FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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ahmedoo
Posts: 95
Joined: Thu Feb 06, 2014 2:38 pm

Re: FTL Captain's Edition 1.282/Inf 1.28/EL 1.282

Post by ahmedoo »

1. Lack of color in infos in AI sector (Intended?):

http://zapodaj.net/a022801b6dd02.png.html

2. Invisible weapon:

http://zapodaj.net/fd8b2449ab955.png.html

3. This weapon (with some prefix) had wrong positioning over my ship's rooms (Only one blowed up over my room, but not in the center). Other mines just flew over ship without notification about missing, so they were supposed to hit, but they didn't.

http://zapodaj.net/6d7e5b88dc221.png.html

4. Order to change:

http://zapodaj.net/ccfdc51385bad.png.html
http://zapodaj.net/1e4bd3cc882e0.png.html

5. Two things about Slug A ship:
1) Current starting configuration has no Anti-Bio Beam which makes third challenge of slug ship (nearly) impossible to complete. I haven't unlocked the rest of slug ship versions yet (I stared from zero), but as far as I remember this kind of weapon was only on A version. The only solution to this is play on vanilla versions on ship, unlock achievement and go back to modded versions.
2) With this configuration ships without crew are unbeatable, which is bad I think.
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.282/Inf 1.28/EL 1.282

Post by stylesrj »

Minelayers are supposed to have a dummy weapon that drops annoying mines on your ship to give the impression you're going through a minefield.
daemoch
Posts: 1
Joined: Tue Mar 08, 2016 3:47 am

Re: FTL Captain's Edition 1.282/Inf 1.28/EL 1.282

Post by daemoch »

Hey folks, sweet game, AWESOME mods!

Got a question though...
I've been playing for a while like this, but id like to figure out what it is that is causing it and fix it. My weapons, drones, and missiles/projectiles don't USUALLY display. Sometimes they do. I usually can see the weapon-charge animation graphic for instance, but not the weapon body. weird, right?
I thought maybe I was getting bad downloads, but several re installs later and I'm still getting similar results. I moved around the load order and its still happening (I'm still trying load order, but I'm to the point of doing things i KNOW cause problems, like texture packs after their mods just to see how it affects it). Currently I'm generating this as a validate file (I know some of this doesn't matter really....I try to read prior posts):

Code: Select all

Results

@ Better Planets and Backgrounds_v1.3.1.ftl:
  ------------------------------------------

~ This mod doesn't append. It clobbers.

@ CE Resource Pack 1.28.ftl:
  --------------------------

~ This mod doesn't append. It clobbers.

@ FTL Captains Edition 1.282.ftl:
  -------------------------------

> data/events_ships.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

> data/events_imageList.xml.append
~ LF line endings (CR-LF is safest)

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/newEvents.xml.append
~ LF line endings (CR-LF is safest)

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->
  ! <pilot..."max="3"...>

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

> data/anaerobic_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_broodship.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_assault.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/ce_boss_3_fleet.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/anaerobic_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/sounds.xml.append
~ LF line endings (CR-LF is safest)

> data/tb_anaerobic_scout.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_instiator.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_interceptor.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/tb_anaerobic_bomber.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/crystal_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/kestral.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/circle_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/energy_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/fed_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/jelly_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/mantis_cruiser.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_3.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/rock_cruiser_2.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/stealth.xml

~ Strict XML Parser Issues:
  ! <gib1>...</gib2>

> data/.dropbox
! Junk file

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/events_fuel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/tooltips.xml.append
~ LF line endings (CR-LF is safest)

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! Fix this and try again:
  org.jdom2.input.JDOMParseException: Error on line 8850: The end-tag for element type "event" must end with a '>' delimiter.
  ~  ~  ~  ~  ~
  </eventList>
  ~  ~  ~  ~  ~

@ CE BPaB Compatibility Patch 1.0.ftl:
  ------------------------------------

> data/events_imageList.xml~
! Junk file

@ CE Infinite Addon 1.28.ftl:
  ---------------------------

> data/events_crystal.xml.append
~ LF line endings (CR-LF is safest)

> data/sector_data.xml.append
~ LF line endings (CR-LF is safest)

> data/blueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/events_zoltan.xml.append
~ LF line endings (CR-LF is safest)

