias war setrelation all Hegemony -100; setrelation all (faction) -100; (...)" and so on until you list all the factions you're playing with.
Afterwards you'll just need to type in "war" into the console to trigger an all-out war. This command will work on all saves and subsequent new playthroughs.

13
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 14, 2022, 05:05:04 AM »
Any plans for an addition 'list' command pertaining to planet types?
Correct me if I'm wrong but all available planet types, both vanilla and modded, are already loaded in at the start of the game, right? Wouldn't a command to list all of them be relatively simple?
Sure, I can simply dive into the files of various mods with custom planets, but I think that a command like this would simplify the life of quite a few people who like to spawn planets and making custom systems via commands.
Also, excuse my ignorance but I can't code to save my life, so ignore this request if it's unreasonable.

14
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 09, 2022, 08:20:12 AM »
Is there a way of removing the stellar mirrors/shades via console command or save editing? They really are an eyesore

15
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: August 06, 2022, 06:59:56 AM »
Really neat, will definitely use this once Concord fixes its compatibility issues with Console Commands.

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