Airships: Conquer the Skies

Airships: Conquer the Skies

Yellow's Dependency Pack V3
148 kommentarer
PiscesSoedroen 8. okt. kl. 23:20 
for some reason this mod is incompatible but i ran a quick check and i don't see any yellowminer dependencies other than this. disabling it, the game can run and the modules can be used but module folders are all rednames
WesternCrusader666 3. okt. kl. 11:22 
Gotcha, thanks for the mod btw
Lung  [ophavsmand] 3. okt. kl. 10:35 
Mod doesn't include any mods, you must install mods. Older mods (like those made by An Ammo Box, Whitefoxes modules, etc) generally are repaired by this.

The mod itself includes absolutely nothing useful on it's own.
YellowMiner 3. okt. kl. 8:09 
The latter
WesternCrusader666 2. okt. kl. 21:36 
I'm confused, does this mod includes the supported mods or allows the mods to be friendly with each other?
Lung  [ophavsmand] 9. juni kl. 5:42 
Additionally, last I recall, the mod(s) doesn't have a monster tab, they are treated like normal Airship parts or built via the city on the map.
Lung  [ophavsmand] 9. juni kl. 5:36 
My idea would be the constant updates that update vanilla content and inadvertently break mods, which most games would avoid but Airships relish in. I would have to check and confirm in my own time before a fix could be made.
dragonoftheeast 9. juni kl. 4:21 
hey any idea why monster tab isnt working when you research it
Nori 28. mar. kl. 7:42 
why
YellowMiner 7. mar. kl. 13:15 
Mod bad
King of Mars 6. mar. kl. 20:31 
Well said. Vanilla Airships feels like playing Stellaris with no DLC now.
Lung  [ophavsmand] 6. mar. kl. 15:58 
When I started the game I only used mods supported by this pack. Annoyingly, the entire Airships Discord is vanilla only which is... Bothersome when communicating to them about anything. It's a shame the mods aren't updated at their root, but I wouldn't play the game without them. Some of these feel like expansions in their own right.
Kazeck 6. mar. kl. 5:48 
Thank you for maintaining this Lung, it means a lot for those of us enamored by this game (and obviously with certain mods)
Lung  [ophavsmand] 3. feb. kl. 14:38 
Last updated January 1st 2025, do you have eyes?
Nori 31. jan. kl. 6:19 
Update?
Lung  [ophavsmand] 21. apr. 2024 kl. 22:34 
I have the expansion but unfortunately haven't had the time to test or check anything. If it's a simple fix I can just apply it but I am not sure how I could do so when it sounds like an expansion problem more than anything...
King of Mars 21. apr. 2024 kl. 20:35 
Well, you were right. Without heroes and villains, the whole mod seems to work just fine. I must say I was expecting the fleshcracker prince to be a lot stronger considering its price. Seems better to just spam regular fleshcrackers.
King of Mars 19. apr. 2024 kl. 13:50 
Oh the heroes and villains DLC? I can try to check turning it off later.
YellowMiner 19. apr. 2024 kl. 9:41 
Do you have the expansion ? If so does it work if you turn it off ?
Lung  [ophavsmand] 18. apr. 2024 kl. 19:04 
I'd have to check and tinker and I have been rather busy as of late unless I am literally given a verbatim fix.
King of Mars 18. apr. 2024 kl. 19:02 
Regrettably, as I download more mods to give this game the bioshock level tech I think it should have, I am finding out just how bloody the sausage is.
YellowMiner 18. apr. 2024 kl. 10:05 
Using the vanilla bonus for it was a bad practice but that's the ACTS modding scene for you. You don't want to see how the sausage is made.
YellowMiner 18. apr. 2024 kl. 10:04 
Looking at the files from my now ancient dissasembled copy of alu's mods (though i don't believe they got ubdated since then), i see nothing indicating why it'd be broken at the tech nor module level.

I think it's probably the fleshcrackers bonus that got borked by some vanilla update, the expansion maybe.
King of Mars 17. apr. 2024 kl. 20:25 
The fleshcracker parts become unlocked in the land/airship design menu during a conquest game after researching the custom "Fleshcrackers" tech on the modded tech tree. But adding them to any design doesn't let you actually build them because the game keeps saying the parts are unavailable.
YellowMiner 17. apr. 2024 kl. 10:29 
Were they under a regular or a custom tech ? If the former it's probably something that got dislodged when the tech tree got remade. If the later i'm unsure where it could have gone wrong because you seem to say the tech is researchable.
King of Mars 16. apr. 2024 kl. 20:00 
That's where I'm running into the issue. Even after unlocking the fleshcracker tech, and getting the ability to add its parts to my landship design, it won't actually let me save the design or build them because it says "head of the fleshcracker prince not available, body of the fleshcracker prince not available, legs of the fleshcracker prince not available".
Lung  [ophavsmand] 16. apr. 2024 kl. 4:26 
You build those manually, they also are a tech if I recall right.
King of Mars 15. apr. 2024 kl. 19:36 
Hm, then maybe I'm not picking the right banner to get the fleshcracker princes?
YellowMiner 15. apr. 2024 kl. 10:23 
They're only used in graphics compatibility mode you can probably ignore them
Lung  [ophavsmand] 14. apr. 2024 kl. 20:04 
Ah, those are Damage sheets etc, they bare no weight, and are too far backend for me to deal with. They don't change much if im not mistaken, only display the models in a damaged state.
King of Mars 14. apr. 2024 kl. 20:00 
The dependency pack and the V3 dependency pack both show no error messages in the mod loader, but professor aluminum's mod shows:

