Mod to Explore the Crystal Sector

Distribute and discuss mods that are functional. Moderator - Grognak
Lightwavers
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Mod to Explore the Crystal Sector

Postby Lightwavers » Sat Aug 29, 2015 5:11 pm

This mod was created for those who want to see what the Crystal sector is like without having to go through the whole process of finding the capsule, activating it, going to the Rock homeworld and finding the ancient device and activating it.

Here's the link for the original version: https://www.mediafire.com/?7jlr4kpccdy392x

The advanced version allows you a chance to get to the crystal sector, but you will not always get there. You can get lucky and get a ton of valuable materials, or your ship can be completely destroyed by the RNG. This version also allows blue options for ships, for example the rock, zoltan, and engi B ships have better chances to make it to the crystal sector unharmed, while the crystal ships have a 100% chance to make it.

Link for advanced version: http://www.mediafire.com/download/3r3l7i77asl76m7/Adv_Crystal_Sector_Start.ftl
Last edited by Lightwavers on Wed Sep 30, 2015 10:54 pm, edited 4 times in total.
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TaxiService
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Re: Mod to Explore the Crystal Sector

Postby TaxiService » Sun Aug 30, 2015 12:12 pm

>I barely know anything about how I made it... I sort of muddled through it by copying random things from the Events list and using the Universal Starting Beacon mod by kartoFlane as a reference.

IMHO this is what modding is all about. I think you are a true modder, dude. : ) There isn't much information available about event making, people that know how to do it basically did what you did and learned with trial and error.

I always tell myself that I will do a tutorial for event editing, but i really never have time to do that! >_< For now, all i can do is give you a link to the JLPH's modding resource. It lacks info about AE stuff but it's been immensely useful for me to learn what each of the old tags and attributes do in events, blueprints and whatever. If you hover over an element of that sheet a little tooltip with info about it will appear. You can scroll in every direction so be sure to check it out thoroughly.
I'm also about to release MTE2, which contains code that shows pretty much all you can do with events. You should take a look at it when i release it!

Ultimately, the brain is a modder's best tool. Always try to hone your deduction skills. Use the scientific method: make a theory, test it, repeat.
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Lightwavers
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Re: Mod to Explore the Crystal Sector

Postby Lightwavers » Sun Aug 30, 2015 3:03 pm

Thanks!
Hopefully this means I won't be completely lost forever then. :)
Lightwavers
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Re: Mod to Explore the Crystal Sector

Postby Lightwavers » Mon Aug 31, 2015 2:56 am

So I've been thinking, and I realized you can get the crystal cruiser by using this mod and visiting the quest beacon. It's a little late, but:

WARNING: Don't visit the Quest beacon unless you have the Crystal A (Bravais) already, or just want to cheat and get the ship without working for it.
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R4V3-0N
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Re: Mod to Explore the Crystal Sector

Postby R4V3-0N » Mon Aug 31, 2015 7:00 am

time for more coding? Remove quest event =)
R4V3-0N, a dreamer.
Lightwavers
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Re: Mod to Explore the Crystal Sector

Postby Lightwavers » Tue Sep 01, 2015 3:37 am

R4V3-0N wrote:time for more coding? Remove quest event =)

Well... No idea how to do that, lol.
Haven't had a lot of time for experimenting with the code, math sucks and math homework sucks more. However, as soon as I figure out how in the world to do it, I'll update the mod. I'd also like to be able to remove the "Testing crystal teleport" text, but since that's a built in event I also have no idea how to remove, it has to stay... Until I get more free time to experiment. It's pretty fun. :)
At least... Until I get to testing and the game doesn't even start... XD
Lightwavers
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Re: Mod to Explore the Crystal Sector

Postby Lightwavers » Tue Sep 01, 2015 11:37 pm

Been looking at the code for Captain's Edition for help... big mistake lol. The text is all mashed together, so I decided to mercilessly take it to the return key... XD
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kartoFlane
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Re: Mod to Explore the Crystal Sector

Postby kartoFlane » Wed Sep 02, 2015 11:57 am

Lightwavers wrote:Been looking at the code for Captain's Edition for help... big mistake lol. The text is all mashed together, so I decided to mercilessly take it to the return key... XD

CE was made on Linux, which uses LF-style line endings, which most Windows-native text editing programs don't recognize. Instead of Notepad/Wordpad, use a good text editor, like Notepad++ or SublimeText
Superluminal2 - a ship editor for FTL
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TaxiService
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Re: Mod to Explore the Crystal Sector

Postby TaxiService » Thu Sep 03, 2015 3:41 pm

Instead of Notepad/Wordpad, use a good text editor, like Notepad++ or SublimeText

This should be written in huge letters somewhere. Like in the site's banner! :shock: ...or at the top of the modding guides thread, maybe. A *good* text editor is a fundamental tool. o_o I can't stress this fact enough.
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Lightwavers
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Re: Mod to Explore the Crystal Sector

Postby Lightwavers » Thu Sep 03, 2015 10:39 pm

Lol, I've been doing everything in notepad. Thanks for all these great tips!

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