ftl infinite space makes no sense

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Metzelmax
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Re: ftl infinite space makes no sense

Postby Metzelmax » Wed Feb 12, 2014 2:45 pm

You make no sense
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
English Narwhal
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Re: ftl infinite space makes no sense

Postby English Narwhal » Wed Feb 12, 2014 2:46 pm

Okay, you think it makes no sense. Other than to complain, what is the point of saying this?
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agigabyte
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Re: ftl infinite space makes no sense

Postby agigabyte » Wed Feb 12, 2014 2:48 pm

Code vs HardCode
English Narwhal
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Re: ftl infinite space makes no sense

Postby English Narwhal » Wed Feb 12, 2014 2:53 pm

agigabyte wrote:Code vs HardCode

?
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agigabyte
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Re: ftl infinite space makes no sense

Postby agigabyte » Wed Feb 12, 2014 5:56 pm

You can code something's, but not new things, like food.
English Narwhal
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Re: ftl infinite space makes no sense

Postby English Narwhal » Wed Feb 12, 2014 6:01 pm

agigabyte wrote:You can code something's, but not new things, like food.

Ah. I failed to notice the context.
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English Narwhal
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Re: ftl infinite space makes no sense

Postby English Narwhal » Wed Feb 12, 2014 6:21 pm

NonPlayableYoshi wrote:
agigabyte wrote:You can code something's, but not new things, like food.


why not make it a augmentation for food that gets taken away when you go to the next sector
you can add a shop at the exit with events. or however you want to give it to them.
there are ways. people don't like to find them

Yes, a food augmentation is possible but wow is it pointless. One, it would take up one of the three augment slots (there cannot be any more augment slots), and two, implementing such a limit would be kind of hard, as the beginning of the sector (there is only one sector in FTL Infinite space, repeated over and over again) would need to have a detection event to check if you had this augment or not.

Though you have some interesting ideas, please make sure you know what is/what isn't possible or what is simply too complicated to manage before stating that modders aren't interested in finding these solutions.
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agigabyte
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Re: ftl infinite space makes no sense

Postby agigabyte » Wed Feb 12, 2014 9:39 pm

Stuff can be coded, but you can't add things like that.

Augs can't be taken away by events.
agigabyte
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Re: ftl infinite space makes no sense

Postby agigabyte » Wed Feb 12, 2014 10:06 pm

NonPlayableYoshi wrote:
agigabyte wrote:Stuff can be coded, but you can't add things like that.

Augs can't be taken away by events.


1. all ready got told that
2. thank you for helping
3. what about drones/weapons
4.and now that i think about it...why just make it so you have to buy food at ever new sector or you lose a crew and i think that will work. Universal Starting Beacon 1.15



Maybe, not an expert at mods though.
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kartoFlane
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Re: ftl infinite space makes no sense

Postby kartoFlane » Wed Feb 12, 2014 11:54 pm

The coding part itself isn't hard -- it's all just fiddling with XML, which is a very simple language.
The problem is that most of the stuff you're suggesting is hardcoded, ie. can't be changed without modifying the game's executable -- which can't be done in current state of modding.

NonPlayableYoshi wrote:3. what about drones/weapons

Same thing as with augments -- we have no way to remove blueprints/augments from the player via events. Here's to hoping AE will introduce this...

NonPlayableYoshi wrote:4.and now that i think about it...why just make it so you have to buy food at ever new sector or you lose a crew and i think that will work. Universal Starting Beacon 1.15

USB adds a new event at the beggining of the game that gets executed only once, the moment you exit the hangar. It wouldn't work differently in Infinite Space.
I suppose you misunderstood it, and think that there was some "hacking" involved -- nope. In essence, it's just a simple change in Federation Sector's starting event + rules telling other people what to do to keep mods compatible.

Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
Superluminal2 - a ship editor for FTL