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Messages - A_Random_Dude

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1
For now, it works fine on current version if you use the latest magiclib version on discord (should be 1.1.1). Alternatively, 1.1.0 here works too. Just has some minor bugs that have yet to be ironed out.

2
Modding / Re: Cryosleeper growth cap mod update
« on: May 23, 2023, 05:20:49 PM »
That mod was the first version of what is now known as "Ashes of the Domain" iirc.

Also, the .jar file is pretty much the most important piece you need for a mod that requires it to work. It's here where all the java coding comes into play (or at least most of it). So what you got here is absolutely not functional.

3
Modding / Re: Looking for specific mod.
« on: May 23, 2023, 11:34:08 AM »
Came here to see if I can help a confused player, ended up with pointless, months old drama. Welp.
But yeah, Tahlan's a fun mod, still worth a try regardless of whether people see the author's shitpost as "good" or "bad".

4
Mods / Re: [0.96a] Celestial Mount Circle 1.5 (2023/5/23)
« on: May 23, 2023, 06:38:07 AM »
I mean, it worked perfectly fine in 95.1.

5
Modding / Re: [0.96a] ez's Additional Character Names
« on: May 20, 2023, 12:51:54 PM »
Thanks for the update!

Also, you can just PM a moderator and ask them to move your post in the index if you wan't more visibility.

Unless it's not ready for that yet?

6
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: May 20, 2023, 05:23:36 AM »
Downloaded the mod just to test the phase missile. Can confirm: works without problem on rc9.

7
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: May 17, 2023, 04:01:13 PM »
Not a "ship" per se, just fighters.

Edit: took a look just to be sure and yep. No destroyer sized mech here. Maybe he's mistaking that mod for Arma Armatura? It does have like two destroyer mobile armors.

8
That mod wasn't even updated for 95.1. Chances are you'll have to wait a bit more.

9
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: May 10, 2023, 05:10:00 PM »
Nia gave permission, and someone posted a bootleg for 95/95.1 a few pages back.

Basically, bootlegs/unofficial updates are fine so long as the original author is ok with it and explicitly says so.

10
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: May 09, 2023, 07:37:44 AM »
Yes. But like I said: that one breaks mods that aren't updated for 0.96. The one on discord should, in theory, "unbreak" them.

11
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: May 09, 2023, 07:19:13 AM »
Wisp released an experimental version of Magiclib on the discord, essentially intended to let most mods function with it, whether they're updated or not. You can download that version of the lib if you want, and see if things still break.

In the mean time: I doubt there will be any date given for an update. Doing that builds expectation for the players and pressure for the author(s), increasing the possibility for a rushed, buggier than expected mod to be released. So you'll have to wait.

12
Don't worry about your code deactivating. There isn't any actual limit to how many computers you can use it on.

13
Works for me. Might be a problem on your end.

14
Mods / Re: [0.95.1a] Furry Portrait Pack v1.15
« on: May 06, 2023, 01:16:43 PM »
Would've been better to just leave him in the dark tbh.

15
Mods / Re: [0.95.1a] Furry Portrait Pack v1.15
« on: May 06, 2023, 12:04:09 PM »
I know it's a furry portrait pack, but that's not an excuse to act like you lived your entire life in a zoo.

Maybe ask politely, and learn what "patience" means?

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