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Mods / Re: [Mod] GuardianScout
« Last post by Hammelpilaw on Today at 04:42:31 PM »
Since nobody gave any wishes or suggestions I'll just continue this mod as I like it  :P

This means I will not add scaled Xsotan ships to it right now, but I'll do a whole rework and change this mod to a global galaxy balancing mod to configure the difficulty. It will add a new config file to your galaxy directory where you can change a lot of balancing stuff like npc ship size, damage, adding weapons to stations and lot of more stuff. It will also include a difficulty scaling inside the core wich is not restricted to the Xsotans only as it is in vanilla game, but also its not related to the players ship.

Of course it will still contain the Wormhole Scout and the stronger Guardian.

Ok these are the plans. If you have some suggestions for these feel free to answer on this topic.
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Maybe we should make an API request (sticky)  thread to keep track of these as the requests have been quite scattered around on the forums.

Good Idea. Well I'll turn this thread into such one and ask devs to make it sticky.

Already got another request for scritping API:

Code: [Select]
Galaxy().name is really missing.

Also it would be great to get the path to the galaxy folder like
Code: [Select]
Galaxy():getPath()
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General Discussion / Re: NPC Cargo ship docking lasers?
« Last post by TinchoX on Today at 04:00:08 PM »
They should make a module that adds this "aid" to players as well, so we can go lazy-er and let the ship dock/undock itself.
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Bugs / Re: loot gathering bug(i guess)
« Last post by TinchoX on Today at 03:54:21 PM »
I lost two of my Legendary weapons this way, my little ship carrying them got destroyed, I came back with a bigger one and when I tried to get them back, they wouldn't go into my ship, they'd follow me around but my ship didn't seem to be able to gather them.

So yes, I believe this is a bug.
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Bugs / Re: Coax muzzle location bug
« Last post by TinchoX on Today at 03:51:39 PM »
Yup, it happens and I think it's a bug, sometimes the ghost turret design faces the wrong way, I think it tries to follow/face the camera or something.
Hopefully that gets fixed because it sucks when you fly your ship with a turret looking 90º upwards :P
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News / Re: Beta Branch Patch 0.18.1 Patchnotes
« Last post by Ulrich_Rüstungjäger on Today at 03:22:33 PM »
literally just woke up and saw turret edge blocks have been added. I am now very happy
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Mods / Re: [MOD] Weapon Engineering (Turret Editor)
« Last post by Pasukaru on Today at 03:21:29 PM »
WARNING: Do NOT use this mod on a server!

All buffs are calculated client side and sent to the server.
The server then simply trusts the client and takes the values from the client instead of calculating them.
This means that any player can manipulate their client files to get insane buffs.

(Go to TurretModding.lua and change 'return BuffValue' to 'return BuffValue + 10000')
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Mods / Re: [Mod] Detailed Turret Tooltips
« Last post by Pasukaru on Today at 03:15:43 PM »
---I'm stupid---
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Bump, because this is important.

Having a way to specify script index in "invokeFunction" will give players a way to work with multiple instances of the same script.
And having an API to install upgrades will allow modders to create functional solutions, that will be compatible with default Upgrade Tab.
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