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Use the FFT tanks instead. Export Downloads. Export Followers. Export Referrals. Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data.

Uneventful hours are omitted. You'll get emailed updates for this mod. Game Version: 1. Downloads: 5, Author: Angel Mod Website: Forum Thread. Followers: Information Changelog Stats. Blueshift is a parts mod that provides stand-alone faster than light travel.

Features include: A set of modular FTL parts that enable players to create custom starships with varying capabilities. A new use for asteroids and comets- mine them for Graviolium, the mysterious substance that makes FTL possible. New Space Anomalies that can be discovered- and might confer technological breakthroughs. Thanks for hosting your mod on SpaceDock! Version 1. This is a 5m-diameter tank that holds Graviolium. Added support for EVA Repairs, if installed.

Removed built-in part failure functionality in favor of EVA Repairs. Fixed issue where drills were not harvesting graviolium on planetary surfaces that had the resource. Fixed issue where blue glowing sections weren't animating. Recompiled for KSP 1. Changes Redesigned how warp speed is calculated in order to fix issues where adding additional generators and warp sustainers would decrease max speed.

If OverrideBulletDistance or OverrideBulletLifetime can't find the component to override, it will no longer cause a crash. Fixed crash if an emitter causes itself to be removed when it shoots. Fixed the 'RecenterFactorPerSecond' background parameter not doing anything.

Fixed possible crash when using a bullet Acceleration component with 'InDirectionOfTarget' set to true. Doubled the rotation speed of Ion Beam Prisms. Increased Railgun base projectile speed from to Increased Nuke targeting arc from 90 to degrees. Increased Nuke projectile lifetime from 9 to 18 seconds. Increased Nuke peak velocity from about 30 to about Decreased Nuke initial velocity from 20 to Increased Nuke projectile HP from to Armor will slowly recover its ability to block EMP blasts over 10 seconds.

Doubled the force strength of Tractor Beams when pushing. Halved the power consumption of Tractor Beams when pulling. Increased Point Defense damage vs projectiles from to They will now only operate a part if there are fully enough crew to do so.

Multiplayer: In multiplayer Arena mode, ships will now be invulnerable for 5 seconds 10 seconds at half speed after spawning. It is no longer possible to remove a ship in multiplayer Creative Mode that another player has open in the ship designer. The 10 most recent multiplayer recording files will now be kept. Interface: Added an option when building a ship to load an existing ship's blueprints into "paste" mode instead of replacing the current ship's blueprints entirely.

Selecting a ship from the Ship Library while the Build U. In Build mode, the selected parts can now be saved as a separate ship design. While using an advanced move, attack, strafe, or rotate command, holding either Shift or the command's original hotkey will now prevent the command input mode from being canceled when a command is issued. This can be used to queue up commands or double-right-click to toggle speed matching. Canceling a formation will now keep the movement orders for each individual ship that was in the formation.

They will match the speeds unless the "Enable Speed Synchronization" setting is disabled. Added a 'Show Commands For All Ships' setting that, when turned on, will show movement and attack paths for all ships under the player's control, not just the ships they have selected. Command adjustment handles will still only be shown for the selected ships.

Point Defenses will now show their firing arcs and ranges. Using the mouse wheel to zoom in and out will no longer work when the mouse cursor is not over the game window. When drawing the paths to the nearest ammo, power, or crew sources, only the nearest tiles will now be searched, improving performance when building very large ships that either don't have a source at all or it's very far away. Various translation updates from the Cosmoteer Translation Project.

Crash when telling two ships with the same allegiance to attack each other with ship-relative angles. Rare crashes when loading ships during gameplay in creative mode or multiplayer. Rare crash in multiplayer Domination or Arena games when spawning a ship and then immediately deleting the ship in that slot. Crash when playing on VMware while viewing a folder in the ship library and a ship is added to that folder.

Error loading certain older saved games that contained both normal and degree Ion Prisms. Loading a saved ship design into a ship's blueprints didn't copy any part settings, crew roles, or crew targets. Following or going into formation with a ship that is rotating via auto-fired thrusters wasn't working properly.

Telling a ship to attack another ship of the same allegiance with a ship-relative angle would result in it using the wrong angle. Creating a custom formation with ships that have rotation targets would sometimes cause those ships to have the wrong orientation. Right-clicking on a missile launcher or storage with the grab tool wouldn't copy its missile type. Mines that were destroyed by flak weren't spawning shrapnel. Glitchiness with the Picture-in-Picture when it is displaying a ship that is self-destructing.

