[MOD] Ship Customizer

Distribute and discuss mods that are functional. Moderator - Grognak
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Tue May 31, 2016 2:31 pm

slowriderxcorps wrote:Wow, I am beyond impressed with how you managed to pull this off. My prior attempts at making a system that looped back endlessly for testing things made the game crash, as it simply was not designed to do so. I have, however, done a pass-through of the Insurrection addon, as the author of the mod, in order to throw some diagnostics your way. Here we go.

Code: Select all

* For some reason, the Cloaking image for the Ship Customiser craft was not loading.
* Every weapon before the Blazing Anti-Personnel Laser in Tier 1 Lasers is missing.
* Every weapon before the Blazing Ion Blast Mark I in Ions is missing.
* Every weapon before the Mini Beam in Beams is missing
* Every weapon before the Breaching Flak Cannon II in Flaks is missing, and the weapons in general are in the wrong order.
* The Shotgun Laser in Flaks is a canned weapon that does not appear in conventional play.
* Every weapon before the Breaching Crystal Burst Mark I in Crystals is missing.
* The Crystal Shard in Crystals is a blueprint called by the Crystal Vengeance augment and should not be used.
* Every weapon before the Blazing Small Bomb in Bombs is missing.
* There are duplicate weapons appearing in Tier 1 and 2 Missiles, these are most likely calling variants used by enemy ships and should not be used.
* Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing.
* Every weapon before the Blazing Flare Cannon in Others is missing.
* The Flak Charge Cannon in Others is a weapon that was canned when it was discovered BURST-class weapons which fire more than once exhibit glitchy behaviour when each shot fires multiple projectiles.
* The Narrow-Band Scanner in Others is a weapon that was eventually pulled for being too situational to allow into the loot pool. It may be left in at your discretion.
* The PDS SHOT in Others is a blueprint called by ASB hazards and should not be used.
* There are two copies of the Named Piranha Torpedo Launcher in Others.
* The Super Shield Overcharger in Defensive Drones is an item that was canned when it was discovered the handling properties of Overcharger drones cannot be changed.

Thanks slowrider for the heads up ! FTL Insurrection is truly amazing, I got really hooked on that mod and really recommend it to anyone (again, it doesnt have its own entry in the master mod list and really should !). I will make an update with your corrections eventually. I used some bash script to make the add-on procedurally, and because the amount of weapons/drones in Insurrection is staggering (and I mean that in a good way ;) ) I didnt have time to go through all details. The missing weapons you mention are from your Captain Edition add-on, I didnt mean to add them initially but mistakenly had patched the add-on before using the bash scripts. Side note:The mechanics for the AWM Roulette mod is a really nice find, congrats, I am puzzled that no one reused it again. I noticed one can also randomize the player shipBlueprints, then I tried to randomize augments like you did and things did go crazy indeed :lol:.

As for the menu looping it is a nice glitch I discovered while messing around, here is how it works if you or anyone wants to implement it. First, the hostile <ship> behaviour loads the menu when the crew dies (in my case, you wait 10 seconds for a zoltan to die whitout oxygen). Second, all events in the menu (except exiting) finish with recalling the hostile ship, which immediately loops to the dead crew event and reloads the menu again (!). Here is how it would look in the code:

<event name="STEP1">
<text>Load the hostile ship from here, then wait for crew to die</text>
<ship load="SHIP_CUSTOMIZER", hostile="true"/>
</event>

<ship name="SHIP_CUSTOMIZER" auto_blueprint="some shipBlueprint where crew automatically and quickly dies...">
<deadCrew load="STEP2"/>
</ship>

<event name="STEP2">
<text>This is the menu root, end any chain of events from here on reloading the hostile ship</text>
<choice><text>Call again the hostile ship and reopen menu root</text><event><ship hostile="true"/></event></choice>
<choice><text>Exit menu</text><event/></choice>
</event>
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slowriderxcorps
Posts: 467
Joined: Thu Apr 25, 2013 8:42 am

Re: [MOD] Ship Customizer

Postby slowriderxcorps » Tue May 31, 2016 3:58 pm

That's so creative, I love it. During my test flight with the mod, I've also noticed that if your ship does not start with Drone Control, it is purchased from stores at Level 1 instead of 2. Knowing this, a blueprint alteration to reduce the cost of Drone Control purchased from stores by the according amount of scrap would be handy.
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sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Wed Jun 01, 2016 3:45 pm

slowriderxcorps wrote:That's so creative, I love it. During my test flight with the mod, I've also noticed that if your ship does not start with Drone Control, it is purchased from stores at Level 1 instead of 2. Knowing this, a blueprint alteration to reduce the cost of Drone Control purchased from stores by the according amount of scrap would be handy.

In the ship customizer mod, drone control (as well as shields and all other systems) are modified on all player ships to systematically install at level 1. The price for installation and upgrade to level 2 has been modified to reflect this: shields is level 1=25 and level 2=100, (125 in total as in the original game), drone control is level 1=25 and level2=10 (35 in total so that drone control level 2 + defense drone mark 1=85 as in original game). I made those subjective changes to allow more customization (for example if you want to ensure you have the system from the start, even at a weak level for latter upgrade), and to avoid favoring some player ships that would directly install system at level 2 (for the same price as level 1).
By the way the systems price in the Ship Customizer are based on the original game prices. I noticed some slight price modifications of systems in FTL Insurrection, but did not have time to include those changes either. So basically when using both mods you can obtain and upgrade systems at a slightly modified price when starting the game, which I dont consider too big of a deal as you choose your starting scrap anyway, but could modify latter on for consistency.
Jeremy284
Posts: 1
Joined: Tue Sep 20, 2016 8:59 pm

Re: [MOD] Ship Customizer

Postby Jeremy284 » Tue Sep 20, 2016 9:02 pm

i tried modifying the numbers a little like to give myself more scrap but it does not change anything. PLEASE HELP!!!!
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Sun Sep 25, 2016 2:54 pm

Jeremy284 wrote:i tried modifying the numbers a little like to give myself more scrap but it does not change anything. PLEASE HELP!!!!

