[MOD] FTL: Extended vAE.1.1

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RAD-82
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[MOD] FTL: Extended vAE.1.1

Postby RAD-82 » Thu Jun 05, 2014 3:09 pm

FTL: Extended

Install with Slipstream Mod Manager

Download FTL: Extended from MediaFire AE.1.1

The Federation Base is extremely far away now. The only way to get closer is to use a "Slingshot" Long-Range Beacon. These require a lot of fuel to use, but it is the only way to reach the base.

Gameplay:
- Exit Beacons no longer have random events. When you reach them, you either pay to use the Slingshot, or you are forced into a nearby "uncharted" sector where you can gather more supplies.
- Since the Crystal Sector is not available, the Crystal Cruiser unlock event has been modified. You can still unlock it.
- If you use a Slingshot in an Uncharted Sector, you do not get to choose your next sector.
- Uncharted Sectors have a mix of almost everything, so they might not be balanced.

Code: Select all

Initial Release of AE.1:
-New brand of Long-Range Beacons known as Slingshots
-Potentially infinite gameplay by looping through uncharted sectors
-Modified Crystal Unlock quest
-A change to one event to punish people that don't pay attention

Update for AE.1.1:
-Improved support for Event add-ons


Add-ons - Load after the FTL: Extended mod

Download Inflation add-on from MediaFire AE.1

    The Inflation add-on increases the prices of systems bought at stores by about 50%, rounded down to the nearest multiple of 5. System upgrades cost more. Resources bought at stores cost an extra scrap. This mod is meant to extend your gameplay by slowing down the rate at which you develop your ship. This add-on is usable without FTL: Extended, but why would you do that? :lol:

Download Disable Fleet add-on from MediaFire AE.1.1

    The Disable Fleet add-on stops the Rebels from taking over a sector. This provides you with plenty of time to visit every beacon in a sector, although you still have to be careful of the exit beacon if you don't want to use the Slingshot. This add-on also disables the Distraction Buoys so that you can't buy them and they won't drop from enemies. (AE.1.1) This add-on is usable without FTL: Extended and is compatible with the Universal Starting Beacon, which would be loaded before this.

Events - Requires FTL: Extended vAE.1.1+, although I don't think very many AE.1 got out due to forum issues

Download Lanius Invasion add-on from MediaFire AE.1

    (AE only) The Lanius Invasion add-on provides the Uncharted Sector with Lanius events from the Abandoned Sector. Lanius crew are also made available.

---

I, the poster of this topic, have no intention of making any event add-ons with custom events, as they wouldn't quite be "vanilla." However, other people might like to write events to include in the Uncharted Sector, so I'm adding this section.

When adding events to the Extended eventLists, found in newEvents.xml, it is recommended to use the advanced appending tags available through Slipstream Mod Manager.

Code: Select all

<mod:findName type="eventList" name="{insert eventList name here}">
   <mod-append:event load="{insert event name here}"/>  <!-- Repeat as necessary -->
</mod:findName>


List of eventList names:
    Non-AE
  • NEUTRAL_EXTENDED
  • DISTRESS_BEACON_EXTENDED
  • ITEMS_EXTENDED
  • HOSTILE_EXTENDED
  • NEBULA_EXTENDED
  • QUESTS_EXTENDED

    AE
  • OVERRIDE_NEUTRAL_EXTENDED
  • OVERRIDE_DISTRESS_BEACON_EXTENDED
  • OVERRIDE_ITEMS_EXTENDED
  • OVERRIDE_HOSTILE_EXTENDED
  • OVERRIDE_NEBULA_EXTENDED
  • OVERRIDE_QUESTS_EXTENDED

Here is all of the data in the Lanius Invasion add-on as an example:

Code: Select all

newEvents.xml.append

<mod:findName type="eventList" name="OVERRIDE_HOSTILE_EXTENDED">
   <mod-append:event load="LANIUS_FIGHT"/>
   <mod-append:event load="LANIUS_REBEL_FIGHT"/>
   <mod-append:event load="LANIUS_PIRATE_FIGHT"/>
   <mod-append:event load="LANIUS_FIGHT_ASTEROID"/>
   <mod-append:event load="LANIUS_FIGHT_PULSAR"/>
   <mod-append:event load="LANIUS_NOBOARDERS_PDS"/>
   <mod-append:event load="LANIUS_HARVESTER"/>
   <mod-append:event load="LANIUS_PIRATE_BOARDERS"/>
</mod:findName>

<mod:findName type="eventList" name="OVERRIDE_NEUTRAL_EXTENDED">
   <mod-append:event load="LANIUS_CIVILIAN"/>
   <mod-append:event load="LANIUS_PIRATE_CIVILIAN"/>
   <mod-append:event load="LANIUS_SOLO_SALVAGE"/>
   <mod-append:event load="LANIUS_SCARED_CIVILIAN"/>
   <mod-append:event load="LANIUS_AUTO_REBEL"/>
   <mod-append:event load="LANIUS_GROUP_AUTO"/>
   <mod-append:event load="LANIUS_BEACON_EATER"/>
   <mod-append:event load="LANIUS_DORMANT_EVENT"/>
   <mod-append:event load="LANIUS_FUELING_STATION"/>
</mod:findName>

<mod:findName type="eventList" name="OVERRIDE_DISTRESS_BEACON_EXTENDED">
   <mod-append:event load="LANIUS_DISTRESS_FIGHT"/>
   <mod-append:event load="LANIUS_DISTRESS_EMPTY"/>
   <mod-append:event load="LANIUS_DISTRESS_TOOLATE"/>
   <mod-append:event load="LANIUS_DISTRESS_TRAP"/>
   <mod-append:event load="LANIUS_SLUG_DISTRESS"/>
   <mod-append:event load="LANIUS_MANTIS_DISTRESS"/>
   <mod-append:event load="LANIUS_ROCK_DISTRESS"/>
</mod:findName>