Tractor being sprites when turned off were offset by about 5 pixels. Modding: Ships now have a 'Restitution' parameter that controls how bouncy they are when colliding. ExplosiveAmmoDrainSink components now have an optional 'RecoveryRate' parameter that, if specified, controls the number of drainable ammo points that will be restored every second.

If not specified, they will be restored instantly after each hit. Improved logging to help debug "Pathfind operation failed" crashes. Bugfix: Multiplayer desyncs caused by new speed matching and formation logic.

Bugfix: Crash when canceling an FTL jump while a ship is selected that is following another ship that was about to jump. Bugfix: Crash in some situations when a ship being followed or attacked is removed from the game.

Bugfix: Selecting parts or decals with the "Rotate to Ship" setting disabled would cause the selection box itself to be rotated. Doing so locks the prism's rotation so that it will not rotate away from the point at which it is aiming. While in aim mode, the prism's angle will snap to degree increments. Hold Ctrl to disable snapping. The button to manually lock the prism's rotation has been removed. The degree variant of the Ion Beam Prism has been removed. Any existing ship designs that use the degree variant will have it replaced with the standard version and will need to be manually aimed using the new aiming feature.

For ships that are traveling essentially the same distance, this effectively causes them to match their velocities. The lead ship in a formation will now slow down to match the speed of the slowest ship in the formation.

Double-right-click when issuing a move command to disable speed matching, or disable the "Enable Speed Synchronization" setting. Ships that are in formation will now "strafe" to get to their desired formation position as long as they are within 1.

Additionally, while within "strafe" distance, ships will use "orbiting" logic, traveling in a rough circle to get to their position instead of a straight line. The orientation of a formation will no longer wobble or change due to unintended rotations of the lead ship. When a ship tries to avoid colliding with another ship, it will now only strafe to get out of the way instead of rotating as well. The flight algorithm for diagonal ships should now more accurately calculate their deceleration thrust.

Issuing a move order via the minimap will no longer cause all the destinations to overlap. When a ship is following or in formation with another ship that becomes "junk", it will stop following it and drop out of formation. Removed the "ad-hoc formations" feature because it's no longer very useful now that ships automatically synhronize their velocities.

Balance: Power, ammo, and missile storages now always start empty in PVP multiplayer. Tractor beams will no longer shoot through enemy structure. Doubled recoil of all weapons. This should have been done in the 0. This doubling effectively brings recoil back up to 0. Removed the half-second delay between loading a mine and being able to fire it. User Interface: When holding Shift to display command handles, a trashcan icon is now displayed that, when clicked, will delete the command.

Right-clicking on a handle to delete a command no longer works. Miscellaneous translation updates by the Cosmoteer Translation Project. Updated the "Expanding Your Fleet" tutorial to mention speed synchronization. The mods manager is now accessible from the multiplayer lobby screen. Fixed centering of loading screen text. Bug Fixes: Crash in multiplayer creative mode if a player deletes a ship while another player is loading its blueprints from a saved design.

Possible fix for 'ReflectionTypeLoadException' crashes during loading. Crash when building and then moving modded single-part ships such as droids. Selecting a refresh rate for "exclusive full screen" mode didn't actually do anything. Using the T key to adjust an attack command that had been rotation-targeted would cause the ship to have the wrong orientation. Right-clicking to target weapons with multiple ships selected would only target the weapons of one of the selected ships.

Selecting a large ship for a multiplayer battle and then very quickly clicking "Ready" could sometimes spawn the player without that ship or with the ship previously in its slot. Adjusting an attack or follow command whose rotation is locked on a specific part would cause the commanded ship to flip degrees.

Loading a saved game would sometimes cause any attack or follow commands to lose their specific rotation targets. A glitch in the thruster algorithm was causing some ships to not accelerate properly. Both built-in and custom formations weren't properly considering the lead ship's flight direction.

Custom formations will have to be re-saved to apply the fix. In some cases, clicking on overlapping command handles would still move both of them. Attempting to toggle out of blueprint mode while a ship needs repairs but construction is blocked would report that repairs will cost 0.

Formation positions were being shown in the incorrect location when the formation leader is itself following another ship. Holding Shift and right-clicking the minimap would cause two identical commands to be issued.