> data/events_nebula.xml.append
~ LF line endings (CR-LF is safest)

> data/events_mantis.xml.append
~ LF line endings (CR-LF is safest)

> data/events_engi.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rock.xml.append
~ LF line endings (CR-LF is safest)

> data/events_rebel.xml.append
~ LF line endings (CR-LF is safest)

> data/events_slug.xml.append
~ LF line endings (CR-LF is safest)

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

~ Strict XML Parser Issues:
  ! <mind..."room="8"...>

> data/events.xml.append
~ LF line endings (CR-LF is safest)

> data/events_pirate.xml.append
~ LF line endings (CR-LF is safest)

> data/events_boss.xml.append
~ LF line endings (CR-LF is safest)

@ EL Texture Pack 1.27.ftl:
  -------------------------

> mod-appendix/metadata.xml~
! Junk file

~ This mod doesn't append. It clobbers.

@ CE Endless Loot Addon for CE Infinite 1.282.ftl:
  ------------------------------------------------

> data/blueprints.xml.append

~ Strict XML Parser Issues:
  ! <!-- No other dashes should touch. -->

> data/animations.xml.append
~ LF line endings (CR-LF is safest)

> data/dlcAnimations.xml.append
~ LF line endings (CR-LF is safest)

@ CE Non-EL Enemy Loadouts Addon 1.26.ftl:
  ----------------------------------------

> mod-appendix/metadata.xml~
! Junk file

> data/autoBlueprints.xml.append~
! Junk file

> data/dlcBlueprintsOverwrite.xml.append~
! Junk file

> data/autoBlueprints.xml.append
~ LF line endings (CR-LF is safest)

> data/dlcBlueprints.xml.append~
! Junk file

@ athena.ftl:
  -----------
  No Problems

@ Beginning Scrap Advantage 1.1.ftl:
  ----------------------------------
  No Problems

@ Engi Scrap Advantage 1.1.ftl:
  -----------------------------
  No Problems


FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.

Since v1.2, Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.
What am I doing wrong?
OR
Do we have hashes for mods?
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by Sleeper Service »

Sorry for that, this might indeed be caused by the mod being faulty itself. Try the new version.

CE Update 1.282
- Fixed bad ghost event eventList
- Corrected choice sorting in s couple events
- Some minor fixes

Thanks for the feedback ahmedo!
ahmedoo wrote:Lack of color in infos in AI sector (Intended?):
That's out of my control, not sure what is causing that in the first place.
ahmedoo wrote:Invisible weapon:
If I remember correctly, since AE I can't hide those dummy guns off screen anymore (causing crashes). I wish I could solve that more elegantly, but unfortunately that's not possible right now.
ahmedoo wrote:Current starting configuration has no Anti-Bio Beam which makes third challenge of slug ship (nearly) impossible to complete. I haven't unlocked the rest of slug ship versions yet (I stared from zero), but as far as I remember this kind of weapon was only on A version. The only solution to this is play on vanilla versions on ship, unlock achievement and go back to modded versions.
True, I somewhat expect people to realize that they can switch CE loadouts off by using the submod. As far as I can tell the only way to make that achievement available is giving the ship the exact vanilla weapon, which somewhat defeats the purpose of CE showcase loadouts.
ahmedoo wrote:With this configuration ships without crew are unbeatable, which is bad I think.
In my opinion, that's largely offset by the economy bost all the Slug ships get through breaking truce.
ahmedoo wrote:I had two beams of the same type: one with fully positive prefix, and one with mixed one. Shouldn't one with mixed be cheaper from the other one? In my game both costed 25 scrap:
Yeah, I rated "Assault" as somewhat on the positive end of the mixed prefixes and "Penetrating" on the weaker side of positive, that's why their prices are similar. The prefix capitalisation is only a rough orientation, most of that is subjective and situational anyway.
ahmedoo wrote:I played with Zoltan A cruiser and quickly bought Internal Generator for my offensive augment. There was only one thing a bit frustrating. When I used it (both augment and internal gen) I had unpowered some of the rooms in my ship and three bars of energy still were in my reactor ready to use. My question is: is it possible to change the order of choosing option from:
I'm not entirely sure whether this is at all possible with the event structure and in any case it would require a complete rewrite of the combat aug events, basically every single combat event in the game. I totally agree that the sugested structure would be more convenience, but it probably won't happen,
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
4DaDiamonds
Posts: 20
Joined: Sat Apr 05, 2014 7:34 pm

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by 4DaDiamonds »

Wow. This is the first proper run I've done with EL and the endless mode.

