Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Poll

What would you like to see in Blackrock?

More ships
- 706 (23.7%)
More weapons
- 453 (15.2%)
More campaign features
- 447 (15%)
Space monsters
- 655 (22%)
More lore
- 192 (6.4%)
More music
- 122 (4.1%)
More portraits
- 148 (5%)
Subfactions
- 261 (8.7%)

Total Members Voted: 1335


Pages: 1 ... 204 205 [206] 207

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1682657 times)

Havoc

  • Commander
  • ***
  • Posts: 104
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3075 on: March 26, 2022, 01:27:29 AM »

really nice sounds and music
just started...
Logged

vok3

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3076 on: March 26, 2022, 11:54:26 AM »

I really like the music, except after the fiftieth time it starts playing.  The ambient space travel music, specifically.  The vanilla tune is really good in that you hardly even notice it but this one (the Blackrock specific one) becomes wearisome and it NEVER SHUTS UP.

How do I disable that music and re-enable the vanilla track?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4126
    • View Profile
    • Bitbucket profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3077 on: March 27, 2022, 07:52:45 AM »

How do I disable that music and re-enable the vanilla track?
I think you could open Blackrock Drive Yards/data/config/sounds.json and comment out the unwanted tracks (put a # in front)

Though it's probably easier to just download and use the Audio Plus mod (which includes+uses the Blackrock tracks, but also a bunch of others).
Logged

shoi

  • Admiral
  • *****
  • Posts: 574
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3078 on: March 27, 2022, 03:56:39 PM »

wow dal very based  8)
Logged

thiscattail

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3079 on: March 27, 2022, 11:55:51 PM »

Thanks for the patched versions. Guess I'll have to throw my week's run and start a new one. Gotta have these badass Blackrock ships!  ;D
Logged

Isaew

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3080 on: March 28, 2022, 01:46:32 AM »

....
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
...

Thank you so much! This mod is awesome - ships, weapons, lore. Amazing
Logged

Koranea

  • Ensign
  • *
  • Posts: 9
  • Like spaceships, anime, tabletop models, DnD.
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3081 on: April 01, 2022, 06:35:10 AM »

Thanks for the patched versions. Guess I'll have to throw my week's run and start a new one. Gotta have these badass Blackrock ships!  ;D

They are really nice, my favorite out all ships is the Heavy armed tanker, science ship and the medium freigther. Though dont really see large combat freighters, makes me wonder what a blackrock one would look like?
Logged

Ngst

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3082 on: April 03, 2022, 09:28:49 AM »

Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
Thank you, Good job!
Logged

captshetz

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3083 on: April 03, 2022, 06:24:47 PM »

Many, many thanks for permission given to update this mod.  I started a new save with BRDY, and man have I missed this.  The weapons, sounds and music and general atmosphere are just all SO COOL.  Just wonderful.
Logged

Drmzsz7

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3084 on: April 14, 2022, 08:17:17 PM »

So they brdy unofficial, has a .idea folder. What is that? Also it doesn't show up in the mod list index when starting up starsector. No toggle to activate brdy.
Logged

TalRaziid

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3085 on: April 22, 2022, 01:48:26 PM »

Im glad permission was given for unofficial updates in the intermission, ive really missed this mod!
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 402
  • Special Circumstances LCU
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3086 on: April 23, 2022, 11:03:20 AM »

very cool, praise Cycerin for giving permission for this.
Logged

Arcade_Allure

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3087 on: April 28, 2022, 05:01:16 PM »

very cool, praise Cycerin for giving permission for this.

Indeed, praise be.
Logged

envenger

  • Lieutenant
  • **
  • Posts: 58
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3088 on: June 14, 2022, 04:33:17 AM »

Do the black rock high hazard system have any secrets?
Logged

ApolloStarsector

  • Lieutenant
  • **
  • Posts: 96
    • View Profile
Re: [0.9.1a] Blackrock Drive Yards
« Reply #3089 on: June 14, 2022, 04:22:43 PM »

Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

Based and moralpilled
Logged
Pages: 1 ... 204 205 [206] 207