The Engine Room's tooltip description was displaying the incorrect buff percentage. Modding: Part targetor TargetTypes now supports a 'ShipLocalPoint' type which allows the player to target an arbitrary point relative to the weapon's own ship. Weapons now support a 'SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent targeting overlays for weapons targeting ShipLocalPoint targets unless the weapon is specifically selected. Weapons now support a 'SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent the weapon's target from being overridden when it is targeting a ShipLocalPoint target unless the weapon is specifically selected.

Weapons now support a 'SuppressDirectControlWhenTargetingShipRelativePoints' parameter which, if set to true, will disable control of the weapon in direct control mode when it is targeting a ShipLocalPoint. Part targetors now support a 'TentativeTargetLine' that will be rendered while the player is selecting a target.

Weapons now support a 'SaveShipRelativeTargets' parameter which, if set to true, causes any ShipRelativePoint target to be saved in the ship's design. Medium Reactor: Increased cost from to Large Reactor: Increased cost from to Ammo Factory: Increased cost from to Increased explosion damage from to and doubled the chance its explosion will create fires.

Explosion damage no longer depends on the amount of ammo stored in the factory at the time of destruction. Missile Factory: Increased cost from to Missile Factory.

Explosion damage no longer depends on the amount of missile parts stored in the factory at the time of destruction. Increased maximum explosion power drain from to Explosion power drain no longer depends on the amount of missile parts stored in the factory at the time of destruction. Nuke Factory: Increased cost from to Mine Factory: Increased cost from to Explosion damage no longer depends on the amount of mines stored in the factory at the time of destruction. Missile Launcher: Reduced cost from to Will no longer explode nuclear when destroyed while set to nuke mode.

It will now explode identically to if it were holding H. Missile Storage: Will no longer explode nuclear when destroyed while set to nuke mode. Engine Room: Increased cost from to Will now act as a central delivery point for adjacent thrusters to which crew can deliver batteries without having to travel to each one individually. Standard Cannon: Increased range from to Increased projectile speed from 50 to Decreased projectile HP from to Large Cannon: Increased range from to Increased projectile speed from 35 to Small Laser: Increased range from to Increased projectile speed from 80 to Large Laser: Increased range from to Increased projectile speed from 60 to Electro-Bolter: Increased range from to Ion Beam: Increased range from to Missile: Increased range from to When delivering H.

Nuke: Increased range from to The missile now has very weak homing capability. The missile launcher has a degree targeting arc when launching nukes. Nuke explosions will now become "anchored" to any ship hit by the expanding shockwave. Tractor Beam: Increased lock-on range from to Both pull and push modes. Increased pull-mode stretch range from to Flak: Increased range from to Door: Reduced cost from to Crew: Reduced cost from to Crew will now return to their quarters immediately after finishing a job.

When crew drop off a large battery containing more power than the receiving part needs, the crew will no longer briefly hold a smaller battery containing the excess power.

Any excess power will now be immediately discarded. Added the 12 winning ships from the Jan. Updated the Excalibur to have sensor arrays. User Interface: When building or repairing, crew that become disconnected from their quarters will now be teleported back to their quarters.

Removed the "Reset Crew Positions" option from the crew panel because crew will now automatically reset their own positions when building and repairing.

Crew, power, and ammo bars no longer display a "minimum" amount because that was potentially misleading for new players. Crew, power, and ammo bars now fade out after passing the "suggested" line to indicate diminishing returns. In build mode, the grid coordinates of the mouse cursor are now displayed beneath the "Total Ship Value" display, Mouse edge pan is now enabled again by default for new players and is the default method of camera control described in the first tutorial.

When a ship is at maximum capacity, the ROSTER tab in the crew panel will now display a message reading "Build more quarters to hire more crew. Nearly all popup dialog boxes and windows will now properly respond to pressing the Enter confirm and Escape cancel hotkeys. The loading screen now has a starry background with the text "Walternate Realities Presents".

Removed the info about the "eye" icon from the "Attacking the Enemy" tutorial. The eye icon still exists and works fine, only the tutorial blurb about it has been removed. Added a Swedish translation by the Cosmoteer Translation Project.

Miscellaneous other translation updates from the Cosmoteer Translation Project. Multiplayer: Selecting a ship for another player will now un-ready that player. Bug Fixes: Possible for fix severe lag spikes during gameplay on some computers. Crash on startup when Windows "Controlled folder access" ransomware protection is enabled. It will still be impossible to save games, ships, and game settings without disabling it or adding Cosmoteer as an exception.