Warning: SpriteSheetBundle alum_module has no damaged sheet.
Warning: SpriteSheetBundle alum_module has no fragments sheet.
Warning: SpriteSheetBundle alum_kraken has no damaged sheet.
Warning: SpriteSheetBundle alum_kraken has no fragments sheet.
Lung  [ophavsmand] 14. apr. 2024 kl. 7:07 
Which mods specifically are failing to load / not work? It should tell you in the red text.
King of Mars 13. apr. 2024 kl. 21:19 
Thank goodness for all these mods, it's gotten so much working with the Professor Aluminum mod. Finally being able to use krakens feels badass. I think there's only one or two things now that don't work, but the only one that makes me sad is no more fleshcracker princes.
Lung  [ophavsmand] 19. jan. 2024 kl. 12:28 
Thank you YellowMiner for earning me this thanks.
:testttskldjfadhelpmeplz:
Skikkelig lue 19. jan. 2024 kl. 11:15 
Thanks for fiing the race´s starting tec. now i dont need to beat up da kobolds to play as them : D
YellowMiner 25. aug. 2023 kl. 8:31 
Cata has been doing some dark magic and pushing the bounds of what you're supposed to mod. I see it more as a proof of concept than a proper modpack. But back then it was the best you could get. Today it's unreliable at best.
Lung  [ophavsmand] 25. aug. 2023 kl. 5:59 
I don't use the cataclysmic pack however by default some things in that pack are just broken, which is why I stopped using it. It is beyond my technical scope to even understand what's going on within that mod.
Noxflex 24. aug. 2023 kl. 20:47 
is it just me or some of the Cataclystic modules like drills and jaws are missing?
Lung  [ophavsmand] 20. juli 2023 kl. 16:30 
Yeah there's a lot of one off mods but this is made purely to bash them all together which is what I like because, many mods were made with different dependencies this fixes. And when I rarely come back to building in the game, it lets me use the mods I did when I was still a teen. Very nice extension.
Kazeck 20. juli 2023 kl. 10:24 
Thanks for the work on this Lung, I'm going through unsubscribing from stuff given the new dlc and the years that have gone by, but keeping this because I don't want to lose it and you're still active!

It's appreciated sincerely.
YellowMiner 6. juni 2023 kl. 14:32 
Well it's still best to ask, it'll avoid a lot of salt from ♥♥♥♥♥♥♥♥. Anyways as he said go for it.
Lung  [ophavsmand] 6. juni 2023 kl. 14:30 
This isn't my mod but Yellows, I am not sure why you would want to post a mod containing files and quite frankly you need not ask me for permission as this mod isn't copyright protected (No mods are) Go crazy, do what you want. This exists primarily to patch other mods.

As for my work on the Monster Dependency, yes. iirc I just created a document that was just a clone of base vanilla monster data, in order for things that used it when it was open in vanilla, to actually have access again- as vanilla has "hidden" It's monster armor pathing which was the root cause of the problem.

:firstCommit:
YellowMiner 6. juni 2023 kl. 9:58 
k
Slow_th 5. juni 2023 kl. 19:09 
Hey, is it alright if I post a mod containing some of your work? Specifically the Monster Dependency Patch. It also contains traces of file management from the Dependency mod as a whole but I couldn't tell you who the original creator is.
Lung  [ophavsmand] 8. feb. 2023 kl. 14:52 
No, that requires sheets which I am not creating. Most things at the time are not set-up correctly, in fact for a few mods there are even bits of 'cut' sprites, due to a misunderstanding. This is a patch, mod. I patch the mods to work. Nothing more- damage sprites are unfortunately non-essential, but I also do not care to practice drawing sprites.
Minx 8. feb. 2023 kl. 12:35 
Are the missing damage sprites for the monsters in chromiums beasts fixed here? Notably the dragons and sky whales.
AFLD 29. dec. 2022 kl. 5:53 
Lol fair enough
Lung  [ophavsmand] 29. dec. 2022 kl. 5:41 
It's unfinished, Unfortunately this is a plague with the Cataclysmic mod in general. There's a lot of unfinished assets that this mod may accidentally trigger but this shouldn't actually... Do that. In fact I believe this mod is just a compatibility patch if anything, the only edit I have done was restore monster "armor" types allowing certain enemies / buildings that use them to- continue doing so since their Vanilla dependency is hiding.

If the question is can I happen to remove that event, no. I want, absolutely nothing to do with the Cataclysmic expansion. I used to use that in my early days of Airships but it's such a cluster of just... Pain. And it's never getting updated anytime soon because the creator just suffers sudden bursts of interest in things.

You'd really be better off just extracting all module information from that mod and making a small little module-only mod.
AFLD 29. dec. 2022 kl. 3:32 
Hello, would it be possible to strip the monster spawns from catalyctic expansion, I get a red text monster which gives absurd income and breaks campaign. The monster I got was HORROR_TERROR_FRIENDLY_displayName, and it gives 1000% income buff to the 'afflicted' city.
seth_nyaw 6. nov. 2022 kl. 9:00 
thank you and sorry to bother if it turns out to be nothing.