Here is how you can do it. Feel free to mess around or reuse the mod contents :
1) unzip the SHIPCUSTOMIZER.ftl
2) edit data/events.xml.append with a text editor. At the beginning of the file you can add more options to the event SCRSHIP_STARTMONEY, to give you more money.
3) once edited create a new zip file that contains all the content (data, img, mod-appendix). Rename it to a .ftl. I attach an example SHIPCUSTOMIZER2.ftl where I did that, added options to have 1750 or 2000 scrap:
https://www.dropbox.com/s/qchpwaxrrp7ju ... 2.ftl?dl=0
4) If you want to not worry about scrap there is also the scramble mod that allows you to cheat, you can upgrade your ship and other options all free. Enjoy !
loige
Posts: 4
Joined: Sat Oct 15, 2016 2:10 pm

The menu does not appear the option to customize the ship.

Postby loige » Mon Oct 17, 2016 8:50 pm

Nice mod ! But the ADD-ON for Captain's Edition is no working, the mod menu Ship Customizer doesn't show up, maybe the Captain's Edition is overwriting the Ship Customizer menu. Sorry for my bad English :|

Prints:
http://imgur.com/a/mK1zO
http://imgur.com/dWnekiU
http://imgur.com/a/r1nwV
http://imgur.com/a/xCEEp
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: The menu does not appear the option to customize the ship.

Postby sul » Tue Oct 18, 2016 11:18 pm

loige wrote:Nice mod ! But the ADD-ON for Captain's Edition is no working, the mod menu Ship Customizer doesn't show up, maybe the Captain's Edition is overwriting the Ship Customizer menu. Sorry for my bad English :|

Prints:
http://imgur.com/a/mK1zO
http://imgur.com/dWnekiU
http://imgur.com/a/r1nwV
http://imgur.com/a/xCEEp

Thanks ! You should patch as follows:
-----
CE Resource Pack
Captain Edition
(and any other ship mod, graphic mod etc)
-----
Ship Customizer
Ship Customizer Add-on for captain edition
loige
Posts: 4
Joined: Sat Oct 15, 2016 2:10 pm

Re: The menu does not appear the option to customize the ship.

Postby loige » Wed Oct 19, 2016 2:11 am

sul wrote:
loige wrote:Nice mod ! But the ADD-ON for Captain's Edition is no working, the mod menu Ship Customizer doesn't show up, maybe the Captain's Edition is overwriting the Ship Customizer menu. Sorry for my bad English :|

Prints:
http://imgur.com/a/mK1zO
http://imgur.com/dWnekiU
http://imgur.com/a/r1nwV
http://imgur.com/a/xCEEp

Thanks ! You should patch as follows:
-----
CE Resource Pack
Captain Edition
(and any other ship mod, graphic mod etc)
-----
Ship Customizer
Ship Customizer Add-on for captain edition


Thanks for replying, but it didn't work. i have tried everything, I did as you said, I tried one by one, I reinstalled my game and the Slipstream mod. Maybe it's my pc.
It is possible that only I have this problem?
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: The menu does not appear the option to customize the ship.

Postby sul » Sat Oct 22, 2016 4:46 am

loige wrote:
sul wrote:
loige wrote:Nice mod ! But the ADD-ON for Captain's Edition is no working, the mod menu Ship Customizer doesn't show up, maybe the Captain's Edition is overwriting the Ship Customizer menu. Sorry for my bad English :|

Prints:
http://imgur.com/a/mK1zO
http://imgur.com/dWnekiU
http://imgur.com/a/r1nwV
http://imgur.com/a/xCEEp

Thanks ! You should patch as follows:
-----
CE Resource Pack
Captain Edition
(and any other ship mod, graphic mod etc)
-----
Ship Customizer
Ship Customizer Add-on for captain edition


Thanks for replying, but it didn't work. i have tried everything, I did as you said, I tried one by one, I reinstalled my game and the Slipstream mod. Maybe it's my pc.
It is possible that only I have this problem?

Yeah its weird. Can you checkmark if the following works ? 1) Captain Edition alone, 2) Ship Customizer alone, 3) Captain Edition + Ship Customizer, 4) Captain Edition + Ship Customizer + Ship Customizer Add-on for captain Edition. I guess 1) and 2) should work so its not a problem with your PC. If 3) doesnt work it could be a compatibility issue with a recent patch of Captain Edition: is your ship stripped down in the hangar ? Does the ship customizer appear at first event ? If 3) works then I would also expect 4) to work, since it just adds entry to the Ship Customizer menu.
loige
Posts: 4
Joined: Sat Oct 15, 2016 2:10 pm

Re: The menu does not appear the option to customize the ship.

Postby loige » Sat Oct 22, 2016 5:41 am

Hey. 1) and 2) Work | 3) and 4) It's like 1) . My ship is not like in the hangar in 2) [without weapons and systems, like ship customizer wasn't activated, as in the print ]. The ship customizer does not appear in the first event. Instead of this CE menu appears.