[HARD-CODED] FTL: Hyperspace

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TheSwiftTiger
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Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Mon Jun 22, 2020 1:39 pm

Fireclaw27 wrote:
TheSwiftTiger wrote:
Fireclaw27 wrote:Is it possible to get this to work for a mac?


The Linux (Manual) installation process should also work for Mac.


I did attempt that proccess, but I have a FTL.app file, not an FTLGame.exe one, so the flips.exe would not apply the patch.


Downloading FTL through WINE from Steam, GOG Galaxy, Epic or Origin should give you the FTLGame.exe. If you're still having problems, contact me on Discord: TheSwiftTiger#7324.
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kestrelfan
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Re: [HARD-CODED] FTL: Hyperspace

Postby kestrelfan » Wed Jul 01, 2020 4:53 pm

Hey, so I have a question related to hyperspace, do I have to uninstall hyperspace to run mods normally? Or does hyperspace not effect the normal loading of functions of mods.

Thanks in advance for replies, i have no idea how any of this works, so apologies if I get anything wrong.
-It's me, kestrelfan, someone nobody knows lol

Don't call it a comeback. I've been here for years.

I return on occasion to check out the mods, thats pretty much it.
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TheMultiverseTeam
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Re: [HARD-CODED] FTL: Hyperspace

Postby TheMultiverseTeam » Wed Jul 01, 2020 9:13 pm

All conventional FTL mods work with hyperspace. Hyperspace adds basically nothing content wise on its own, all it functions as is a modding API. Make sure you do however patch hyperspace.ftl along with any other regular mods to prevent the bug where the game cant find the hyperspace.xml file.
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TheSwiftTiger
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Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Fri Jul 03, 2020 2:46 pm

Update 0.4

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Custom crew changes
    > Crew can now have custom powers (like Crystal Lockdown, but with much more customization)!
        • This is done through the <powerEffect> tag
        • They can also have temporary buffs through the <temporaryEffect> tag
    > Added <canSabotage> tag for damaging systems
    > Added <sabotageSpeedMultiplier> tag
    > Added <repairSounds> tag
    > Added <bonusPower> tag (functions the same as <providesPower> but allows you to set the amount of power the crew gives)
    > Added <animBase> tag for rock animations
    > Fixed bugs with crew turning into enemies when saving/quitting
    > Fixed bug where enemy custom crew didn't have a red outline
    > Fixed bug where <friendlyFire> in <deathEffect> did nothing
   
- Custom event changes
    > Events with custom beacon labels can now have custom tooltips
    > Added <noQuestText> tag which means the event does not say that a quest has been added
    > Added <removeHazards> tag
    > Added <removeNebula> tag

- Custom Augment changes
    > Added hidden augments
        • Customizable per ship
        • These cannot be removed or added, and do not take up a slot
    > Added locked augments
        • These cannot be sold/swapped for different augments once equipped
    > Augment box now expands with text amount instead of being massive by default

- Custom boss changes
    > Changed <bossCrew> tag from an earlier update to be in <boss> instead
    > Can now customize the drones that the boss uses for its phase 2 drone surge
        • Customizable for each difficulty
    > Fixed bug where boss crew were not saved when saving/quitting

- Custom store
    > Can now customise the drone(s) that buying a drone system gives you
    > Stores are now seeded
 
- Added value tag for FTL_JUMPER_GOOD (0 meaning calculate based on the number of jumps that it takes to get to the beacon, anything higher means use that much for a non-adjacent beacon)
- Added DELETECREW command
- Added SPEED command (can be toggled on and off with the ` key)
- Level 3 and 4 sensors now work against the flagship


Download link is on the main post
Nemo Jr.
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Re: [HARD-CODED] FTL: Hyperspace

Postby Nemo Jr. » Fri Jul 03, 2020 5:50 pm

Hello, does Hyperspace allow using crew member names as a requirement in event choices? If not, would you consider adding this feature?