I can one-shot almost ANYTHING at this point, I've just got a little more grinding to do :)
Image
User avatar
ahmedoo
Posts: 95
Joined: Thu Feb 06, 2014 2:38 pm

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by ahmedoo »

I just got Shrapnel Swarm Missle drone and when i used it it happened to be broken. One more prefix issue to fix :]

EDIT:
1. Second issue with Shrapnel prefix:

http://zapodaj.net/a89dab60f02ad.png.html

Actual prefix is shredder (should be SHRE), but the name of drone is shrapnel (Shra).

2. Square brackets:

http://zapodaj.net/3ed8b2dc9cf2d.png.html

EDIT 2:
3. Wrong position of the console in engine room:

http://zapodaj.net/9fb4633180451.png.html
DJMAGaming
Posts: 2
Joined: Sat Mar 19, 2016 4:48 am

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by DJMAGaming »

I hope someone will answer... I'm new to modding, and I've been trying to get this to work for 4 days now. I've read everything on the first page, and tried the solutions. I've re-ordered the mods on the SMM list, I've re-downloaded FTL and SMM several times. I can get it to launch with the weird CE image and it never progresses. I've done everything. And each time I start it with the mods, I do the "verify Integrity" thing and I'm always missing 2 files and have to re-download them again. Someone, help... I just wanna play CE :cry:
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by stylesrj »

DJMAGaming wrote:I hope someone will answer... I'm new to modding, and I've been trying to get this to work for 4 days now. I've read everything on the first page, and tried the solutions. I've re-ordered the mods on the SMM list, I've re-downloaded FTL and SMM several times. I can get it to launch with the weird CE image and it never progresses. I've done everything. And each time I start it with the mods, I do the "verify Integrity" thing and I'm always missing 2 files and have to re-download them again. Someone, help... I just wanna play CE :cry:
Did you delete the backups that SMM creates?
Because you'll want to make sure the backup files are of vanilla FTL so when you upload a mod, it goes back to your backup, then compiles CE into your game.
I remember not doing that at one point so every time I restarted the game, the Rebel Fleet would be delayed by 10000 jumps and I had features from A Strange New Galaxy.

Also, after you patched CE into the game, don't go to Steam and verify the game cache integrity. That removes the mods you just put in!
DJMAGaming
Posts: 2
Joined: Sat Mar 19, 2016 4:48 am

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by DJMAGaming »

stylesrj wrote:
DJMAGaming wrote:I hope someone will answer... I'm new to modding, and I've been trying to get this to work for 4 days now. I've read everything on the first page, and tried the solutions. I've re-ordered the mods on the SMM list, I've re-downloaded FTL and SMM several times. I can get it to launch with the weird CE image and it never progresses. I've done everything. And each time I start it with the mods, I do the "verify Integrity" thing and I'm always missing 2 files and have to re-download them again. Someone, help... I just wanna play CE :cry:
Did you delete the backups that SMM creates?
Because you'll want to make sure the backup files are of vanilla FTL so when you upload a mod, it goes back to your backup, then compiles CE into your game.
I remember not doing that at one point so every time I restarted the game, the Rebel Fleet would be delayed by 10000 jumps and I had features from A Strange New Galaxy.

Also, after you patched CE into the game, don't go to Steam and verify the game cache integrity. That removes the mods you just put in!
Just tried doing that, and it still doesnt load it up... Just goes to the loading screen with the weird CE icon, and then an error pops up saying it took to long to load :/ at this rate i'll never play CE :( :( :( :cry: :cry: :cry:
User avatar
stylesrj
Posts: 3638
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captain's Edition 1.283/Inf 1.28/EL 1.282

Post by stylesrj »

DJMAGaming wrote: Just tried doing that, and it still doesnt load it up... Just goes to the loading screen with the weird CE icon, and then an error pops up saying it took to long to load :/ at this rate i'll never play CE :( :( :( :cry: :cry: :cry:
Well, I'm out of ideas. How old is your computer?
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