Crash if the game can't create the Saved Ships or Lost Ships folders. Crash on startup if the Mods folder doesn't exist and the game is unable to create it. Rare crash if exiting the game before it is fully loaded.

Crash when trying to delete a ship from the ship library and the language is set to Latin American Spanish. Crash when viewing Engine Room stats in Hungarian. Crash when viewing Mine Launcher stats in Traditional Chinese. Crash if the news window is displayed while start or loading a game. It will no longer be displayed. Rare crash when a ship is damaged at the very same moment that it is removed from the game. Crash when clicking on a map sector to view its information and for some reason the height of the game window is very short.

On very rare occasions but more common with certain mods , making an FTL jump would prevent the game from being saved from that point onwards. Audio glitches would often happen during gameplay, especially when there are a lot of things going on, such as a big battle. When switching from Domination to another game mode, ships worth more than 1,, would be removed on the non-host players' screens but not on the host's screen, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.

Crash on the multiplayer pre-game setup screen if a player selects a ship and then immediately leaves the match. Crash in multiplayer if a missile launcher's mode is changed and then, before the mode is actually changed due to network latency, the launcher is then given a target. On the multiplayer pre-game setup screen, it was possible to select a ship and then click ready before the ship is fully uploaded, allowing the game to launch either without that ship or with the previous ship in that slot.

In Arena or Domination multiplayer games, removing a ship from your fleet selection and then immediately spawning your fleet or spawning the new ship that dropped into that slot would sometimes cause the old ship to be spawned. In Arena or Domination multiplayer games, changing a ship slot and then spawning immediately afterwards would sometimes spawn the old ship in the slot.

In Arena multiplayer games, clicking the "Respawn" button multiple times in rapid succession after the countdown is completed would cause you to automatically respawn the next time round. Crash if a player in a multiplayer game removes a ship while another player is trying to set its role priorities. Installing mods containing additional decals wasn't always causing multiplayer incompatibility, which could later causes crashes and desyncs during the game.

Modifying a ship's blueprints would immediately remove any crew in excess of the ship's current crew capacity. This was also possibly causing occasional desyncs in multiplayer creative mode. Spawning a ship with thrusters attached to engine rooms would sometimes not fire those thrusters at full thrust. Crew would wait at a mine factory for it to produce mines even if it didn't have any ammunition in stock. Crew that were walking almost on top of each other in the same direction would often not cause each other to slow down.

Crew with nothing better to do would never stop manning a room even if it was powered off. Now they will return to their quarters if the room is powered off. Projectiles could sometimes pass through shields if they hit the shield in the same location as the non-existing portion of a triangle or wedge armor block. Weapons firing at small, fast-moving targets such as PD firing at projectiles were being more inaccurate than intended. Fixed-direction weapons would sometimes fire too early.

Modded ships that had parts or doors not found in any active mods wouldn't appear in the Ship Library. If an enemy ship is being displayed in the Picture-In-Picture while the player is using Direct Control Mode, but the player has not explicitly targeted the enemy ship, it would sometimes be impossible to target weapons on the enemy ship by clicking in the Picture-In-Picture. The Mine Factory was displaying the incorrect production rate for mines.

The Mine Factory wouldn't display the "no ammo" indicator if it only had 1 ammo in stock. Creating a new ship in multiplayer Creative Mode would cause the view to focus on the wrong spot.

Creating or joining a multiplayer game and then going back to the lobby would scroll that chat window back up to the top. An empty tooltip would sometimes be displayed after deleting a ship on the multiplayer pre-game setup screen. If a ship splits into multiple piece while in Direct Control mode and each piece has a Control Room, each such piece would become selected and thus Direct Control mode would be canceled.

Clicking-and-dragging multiple overlapping command handles would drag all of them at once. Using a brush larger than 1x1 to paint certain parts such as the Large Cannon wouldn't paint the edges of the part. Rotation target lines would appear to jitter depending on how fast the target was moving laterally relative to the selected ship. Selection circles around crew would often be a little glitchy and not perfectly centered on them. The hotkeys for changing the "Play As" player number in Creative Mode didn't work.

Note: This "fix" actually just disables multithreading, so you are likely to experience worse performance compared to playing the game on Windows. Possible fix for rare audio crash. Fixed a spot of missing paint on the Cosmoteer logo ship that was making the game literally unplayable. If any of the specified toggles are off, crew will still be allowed to operate the part, but only if they have nothing else to do.

