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Re: Neolite and scooping of baddies

Posted: Fri Sep 13, 2013 3:35 am
by vsfc
I did uncounted the same problem, where scooped escape pods with pirates come up as slaves. The problem was fixed after changing line 2308 to ‘unpiloted = no;’ in shipdata.plist "escape-capsule" object. I did not have to change any other code.

Is there a way to update download packages to include these fixes?
Is neolite live project?

Cheers,
V-SFC

Re: Neolite and scooping of baddies

Posted: Fri Sep 13, 2013 6:25 am
by Diziet Sma
vsfc wrote:
Is neolite live project?
It's still kind of alive.. but Simon checks in only very rarely..