I just asked the same question in the questions thread (for vanilla FTL modding) but you seem to be the right person for the job, considering:

Code: Select all

  > Allowed events to check cargo for the "req" attribute
TheSwiftTiger
Posts: 43
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Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Fri Jul 03, 2020 6:27 pm

Nemo Jr. wrote:Hello, does Hyperspace allow using crew member names as a requirement in event choices? If not, would you consider adding this feature?

I just asked the same question in the questions thread (for vanilla FTL modding) but you seem to be the right person for the job, considering:

Code: Select all

  > Allowed events to check cargo for the "req" attribute


No, not in the current version. I'll look into adding this feature but it might be too difficult to do for a small feature.

You could work around it by making an identical race where the only name available for it is "John", but then the req would still work if the name's changed.
Nemo Jr.
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Re: [HARD-CODED] FTL: Hyperspace

Postby Nemo Jr. » Fri Jul 03, 2020 6:58 pm

TheSwiftTiger wrote:
Nemo Jr. wrote:Hello, does Hyperspace allow using crew member names as a requirement in event choices? If not, would you consider adding this feature?

I just asked the same question in the questions thread (for vanilla FTL modding) but you seem to be the right person for the job, considering:

Code: Select all

  > Allowed events to check cargo for the "req" attribute


No, not in the current version. I'll look into adding this feature but it might be too difficult to do for a small feature.

You could work around it by making an identical race where the only name available for it is "John", but then the req would still work if the name's changed.


Ah yes, I thought about the race thing at some point, but gave up on the idea because it wasn't possible in vanilla. Yeah, I could work with that. TYVM.

Still, I'm glad you'll at least take a look at it; may turn out to be trivially easy to implement. And don't underestimate it; I see an incredible potential for role-playing scenarios there. ;)
TheSwiftTiger
Posts: 43
Joined: Sun May 12, 2013 9:21 am

Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Sun Jul 05, 2020 10:40 pm

Update 0.4.1

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Added useForReqs attribute for custom augments
- Fixed power health changes not working for negative health
- (Probably) fixed double exit beacon generation bug


Download link is on the main post
chicagojoon
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Re: [HARD-CODED] FTL: Hyperspace

Postby chicagojoon » Tue Jul 21, 2020 8:02 pm

Can anyone help me downgrade FTL to 1.6.9 on a mac / steam?

Trying to play the multiverse mod and as far as I understand, I need to downgrade to 1.6.9 to install hyperspace "properly." Has anyone successfully done this on a mac, running ftl from steam? I checked the forum and attempted the steam console downgrade method but no luck so far...
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Engi-nious
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Re: [HARD-CODED] FTL: Hyperspace

Postby Engi-nious » Thu Jul 23, 2020 4:08 am

So I come back after a few months absence and discover that pretty much everything I wanted to see in Hyperspace is there now, + some things I didn't know I needed until I saw them (locked/hidden augments!!!).

Outstanding job, huge congrats to the team. Had some questions about the actual mod (which will hopefully be a pleasant change from "how do I downgrade?")

- Does the Hyperspace team have, like, a list of the default vanilla stats that could be made public? Seeing as pretty much all the vanilla crew can be remade using Hyperspace now, it would be handy (for making new "races" that appear in game to be just variants of existing ones...)
- Does "damageTakenMultiplier" affect only crew combat, or all forms of damage?
- I don't understand the "skills" tag. Is this how much of something a race needs to do to master it? These are, again, values that would be awesome to see the vanilla values for.
- Same for "hasCustomDeathAnimation"? Doesn't every race have a custom death animation?
- What does "win" (for a crew power) do? Does it just win the game? :lol:
- Are the various "effectAnim" values hardcoded, or are they references to another xml file?
- For custom augments - I can use any augments name in the "function name" tag, and it will mimic it?
- What's "preferHigher"?

Thanks for your time!
- Engi-nious
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