Hiya Fatch! Welcome to the modding community! I'm not sure why your start beacons aren't working, but I do know how to change a weapon's rarity by sector!
First thing you'll need is a file called "sector_data.xml" (with the appropriate .append extension in your mod). Open that up, and you'll see all those nice sector blueprints, highlighting all the event spawns and whatnot.
So, below I've got a modified pirate sector code from my own weapon pack.
Code: Select all
<sectorDescription name="PIRATE_SECTOR" minSector="0" unique="false">
<nameList>
<name id="sectorname_PIRATE_SECTOR" short="sectorname_short_PIRATE_SECTOR"/>
</nameList>
<trackList>
<track>colonial</track>
<track>void</track>
<track>lostship</track>
<track>hacking</track>
</trackList>
<startEvent>START_BEACON_PIRATE</startEvent>
<event name="STORE_PIRATE" min="1" max="2"/>
<event name="ITEMS" min="1" max="2"/>
<event name="HOSTILE_PIRATE" min="6" max="8"/>
<event name="BOARDERS_PIRATE" min="1" max="1"/>
<event name="DISTRESS_BEACON_PIRATE" min="1" max="2"/>
<event name="NEBULA_PIRATE" min="0" max="5"/>
<event name="NOTHING_PIRATE" min="1" max="2"/> <!-- need more -->
<event name="QUESTS_PIRATE" min="0" max="1"/> <!-- need more -->
<event name="NEUTRAL_PIRATE" min="5" max="6"/>
<blueprint name="BATTERY_LAUNCHER_1" rarity="1"/> <!-- THIS tag is the one you want! -->
</sectorDescription>
If you don't want your weapon spawning anywhere else, set its normal rarity (the rarirty in the weapon's blueprint, not the sector's) to 0, which will prevent it from spawning without a change in the sector file. This is how the crystal weapons make themselves exclusive to the crystal sector.
And, I guess if you're looking for weapon packs to spice up the shops in your run, I may as well plug my very own ion weapon pack.