AmmoStorageProxy can now be used in almost any way that a regular AmmoStorage can, including as a supplier, a toggle, and a value. All ammo storage component types now support a 'ProvidedValuePerAmmo' parameter that can be used to control the value it provides to other components based on the amount of ammo.

The default value is 0. Use ProvidedValuePerAmmo instead. Added a 'MultiAmmoStorage' part component which can be used to logically combine multiple other ammo storage components including AmmoStorage, AmmoStorageProxy, and MultiAmmoStorage into a single component that can in most cases be treated as a single storage with the total capacity of all the combined storages.

It has almost all of the same features as a regular AmmoStorage component, including the ability to take ammo for delivery and supply ammo using identical customization parameters.

See this forum post for more details. Removed the 'AmmoSum' part component. Use 'MultiAmmoStorage' instead. MultiToggle, MultiTrigger, MultiValue, and the new MultiAmmoStorage now all support a 'ViaBuffs' block that allow them to hook to components in other parts that are either buffing or being buffed by the local part. Added a 'ComponentPresenceToggle' component which is similar to a proxy but can be hooked to a component of any type and is toggled "on" when the hooked component exists and "off" when it does not.

Minor translation updates. Crash when hovering the mouse cursor over the camera rotation speed setting when the language is set to Russian. Occasional pathfinding crash when a part is destroyed right before a crew tries to path through it. Crash when clearing projectiles or everything in creative mode at the very same moment that a mine explodes due to hitting a ship.

Rare audio-related crash when ending a game or making an FTL jump. Ship blueprints could get into a state where some parts are erroneously considered illegal, making it impossible to delete certain other parts and causing multiplayer desyncs. In build mode, text displayed underneath the mouse cursor would often overlap with the tooltip information for the part being hovered over.

The text underneath the cursor will now automatically move out of the way so it doesn't overlap with the tooltip. Using the delete tool with a brush that deletes multiple parts would cause buff information to be rendered overlapping multiple times when deleting parts of a railgun. Most aspects of crew A. Most aspects of ship A. Weapon targeting calculations will now utilize multiple CPU cores, even within the same ship.

Greatly improved framerate when building extremely large ships. Miscellanous other performance improvements and multicore improvements. Disabled multiplayer desync debugging. This should improvement performance and greatly lower bandwidth usage of multiplayer games. User Interface: In build mode, hovering the cursor over a possible part construction location, or hovering over an existing part, will now display the path and distance to the nearest sources of crew, power, and ammo.

Fallen Kell Diamond Member. Oct 9, 5, Really isn't that hard to do, just a couple clicks of the mouse. After I spent an entire weekend dealing with incompatibilities, I gave up for a while. I eventually figured out which mods G. I could probably playthough again at this point as it has been years since I did. Last edited: Nov 5, Fallen Kell said:. Zenoth Diamond Member. Jan 29, 5, This could be grounds for a novel out of me. I delved in Skyrim modding a lot back around or so and a lot in Oblivion before that, and Fallout 3 as well.

But what I do recall was that I basically came up with two ways to play the game modded. I might be forgetting like 2 or 3, maybe. But I do remember my "minimal" modded Skyrim having around 6 or 7 pluggins active in my load order. So, example would be I also remember using a mod about Animations, although I don't recall the name, but it would allow more and new animations to be added to the game, especially with combat animations it was something about finisher moves after a fight, like impaling your enemy with the sword in a cinematic way, it would require a mod for such animations to be possible ; and if I did, I would make sure that no other mods would ever change animations in any way, shape or form.

All of that to ensure maximum stability and compatibility and to avoid mod conflicts. I can point at this old but still very relevant video about this "cleaning" process just in case it's the one I used myself all those years ago :. Last edited: Nov 6, Mai72 Lifer. Sep 12, 10, 1, CP said:. It won't let you start the game without the update though.

I recall I could run the script extender directly and bypassed this, but if I accidentally opened the game through Steam then it would update and break everything. I was really into the mod scene. But, it was just becoming a hassle.

Many of the old mods like frostfall aren't updated anymore by the original creator. It would take me quite a long while to update my plus mods. I soon got tired of fixing the mods and moved onto other games.

Maybe I'll go back, but the new Skyrim should be out in a few years. Before we explain how you can mod games through the Xbox Live application, you should know which games support this feature. As of today, the below-mentioned games are compatible with the Xbox Beta mods;. NOTE: Only download mods from websites that you trust. You are making your computer vulnerable to malware and viruses when downloading mods.

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