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Exo's Lab

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  1. Sadly not, I have moved on from work on MPE to work an entirely original and much larger mod project, learning from mistakes I made with MPE in both its development and rocky release and gathering more help from my peers for testing, quality control and advice. The project currently has nearly one quarter of the content I want it to (currently it has about as much content as MPE, as a system replacer its going to have much more content than an expansion by nature) and is in a state of touch ups and gameplay balancing , writing and bug fixing before I continue making more of its hefty world roster. The development progress of the mod is being shown publicly on the Gregrox Mods discord server. I am glad that people still enjoy this mod, even if it is quite rough around the edges, perhaps I should find someone to maintain it.
  2. Ah alright, thank you for the clarification. Unfortunately it may not be that simple, an update was already in early works and fixed a few things and there are also some other tweaks and additions involved so I can't simply take and go on using his repository. However I should be able to integrate mod compatibilities included in said repo. I'll make sure to provide a proper repo along with the next update. Once again, thank you all for your contributions. I will be going offline now, it is getting late here, I've already employed several fixes. - Vant's ghost-fade has been fixed - Lint-Mikey now uses the right biome map - Soden, Archae, Havous, and Ervo have all had their "lost biomes" restored - Color consistency issues with Mracksis have also been fixed Before I go, I noticed that ^M was added throughout the configs in the repo, what is the function of these? I am unfamiliar but you mentioned that RAM-hogging issues were fixed, I assume they're related.
  3. I would like to formally apologize for my inactivity on the forums. Life has been busy and I have been focused on other endeavors over the summer. I am honored to see that people still talk about and report bugs for this mod even during my radio silence, which I once again apologize for. This mod isn't dead, but my motivation to work on it was. That is changing now, and I am in the beginning phase of resurrecting this mod using skills I have gained while working on a different mod (which will now be taking a back-burner to a major MPE update). I have some big plans and I now know what I'm doing. If you would like to contact me, you can reach me much easier through discord, you can find me on the Gregrox Mods server where I have my own channel. Thank you for your continued interests in MPE, I will make it up to you. Yikes, MPE is full of rookie mistakes like this, I will see to it that these config issues are corrected in the new version. I will do my best, has Kopernicus been updated or are you using KopContinued? Thank you for this very useful repository, I'm sure people will find it extremely helpful. The next release should patch out the major bugs, keep an eye out.
  4. I have never seen such an issue with terrain itself flickering, I have seen some occasional issues with shaders moving incorrectly (which is hard to fix when your computer can't run them :/), but nothing as dramatic as in this bug report. I'll look into it once I get the chance.
  5. Gregrox posts links to his discord server on the pages of all his main mods, you can find a link at the top of the Whirligig World forum page. Any amount of fan work is nonetheless extremely flattering, and I'm happy to hear that you're enjoying MPE! As for GPP support, that's interesting, I wonder how they handled the positions of my objects, as well as science defs that point towards objects from OPM, very interesting indeed.
  6. Awesome work and good catches! Wow, you two are doing a lot of good work! I must say I'm quite flattered! If you'd like to talk to me more directly, you can find me and progress on my current project in the Gregrox Mods discord server!
  7. Thank you for this bug report, the issue has been identified as a simple typo in Geito's config, and the fix will be released in the next update. This will likely be accompanied by a minor improvement to said normal texture.
  8. No problem, thank you for getting back to me quickly! I hope you enjoy MPE!
  9. I will look into this, thank you for the bug report. Can you confirm this happens for all of my planets? Even those in the asteroid belt? Mods that add additional stars usually add a lightcurve to the sun, which stock does not have. I would've expected Soden to become quite dark under that circumstance. If this happens to objects like Vant and Zore, then there's a problem here I can get at.
  10. If you still experience this issue, it is now fixed for sure.
  11. Once Kop 1.10 drops, that is the plan! I'll need some time to figure out how comets work, hopefully they're as simple as you say they are.
  12. I admit I'm not sure how Principia works, it wasn't a major focus during development. I'm not even sure if planet mods require a Principia config or if Principia makes its own velocity calculations. I'll ask some friends. Yikes, I'll look into Edas' issues, they don't sound terribly hard to fix, so that might've been some ill configuring on my end. I'm really glad to hear it! MPE was created for the exact reason of making the stock solar system feel as populated as the real one, I hope you enjoy exploring my passion project!
  13. Hmm, that's interesting. Ervo does use Laythe as a template but Vant doesn't use a thing from Laythe. This might be an issue with your install, and maybe you should report the bug to squad.
  14. Orcus and Vanth have actually been suggested in the past, and I currently am debating whether or not I want to add more objects to MPE's already decently sized object roster. I can say that if more was to be added, it would be in a separate pack, a "MPE2" or "MPEE" or something.
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