<mod:findName type="eventList" name="OVERRIDE_ITEMS_EXTENDED">
   <mod-append:event load="LANIUS_FREE_STUFF"/>
   <mod-append:event load="LANIUS_RESEARCHER_CONTACT"/>
   <mod-append:event load="LANIUS_RESEARCHER_CRAFT"/>
   <mod-append:event load="LANIUS_TRADER_TRANSLATOR"/>
   <mod-append:event load="LANIUS_TRADER"/>
</mod:findName>


sector_data.xml.append

<mod:findName type="sectorDescription" name="CRYSTAL_HOME">
   <mod:findLike type="trackList">
      <mod-append:track>shrike</mod-append:track>
   </mod:findLike>
   <mod:findLike type="rarityList">
      <mod-append:blueprint name="anaerobic" rarity="5"/>
   </mod:findLike>
</mod:findName>


Credits:
FTL, Slipstream Mod Manager, Notepad
Sleeper Service for the original Infinite add-on for Captain's Edition
Last edited by RAD-82 on Mon Apr 04, 2016 2:59 am, edited 4 times in total.
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5thHorseman
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Re: [MOD] FTL: Extended vAE.1.1

Postby 5thHorseman » Fri Jun 06, 2014 6:31 pm

Very cool looking mod here! Does it utilize all 7 pre-boss sectors plus the Crystal sector? Like, you either Slingshot to the next sector or the Uncharted/Crystal one?

This may be a cool mod to let the Potential reach its... potential.
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RAD-82
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Re: [MOD] FTL: Extended vAE.1.1

Postby RAD-82 » Sat Jun 07, 2014 5:18 pm

Added the Lanius Invasion add-on! You can now have the Lanius show up in Uncharted Sectors. AE only, of course. ;)

I originally said I wasn't going to make any event add-ons, but what I meant was that I wasn't going to write any new events.

It sure was a pain to post this, as the forum is having issues again, but I persevered.

5thHorseman wrote:Very cool looking mod here! Does it utilize all 7 pre-boss sectors plus the Crystal sector? Like, you either Slingshot to the next sector or the Uncharted/Crystal one?

I don't quite understand the first question, but the second question seems like the answer is yes.
5thHorseman wrote:This may be a cool mod to let the Potential reach its... potential.

Since you are able to stay in the first sector for as long as you want by using the Uncharted Sectors, it may also be easier to survive with the Potential. I guess I can't do anything to prevent that.
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MightyKebab
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Re: [MOD] FTL: Extended vAE.1.1

Postby MightyKebab » Sun Jun 08, 2014 10:30 am

Tried it today. Looks good overall but I find it a tad bit problematic to have the rebel fleet still chasing me millions of light years away from the front line. Could you make a third optional addon that disables the fleet?
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RAD-82
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Re: [MOD] FTL: Extended vAE.1.1

Postby RAD-82 » Sun Jun 08, 2014 10:26 pm

MightyKebab wrote:I find it a tad bit problematic to have the rebel fleet still chasing me millions of light years away from the front line.

I don't agree with that reasoning, since the name of the game is still the same. You have sensitive Rebel intel and they don't want you to have it.

Anyways, I've written up a Disable Fleet add-on, and it is now available in the first post.
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Mrgrimm150
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Riggers. Riggers everywhere.

Postby Mrgrimm150 » Tue Sep 23, 2014 8:22 pm

I know this is an old topic but I have an odd bug to say the least. Everything is a rebel rigger. Space station? Rigger.
AI ship? Rigger. Pirates? Rigger. I use slipstream mod manager and Use FTL extended + Remove fleet. As well as ship mods.


EDIT: IGNORE ME I HAD A BRAIN DUMB loading up CE along side it made it work.
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RAD-82
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Re: [MOD] FTL: Extended vAE.1.1

Postby RAD-82 » Sun Feb 26, 2017 2:34 am

The_Comma_Splicer wrote:I know about both the "Infinite Space" and "Captains Edition Infinite Addon", but both of those change the game, adding more weapons and events.

I'm bumping this topic because it seems there is a reddit user that might be interested in this.

The_Comma_Splicer wrote:I'd like to be able to keep jumping after the Flagship fight...

...but that isn't possible.
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Ratttman
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Re: [MOD] FTL: Extended vAE.1.1

Postby Ratttman » Thu Sep 17, 2020 11:00 pm

hey, this is super old but im playing with this mod (as well as the lanius invasion and disable fleet addons for it) and i just got an event that was cut from the game (the one mentioning wisps of light coming towards your ship). was this intended? the boarders just spawned as humans.
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RAD-82
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Re: [MOD] FTL: Extended vAE.1.1

Postby RAD-82 » Fri Sep 18, 2020 2:29 pm

Ratttman wrote:hey, this is super old but im playing with this mod (as well as the lanius invasion and disable fleet addons for it) and i just got an event that was cut from the game (the one mentioning wisps of light coming towards your ship). was this intended? the boarders just spawned as humans.

It appears I did include that event (BOARDERS_ASTEROID_GHOST) in the base mod, but I never provided a crewBlueprint for the ghosts, so that is why they are appearing as humans. I don't have any plans to do anything about it, even though I just noticed another potentially deadly problem (asteroid field without enemy ship) with that event.
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