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Wilponderoci

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Everything posted by Wilponderoci

  1. I appreciate your work and if there is anything I can do to help provide a better report or understanding of this issue please let me know. The mod looks wonderful and I would really really love to be able to transfer fighters. Anyone have any clues?
  2. Has anyone figured this out or would be willing to take a good look at it? I had some loots just disappear on me after about 2 minutes and I had loot diminishing factor set to .0010000016 or something. I did a few tests and as far as I can tell the higher the number the quicker it despawns but setting it to 0... im pretty sure it still despawns. I just really dont want my loots vaporizing after a 15-30 minute space battle.
  3. In creative you can use any and every color. Single player is a whole nother beast as they say. You only get a random selection of colors and then as you play more colors are "looted" which is awesome :) but yeah I would like to get black... forget the whole game my kingdom for black... I will traveL every inch of the galaxy until i find it!
  4. Did anyone ever open up a discord?
  5. Using the 7633 beta version and playing single player... im telling you man this is not working. :) 8) I am getting scanned like 3-10 times when entering a new zone even with the thingy equipped. I get about 3-5k per hit. Is there some part of the code you would be willing to explain how it works I will edit it myself :)
  6. !!! Anyone know how to change your default colors? I keep getting the same colors over and over again! I want to get black!!!!
  7. Great Idea! Seems like excellent implementation! im excited to see how this works.
  8. I know its been a while on this so.... maybe its fully functional? Anyone know if the +100% cooldown time or -30% or what have you are working as intended? I cant seem to figure out whether or not im increasing or decreasing the cooldown stat.
  9. Anyone want to take up the challenge to fix this mod? Looks like OP is mia
  10. I found an abandoned ship, turned it into a miner and put a hanger on it. Went to transfer the mining fighters over to it. same error....
  11. amazing flow of your designs :) really really nice
  12. :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o these are the best designs over all that ive seen! if anyone should get their ships added to the game in place of current faction ships it should be you man! INCREDIBLE WORK!
  13. I love the idea of this mod.... after two days of almost 18 hours I have finally collected enough stuff to make about 20-30 turrets and YOU KNOW WHAT I dont feel it to be the least bit "cheaty" considering how much time I put into the actual gathering of the parts. But yeah as it says in the comments.... :( The mod shows you what the item would be but doesnt actually make them.
  14. ok so this is the error im getting... could not execute function 'onShowWindow' in "data/scripts/entity/transfercrewgoods.lua":data/scripts/entity/transfercrewgoods.lua:475: attempt to index field '?' (a nil value) stack traceback: data/scripts/entity/transfercrewgoods.lua:475: in function 'updateData' data/scripts/entity/transfercrewgoods.lua:802 in function <data/scripts/entity/transfercrewgoods.lua:801> Setting script "data/scripts/entity/transfercrewgoods.lua to invalid. Hope that helps... I am using several mods but none that touch any of these files as far as i can tell. The UI come up and everything seems to work but when I click on the UI it just wont work. Then the error and file set to invalid
  15. current beta: transfer not working Could be that the ships need to be basically touching.... I reverted to vanilla and that was the case so mod may work but I was not close enough. (I was under .20km)
  16. I can confirm that this is also true... auto assign pretty much just assigns sergeants
  17. Yes but the ship has utterly disappeared my man :( I assume that PhoenyxStar is right and the ship for some reason has decided to spin off into oblivion.
  18. im not sure this is working correctly with latest beta branch... im getting like 3-5 scans from destroyers and faction hits still after fix... maybe i did it wrong? To be sure I have the permit installed on in my modules but every time they check me im getting hate.
  19. Great list, but well, yeah, thats not what im talking about. :) but thank you!
  20. First of all as far as your design, its fine for early tier mining. If possible place either 3-5 turrets on either side of the ship or keel mount them. this way when the ship does its little dance it will mine from both sides. Placing the mining lasers on the front will not work very well. Second of all your ship is WEAK as, !!! You are going to need to beef it up to at least about 10-20k shield to survive very long in an area with oz or trinium. My current miner has about 75k shield. This will give you a buffer so it can survive whilst you attend your business. (I am usually engaging the warp ins and salvaging them while the miner mines). Thirdly the AI is so bad atm that if you assign a ship that can basically 1-2 shot pirates to escort the miner (get in the miner and tell the fighter to escort you then exit and get in your main ship, make sure both the miner and fighter have captains and full crew) THEY WILL BOTH DIE!!! If you however make a fighter that can handle it self pretty well then you can command it to "ATTACK ENEMIES" (patrol sector just makes your ship drive around) and it should keep the hostiles busy long enough for you to tend to the battle and take care of any loose ends. A little trick I do is put some auto (independent targeting) "Shield" repair turrets on my main ship and as I swoop in to take care of the pirates or what have you the turrets will autolock your friendlys and heal them up. Make sure to set them to automatic. (this will not work with multi player but maybe when we get proper player factions), for now to heal players set your repairers to attack target. PS hull repair turrets currently do nothing. Also miners and everything stops a few minutes after you leave the area as you know. so yeah... make sure to take your circus with you when you leave. Which requires that you simply select your ships with middle mouse and give them the orders to escort you. Take into account they can only jump up to their range and they must be within a few km when you jump to follow. :) hope that helps.
  21. If I had the skills I would do it in a second but my brain goes all wonky when I try to figure out how. Basically I think it would be a HUGE benefit to have a tool (working in single player as well as multi) that would easily and simply set loot despawn time and wreckage cleanup time as well as be able to trigger either a sector specific, current location range specific or galaxy wide clean up and loot despawner. Ps has anyone had any luck making loot NOT despawn. Has anyone figured out how to SIMPLY trigger a sector loot or wreck clean up through a chat command or something (obviously you would have to have a script placed to trigger). If you can explain in simple plebian speak (guide format) how any of these things could be attained please post and let us know!
  22. Modules for gun range or auto enemy target acquisition. Modules for accuracy or some sort of targeting lead reticule? Adding the ability to have various levels of mod slots for different purposes. So that there would be a systems modules and gun modules and crew modules that went into different slots? I would love to see additional types of ship modules that affected different stats and went into a different set of module slots. Handling modules.. (not usable in ships over a certain mass or with diminishing returns) The scanner module (an essentially useless module) could go into the new module slot area! Same as mining modules. Mining and salvaging efficiency modules that gave micro % increases! I love the loot system in this game. Would be spectacular to see it expanded immensely!!!!
  23. i would love to see a user friendly fully functional version of a mod loader tool
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