Edit:
barley 3 hours into a fresh save on the "fixed" 1.50 release

Every station still looks like this
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Weird, befor using the mod, pack up the save and add it to the full shipyard/wharf thread so the devs can see it and maybe fix a second bug that the fix didn't apply to every one.Shy'la Nesthorn wrote: ↑Fri, 21. Dec 18, 04:21 Economy is still very broken, stations are at max storage with certain parts (again mostly engine parts) empty. I would like to request for the mod to be returned so I can actually play the game. Being stuck in the starter ship really sucks.
Edit:
barley 3 hours into a fresh save on the "fixed" 1.50 release
Every station still looks like this
Can you hover with your mouse over the storage capacity to see the exact total storage? The just round it up. So 2M/2M could be 1950000/2000000.Shy'la Nesthorn wrote: ↑Fri, 21. Dec 18, 04:21 Economy is still very broken, stations are at max storage with certain parts (again mostly engine parts) empty. I would like to request for the mod to be returned so I can actually play the game. Being stuck in the starter ship really sucks.
Edit:
barley 3 hours into a fresh save on the "fixed" 1.50 release
Every station still looks like this
Don't worry, I have an account, I just get lazy about synchronising readme/thread/Nexus description, and I can't think of a funny little photoshop to put as the main image. I'll do that some time over the Christmas break.Legitimate Salvage wrote: ↑Fri, 21. Dec 18, 23:33 I highly recommend making a nexus account and posting the mod there. Mods should really all be in one location for easy access. I really don't want to revert back to the days of having to search Moddb, Gamebanana, and five other sites, just to see what's new in a game's modding scene.
it was me, and yes it is working now.MegaJohnny wrote: ↑Sat, 22. Dec 18, 12:12
I could swear your post previously said it wasn't working for you; is it OK now?
I haven't tried it personally (although I'll start using it in my game now that you've shared it!) but I'm looking at the code now, and I don't think there should be any issues.FlynTie wrote: ↑Sun, 23. Dec 18, 12:29 @MegaJohnny: I got a small question, there is a mod who tries to fix tradestations, this one here. Now i know that your mod changes shipyards but i wonder if that would cause any problems or imbalance if i run your mod and the tradestation fix?
Thanks in advanced and thanks a ton for your mod(s).![]()
No worries, I'm always making a change to an MD script and wondering why it doesn't work, then realising I haven't reloaded the changes in-gameLegitimate Salvage wrote: ↑Sun, 23. Dec 18, 03:38 Lol, yeah. I thought it wasn't working and then I realized I didn't actually have it put in extensions yet. Works great!
Splendid, thanks for the fast reply.MegaJohnny wrote: ↑Sun, 23. Dec 18, 13:09
I haven't tried it personally (although I'll start using it in my game now that you've shared it!) but I'm looking at the code now, and I don't think there should be any issues.
Thanks, going to use this aswelFlynTie wrote: ↑Sun, 23. Dec 18, 12:29 @MegaJohnny: I got a small question, there is a mod who tries to fix tradestations, this one here. Now i know that your mod changes shipyards but i wonder if that would cause any problems or imbalance if i run your mod and the tradestation fix?
Thanks in advanced and thanks a ton for your mod(s).![]()