[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
Psykfall
Posts: 4
Joined: Tue Jun 25, 2013 6:00 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Psykfall » Mon Jul 01, 2013 11:27 pm

You know you have played too long when you have lost count of the sectors, every system in your ship is fully upgraded, you have 8 crewmembers (of which only the original pilot is left, alot of them have died since start), you have all the weapons, drones and augments you want and you still have 10k scrap left.

I love this mod, great work.
cool_guy_sly
Posts: 1
Joined: Mon Jul 01, 2013 10:31 am

Re: [MOD][WIP] FTL Infinite Space

Postby cool_guy_sly » Tue Jul 02, 2013 2:55 pm

This mod is SO awesome. Really makes the game a lot more challenging. So far I was only able to get one ship (Zoltan B) to the point where it can defeat any of the bosses without taking damage. Beam+, 3 BurstMissle+'s, 2 Attack drone+s and a pre igniter can destroy anything! It was super fun up to that point though, I lost countless crew members and like the previous poster only had one of my origonal 4 left. Once I got bored of that ship I "decomissioned" it by dismissing all my crew other than my least favorite one then double clicked open all doors.

Ive only encountered one bug so far, and surprisingly it wasnt the wait in line one. That quest works fine for me. My problem occurs everytime I try and wait for fuel with my distress beacon on. When I try that it crashes to desktop. It works when I turn the beacon off though so no worries. Im running the patch before the latest of FTL though with only the more names mod installed.

Keep up the good work!
nerael
Posts: 1
Joined: Wed Jul 03, 2013 8:15 am

Re: [MOD][WIP] FTL Infinite Space

Postby nerael » Wed Jul 03, 2013 8:49 am

Hi all! I'm really interested in checking out the Infinite Space mod... I had a question though : is it possible to keep your unlocked ships when switching to the mod? I want to be able to play the mod with more than just the Kestrel A...

I tried just leaving my save file as-is, but when I hit START after selecting my ship it will always crash the FTL client. Not sure what to do short of manually unlocking everything again, or modifying the save file somehow.

BTW - Using v 1.03.3 of FTL alongside v 0.4.4 of Infinite Space Mod.

If this has been answered somewhere, please direct me to the post.

Any help is appreciated! :)
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SomeFederationPerson
Posts: 59
Joined: Wed May 15, 2013 8:16 am
Location: 1st Federation elite stealth fighter squadron, 10th federation elite strike fleet

Re: [MOD][WIP] FTL Infinite Space

Postby SomeFederationPerson » Thu Jul 04, 2013 6:57 am

This is just a idea/proposal for a new thing for the mod, I think instead of having pirate automated scouts you should rename it to colonial empire as well as re adding rebel ship to renaming it colonial empire. Can u also add the more of the music to the different sectors. I also got the mod and I love it!
Finarous
Posts: 5
Joined: Fri Jul 05, 2013 3:10 am

Re: [MOD][WIP] FTL Infinite Space

Postby Finarous » Fri Jul 05, 2013 4:07 am

Hi there, I must say this sounds like a fantastic idea, but I have run into a problem. This maybe due to the mod manager, but whenever I attempt to verify it the file it says I0Error [Errno 22] Invalid Argument. i don't speak gibberish so can someone at least point me in the direction of aid? Any help from anyone is very appreciated.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Vhati » Fri Jul 05, 2013 8:11 am

Finarous wrote:This maybe due to the mod manager, but whenever I attempt to {verify} {the file}, {it} says I0Error [Errno 22] Invalid Argument.
I take it you mean "GMM" says IOError when you attempt to "validate" either "Infinite Space_0.4.4.ftl" or "Infinite Space_0.4.4 High-res.ftl"?

Paste the contents of modman-log.txt in a reply using [ code ] tags, and I'll see if I can interpret. ;)
Are you able to validate any other mods without errors?
Watcher
Posts: 7
Joined: Thu Jul 04, 2013 2:49 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Watcher » Sat Jul 06, 2013 12:41 am

Amunak wrote:I got a crash on the "wait in line like everyone else" (custom?) event. I have no other mods installed and I have the latest version of both FTL and this mod to date. I had plenty of fuel, missiles, scrap and drones. My ship was greatly upgraded. And I lost the save by that crash...

I just ran in to this as well. Hope it gets fixed in the next patch!
(and yeah, I think it's a custom(from the mod) event, never ran into it in vanilla)
Finarous
Posts: 5
Joined: Fri Jul 05, 2013 3:10 am

Re: [MOD][WIP] FTL Infinite Space

Postby Finarous » Mon Jul 08, 2013 1:22 am

Vhati wrote:
Finarous wrote:This maybe due to the mod manager, but whenever I attempt to {verify} {the file}, {it} says I0Error [Errno 22] Invalid Argument.
I take it you mean "GMM" says IOError when you attempt to "validate" either "Infinite Space_0.4.4.ftl" or "Infinite Space_0.4.4 High-res.ftl"?

Paste the contents of modman-log.txt in a reply using [ code ] tags, and I'll see if I can interpret. ;)
Are you able to validate any other mods without errors?


2013-07-07 18:21:28 INFO: No info for selected mod: Infinite Space_0.4.4 High-res (7cc2ab14b77f31ed3100e370e113f9a0).
2013-07-07 18:21:31 ERROR: [Errno 22] Invalid argument
Traceback (most recent call last):
File "main.py", line 909, in validate_mod
mod_zip = zf.ZipFile(mod_path, "r")
File "C:\Python27\lib\zipfile.py", line 714, in __init__
self._GetContents()
File "C:\Python27\lib\zipfile.py", line 748, in _GetContents
self._RealGetContents()
File "C:\Python27\lib\zipfile.py", line 781, in _RealGetContents
fp.seek(self.start_dir, 0)
IOError: [Errno 22] Invalid argument

Makes no sense to me.
epeli
Posts: 5
Joined: Sun Oct 21, 2012 6:25 pm

Re: [MOD][WIP] FTL Infinite Space

Postby epeli » Thu Jul 11, 2013 11:29 pm

Wow, this mod (and thread!) sure has grown since I last played it, that was back in version 0.16, I think.


Some feedback on version 0.44 (without hires backgrounds):

General:
Awesome. This mod has reached a point where it stays challenging all the way to the point where your ship is fully kitted out. The new advanced technology items truly are ridiculously powerful once you get a set you like, but it still is hard to create a setup that is truly immortal in all situations the mod throws at you. Great work.

Typos:
* (new) You find a captin's log
*The Rock Crusier lets lose an abnormally large Ion blast

Bugs:
* Zoltan shields on enemy ships don't work (after the first shielded enemy?)
* Some +weapon and +drone names are misplaced in the UI.
* On harder variants of bosses that disable some of your systems, said systems will remain disabled even after the boss ship has been destroyed, until you warp out.

Crashes - had some, but they might not be related to IS, but rather FTL itself:
* clean ctd on no fuel event, after a few consecutive waits without distress beacon (event bug?)
* clean ctd when pressing esc on crew full screen (I doubt this is related to this mod)
Tooks
Posts: 2
Joined: Sun Jul 14, 2013 9:10 am

Re: [MOD][WIP] FTL Infinite Space

Postby Tooks » Sun Jul 14, 2013 9:14 am

I'm really interested in jumping into this mod however I was wondering if its possible to still unlock ships with it? I only have 2 ships unlocked at the moment (picked this game up quite recently). I imagine its impossible to unlock the ship thats only unlockable from beating the last boss but i was wondering about the others.

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